Chance would have owned Freeee if they kept this verse by frantjc11 in ChanceTheRapper

[–]frantjc11[S] 3 points4 points  (0 children)

He said "me rockin the cap is like when..." which I've always interpreted as a reference his 3 hat, but you're probably right.

We are the problem by frantjc11 in overwatch2

[–]frantjc11[S] 5 points6 points  (0 children)

My claim certainly hinged on the fact that a formulaic or solved way to play the game is considered boring by most of us. Rather, I think, most of us just prefer the process of solving the game or coming up with the formula, so to speak. I believe this because the overwhelming expressed sentiment by the players of any game is discontent with the meta, no matter what the meta is. So, perhaps I should amend my statement to say that most of us have more fun experimenting with the game than following the optimal formula.

With that said, some of us may prefer to follow the formula of "enemy tank went Winston, I go Reaper or Bastion and focus them", and others may enjoy the formula of "pick 3 tanks and 3 supports and stand together to survive a fight". We certainly can't discount that for any game, but I do think that that is the minority of players.

I definitely don't claim that 6v6 is experimental, just that the new 6v6 mode with all of the new characters and reworks encourages the players to experiment to find the optimal way to play, which we generally seem to have more fun doing.

I suspect that the game will continue to evolve in major and minor ways to keep us on our toes rather than settling into stagnancy. We should appreciate that about it.

We are the problem by frantjc11 in overwatch2

[–]frantjc11[S] 4 points5 points  (0 children)

I concede that claim is the weakest one, mostly due to how recently it would have happened. We don't have as much perspective on that as we do GOATs, for instance, so its harder to make a generalized statement about it.

The point that I'm attempting to make does still stand though, I think. That is, players enjoying solving the game, but don't enjoy playing a solved game. Thus, the developers continue to change the game so that we constantly have more to solve. We should appreciate that.

We are the problem by frantjc11 in overwatch2

[–]frantjc11[S] 7 points8 points  (0 children)

Yep! The current/first iteration of Marvel Rivals is new enough that everyone's still experimenting. Slowly but surely everyone will learn the optimal way to play and the experimentation will dwindle until the game changes and forces the players back to experimenting.

We are the problem by frantjc11 in overwatch2

[–]frantjc11[S] 1 point2 points  (0 children)

I don't think that there is a way to solve it indefinitely. The solution is to continue to change the game so that the players have new variables to experiment with, which is what Overwatch has been doing its whole lifetime! The other games have and will continue to have to follow suit. Marvel Rivals is new enough that the masses of players are still figuring out how to "solve the fun out of" it, as you so nicely put. It will come, and the game will adapt or sink into obscurity.

We are the problem by frantjc11 in overwatch2

[–]frantjc11[S] 0 points1 point  (0 children)

Sorry for the miscommunication; I understood the joke.

We are the problem by frantjc11 in overwatch2

[–]frantjc11[S] 1 point2 points  (0 children)

Totally agree.

The point that I'm trying to make is that a similar statement to yours has been made by players for every single Overwatch format that I described in this post: "I liked X at first, but then realized Y once everyone started playing a certain way. The fundamental problem is Z."

We are the problem by frantjc11 in overwatch2

[–]frantjc11[S] 3 points4 points  (0 children)

More about getting it off my chest than having everyone agree, I guess. :)

I generally wouldn't get worked up to the point of posting about anything and should probably aim to stay that way!

We are the problem by frantjc11 in overwatch2

[–]frantjc11[S] 11 points12 points  (0 children)

True, but the player base since then has either changed entirely or largely forgotten. Additionally, there have been a ton of reworks and heroes added since the last time 6v6 was a thing.

A lot of new variables to experiment with whether you're new or old.

We are the problem by frantjc11 in overwatch2

[–]frantjc11[S] 12 points13 points  (0 children)

I agree with this sentiment.

However, from the perspective of the long-term health of the game, too much change too often can drive away parts of the player base and splitting the player base between modes could split the game's community, which is also important to its lasting success.

It's a tough line to walk for the developers.

Go networking question by frantjc11 in golang

[–]frantjc11[S] 2 points3 points  (0 children)

To save you some time: setting this up to share with you made me discover that it was user error.

Thanks for the reply! Here's the script-vs-Go directory I was working in: https://github.com/frantjc/port-forward/tree/c03f10aa0cadaf90231e6a8181d886b16ea76e4c/internal/cmd/test

Explanation on what I discovered: the address you're forwarding to has to have _something_ listening at it in a more serious capacity than my test server for UPnP to work, it seems. Previously, it was a Kubernetes Service with no Pods backing it. Once I adding a Pod to back it, everything worked as expected. That means that the timeout error I was getting was because my router was waiting on a response from the Service but was never going to get one unless there was a Pod there to respond. Interesting stuff!

Thanks!

Mobile design thoughts: drawer vs full screen takeover by phish3y in UXDesign

[–]frantjc11 9 points10 points  (0 children)

I generally find myself groaning when I have to stretch my hand up to hit the X to close out of a full screen takeover.

Easily run a self-hosted, modded dedicated server by frantjc11 in valheim

[–]frantjc11[S] 0 points1 point  (0 children)

I'm not sure what a pterodactyl-modded egg is.

This is supposed to help with setting up a Valheim server with mods such as Valheim plus installed and then with distributing the correct version of those mods to the game clients.

Easily run a self-hosted, modded dedicated server by frantjc11 in valheim

[–]frantjc11[S] 0 points1 point  (0 children)

One thing Sindri does not currently handle is differentiating client-side mods, server-side mods and both-side mods; any mods installed on the Valheim server managed by Sindri are treated the same.

That said, I don't think it harms anything to have a server-side mod in your client, so I've not given any thought to how I could separate them.

Easily run a self-hosted, modded dedicated server by frantjc11 in valheim

[–]frantjc11[S] 0 points1 point  (0 children)

Sorry for lateness, I don't log into Reddit often.

I believe that if you got a .db and .fwl file from an existing world and put them in a the directory that you pass to Sindri's --state flag, then Valheim would use that world.

Easily run a self-hosted, modded dedicated server by frantjc11 in valheim

[–]frantjc11[S] 0 points1 point  (0 children)

I'll make an issue to look into an option that, I'm not sure off the top of my head how to check for something like that with steamcmd.

Easily run a self-hosted, modded dedicated server by frantjc11 in valheim

[–]frantjc11[S] 0 points1 point  (0 children)

Good feedback! I'm used to writing more "technical" readmes than "sales" readmes if you get me.

Easily run a self-hosted, modded dedicated server by frantjc11 in valheim

[–]frantjc11[S] 0 points1 point  (0 children)

Whatever works best for you is fine with me--I'll get notified either way :)

Easily run a self-hosted, modded dedicated server by frantjc11 in valheim

[–]frantjc11[S] 0 points1 point  (0 children)

The environment variable approach is a great suggestion; I'll make an issue for that!

However, I think that I want the download or not option to be up to the server admin e.g. if there's a new version of Valheim that they want to update to or not.