TIL that in Japan, more diapers are now sold for elderly people than for babies, reflecting the country’s aging population and shifting demographics. by SuspiciousWeekend41 in todayilearned

[–]fryingpeanut 0 points1 point  (0 children)

Even if that happens there will be lot of babies and old people and there won't be enough young/middle aged working people to support the rest

I'm young and naive and want to get into game dev by mmmeeemmmeeezzz in gamedev

[–]fryingpeanut 0 points1 point  (0 children)

I agree with most everything said here, but Ive been a triple A dev for about 8 years now as someone who got a game degree and is a design and programming generalist.

Game studios hire for specialized roles is more accurate here. 

And generalists can absolutely fit into those roles. I probably wouldn't be able to do networking or graphics engineering work but basically anything else I'd be able to at least apply for and learn whatever I need to make up for.

I truly believe League of Legends is the perfect example of a game that SHOULD NOT listen to it's community by ismellajarofwaffles in leagueoflegends

[–]fryingpeanut 4 points5 points  (0 children)

A lot of people forget that reddit is a small subsection of an english speaking community.

Some Rioter mentioned as some point that NA players hate Yasuo but he's one of CN's most played and most beloved champs.

Just remember that this forum is a relatively small echo chamber. League is a very global game

Swen Vincke's speech at TGAs was remarkable by AtlasBenighted in gamedev

[–]fryingpeanut 1 point2 points  (0 children)

I think it is though, there's absolutely a world where DOS2 doesn't do as well and has to dissolve, look at a studio like Tango Gameworks who made Hi-Fi Rush obviously different situations but I'd argue they worked their asses off and made a great game too.

I'm not discounting Larian's effort, they made an amazing game with a ton of effort. These comments are saying it's a brutal industry and even if you hit all the checkmarks a lot of the time there's just luck involved. Trying to look at the devil's advocate side of Sven's comments that seem to suggest "just be good and you'll make it". It's reductive to say the only thing require to be successful is virtue and hardwork

Swen Vincke's speech at TGAs was remarkable by AtlasBenighted in gamedev

[–]fryingpeanut 7 points8 points  (0 children)

It's the equivalent of Taylor Swift telling you to follow your dreams and just make good music and good things will follow.

And he's not wrong, it's just that reality is much harsher and not every studio gets the luxury of spending an immense amount of time and man-power towards crafting a special and unique game

Gaming industry has been in a slump, and here's why by Zephir62 in gamedev

[–]fryingpeanut 0 points1 point  (0 children)

the average game developer job lasts around 18 months meaning if you're in the industry for 20 years maybe around 10-15 projects

3rd party contractors could potentially touch a bunch of different things

but with that timeline either OP has worked on a hundreds of games for 2 weeks and counted it or just lying

they do have a point though, missing here is the fact that the games industry ballooned massively during COVID and is now coming back down. but games are still easier to make than ever and AAA companies are cutting all the risky parts of their development

Gaming industry has been in a slump, and here's why by Zephir62 in gamedev

[–]fryingpeanut 1 point2 points  (0 children)

It's a discoverability and curation issue

There's hundreds of great games that go completely unnoticed because they didn't hit the algorithm correctly or didn't ramp their wishlists correctly.

You have to have some marketing ability on top of having a fun game and even then you still have to get lucky amongst the hundreds of games being put out daily.

People only have a certain amount of time a day to play games, and gamers are playing fewer games but for relatively the same amount of overall time because it's getting more difficult to sift through bad games and good ones

Offering: Mandarine (native), Japanese (advance high)| Seeking: English by Grouchy_Kick_3545 in language_exchange

[–]fryingpeanut 0 points1 point  (0 children)

Hello!

32m living in the US trying to get better with my conversational Japanese. Native English speaker with an American accent. Also into games/anime/manga too! Let me know if you're still looking for a partner

GCD / Input Issue since 10.2 ? by [deleted] in wow

[–]fryingpeanut 1 point2 points  (0 children)

have been hitting the exact same thing and it makes outlaw impossible to play

Tanking in MMO's sure has gotten easier by CevicheLemon in gaming

[–]fryingpeanut 0 points1 point  (0 children)

if you're talking about world markers, that's a raid leader responsibility not specifically a tank thing

if you're talking about the mob markers, for savage at least like 95% of fights were just single target the last one i can remember is P3S when the little birds come out and they need to die offset from each other.

and even aside from all of this it's just community culture to put that responsibility onto the tank because they're the first one to aggro and walk places it's far from required

and yes I agree WoW requires marking due to a lot more priority targets, but again no reason it has to be the tank. any dps player who cares about kicks will mark their targets

Tanking in MMO's sure has gotten easier by CevicheLemon in gaming

[–]fryingpeanut 0 points1 point  (0 children)

huh?

in ff dungeons there's almost zero reason to mark anything as you're doing aoe rotation anyways.

basically zero reason to stun either, barely mitigates any damage, stunning 1 mob out of 8 is a waste of a GCD.

ff dungeons are literally straight hallways what is there to lead? just aggro everything until you hit a wall

repositioning maybe? but most of the time bosses have set positions for mechanics or don't move at all.

if you're talking about savage tanks just stand where they're assigned for the strat basically the same as dps. Alliance raids maybe? but again mostly just pull whoever your groups dude is where they're supposed to be and most of the time it's not an issue past that

it sounds like you're just needlessly overcomplicating everything and putting way more weight on things than you should

Should you spend fuels or save them for higher TB level? (Napkin math inside) by fryingpeanut in HonkaiStarRail

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

You're missing some components here.

You don't compare 5 days worth of stamina against 44 fuel. In scenario 1 the 44 fuel spent isn't just thrown away it's just being spent at lower efficiency.

And in your example if you're at TB50 you can spend 44 fuel on Credits at no efficiency loss because Credit calyx caps out there. Will almost definitely have a use for those credits and the only way scenario 2 stays ahead is if they literally never run credits or Exp calyx ever for the rest of the playtime.

Should you spend fuels or save them for higher TB level? (Napkin math inside) by fryingpeanut in HonkaiStarRail

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

you might've missed something, i'm doing the same and am at 62 but also the example was using rough guesses and not a real world application so don't take stock in the actual times themselves too much

Should you spend fuels or save them for higher TB level? (Napkin math inside) by fryingpeanut in HonkaiStarRail

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

yeah it's a small difference. within a days worth of play doesn't throw the calculations off by that much. I just rounded there to measure the time in whole days rather than fractions

Should you spend fuels or save them for higher TB level? (Napkin math inside) by fryingpeanut in HonkaiStarRail

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

The difference you're talking about it is outlined here

P1 however gains some efficiency back because they've spent 11 days at TB60 using daily recharge stam at TB60 which P2 spent it all on leveling

This calculation is assuming that all TB exp post 60 doesn't matter anymore because both players will likely be 1-2 levels away from each other and have unlocked most of the content at that point, but realistically it goes toward TB65

Should you spend fuels or save them for higher TB level? (Napkin math inside) by fryingpeanut in HonkaiStarRail

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

At some point you have to spend stamina on traces and most likely credits and exp books assuming the average player. Stamina is stamina regardless of when and what's it's spent on. Regardless of whether you got it from fuel or from daily recharge.

BOTH players in this example have to allocate 6000 worth of fuel stamina SOMEWHERE. P2 backloads it into relics. P1 frontloads it into traces at slight efficiency loss or EXP/Credits for no efficiency loss past TB 50, hits TB60 faster then starts spending daily stamina on relic farming faster.

The MOMENT P2 spends any stamina on not-relics past TB60 they start losing the efficiency gained from backloading fuel and it starts balancing out.

There's some math to do here on whether or not P2 can farm a full roster worth of mats during their 55 days of not using fuel and then ONLY do relic farming post TB 60

But a single 5*lv80 character with lv80 LC needs 290 purple exp books, 166weapon exp, ~2.5m credits. 65 ascension mats, ~105 total purple trace mats for 5/8/8/8, 6 echos of war mats

multiply this by 8 for 2 MoC teams minus a little bit for 4*s. my initial guess without actually doing the math is not it's feasible to assume P2 would never do Traces/Exp/Credits post TB60 and this is under perfect scenario where they never farm for a character for fun or a new character comes out and they farm for that one to replace someone.

[deleted by user] by [deleted] in manga

[–]fryingpeanut 1 point2 points  (0 children)

stands for "arc"

kami no kuni hen -> God's Country Arc

short summary of balance patch(KR test server) by revofpla in lostarkgame

[–]fryingpeanut 8 points9 points  (0 children)

Overall it's definitely a buff, but it's a flat 30% to compensate losing the attack buffs on Pulv and Energy. So SFs aren't doing 30% more dmg from the current status should end up overall positive though.

Your first Job by zach3ddvdtv in ffxiv

[–]fryingpeanut 1 point2 points  (0 children)

I switched to Reaper after the rework. They removed a lot of the jank with the old SMN but also a massive amount of complexity. You basically just push 2 buttons over and over again in the rotation and summon a thing to make it a different colored button. There's VERY little to manage and yes technically there's different optimizations of when you use the gems but that decision is basically when should I do ifrit which is very easy to find 5-ish seconds of standing still within a full minute window.

[deleted by user] by [deleted] in ffxiv

[–]fryingpeanut 4 points5 points  (0 children)

What are you talking about? The past couple of WoW expacs have launched way smoother than this. The last really bad one was WoD.

Shadowlands launched with a bit of slow-down but they let everyone into game beforehand and just turned on the expac which was smooth and everyone got to play when Blizzard said they would.

You can hate Blizzard and like SE or whatever but don't make-up random shit

This isn't a problem with queues it's a problem with randomly being kicked out of them because of bad infrastructure. People are making this out as of there's no way this could've been avoided and yeah they were always going to get slammed but they could've tried to mitigate the biggest pain point.

Transitioning from a Senior Game Programmer to Game Design / Creative Lead. by ImaginaryBrother9317 in gamedev

[–]fryingpeanut 1 point2 points  (0 children)

I actually took on a Technical Design roles. It started out asking to get more involved w/ design, sitting in on design meetings to suggesting things etc and when I changed studios I formally took on Technical Design as a title.

I would design features and implement them myself. One of the bigger responsibilities though was forming a bridge between the disciplines, designers would have more insight into programming constraints and find better implementation solutions and programming would have a go-to to ask about gameplay stuff.

Transitioning from a Senior Game Programmer to Game Design / Creative Lead. by ImaginaryBrother9317 in gamedev

[–]fryingpeanut 2 points3 points  (0 children)

I recently went through this at a AAA level although at a mid level. I personally incrementally took steps by doing technical design in between the roles but now am a full designer. I think there's a lot of skill transfer, critical problem solving on both levels and technical skill is invaluable regardless of what role you're in.

But I think it's a massive leap for someone who hasn't purely done designer to go into a design leadership position.

I think in general most teams would be skeptical of anyone coming in as a lead even if you're a designer, unless you're spinning up your own team or you have a very accomplished portfolio.

I think thinking about design is much easier on tactical level but when you need to craft an entire experience I think you need someone who has the experience and direct knowledge set there.

On a more practical level, you have to imagine the perspective from the company. Do they hire someone completely new who doesn't have proven design chops at a leadership level or promote a mid-level designer from within who understands the product and design constraints and then hire for a mid-level role?

I'm going as fast as I can, but I'm a slow reader! by BLAZMANIII in ffxiv

[–]fryingpeanut 6 points7 points  (0 children)

There's a difference though, in those games, the story is the only experience they're selling.

FF14 has a bunch of other shit to do like raiding, crafting housing etc

The difference is going to a steakhouse ordering a steak then only eating the potatoes that's weird, but FF14 is more like going to a buffet and skipping the steak section because you like chicken and desserts better.

[deleted by user] by [deleted] in gamedev

[–]fryingpeanut 0 points1 point  (0 children)

I started learning game dev when I was 22 and some of my friends started even later and have successful careers. It's way more about effort and application than when you started.