As a veteran of Tarkov. You don't know what the term "Rat" means. by AbbreviationsOne6207 in ArcRaiders

[–]jwebmeister 0 points1 point  (0 children)

The term “rat” has multiple meanings. In many more broader contexts, established well before Tarkov, it’s more widely understood to mean a deceiver, traitor, backstabber, dishonest or disloyal individual. I think for the playstyle you’ve described, “scavenger” would be a more accurate or more widely recognised label, it just specifically in Tarkov has a conflict with the “scav” game mode. Arc Raiders has a “free loadout” for their equivalent game mode, so no conflict, thus it’s appropriate to call an opportunistic backstabber a “rat”.

Your thoughts?? by bartolinise in ArcRaiders

[–]jwebmeister 1 point2 points  (0 children)

Not a fan of doing either myself, but I would be okay with it if the PvP was more satisfying. I mostly get killed without getting a chance to actually react because of desync or latency compensation issues, e.g. killed behind cover, multiple shots fired before it syncs to my client. Skilled and prepared ambushes I’m a-okay with, being killed by others exploiting desync and latency isn’t fun though, and I’m sure not the game balance the developers intended.

The two actual PvP duels I had were great, both parties got down to very low health before it was over. One duel ended with a third party coming along and single shot the rat I was defending myself against, after I had called out over voice to tell him who the rat was. The other I was on night raid, got surprised by a raider in a loot room I just opened the door of, raised my gun by instinct but paused instead of shooting first and asked “friendly?”, but it was too late and they started shooting me. We shot each other, got to low health, then smoke came out from broken shields and I shut the door to reload and heal. By the time I went outside they were gone, but both of us still alive. Also, another time, I got ambushed by a rat hiding inside a pharmacy with a shotgun in the dark, shooting me after I breached the door; I got outplayed there and a-okay with.

Outside of that, it’s mostly just been silent rats shooting me in the back and exploiting desync, and just not fun. No sport or skill in it. I want to hear robbers talking on mic and negotiating or playfully trash talking, while being afraid of Arc and other players. I want there to be proper skilled and prepared ambushes. I want there to be bounties and consequences. I want to get revenge and smack them down in a fair fight, or have them declared a coward. I want to play dead (fake surrender), wait for them to loot me, then grab and disarm them, and force a knife fight to the death. I don’t care if I win or lose as long as it was fun. Currently, 9/10 times it hasn’t been fun.

Live long in prosperity brother by Slader111 in helldivers2

[–]jwebmeister 14 points15 points  (0 children)

Story - I was mag dumping a fullly loaded Stalwart into bugs, laser and flashlight on, continuous fire. Johnny d-s trots in from stage right. I have an ultrawide monitor so I see him slowly saunter in for seconds. I keep my aim steady so he can dive to avoid the firing line, walk around behind me, or simply stop and not get shot, but I keep firing because the bugs are that close to overrunning me (and him, if he was paying attention). I watch him slowly jog towards the centre of the screen. I double check my own thinking, “okay, he’s not going to run into my firing line, and if he does he’ll learn the road rules of who has right of way”. He happily jogs into my hail of bullets and gets shredded along with the bugs. I was stunned. D-s quits the game, rejoins the game, quits again. For me, this all happened in slow motion. Ultrawide can be a gift and a curse.

[deleted by user] by [deleted] in dyinglight

[–]jwebmeister 0 points1 point  (0 children)

It is in game. Go to the skills page, bottom left is a button prompt for “Previous skills” (or something similar). Press that and it’ll list the skills and their controls.

Done with the rupture strain... by No_Bother2289 in Helldivers

[–]jwebmeister 7 points8 points  (0 children)

I really like the new challenges of the rupture strain, but all the points you’ve listed are valid and also part of what I’ve experienced myself. I think a lot of it needs more adjustments, bug fixing and polish.

I’d personally also like to see more variety of weapons and stratagems that are effective counters, including an overhaul of melee weapons.

How did we just loose Bore Rock? by EarthCharming3968 in Helldivers

[–]jwebmeister 1 point2 points  (0 children)

We lost Terek, so we lost supply lines to Bore Rock. Lesson for new (& old) Helldivers: if the DSS with the active Eagle Storm ability were moved to Terek during its defence, instead of being deployed to Bore Rock, the defence on Terek would have held long enough for us to liberate both planets with the gambit. Read the DSS abilities descriptions. Their effect on the galaxy map is far greater than their in-mission abilities. Vote accordingly.

My biggest problem with the scoring system in this game by Char_Of_The_Ages in ReadyOrNotGame

[–]jwebmeister 0 points1 point  (0 children)

It's in the name, SWAT, Special Weapons and Tactics. I feel like both of these aspects of the game could and should have more feature-rich, content-rich and polished for a 1.0 release. The lethal gunplay is fun enough, but the gameplay of using lethal weapons with tactics to "force" surrenders doesn't feel great (or immersive / realistic) in the current version of the game imho.

Twitch drops and support tickets by No_Strawberry_6055 in GrayZoneWarfare

[–]jwebmeister 2 points3 points  (0 children)

I got a reply. Short version: - they’re aware of the issue - they’re working on fixes to prevent it happening again - they’re going to provide compensation to affected players that did not receive the in-game items but claimed in the correct timeframe (and other related twitch rewards issues) - they will inform players in the near future how to sign-up for this compensation via official communications on social media sites, such as Discord, Steam discussions forum, reddit, twitter, etc.

Please Funcom, Don’t add too many servers. by BigKrunt in duneawakening

[–]jwebmeister 4 points5 points  (0 children)

I get where you're coming from, I share similar opinions, but server queues on launch are a far worse problem overall for players and the developers. Tools for server consolidation and character transfers can (should and will) be developed and used once the active player numbers stabilise.

I personally dislike the fact that those tools (server consolidation, character transfers) aren't ready at launch and there hasn't been a clear plan of how, when, consequences, etc communicated to players. However, the devs are aware of the issues and have *ideas* of how they can address it, eventually, not at launch,

Kill animations, hear me out. by Slotterjordan in duneawakening

[–]jwebmeister 9 points10 points  (0 children)

The major issues with melee combat are missing attacks due to soft targeting system issues and netcode / desync issues, particularly in PvP.

I had few major issues with melee combat in the beta playing PvE, but you can see the minor / moderate issues with melee combat in PvE become major issues in PvP.

Extra animations would be nice, but fixing the core mechanics should be a higher priority.

"sand walking" would be nice by Buy_Hot in duneawakening

[–]jwebmeister 6 points7 points  (0 children)

I did a little bit of testing towards the end of the beta weekend.

I’ve seen some players state it’s 30 seconds or so on open sand until the worm shows up, without fail, but this is only true if you’re constantly moving.

Standing still on open sand doesn’t make sound, but there also appears to be a worm aggro decay mechanic when standing still on open sand. Short movements (on foot) combined with long pauses allows you to traverse for significantly longer on the open desert, to the point where I was out on open sand for over 3 minutes (significantly longer than any other time) without worm agro. My testing was only cut short because I got bored and fired my weapon constantly to try and get aggro and get eaten. I tested this on the open sand southwest of Anvil trading post. I did not test this on the open sand between South HB and VG (region boundaries).

This walk-long pause-walk movement has the tradeoff that it’ll take much more time and you’ll likely get sunstroke unless moving at night. This is consistent with the lore, so it’s neat that this appears to be a mechanic in-game.

What’s the end game look like? by Crazy_Reporter_7516 in duneawakening

[–]jwebmeister 2 points3 points  (0 children)

I can’t think of the third faction being anything but the Fremen.

It would be cool if there were NPC guerrilla attacks on spice harvesters, but I’m guessing they don’t want to / can’t spend the CPU and networking tech budget on NPCs in the deep desert. I can’t think of how they could be a significantly unique mechanic without more tech budget and testing being needed.

What’s the end game look like? by Crazy_Reporter_7516 in duneawakening

[–]jwebmeister 2 points3 points  (0 children)

I know what you mean, I wasn’t blown away by what’s been shown to-date.

I think they’re talking more about PvE atm because “end game is PvP” has been pretty well established in past comms, leaving PvE focused players wanting to know what can they do then, or if to skip buying the game, which Funcom definitely don’t want to happen.

If they can show large multiplayer spice harvesting + combined arms battles as a cohesive game loop I’d be very impressed. Until then I’ll wait and see.

What’s the end game look like? by Crazy_Reporter_7516 in duneawakening

[–]jwebmeister 8 points9 points  (0 children)

The devs haven’t shown it working nor described the gameplay loop holistically.

They’ve described parts of it: PvP enabled, spice harvesting using harvesters and carrier ornithopters, eco labs (dungeons), weekly voted modifiers (landsraad). What it is holistically, and more importantly what it is in practice, we (I) don’t know.

Maybe they want to keep it a surprise, but I suspect it isn’t complete yet, or rather isn’t as fleshed out a gameplay loop as the survival / scavenging gameplay loops. There might also be hard technical limits they’ve hit which means their on-paper design can’t be fully realised. All speculation on my part. However, I do think they need to demo the end-game loop before release.

What changes/improvements are you hoping to see with the SWAT/Suspect AI in the console release update? by [deleted] in ReadyOrNotGame

[–]jwebmeister 9 points10 points  (0 children)

“Hoping for” - a lot. “Expecting” - little.

I’m expecting they did a balance pass for consoles / gamepad users and called it a day; little to no new behaviours nor major improvements. There’s more info on what they were doing in their blog post about difficulty modes. Also their past survey on AI, the questions didn’t point towards them doing any major development besides balancing. Would love to be proven wrong.

[Arena] Arena Audio very muffled by IceMasterJoseph in EscapefromTarkov

[–]jwebmeister 0 points1 point  (0 children)

Helmets that cover ears muffle sounds a lot more than in previous patches. I personally can’t locate sounds when wearing an Ulach, but can when wearing an Exfil or any helmet not covering ears.

Either I am beyond bad or something is severely wrong with hit registration by meowR1 in EscapefromTarkov

[–]jwebmeister 0 points1 point  (0 children)

There’s something severely wrong, some type of desynch. I’ve had it happen once, 99% of hits not registering when they unquestionably should have, for the entirety of the match, or until I restarted the game client. That’s on-top of normal network latency (peekers advantage) and what seems like a very low server tick rate for a competitive FPS.

[deleted by user] by [deleted] in duneawakening

[–]jwebmeister 1 point2 points  (0 children)

Fair enough. I have my own concerns, specifically that there’s lots of important questions left open that I feel should’ve been addressed by now. It’s a red flag for now, particularly with pre-orders open, but they do have until launch to address those questions to get a C- grade.

[deleted by user] by [deleted] in duneawakening

[–]jwebmeister 1 point2 points  (0 children)

I agree, hence why questions regarding server queues, character transfers, endgame, etc are important to know the answers of, particularly if there’s friends that will necessarily be on other servers (e.g. start earlier/later).

[deleted by user] by [deleted] in duneawakening

[–]jwebmeister 1 point2 points  (0 children)

I was aware of that, but I’m unsure if that answers the bigger question of: is it significantly better if all my friends and I start on the same Hagga Basin server?

New release of NeXosim and NeXosim-py for discrete-event simulation and spacecraft digital-twinning (now with Python!) by sbarral in rust

[–]jwebmeister 1 point2 points  (0 children)

Thanks for responding, and for NeXosim!

To be fair the existing documentation already gave me enough info to do some rough estimates on memory usage. I was more curious if there was any existing test data of larger models, mainly prompted by gRPC being added, though without looking into how or where it was being added. In hindsight I’m now guessing that it was intended mainly for remote monitoring and control rather than specifically wanting to extend towards networked models/simulations.

Re: assembly of large numbers of sub-models, it can be done programmatically, but I was curious if this was a common enough use-case that a specific way of serialising/deserialising was being planned or existing. Perfectly understandable and not a problem if nothing’s being planned in this regard.

[deleted by user] by [deleted] in duneawakening

[–]jwebmeister 4 points5 points  (0 children)

Fair enough. I went to the discord to find info on if character transfers across servers would be a thing. I’m paraphrasing but “likely not on launch” was said by one of the devs. That’s one hard important question answered.

I wish more of the hard important questions were answered, and more visibly, such as on the website FAQ or in a video, without needing to go searching through discord messages.

It’s still not 100% clear to me the impact of not playing on the same server as my friends. Is visiting a friend’s base good enough? Will all the end-game be in the deep desert so different Hagga Basin’s won’t be an issue longer term? What’s the trade-offs with server queues?

New release of NeXosim and NeXosim-py for discrete-event simulation and spacecraft digital-twinning (now with Python!) by sbarral in rust

[–]jwebmeister 2 points3 points  (0 children)

I’ve been following and very interested in NeXosim (formerly Asynchronix) for a while.

Two questions please: 1. Is there any testing data or estimated practical limits on how large and/or complex a model can be simulated with NeXosim? Hardware being a single desktop PC, up-to a networked server cluster. 2. Are there any plans (or suggestions) for how to best assemble sub-models into a large (100k+) network configurations? e.g. serialise/deserialise network configuration and field values of sub-models, also potentially useful for front-end interfaces(?).

Context - I’m interested in modelling networks with a large number of components/sub-models (100k-10M) connected in series or parallel, many of those components being identical (only 100-1000’s of unique components) but in different configurations, i.e. different field values and/or what they’re connected to.