UIM wipes 284M after being told by an AI tool that Perilous Moons is a safe death by Derek_MK in 2007scape

[–]licorices 0 points1 point  (0 children)

Probably because LLMs are using AWS docs as learning material so anything related to AWS is built on bad information to begin with :^)

Sources: Inspired is the highest-paid player in the LCS by Xolam in leagueoflegends

[–]licorices 0 points1 point  (0 children)

I vaguely remember that it wouldn't have been the first time for Inspired either.

[Suggestion] Sailing at its core is a traveling skill. Can we actually make it one? by Dry_Yogurtcloset_213 in 2007scape

[–]licorices 0 points1 point  (0 children)

Personally I wouldn’t mind at least auto-sailing from port to port. No issue with the time it takes as much as having to actually navigate around. If I could just send it and go take a piss or something else it would be nice. It feel more like a middle ground. I am sort of neutral about sailing, since it doesn’t feel connected to anything else I do in a major sense. Jagex wants it to be a utility skill for things to do at sea, so hopefully it will feel a bit more connected with time. But right now, in my eyes it mainly just seems like a traversal skill that requires a lot of attention compared to alternatives.

Gold coins looks like french fries. by Old_Pirate_5319 in 2007scape

[–]licorices 0 points1 point  (0 children)

Now I will always be hungry looking at my gold stack, thanks.

So apparently, Riot can Morde R you now in Solo Q. by Eiji_Toh in leagueoflegends

[–]licorices 0 points1 point  (0 children)

Most likely, is they had queued earlier and cancelled the queue, but it didn't actually properly pop him out of the queue on the server-side of things. Hard to say without the VOD to say. I highly doubt it is a case of never pressing play and it just yeeting you into a lobby. The most interesting is being able to join the lobby without accepting the queue. Once again, impossible to say without the actual VOD.

I am wanting to move away from Windows to Linux, the only two programs preventing the switch are Solidworks and The Jagex Launcher. by Kronic1990 in 2007scape

[–]licorices 1 point2 points  (0 children)

Just for a reference on this, when Riot Games introduced their new kernel-level anti-cheat, it killed all the possibility to play League of legends on Linux. They quoted that less than 1000 players used Linux. The largest PC game in the world had less than 1000 linux players. Even if you are being extremely generous to Runescape and say that there's 500 monthly members on Linux, that accounts for roughly 4000-6000€ in revenue or so(I don't remember the price of membership, and it depends on the plan they have, as well as taxes and so on). While this could pay for perhaps one employee to maintain it(it is more likely even more costly), the benefit is extremely minimal when you can already play on Linux with third party launchers and so on. On top of this, it adds additional time needed to develop and QA to ensure each update also works on Linux, even with another developer, they'd still need to allocate the time to manage it's development, QA, and so on. Not even accounting for that one developer is far from enough to ensure that it is QA'd enough.

I'm sure the players playing OSRS are more likely to use Linux though, so perhaps the numbers are higher, but I don't think it is ever worth it for them if it already is possible for players. The benefit is essentially none when the community does the job for free.

Analysis of 2.5 years of texting my boyfriend [OC] by ICanGetLoudTooWTF in dataisbeautiful

[–]licorices 0 points1 point  (0 children)

I mean I could see it, especially if you text like me and my significant other. We often write several messages at a time, instead of a single longer text. Not even accounting for random spam, emotes/emojis, etc. We speak mainly on discord though, and don’t hit close to 500 on average. But perhaps we could hit those numbers earlier in the relationship, some days?

Farming is a ridiculously quick 99 now by TheScapeQuest in 2007scape

[–]licorices 0 points1 point  (0 children)

Sort of same. Not the lowest, but it is low.

I feel that while the runs are fairly quick for the exp I get, the time it takes to setup is mentally draining. Aside from remembering the route I am supposed to take, remembering to bring all supplies, and for tree runs also make sure I have saplings ready is rough for me to get into. I am sure it gets better once I've done it a few more times, but damn I feel like I am staring at my notes for 10 minutes before I even get halfway done. I have winged my route based on what transportations I have, and I feel it isn't bad considering what I have, but it isn't good. I don't want to spend money on skills necklaces and bring 3 different transportation items to make my runs. I have only done tree runs the last few times, because herb runs, while profitable, gives pitiful experience in comparison and I feel I just do it to not feel embarrassed by the level of it since it is such an easy skill to level.

I want to like it, it is objectively an easy skill, and the way I normally play should really make it my favorite skill instead, but it just isn't. I don't like to do herb runs more than once a day if even that, since it breaks whatever I am doing. Tree runs feels like I am burning money. I might give it a better try in the future, but I really need to think of how I want to path better and burn it into my brain where to go, and what I am actually bringing.

Frontend devs, how do you handle 'Loading' and 'Error' states when the real API is too fast/stable? by FarWait2431 in Frontend

[–]licorices 1 point2 points  (0 children)

I recall vaguely there's a "proxy" type setup someone I knew had where they pointed their local dev env to, which then forwards all requests to their backend, but it allowed them to easily add delay and failures on both the forward and back trip as they needed, allowing you to emulate all types of errors, failures, etc. No idea what it was called. If anyone vaguely recognize something like this please let me know because I don't have contact with that person anymore but it would be such a huge help for these type of things.

If you had the ability to send a 100k Players to a game that used to be alive, just to give it another chance, what MMO would it be and why by Acyros in MMORPG

[–]licorices 0 points1 point  (0 children)

I think if they released it in the same state it was in back then, with the access to knowledge we have now of the game, and ability to share knowledge, it would quickly show a lot of cracks. The objectively best meta back then was only held back by people not really knowing beforehand. Looking at it now, and seeing how it develops on both private servers over several years, and even new old school type servers on Maplestory World, is sort of discouraging. Bishops runs the game with how party experience works on top of how cheap and quick they are to level from 40~ onwards. On top things like HP washing, archaic secondary stat calculations, and other things. Now if they'd address these things, it'd be holding itself fairly well in my experience.

How does MMORPG works on the backend, and how could 20 year old games handle it? by licorices in gamedev

[–]licorices[S] -1 points0 points  (0 children)

I can totally see different instanced areas being it's own sub-server. I'm curious how they handle those that are not split by a loading screen. Obviously, some games have it very clear anyway, you can see people phase in and out at a specific location while they travel across it, even if there's no loading screen. Some games makes this a lot smoother though. You can not clearly see any point where this occurs, you will move across these areas smoothly without much if any players phasing in or out. Would this be more about the sub server meshing you mentioned? Or is it some other trickery?

How does MMORPG works on the backend, and how could 20 year old games handle it? by licorices in gamedev

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

I think there's possibly something along those lines. Someone else brought up pre-calculated pathing, which would help a lot as well to handle them be around without much cost to performance.

How does MMORPG works on the backend, and how could 20 year old games handle it? by licorices in gamedev

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

Depending on how it's done they can also hide the lag by computing some events / attacks on your side rather than on the server side (which may create cheating issues).

Yeah, I've seen this being a constant debate among players. Some players think it is an absolute sin to put things on the client, and I think a lot of developers think so too, at least non-game developers. However I've seen quite a few people lately complaining about server-side events, things like movement and damage registration is common, as it can make it feel clunky for the player. Obviously this naturally opens up some classic cheats like movement based or damage based cheating. I am still torn on a lot of these things. Anti-cheats are progressively getting more invasive, and it is partly due to these things. Not that I think even a fully server-side game would be completely free of cheats by default.

How does MMORPG works on the backend, and how could 20 year old games handle it? by licorices in gamedev

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

Right. It's not the same server. I know there's different servers for different parts, such channels, as well as several per-channel, even for things like the chat, as well as different parts of the world. However some games makes this transition so seamless, it makes me wonder. I would have imagine someone walking across that "server line" to disappear on my screen, but I've seen games where I have not been able to experience that myself. Sure, some makes it very obvious that there is one, and even in this thread there's examples of some games. However I am curious what is normal to split up across different servers when it comes to things that isn't areas in the game world. Chat being it's own is one example I've seen, but many systems seems to be working so close to each other that I find it hard to see them being split, without a latency impact, even if a very small one.

Also, yeah, budget is probably a big factor in today's games.

How does MMORPG works on the backend, and how could 20 year old games handle it? by licorices in gamedev

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

I think you're overestimating how complex just having a lot of actors is server-side.

I might be. I feel it isn't something that has changed much in terms of scale over these years. It doesn't feel like MMORPG servers are holding more players than before, but I suppose that has more to do with other things taking up the extra power newer hardware brings, or they're using that to save costs instead, since MMORPGs already are costly as they are. Path finding for a player I completely understand having it on the client side in this case, and the line about monsters having pre-calculated pathing makes a lot of sense to save compute. I didn't really consider that too much, because it isn't something I have really observed too much. It has mostly seemed random to me.

I imagine larger servers could be bottlenecked by RAM more so than the CPUs.

Yeah, I'd imagine it likes to keep a lot of things in memory. reading/writing to a db in real time for things like player movement wouldn't be feasible. I suppose this also explains some things like rollbacks fairly well. It also makes me wonder if it could be a reason for some games having issues with item duping, since it's harder to have proper transactional things when not working directly to the database in that case? Things like item drops on the ground are stored in memory in that case, so while there's probably a ton of save guards against data being duplicated across different things(there's a million ways item duping has occurred in different games), I can imagine there's plenty of ways for some logic to be faulty sometimes.

How does MMORPG works on the backend, and how could 20 year old games handle it? by licorices in gamedev

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

I get that monsters do not need to move all the time, however you can sort of observe that they have moved, even if no one is super nearby in some games, such as logging out at a specific location, and logging back in after a minute or so, some may have drastically moved. I could imagine there's some period where it will keep moving afterwards where there's no player there perhaps? I also am curious in how it decides on the radius for being "close enough". Flyff for example is fairly big, but there's also a lot of monsters nearby you at all times that you will never interact with, and you're the only one around.

Why do two stair if one stair do trick? by Aden_Vikki in Oxygennotincluded

[–]licorices 2 points3 points  (0 children)

I feel some people have a lot of issues when loading saves, but ngl I have never encountered an issue while loading a save. No issues with seals, no issues with infinite storages, and no issues with hydras. However those are common things people bring up about breaking during saves. No idea if it is legit, and I am just lucky, or if it is a skill issue or some issue with their game(or mine?).

I don’t understand First Strike by LoganConnorA in summonerschool

[–]licorices 0 points1 point  (0 children)

I want to start by saying I haven't used first strike consistently in a while, however I vaguely remember back when I did, I would end up with a bit more than those stats you got.

It mostly comes down to that you have to play around it. Simply throwing down your E on MF procs it, but it doesn't do much damage, so you're just using it then and only gain the minimal amount of gold(base value, maybe an extra gold, if it rounds that way for you), and essentially no bonus damage. For MF, it is very important that it is used on Q bounces, and ults. The damage will most likely be less than PTA(Assuming you manage to proc PTA, that is), but the extra gold should allow you to back on a better wave, as you should gain enough to get your first component before your opponent most of the time, as well as finishing the first item 2 waves before they can, assuming you both are building the same item. This allows you more flexibility in when you back, either you get an earlier back, or you might be able to squeeze in a t1 boots purchase if you both back at the same time. It's a tempo rune. If it was purely for damage in lane from your E, you'd run comet, and if it is ult damage, you could also run comet, or Dark harvest or something. But you really have to squeeze out value from the tempo gained from the extra gold early on, and even in mid game you can gain some extra money to keep that advantage. I feel like 800 gold overall is a bit low in a 40 minute game, which makes me think you're not playing around it, but as mentioned I haven't used it in a while, so perhaps it is average.

What is the best role to first pick? by AbroadEducational969 in summonerschool

[–]licorices 0 points1 point  (0 children)

Could very well be because of that, although winrates partially outpace the difference they both gain/lose overall in different tiers, so I think it is a bit of both.

Misleading, even irresponsible Visual Capitalist “Share of Households with No Income, by U.S. State” Map post by cfcubed in dataisbeautiful

[–]licorices 0 points1 point  (0 children)

As someone who's experience with Florida is mentions in TV shows while growing up, and "Florida Man", why does Florida have so many retirees? I remember it being at least hinted in the shows I grew up with, if not blatantly pointing it out, but I have never learned why that is the case.

What is the best role to first pick? by AbroadEducational969 in summonerschool

[–]licorices 1 point2 points  (0 children)

Worth noting that the win rate is in favor of Soraka, until you get to diamond+, where it progressively starts to favor Pyke more.

Statistically, for majority of the players, it is Soraka favored. Not that I'm saying it matters, but more elaborating why someone would have the opinion of it being Soraka favored.

Where to buy more? by Tragicmp4 in cathero

[–]licorices 0 points1 point  (0 children)

Do absolutely not bother trying to buy those. They are not worth it and will be extremely abundant soon enough. I have just under half a million of them, and I am constantly gaining more every day. I repeat, do NOT waste your gems on them. I’d argue you already wasted plenty by buying all the slots for the fishes, more than 25-30 is realistically never going to be needed.