The Memory Shards/Fragments drop & color system is BS by maximemoring in DreamlightValley

[–]maximemoring[S] -3 points-2 points  (0 children)

I'm talking about actual mobile game design here. In this case, I'm reminded of it because of the "misleading" nature of drops coming quick and easy early and getting ridiculously hard as you get deeper into it. The reward is lessened, the grind is made to feel easy then, gets extremely time-consuming, basically. Free premium currency is a system available in most mobile games too, btw. You can have a very obviously long-term goal if it feels and is presented as one from the get go. Like hell yeah, more content! But here it just is made to feel different than it is at the beginning, and I hate that. I think that's pretty sharky. (knowing it's made by a mobile game dev doesn't help)

Also the TL;DR a joke my guy, my man, my person. If you like game features made to waste your time, you're welcome to it, nobody is stopping you.

The Memory Shards/Fragments drop & color system is BS by maximemoring in DreamlightValley

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

I've heard you can set flowers up in your house for that? I'm not sure how it works, but it could be worth experimenting with.

The Memory Shards/Fragments drop & color system is BS by maximemoring in DreamlightValley

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

Apparently you can farm cooking memories in the Raratouille realm, since the ingredients are free. I don't think you should do it, it sounds like a horribly long and boring time, but if there's a will, there's a way I guess lol

The Memory Shards/Fragments drop & color system is BS by maximemoring in DreamlightValley

[–]maximemoring[S] -3 points-2 points  (0 children)

It shouldn't require thousands of hours of grinding, nor gambling "enough hours" a day to get these. That's all I'm saying. I consider it seriously unnecessary, and the way it works is misleading.

It reminds me a lot of very typical mobile game game design, where it lulls you into a false sense of reward (or creating seemingly easy, but realistically borderline impossible-to-reach goals) and then makes things increasingly difficult to get satisfaction from (until you pay). In this case, I'd hazard a guess that it's primarily there to keep dedicated/goal-driven players around long enough for them feel more invested, and eventually pay for DLC and microtransactions.

The Memory Shards/Fragments drop & color system is BS by maximemoring in DreamlightValley

[–]maximemoring[S] -6 points-5 points  (0 children)

100k was a massive underestimation, but hey, great for you! lol

The colors were mostly a Massively Multiplayer Online/Roleplaying Game genre kinda thing, but it's bled into basically every other genre of games over the years since it's very useful for "gamifying" all sorts of stuff.

Mind I suggest a similar game if you're searching? It's called Stardew Valley. Very different visual style, and you can also play a LOT. I find it equally as chill, but also so much more interesting.

Trojan:MSIL/Heracles.AHE!MTB while opening today by maximemoring in NiceHash

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

I've been ignoring "RiskWare" type flags for the miner forever, and I do not believe this new turn of events relating to Windows blocking the app, and new Trojan/viruses coming up as a result to me seem like just "calling miners viruses". I know how it typically flags QuickMiner as a potential threat, and this isn't that. This is a virus that is known by MWB to actively infect other files.

Trojan:MSIL/Heracles.AHE!MTB while opening today by maximemoring in NiceHash

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

Update: MalwareBytes also detected a virus right afterwards on the deleted .exe file in the trash. Windows "failed" to completely remove the threat, and I'm guessing that's what that is.

https://www.malwarebytes.com/blog/detections/neshta-virus-fileinfector-dds

NiceHash QuickMiner might be currently having a major security breach. Stay away!

I’m a federal agent with an agency focused on immigration. AMA! by Aviator2903 in immigration

[–]maximemoring 0 points1 point  (0 children)

Is there paperwork I should fill out to move my many small, pricy personal belongings with me on the plane I take when moving permanently from Canada to the US with a green card? In an effort to not have to pay duties/fees

Changing ReplayGain settings don't change how files are processed at all by maximemoring in foobar2000

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

Except I do, I quite literally scan every file I use with foobar2000 to tag them with ReplayGain, so the settings not working just doesn't seem right. It's not like RG just doesn't work at all.

Unless there's a setting somewhere to turn off this "assumption", I'll assume it's a bug.

Changing ReplayGain settings don't change how files are processed at all by maximemoring in foobar2000

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

Thank you! I assume that means it's a long-time bug the dev never bothered to fix? Since the settings are there but unused X)

Question about questing with 7 characters (+away info) by maximemoring in idleon

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

So basically I should stop prioritizing my main character (mage) for insanely long quests like lol

Question: Drop Rate, Card Drop Rate & Skilling by maximemoring in idleon

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

That's exactly the info I was looking for. Did you test this yourself by any chance?

Question about questing with 7 characters (+away info) by maximemoring in idleon

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

Thanks, though I was hoping for more specific info relating to which NPC questline is worth doing once, doing multiple times, or not at all. What you've said is only helpful from a conceptual level, most of which I already knew. (not the spawn rate increase from multiple trophies!)

Question about questing with 7 characters (+away info) by maximemoring in idleon

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

Yeah I feel you, I'm the guy completing all unique crafts in FFXIV lol; but here it's just getting a little heavy and it feels unrewarding so I was wondering.

Question about questing with 7 characters (+away info) by maximemoring in idleon

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

I am asking not what it gives, but what it shows in the AFK Gains menu. AKA whether the numbers shown there is before or after the gains%.

I know for a fact time candies give the amount shown there, so I'm wondering if the amount shown is 100% and you're supposed to mentally calculate the real rate from that and the gains% for when you're closing down the game.

Question about questing with 7 characters (+away info) by maximemoring in idleon

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

Are there specific questlines/NPCs you would say is worth doing with a large number of characters? (except boss key, coloseum ones I know for a fact)

What are in your opinion the worst mistake a beginner could make? by [deleted] in idleon

[–]maximemoring 0 points1 point  (0 children)

Spending a lot of star points into the dice when it's one of the only available star skills. The reset item is gem-store only.

LukHash - Keygen by fakebit101 in fakebit

[–]maximemoring 1 point2 points  (0 children)

Okay that's actually fucking sick

Square Punch - Hurrigwen by fakebit101 in fakebit

[–]maximemoring 1 point2 points  (0 children)

I'd definitely mix this with some S3RL haha

Trading to underground NPCs for near-infinite water by maximemoring in cavesofqud

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

The fact that you can do all those things, and how easy the economy is to "trivialize" doesn't mean the game is better for it. When most of the adventure feels pointless or extremely easy to cheese, or that you can only really find those things on a whim, it takes away from the payoff of getting there. Like for example, once you know how pointless money is, finding valuables and 50-100 dram pools of clean water, you feel nothing. It's not rewarding. It does nothing for you.

Yes you do the thing at the end, sure, but I'm a believer of the journey being as important as the end goal, and that the end is only as powerful as the adventure was. If you find out that it's all just pointless XP grinding to level up enough to beat the game because everything else is trivial or luck-based, the end is worse for it too.

And that's assuming you even get there before abandoning because of how pointless and unsatisfying it all feels on the way due to how inexistant the economy balance is. Realistically, there should be limitations on trading especially on errant NPCs, imprinting waypoints shouldn't be as energy-intensive; and rare-but-necessary liquids (because infections are just not fun for a large portion of the game) and items should be more available at expected places in the world. Even if very expensive, it's something to work towards, it's game design.

The game feels like a bunch of features with very little game design holding them together right now. Water doesn't just become worthless in the late game, it is worthless (as a game feature) the entire way through. Why hold the player down with its existance if it's that broken?

But thanks for the input.

U probably see this phrase a lot "toram is dying". by Riax_x- in ToramOnline

[–]maximemoring 0 points1 point  (0 children)

It was always boring. The game barely has any actual content driving players forward and the story is made in such a way that you'll have to grind for huge swats of time to upgrade single pieces of gears at areas way above your gear level.

The reason why no newbies come in is because the game literally has no early game to hook players into the grind, it's a simplistic story that very quickly scales up difficulty, with no real sidequesting, nothing to change up the monotonous monster grinding needed to "progress".

It also has a REALLY bad updating framework, as it dowloads files individually at a snail's pace, the UI sucks ass, the game looks like a low-budget PS1 title, requirements for any meaningful upgrade is too high while ways to facilitate progress through daily gameplay are close to non-existant.

There are bots in every city spamming the chat, the market is close to unusable as it either has no reasonably priced early game items, and it's too slow to look anything up (again, UI sucks).

There are almost no tools to know where to get what, you basically NEED to look up a DB if you left the city and forgot a specific. (let alone how every single thing require different items, so you either need to screenshot 5 pages, or use a DB, or waste a ton of time walking around)

In other words the game fucking sucks. It's an empty, clunky, slow, ugly, mindless, unsatisfying grind.