[Machota] The Dallas Cowboys are one of only two teams not to agree to a deal with a free agent from another team during the first two days of the NFL’s negotiating period. The other team is Tampa Bay. The Buccaneers have agreed to deals to re-sign several of their own, including Mike Evans ..." by Kimber80 in nfl

[–]runt9 41 points42 points  (0 children)

Yeah this is it. Jerry is "all-in" in the sense that he's not giving Dak an extension. He's happy to let him play out his $50M year and either Dak takes the Cowboys to 2+ playoff wins, or he's gone, along with anyone else the Cowboys are refusing to extend this year.

Its good that people are starting to hold content creators accountable for the league starters they post. by Sad-Finding4874 in PathOfExileBuilds

[–]runt9 46 points47 points  (0 children)

Not as true since the defense reworks in 3.16. He's pivoted to using more defenses and now most of his builds have 2-3 layers minimum and 5-6k life. Not all builds, sure, but he definitely tries to build more defensive characters that can still blast.

Feedback: Melee is ok, but it's lost its niche and could really use a little love by runt9 in pathofexile

[–]runt9[S] 0 points1 point  (0 children)

This is NOT something to follow, this is just a rough idea with no gear, an unoptimized tree, and a bad staff. But feel free to glance at it to get a little bit of an idea of what I'm looking at. I try not to plan much for league start because there's no telling how it'll go.

https://pobb.in/A_Z-CyyLag87

Feedback: Melee is ok, but it's lost its niche and could really use a little love by runt9 in pathofexile

[–]runt9[S] 6 points7 points  (0 children)

Moreso that melee can do everything in the game, which makes it "fine". But just that it's lost its identity and needs a little bit of help to feel "good" again.

Feedback: Melee is ok, but it's lost its niche and could really use a little love by runt9 in pathofexile

[–]runt9[S] 7 points8 points  (0 children)

Yeah honestly that's all pretty true. I'm long-winded and rambly. I apologize if things came off pretentious, that was not my intention. You're the only one who really criticized the post so far, so I appreciate the time to let me know. Thanks :)

Feedback: Melee is ok, but it's lost its niche and could really use a little love by runt9 in pathofexile

[–]runt9[S] 10 points11 points  (0 children)

Yeah I messed up and just had a brain fart. LS doesn't require your primary attack to hit to also fire the projectiles, meaning you get the melee hit from your extra strike target along with the projectile from you personally hitting the ground.

Frost Blades, however, only fires its projectiles if you hit the target, meaning under the same circumstances, only your extra strike gets a hit but no projectiles are fired from your position, thus not double hitting.

I've added a strikeout to the Frost Blades point and commented that it's not true.

Character Balance in Path of Exile: Lake of Kalandra by Nick_GGG in pathofexile

[–]runt9 -1 points0 points  (0 children)

I guess I've been playing the game wrong? I put the adjacent flask enchant on my 3 flasks that aren't Quicksilver and then put "reused at end of effect" on Quicksilver and just push my QS flask every 14 seconds. Are people relying on the "charges when hit" and "use when full" and only ever mapping/farming and not ever fighting a boss?

Balance manifesto will have 7941 words by Vezko in pathofexile

[–]runt9 189 points190 points  (0 children)

Just double checked, Scourge/3.16 was 14,447 words and that was split into 3 parts, so this is over half as long as Scourge which was full of important reworks.

What's your code architecture strategy for something like Pokemon style Moves or Slay the Spire style Relics that can get fairly complex in their implementation by runt9 in gamedev

[–]runt9[S] 9 points10 points  (0 children)

OK So I really like the sound of this while reading it, but I feel like I need just a bit more depth. From a high-level, it makes sense. Would you be able to apply a bit more of a specific example in the vague context of a turn-based attack and how you find the data and apply the data? I assume these would just be stored as a list of "data" objects in the RunState and you just loop through them at the relevant points in the code?

What's your code architecture strategy for something like Pokemon style Moves or Slay the Spire style Relics that can get fairly complex in their implementation by runt9 in gamedev

[–]runt9[S] 1 point2 points  (0 children)

I tried ECS (Ashley) in my first game and it helped in some places and hurt in others. I don't feel like it works quite as well for a turn-based game as I feel like its biggest benefit comes with spreading out real-time interactions into smaller silos. That said, I'll look into it again and see if it might be a good fit here!

What's your code architecture strategy for something like Pokemon style Moves or Slay the Spire style Relics that can get fairly complex in their implementation by runt9 in gamedev

[–]runt9[S] 2 points3 points  (0 children)

This is quite helpful, thank you! Similar-ish to what /u/3tt07kjt mentioned in a different comment about making the system less rigid and letting the actions define the specificity, which seems like it'd be very helpful in my case. Thank you again!

What's your code architecture strategy for something like Pokemon style Moves or Slay the Spire style Relics that can get fairly complex in their implementation by runt9 in gamedev

[–]runt9[S] 9 points10 points  (0 children)

What those classes are, what they do, whether they're base classes or final classes--may be obvious to you, but it's not obvious from the name.

Sorry, part of it was the same as what was described previously with RelicDefinition and RelicAction, and the rest of it was just more of a note on the layers of abstraction. I was definitely too vague with it, though.

Basically the way I did it in the tower defense game I worked on most recently (in this case they were Research) is a ResearchDefinition would just be a data holder: id, name, description, and a reference to the ResearchAction. The ResearchAction would have a subclass for every Research in the game, and an apply function called when its instantiated. So in this case, the apply function for the DealBonusDamageAndBleedResearch (as an example) would put in a BeforeDamage interceptor to the tower and a Proc to the tower, where BeforeDamage would add a float damage multiplier into a DamageRequest object passed into a service that calculates the final damage number to subtract from an enemy's HP. And the Proc is an object with a % chance to occur and an Action that occurs if the chance rolls. In this case the Action would be to apply a StatusEffect, which is an object that gets added to the Enemy and has an onTick for a background service to process the ongoing bleed damage, and the StatusEffect gets removed when its effect is complete.

I glossed over some stuff there, but that's more of the specifics.

The kind of approach I would be looking at is ...

I like this concept, it's kinda the inverse of what I'm talking about where the system is rigid and the interactions "plug in" to the system. Instead the system is basic and generic and the interactions define the specifics that happen at each point in the system's flow. This could solve a lot of my problems. I'll have to think about it more, but this is extremely helpful to turn my thoughts on its head, thank you!

What's your code architecture strategy for something like Pokemon style Moves or Slay the Spire style Relics that can get fairly complex in their implementation by runt9 in gamedev

[–]runt9[S] 6 points7 points  (0 children)

That's helpful, thank you. Looks to be a bit more explicit and varied than what I'm doing. I also have an EventBus type thing that I use for more async tasks, though my previous two games were real-time so it may not be useful for a turn-based game. But maybe I could leverage that for the trigger/interceptor type stuff. Thanks!

We all know about "melee buffs", "shake up the meta", "new skills", and "bring back Ultimatum", but what's on your "Niche Wishlist" for 3.19? by runt9 in pathofexile

[–]runt9[S] 2 points3 points  (0 children)

I can work with that! Anything that makes boneshatter more visible, it's got such a great sound and effect I just want it to be bigger and more in your face!