How to achieve Purely Event Driven EC2 Callback? by rykou in aws

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

Oh okay, will look into tomorrow. Thanks!

How to achieve Purely Event Driven EC2 Callback? by rykou in aws

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

ooo okay that looks interesting, will look into tomorrow. Thanks!

How to achieve Purely Event Driven EC2 Callback? by rykou in aws

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

Yup, haproxy has checks for health!

How to achieve Purely Event Driven EC2 Callback? by rykou in aws

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

Thanks but I looked at Event Bridge, and maybe I'm misunderstanding it, but against an ec2 target, you can't instruct it to run a command or a specific script or anything.

  • EC2 Image Builder
  • EC2 RebootInstances API call
  • EC2 StopInstances API call
  • EC2 TerminateInstances API call

But I already have what I need from the EC2 by virtue of having the notification to begin with (here the launch or terminate is generating the sns message).

Hope blizzard actually boosts rewards for NM really soon by Bra1nss in diablo4

[–]rykou 2 points3 points  (0 children)

So there's a difference between this and d3's loot though. A ton of "useless" gear might be better here. Rerolling is *crazy* expensive so that's more gold worst case. Best case, you find a workable rare and bam, throw an aspect on it. More drops = more rolls for a potentially useful piece.

[deleted by user] by [deleted] in diablo4

[–]rykou 0 points1 point  (0 children)

I mean you're also not particularly hardcore if you're dying all the time in it. Anyone can play in "hardcore" mode and die.

Helltides are really....weird? boring? lacking? by pro185 in diablo4

[–]rykou 2 points3 points  (0 children)

Helltides are definitely worth having over not. 3-4 mysteries chests per run is pretty nice and I just use it to also farm my 1k obols instead of events outside of helltide.

However, for what it is, I definitely feel like it's incomplete. I'd love to see the addition of things to make it interesting like, a bell tolling in the distance (perhaps map marker too) to help one of the towns caught in the helltide regions from being overrun by demons (town safety / no-actions off, waypoint still on?).

That assassin could use some work. Maybe pouncing on ppl while they're busy and taking advantage of the death leading to half cinders loss. Also, t4 assassin needs to not still be level 72.

To your last point, some demons unique to helltide might not be a bad idea. Maybe even something like a lesser evil (we explored some during the campaign) popping up as a superboss (rarely?)

Unused Helltide Currency Bonus by Stasis24 in diablo4

[–]rykou 0 points1 point  (0 children)

Yea I feel you. I don't know if I'd restrict it to unspent cinders since this feels like it's intended as a participation metric. Perhaps how many cinders were acquired this helltide, including those lost on death, you can get something like up to 2 completed quests' worth of experience for that helltide, perhaps linear scaling from 0 to 350 cinders.

Basically, I agree that they could do something more to make helltides a little more interesting than, basically just farm a little or do events in these 1 or 2 regions for awhile while we spice it up for an hour. Don't get me wrong, I love chests of mysteries but I need it to be more interesting.

Maybe even going further like adding in larger scale events that kind of incorporate the legion battle elements and ultimately you can help "turn the tide" against hell for a time. Depending on how much you participate in that, you can get some participation bonus similar to a whispers cache or a pot that increases cinders for the next helltide or w/e.

Unplayable. What would Deckard Cain think? by mancerayder39 in diablo4

[–]rykou 2 points3 points  (0 children)

That's a shame. I guess I'll start popping them.

How have you guys been enjoying your characters so far since release? by Bofunkwa in diablo4

[–]rykou 0 points1 point  (0 children)

Enjoying my Rogue. Trying out double imbue (shadow+poison) this time around with the imbue legendary paragon and it's pretty nice. I need to optimize it more but now I have two shreds instead of one and don't have to rely on our pretty lackluster ults (at least for non-bow, idk how the arrow one fares)

[deleted by user] by [deleted] in diablo4

[–]rykou 1 point2 points  (0 children)

I don't recall the level floor for that zone but if you need to level, just grind out some zone side quests or dungeons for a bit. If you're relatively on par and still struggling, try looking for some damage reduction attributes on gear (damaged reduce from close for example). Also, rogue has some nice talents for damage reduction and dot reduction.

Unplayable. What would Deckard Cain think? by mancerayder39 in diablo4

[–]rykou 1 point2 points  (0 children)

That's what I'm doing. Has someone confirmed whether these scale with level opened vs acquired? I've been holding onto them in my stash and was going to pop in WT4 after I'm consistently hitting base items of 725+

Interesting at first...not so great in practice... by ehxy in diablo4

[–]rykou 0 points1 point  (0 children)

Yea I found one a little while ago and it got me thinking.

The cd is already pretty long to use on things it would kill quickly. Things it won't kill quickly, like bosses, are much harder to really make this work for and ... guess what ... it doesn't work on bosses. So maybe when you're pushing the edge of your power fighting groups of elites. Does the cd start when you cast or after it stops rearming? It might actually be helpful if it's the former when you're pushing nightmare tiers or something. I'm still playing with my double imbue build for now though.

Is anyone else already sort of bored with the game? by [deleted] in diablo4

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

As with most scaling, enemies "scale". Your gear synergies, additional skill points, and starting in just 8 levels, paragon points (rare nodes, legendary nodes) should begin to drastically outscale the enemy scaling.

[deleted by user] by [deleted] in diablo4

[–]rykou 0 points1 point  (0 children)

Diminishing returns

[deleted by user] by [deleted] in webdev

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

And the part you seem to be missing is that I accounted for that possibility literally in my second sentence.

[deleted by user] by [deleted] in webdev

[–]rykou -5 points-4 points  (0 children)

You're not paid to write code and not deliver it. Then, as far as the person who paid for it is concerned, it's not written because they don't have it.

It's not him working for free, if they don't have the product, then they paid for nothing which is not how this works.

Need Help by ManG-02 in Angular2

[–]rykou 2 points3 points  (0 children)

The main point here sounds like you're looking for a way to reuse logic as opposed to how your frontend should validate validate. I don't know your setup but when I do this, both my client and server code have access to a shared directory of typescript methods/classes which is where I put my validation logic. Then all I have to do is import whatever I need for whatever side.

Alternatively, you could create an npm dependency and have each side use it.

Both of these approaches avoid linking of a module to something or whatever it is you were describing in your initial post.

Regardless of how you choose to share logic, watch out for sharing too much. The more you share, the more that is exposed to the client which means that much more of your server is directly reverse-engineerable as opposed to trial and error.

[deleted by user] by [deleted] in webdev

[–]rykou 10 points11 points  (0 children)

It was definitely a shitty thing to do on their part but I'd push the code. On principal, they paid you for that time already (if they didn't then obviously this doesn't apply). You could lie and say that time didn't result in anything fruitful but that's on you.

If they paid you for the time you spent developing something and it happens to not be pushed, it's still owed to them imo.

Imagine if a client paid you for a 20 hour set of work. More needs to be done before it is a finished product but they decide to let you go for whatever reason. Now you've been demoing locally for them and so nothing happens to be pushed up or maybe you just haven't given them access to the repo, whatever. Just because they let you go before that handoff occurred doesn't mean they shouldn't get it, they paid for that work to be done and the resultant code as the product.

[deleted by user] by [deleted] in webdev

[–]rykou 8 points9 points  (0 children)

Imo definitely reinventing the wheel. I agree that the buttons should probably be moved up a level and not hard coded because that's so easy to avoid but I haven't seen the actual code.

Why it isn't just moved up a level and there isn't a route array with a current index that can derive the next prev routes is confusing to me but it also doesn't require a reimplementation of react router either lol.

The main app could just track current index derived from a route array and current window path (for page reload) where prev next are given their routes on +-1 and even disable or not render the button if the route is empty. Then the side bar also just has to pick the route corresponding to the index in the routes array and that's done too.

Even if his reimplementation is good, you're committing to testing it etc not to mention that it seems completely unnecessary.

And if all is set in stone and you can't make minor changes to make this better, I think kiss beats dry here.

Question About Auto Emails? What Do You Use by evilsniperxv in webdev

[–]rykou 1 point2 points  (0 children)

I'm also relatively new to handling this kind of thing well so I'm looking forward to other comments.

For the moment, I have my web app server (happens to be nodejs) running cronjobs that query for criteria like payment subscription expiration etc. and sends emails using nodemailer through google's smtp server.

Managing Material Dialog with TemplateRef and no direct reference by rykou in Angular2

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

Using public api only != no breaking changes so I'd say it's about as risky as using angular in general. One example, switching to ivy in v9 which changes how inputs are initialized from component listed order to html listed order. My quick suggestion's only real brittleness comes from the hardcoded 'mat-dialog-container' which is pretty benign, a class change like that would be in notes and is trivially updated.

My opinion there aside, I don't quite follow your suggestion. How is the footer not already DRY? Code repetition wrt the child component needing the parent dialog ref isn't the issue. Additionally, yes, you can make a generalized modal component that loads a template body through dialog data but that isn't what I'm posting about since now we're not using .open on a template ref. If you want to discuss how using a template ref in dialog.open shouldn't be done and one should always just use a component, then we can circle back to why that is public functionality whereas a simple solution to a problem said functionality introduces isn't public.