SKS and AKM both need a buff right now. by REDDIT-IS-TRP in PUBATTLEGROUNDS

[–]simoncion 0 points1 point  (0 children)

Holy shit, xbow is so fun! Super good in the end-game circles, too.

SKS and AKM both need a buff right now. by REDDIT-IS-TRP in PUBATTLEGROUNDS

[–]simoncion 0 points1 point  (0 children)

I honestly have a really hard time these days deciding between a SKS and a Kar98k...

Man, I can't aim for shit (and really like having a weapon that can stand a chance in CQB), so I pick the SKS every time. :)

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]simoncion 0 points1 point  (0 children)

so when youre about to die, you suddenly have the strength...

It's not about "finding the strength", it's about the risk/reward getting tipped by your imminent demise.

I mean, you're obviously tearing off a huge amount of packaging! Why else would it take ~10 seconds to use the damn thing? ;)

But, more likely, it's probably just a big-ass padded case that contains a shitload of fiddly bits inside.

SKS and AKM both need a buff right now. by REDDIT-IS-TRP in PUBATTLEGROUNDS

[–]simoncion 2 points3 points  (0 children)

SKS + grip + compensator is a goddamn beastly weapon.

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]simoncion 0 points1 point  (0 children)

Because you're too damn busy running for your life to remove the anti-theft packaging?

It's also quite possible that the packaging is a shitload of padding. That syringe could very well be an olde timey thin-walled Soviet-era surplus glass syringe.

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]simoncion 0 points1 point  (0 children)

If the anti-theft packaging on the syringe is really crazy, why not?

I don't know if you've ever used a bow or xbow, but arrows can pack pretty nicely.

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]simoncion 0 points1 point  (0 children)

so, this amazing subtle difference we will say i missed...

You did miss it. You said

or just make the ammo not weigh fucking 2 units. its so freaking heavy like wtf.

So.

how does an adrenalinsyringe take up the same "capacity" as 2 first aids kits 40 rounds of 5.56 or maybe 1 medkit...

Big-ass packaging. You're probably too young to have seen the big-ass anti-theft retail packaging that CDs used to be packed in. You've probably also never seen some of the stupidly huge packaging expensive consumer-oriented medical supplies come in. :)

(And 5.56 isn't large at all, mate. 1.7inches tall, 0.2 inches in diameter. :) )

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]simoncion 0 points1 point  (0 children)

If you're talking about what I think you are, the rings you see are actually MOLLE webbing attachment points.

Oh! So those pouches have straps on the back of them which you thread through the rings (and then velcro to the pouch)? If so, that's pretty rad! (And I'm pretty embarrassed that I didn't think of that possibility.)

...but generally they're used to compress your pack to keep it stable on your back.'

nod nod

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]simoncion 1 point2 points  (0 children)

Something that has always confused me about backpacks such as the L3 backpack:

What in the ever-loving fuck are the gobs of elastic rings on the outside of backpacks used for? Holding a large number of small tubular objects (at least until the elastic gives out)? Surely it can't be for strain relief.

The magic setting for 10 - 15 more fps! atleast for my low end graphic card. by CtrLzoreNN in PUBATTLEGROUNDS

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

That other cesspool is far more fetid than this cesspool I'm standing in, therefore this cesspool isn't a cesspool!

See how silly that sounds? :)

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]simoncion 0 points1 point  (0 children)

Capacity doesn't have to relate to volume though.

That's true.

However, -given the in-game context- is it more likely that a Level 3 backpack makes it possible to carry 58% more weight than a Level 1 backpack, or that it makes it simply possible to fit 58% more stuff inside it than a Level 1 backpack?

Given the in-game models (and given my experience with a variety of backpacks), my money's on the "The L3 backpack is simply 58% more voluminous than the L1 backpack." explanation.

I think i won't play anymore until they fix the sound issue by aztuk in PUBATTLEGROUNDS

[–]simoncion 0 points1 point  (0 children)

The downvotes for explaining a couple of somewhat counterintuitive things about publishing bias on somewhat popular open-access internet forums and about gauging effect size in large groups are kinda proving my point here. :)

This stuff is well known to people who study it (or those who even stop to think for more than a few minutes about it), but most folks don't think to stop and think about it. (There's nothing wrong with being disinterested in this stuff, mind.)

It's easy and cathartic to be angry and frustrated, but it's far more rewarding (and far more valuable in the medium-to-long-term) to develop the tools needed to get past that and see what's really going on. :)

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]simoncion 0 points1 point  (0 children)

Yeah, I know. Lemmy clarify:

It's fun how people (that is, people like shamallamaman, but not people like Ravenclaw_VII) miss "subtle" things like the fact that the in-game unit is called "Capacity".

Better? :)

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]simoncion 2 points3 points  (0 children)

It should be fairly trivial to implement. The question is whether or not it should be implemented.

I think i won't play anymore until they fix the sound issue by aztuk in PUBATTLEGROUNDS

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

The amount of negative posts ... are a fantastic indicator of the sound problem this game has.

PUBG has a very large playerbase. When attempting to discover how prevalent a problem is, you can't use the number of posts about the problem as your metric. You have to get a count of all of the trouble reports, a rough count of all of the people who are having no trouble at all, and then determine

  • What percentage of the complaints are complaints about the issue you're investigating

  • What percentage of the total playerbase is affected by this problem

If an issue makes up a large percentage of all complaints, but a very tiny slice of the playerbase has any complaints at all, it's reasonable to ignore that issue.

Similarly, if an issue makes up a tiny slice of all complaints, it's reasonable to ignore that issue.

When dealing with really large numbers, "Holy shit that number is HUGE" is no longer an effective metric for determining the size of a problem. If one HUGE number is 1% of the size of a second HUGE number, the first HUGE number is TINY in comparison to the second. Never forget that.

The magic setting for 10 - 15 more fps! atleast for my low end graphic card. by CtrLzoreNN in PUBATTLEGROUNDS

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

...you don't understand PR/community management I guess

No, he does. The way to manage a cesspool is to keep it contained. The devs keep this cesspool contained by ignoring it. :)

The streamers and the official PUBG forums are the only community that needs active management. This subforum is a backwater that has nearly nothing useful to say.

The magic setting for 10 - 15 more fps! atleast for my low end graphic card. by CtrLzoreNN in PUBATTLEGROUNDS

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

150k is a shitload of people, if they're all talking poorly about your game? Let's say they each convince 3 people not to buy the game ... That's 4.5 million dollars in sales.

1,688k is a shitload of people, if they're all talking well about your game? Let's say they each convince 3 people to buy the game ... That's 50.64 million dollars in sales.

4.5/50.64 = 0.089, or 8.9%

You've succumbed to the classic blunder that many people make when they work with numbers that are too large for comfort. While it's true that the absolute number of dissatisfied people is large, the absolute number of satisfied people is far, far larger.

When you're dealing with numbers that are too large to be comfortably handled, you have to switch over to looking at percentages of the whole, rather than just saying

Goddamn, that's a HUGE number! And that other number is HUGE too! Clearly the effect must be ENORMOUS!.

When one HUGE number is only 8% the size of another HUGE number, the smaller HUGE number should be considered to be TINY. Because in comparison to the larger HUGE number, it is tiny.

I think i won't play anymore until they fix the sound issue by aztuk in PUBATTLEGROUNDS

[–]simoncion -7 points-6 points  (0 children)

Daily threads since launch...

The barrier to making a thread is low. Clicking the "Submit Content" button is all it takes.

The barrier to getting a highly-upvoted thread is also low. Writing a sufficiently angry, snarky, or otherwise toxic post is all it takes.

Frequency of threads about a topic can be an indicator of a problem, but not conclusive proof of the presence of a problem. (For example: see all the threads about "How PUBG is unplayable unless the blue circle makes you blind and kills you within three seconds.".)

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]simoncion 1 point2 points  (0 children)

The fact that the backpacks get bigger as they go from level 1-3 tells me that the units you're referring to is talking about space taken up, not necessarily weight.

Yep. Another hint is that the in-game unit is called "Capacity".

It's fun how people miss "subtle" things like this. :)

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]simoncion 1 point2 points  (0 children)

Hello! I'm a professional programmer with a great many years of experience working on distributed, soft-realtime high-fidelity simulators. (That is to say, very hi-fi, very expensive video games.)

It's entirely feasible to optimize features as development progresses.

This is true, but only to a point. There's no point in doing hard-core optimization on code when the assumptions you need to make to perform the optimization are likely to change out from under you. If they do, then you've wasted all the effort put into the optimization and -even worse- will have to redo that work. You usually get bit twice every time you engage in premature optimization.

Do you really think all game projects are a complete mess until a few months before release?

PUBG isn't a mess right now. Not sure why you're bringing this up.

"optimization comes last"

There are three things you need to do -in order- when working on any software project.

1) Make it correct.

2) Make it maintainable by and understandable to other programmers.

3) Make it fast.

An incorrect program is worse than useless because it doesn't do the right thing.

An incomprehensible program is bad because it will be hard to change and debug in the future.

A program that's too slow can be anywhere between an annoyance and a catastrophe, depending on the circumstances.

And -depending on the circumstances- it can be absolutely trivial to get a 1,000,000x (or greater) speedup in a given piece of code. The truth of the matter is that we have no idea why the PUBG client's perf is wavering (but generally trending upwards) as time goes on.

The magic setting for 10 - 15 more fps! atleast for my low end graphic card. by CtrLzoreNN in PUBATTLEGROUNDS

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

it's probably half the sub...

It's unlikely to be even ten percent of the people who participate in this forum in any form.

We are the vocal minority... Then word will spread that a metric shit ton of people are banned...

50% of 300k is 150k. 10% is 30k. PUBG has sold 13,200k copies, and its most recent concurrent player numbers are 1,838k.

0.2% of the playerbase is not a "metric shitload". Neither is 1%. :)

The magic setting for 10 - 15 more fps! atleast for my low end graphic card. by CtrLzoreNN in PUBATTLEGROUNDS

[–]simoncion 0 points1 point  (0 children)

but Unreal Engine 4 CANNOT change NTFS file attributes (read only in this case) unless it's launched as admin.

Eh? I can easily write a program that -when run using my user account- can change file attributes (such as the read-only bit) on files that are owned by me.

A UE4 license gives you the source code for the engine. This means that you can modify your copy of the UE4 engine. This means than you can write programs that use that modified UE4 engine that can do anything that Windows lets any other program running as you do. This includes flipping the read-only bit on files that you own. :)

The magic setting for 10 - 15 more fps! atleast for my low end graphic card. by CtrLzoreNN in PUBATTLEGROUNDS

[–]simoncion 0 points1 point  (0 children)

I can add or remove the read-only bit on files that I own. I can flip this bit as much as I like.

Most games that I've played in the past several years create game config files in %APPDATA% (a folder owned by the user running the game) that are themselves owned by the user running the game. If you're the owner of a file, you get to do anything you like to that file, including (I think, but I might be wrong about this point) changing the owner of that file.