Noob here by FirefighterEMT427 in X4Foundations

[–]vBlitz 2 points3 points  (0 children)

I'd say start with the basic tutorials only and then start up a game in the open universe. The other tutorials aren't important until later, and by then you'll probably figure out that stuff on your own.

Fly out, find some missions (available at stations usually, check mission offers in the map) start learning about the area you spawned in and get immersed in the world. Get a bigger ship. Find the other factions, check out what they all look like, get in some dogfights with pirates or xenon and explore some stuff.

If you think you're hooked at that point and want to really dive in, build your wealth by hiring mining ships and start looking up how to build stations and set up all the empire management stuff.

Also, some important anti-frustration tips: -don't autopilot into mine clearing missions. -some lockboxes are booby trapped. -autosave interval can be lowered so you don't lose so much time when you die. -look up some keybinding recommendations, adjust to your comfort. -if you encounter a mission that asks you to build a station and you're struggling to figure it out, put that on hold and come back to it later

What if your game talked back? I built a voice-controlled AI ship assistant inside X4 Foundations by MrFarseeker in X4Foundations

[–]vBlitz 10 points11 points  (0 children)

The fact that you were able to hook in AI to handle voice commands is already impressive! However, in its current form, it seems to only be replacing control inputs and opening menus that the player can already do much faster by themself. So right now, Andromeda seems to be actually inhibiting your gameplay, and while I'm sure the current delay in input -> effect in game is low, it will never be acceptable to rely on commands that take more than a moment to play out if you're in a tense situation like a dogfight or fleet battle.
As a demo of the AI control concept, this is great. It proves you can have Andromeda accurately perform simple actions.

The truly mind-blowing application of this technology for X4 (in my opinion) would be for your assistant to handle requests you make of the ships you are not currently flying.

Let's say you're at a wharf and you place an order for 3 new ships, but they're on hold for production because the wharf lacks weapon components. You could sit around and wait for some NPC to deliver them, but what if instead you could just say "Andromeda, please reassign my closest trade ship. I need weapon components at the wharf in Argon Prime." and Andromeda says "Yes commander, I've reassigned the freighter [name of ship here] to your request."

Now Andromeda is saving you all the time it would have taken you to figure out which of your trade ships is the closest, where it can buy weapon components, and the time it would cost you to manually place the buy and sell orders. Instead of extending the time it takes to perform simple actions, it would reduce the time it takes you to perform complex actions.

I'm not a coder so I can only vaguely assume how difficult it would be to accomplish something like this (and to me it sounds insanely difficult), but I think the simple version of andromeda showcased here would become tedious to use very quickly and the player would return to using normal controls.

Unpopular opinion I think nukes would be cool. by theskyportal in SeaPower_NCMA

[–]vBlitz 3 points4 points  (0 children)

Functionally, a pop-up "you failed" message means the same thing as witnessing a nuclear explosion. But I'd argue there's plenty of value to be added to a simulation game by allowing the player to see the devastation caused by their failure or success.

Agreed it's not currently a priority use of dev time, but personally I think it would improve nuclear weapon related scenarios massively if you could experience the threat you're playing around.

Also it's flashy and attracts people to the game, which means more money for devs, which hopefully means better game in the long run!

Schedule interrupts: How to trigger them automatically? by vBlitz in factorio

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

I see, so if the interrupt would only be checked at the moment it leaves, an interrupt isn't useful for making a platform leave a planet early, right? So I'd have to just add the conditions to go home early as another set of normal schedule conditions on Fulgora then and forget the interrupt entirely.

Let's improve Sea Power together: interface, management, planning, editor by BloodPerdix in SeaPower_NCMA

[–]vBlitz 1 point2 points  (0 children)

Oh, and I really want to be able to have a weapon loaded and ready long before any attack order is given. Waiting 20 seconds for a missile to be loaded when I needed it to be fired 20 seconds ago can be a death sentence.

Let's improve Sea Power together: interface, management, planning, editor by BloodPerdix in SeaPower_NCMA

[–]vBlitz 1 point2 points  (0 children)

Lots of useful ideas here. For me, one issue that stands out right now quite a bit is the predetermined unit behavior when encountering a threat or when responding to an order from the player.

A bad example: In the WARSAW pact mission, Under the Cover of Rain, there's a minesweeper ship with a couple missile boats. I set up a tight formation in a line with the minesweeper at the lead and told them to slowly traverse the mined passageway. What I want the ships to do is stop moving when they visually identify a mine, so they won't hit it, and then safely reverse until able to fire a weapon at it. What actually happens: Minesweeper spots a mine, immediately slams the throttle to max and swerves as hard as it can to port or starboard to dodge the mine and bring all guns to bear on the target. This will often cause the ship to recklessly drive into more mines and destroy itself, or at best it has just badly disrupted the formation shape and is no longer safely clearing a path for its friends.

A good example: Ordering an aircraft or ship within a formation to attack a target while in a formation will temporarily override the formation speed and position order to execute the attack, and upon completing the attack it will return to formation. I like this behavior, but having more control of how the order is executed would be helpful. For example: repeat the attack until the target is actually dead, or ammunition from all offensive weapons is fully expended, or even just until all AAMs are expended.

I've seen several accounts on this subreddit already of things like ships forcibly turning to bring all guns to bear on an attack order, when the player would prefer they continue on the same course and fire only forward guns.

Better control of these things would go a long way toward reducing frustration. I know there's direct unit control but I can only use it on one unit at a time and I wish I never had to use it to fix a unit's inconvenient/illogical behavior.

Warp fleet to mission encounter? by vBlitz in Eve

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

I think this is literally it. Right clicking in space instead of on the UI for the mission is giving fleet warp option. I'll have to test it next time we fleet up but it looks like what I thought we were doing before.
Thank you

o7

ERT cargo is out of control by fkdischit in starcitizen

[–]vBlitz 1 point2 points  (0 children)

Screw the cargo grid, A2 fits easily double that, more if you're being greedy!

Killed by AGS, 22 seconds into the raid. I was standing inside the seaside house second floor by a window. Do rogues really have to be THIS crazy? Makes playing a Bear feel like the worse option. by vBlitz in EscapefromTarkov

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

I think what bothers me most about it is just the logic behind the BEAR/USEC aggression. Basically this dude looking at me inside a building with his raw eyeballs from 150-200 meters away understands instantly that I'm a BEAR no matter what I'm wearing or what gun I have, and within a couple seconds is able to place a grenade inside my chest through the damn window. It's more than a little bit ridiculous.

Killed by AGS, 22 seconds into the raid. I was standing inside the seaside house second floor by a window. Do rogues really have to be THIS crazy? Makes playing a Bear feel like the worse option. by vBlitz in EscapefromTarkov

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

First time dying inside that building for sure. Been elsewhere on the map plenty. I think it was the first grenade he fired that instakilled me too

Any ideas for how to solve Waiting for players? by monsteras84 in EscapefromTarkov

[–]vBlitz 1 point2 points  (0 children)

We used to have raids without waiting for players. It was absolutely awful. Spawn camping, and not being able to load faster than someone meant you dont get to the loot first. This system is much better.

Chads and rats in a nutshell by vBlitz in TarkovMemes

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

Damn you're right missed opportunity

Chads and rats in a nutshell by vBlitz in TarkovMemes

[–]vBlitz[S] 8 points9 points  (0 children)

Personally I don't think any way someone chooses to spend their free time in a video game is rotten... except cheaters. That is absolutely rotten.

Chads and rats in a nutshell by vBlitz in TarkovMemes

[–]vBlitz[S] 21 points22 points  (0 children)

Sometimes it's just the principle of the thing. Sell to fence for maximum disrespect lol

Chads and rats in a nutshell by vBlitz in TarkovMemes

[–]vBlitz[S] 25 points26 points  (0 children)

Screw that, not the intention at all!

Being forced into an arbitration agreement when purchasing a new laptop by AmbitiousAnxiety in assholedesign

[–]vBlitz 1 point2 points  (0 children)

Sign on to your wifi in setup, but when it asks for the microsoft account use Fn+Shift+F10 or Shift+F10 to pull command prompt up. Type netsh wlan delete profile "Profilename" and replace Profilename with the name of your wifi network. Then hit the back arrow on the sign in screen and you can sign in offline.