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Kubik

Developer
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Posts posted by Kubik

  1. 7 minutes ago, Volin said:
    21 hours ago, Kubik said:

    There are no "duplicate" icons per say

    image.png.41b74f1ee513c868b905a5e2ae0735fc.png

    Just saying. This goes for all Shrines btw.

    Why not quote rest of that message? There is no duplicate information. For someone who knows the card by a picture there are redundant information, but someone who does not know it, can see that the effect is affecting all 4 players, instead of just 1 player.

    And to be clear I do not question it would be better, if this state could be shown with less icons (like stacked icons for same effect affecting multiple players, number of affected players shown on the image, or different color of the frame around the image, or ...), but the fact that they are not duplicates.

  2. There are no "duplicate" icons per say, Each of the icons tell you different thing, and unless a player does not know the cards effects they would not know that they are also affected.

  3. 1 hour ago, CarinaLore said:

    By the way if It should be more attractive to beginners u should adapt the price pools. As example High placed should get lesser reward because anyway get that High value Promo. Like 3 Boosters would be fine. Split the booster so that it would slighty Increase for Top ranking in BFP value gain. So that the lower ranks also get more rewards. I play a lot with a community and also a lot of new players. The Bad Harvest event was a good example, how Prices Could have worked. It was fun even for the newer players, because they said we want to get at least 3k points or Hey help me get 7k points for more booster. I think if everyone gets Booster, a lot of more players would do it. 

    An example:
    Place        Reward
    1               Construct (Promo)+2booster
    2               Rogan Kayle (Promo)+2booster
    .....
    everyone that take part will get A Booster, just for sending in replay. That Booster doesn't count into Price pool what means as example place 1 to 3 get 3booster. All below rank 11 get one of the Random card. If there isn't enough players for the Price Pool with the Random cards they get randomly chosen.

    So the beginners would say ok I will do it just for the booster and the Random cards. A lot of players will see ok it is doable and i can optimise it a bit. So a lot of more players would take part of it and enjoy the event to be better or at least better than their low level friends. Like a small competition between the newer player. 

    🤔and if more than 20 people would send replay, how would you split 20 boosters between 21 players? Or should I say 16 boosters between 19 players, because you already assigned 4 in your example?

  4. The part why I responded to question I think was new, was already answered, but since then another option came to my attention. Which is when a spam bot post something in a dead topic, and I open the page before someone delete it, but click on the topic, after someone delete the spam, I will not have any visual indication that the topic is old, unless I check the date on the post.
    And for why no response was earlier, I just did not know about about the question

    For the pricing itself:

    (random german website, because I think server is in germany now): "https://www.hetzner.com/de/dedicated-rootserver/ax161/configurator#/" For just 129,47 € per month they have "AMD Ryzen™ 9 5950X", 128 GB ECC RAM, "2 x 3.84 TB NVMe SSD Datacenter Edition", while Amazon asks for "m5ad.8xlarge" 32 vCPUs, 128 GB RAM, and only 2 600 NVMe SSD whole 1497,96 $ per month, which means, that for price of single server in AWS there could be easily 10 dedicated servers.

    In last 5 years companies I worked for was moving stuff to the cloud, and every single time it was significant cost increase for the company. And with one small exception it did not bring any cost savings, and that exception, was no where near to cover the flat cost increase (jut to be clear it was still big cost increase).
    So I personally have no clue why so many things are moved to the cloud, where it cost so much more.

    Metagross31 likes this
  5. @RaiNote the maps you mentioned are missing for everyone, because EA did not distribute them with the latest version of the game, and they are not related to the crash.

    If you look with process monitor to any other application you will also see a lot of "path not found".

    10 hours ago, RaiNote said:

    The exact exit status code: -1073741819

    Well that is just badly formatted "ExceptionCode: c0000005 (Access violation)".

    EA did not bother logging reasons of a crash, and adding logging without a source code is hard, and every log added is potential source of an crash.

    The assumption of "bad" additional community map comes from last thing in the log being loading hardcoded community maps, but there is no real indication.

  6. 😞 multiple known issues

    Squad position and Unit position, are not always the same, for squad with only one unit.

    Attacks with small splash targeted at squad might miss all of its units (either the bug above, or 6 units knocked back from the center by some other attack, so they are all outside of the slash radius)

    Freezing is squad during movement is one way to trigger the first bug... usually the difference is small enough for the splash to still hit, but under some circumstances it is not.

    Swamp drake is common occurrence in reports of no damage, because it have extra small splash radius.

    Hirooo and nukie like this
  7. 19 minutes ago, Carofex said:

    ok then I understood it wrong. I thought 0.05 s slower. sry

    no it is 0.05 s shorter delay (on average), so faster. And most importantly it is consistent, so if two players spawn same squad, they have same "power", instead of one being better, because of being spawned at different time.

    Loriens likes this
  8. 🤔nerfed it? How so?

    Shooting was delayed randomly by 0.1s-1s, which caused cleverly placed towers or spawned archers to be significantly stronger than other.

    Now it is consistent, and on average they shoot 0.05s faster (in continuous shooting).

    So can you explain me how increasing fire rate, is a nerf?

  9. There is 6 slots, we already tried increasing that, but it did not work.
    Showing only own buffs was discussed shortly, but refused, as they are considered important 😞

    So I do not see any good solution here 😞

  10. well there is no complete list 😞 or even a list of what setting does what 😞 (I give up making that on first setting I chose to describe)

    I can name few settings that are important to reaching "max":
    in `application` section: `"dxdisable": 0` (some bit flag to ignore Direct X versions), and "maxshader": 1280 (DX11  SM5.0: 1280, DX10.1 SM 4.1: 1025, DX10 SM 4.0: 1024, DX9 SM 3.0: 768, anything else defaults to 1280)
    in `display` section: "activatefpslimit": 0 (to not limit FPS when game is in foreground)

    Metagross31 likes this
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