PathForger

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PathForger

PathForger

@PathForger

I am a try-hard who values integrity over a leader board position. I used to enjoy Robocraft, before its betrayal, decline and fall.

Katılım Aralık 2019
14 Takip Edilen17 Takipçiler
PathForger retweetledi
Reptiloid The Dad Ages
While I'm not an EU citizen, I care about video game preservation. Digital or physical, online or offline, this issue affects everyone who enjoys this hobby, and that's why the #StopKillingGames movement is so important!
Reptiloid The Dad Ages tweet mediaReptiloid The Dad Ages tweet media
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PathForger
PathForger@PathForger·
@_ClulY_ I am unfamiliar with that kind of work but it does seem to me, as one looking from the outside in, that suspending further units of work until paid reduces sunken costs. The time could be used getting better clients.
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PathForger
PathForger@PathForger·
@_ClulY_ I am feeling kind of similarly about content creation in general. Different set of strains and your circumstances are significantly more strenuous at this time - but that's where we appear to be at. Asking the 'Why?' and having a harder time coming up with a compelling answer.
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Cluly
Cluly@_ClulY_·
I really don't know what to do about my pursuits of game development and art. Feels like its been a massive waste of time and I'm ready to just give it all up.
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PathForger
PathForger@PathForger·
@Gregster56 @_dmoser And it is tragic that it took a primitive virus to bring anti-human corporations to their knees... at least for a while. Let the term "resources" be used for things other than the living.
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PathForger
PathForger@PathForger·
@elonmusk And you chose to waste 1 of my 600 with this one? Thanks.
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Elon Musk
Elon Musk@elonmusk·
To address extreme levels of data scraping & system manipulation, we’ve applied the following temporary limits: - Verified accounts are limited to reading 6000 posts/day - Unverified accounts to 600 posts/day - New unverified accounts to 300/day
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PathForger
PathForger@PathForger·
@MarkDJammer This as losses taken from sneak attacks would, if not fatal, gradually be regained over the course of minutes of good defense. Between charge-shielding, slow dissipation of shielding over time - or faster under fire - and slow regen of towers - players can act more fluidly.
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PathForger@PathForger·
@MarkDJammer This is why I suggest proximity based potency for charging. It allows players to be dynamic while also covering towers. Also, situations where non-deactivated tower crystals have lower health but slowly regenerate crystals over time would help encourage player-player conflict.
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Mark Simmons
Mark Simmons@MarkDJammer·
New reassembly worked out quite well. The additional polish items we’re adding to it will improve it further I think. New tower defence gameplay is promising but needs quite a bit of improvement to work properly. TTK overall is too long for this kind of defensive gameplay I think
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PathForger@PathForger·
@MarkDJammer If I understood you correctly, yes a small target is less likely to be hit directly by a shot or ray-cast as compared to more chonky counterparts. Then again, smaller connections are much less likely to weather a shot to themselves or their bulky neighbour. They both cost 1CPU.
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Mark Simmons
Mark Simmons@MarkDJammer·
@PathForger Doesn’t this ignore the fact that a smaller block is bit less often by raycasts from laser or plasma?
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PathForger@PathForger·
@MarkDJammer Which is why it was suggested to add 4 or 9 to the perimeter part of health calculations. The percentage gain is greatest at the lowest end and such would help reconcile RC1 and RC2's build systems for players working in smaller blocks. Materials could be adjusted to compensate.
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PathForger
PathForger@PathForger·
@MarkDJammer More of an issue than high TTK targets is heavy encasing. Macroblock use is an issue throughout, as the core health & damage mechanic disincentivizes smaller blocks, or attractive designs, at that.
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