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agung.up

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Posts posted by agung.up

  1. lol.

     

    So... it's their datatype that isn't 32-bit, is what you're saying? I have a casual understanding of the difference between 32-bit and 64-bit mod, so I'm guessing 32-bit can only handle up to a certain number.

    it's not about the number. one of the advantage using 64 bit processor is about the memory limit. 32 bit processor can only use 2^32 address while 64 bit can use 2^64 address. if one address can hold about 8 bit (1 bytes) memory, then... well, you get the point.

     

    but you can use 32-bit datatype or 64-bit datatype with any processor. even with 8-bit processor like intel 8008 (but don't even think about it. it's a waste of space).

  2. i am using WF "64 bit mode", but it still only can handle maximum 232 values(but not 264)

    that isn't the processor problem (WF 32 bit or 64 bit), it's the datatype problem. maybe warframe use usual int datatype (size 4 bytes) in warframe, and it can have value range from -2147483648 to 2147483647. If they use the longer one (maybe long int?) and use 8 bytes, of course it can have value from -9223372036854775808 to 9223372036854775807, but it's too much wasted bits.

  3. I didnt say its easy or hard, I said it shouldnt be harder than writing host migration code for defense missions when owner accepts the reward while rest of the team continues. So hard to understand isnt it ?

     

    And no, things are a bit more complex than connection problems. Ever tried playing with players on opposite side of the world ? If three players live close together but the 4th one who has a key lives far apart, wouldnt it be better if a single player lag than three out of four lag ? Also, the key owner might be running on a connection with less upload bandwidth than download, making him able to play as client but not as host. Another reason I can think of is if user is running on a low-end machine, not good enough for hosting, but can handle playing as client.

     

    If they stop focussing on bigger weapons with both bigger looks and bigger stats, lots of problems will get reduced, including this one.

     

    Please give more arguments to why DE should keep adding crap without fixing/improving features.

    are you sure it shouldn't be harder? are you the coder? this isn't me trying to troll you, i'm just saying that we aren't the coders and we don't know which is harder or easier. unless you're a god.

     

    but yeah, agree with the things more complex than connection problems. i just stated the most usual reason I know and experienced by myself. unless what happen to me never happen to other? how good is other people connection that only I ever experience the problem and devs shouldn't fix that before implementing things?

     

    don't misundestood, I agree with devs should focus to balancing and fixing things. but comparing the two different work (creating new things and fixing things) i think isn't good. i mean like this, they need to know what is wrong with the content before they fix it. it isn't easy because most people only report the after effect, not the cause. it's mean they need to recreate the problem to know what the cause (example, report: Weapon A firerate is bugged!. what is the bug? slower? why is it slower? lag? why lag affect it? etc....). balancing, they need to get our feedback (and i mean, constructive feedback, not whining "feedback") and they still need to re-research how to balance that things.

     

    While fixing and balancing need more time, creating stuff will be faster. Once again, I agree devs should focus to more fixing and balancing. I just say that I understand why they add content more often than bugfixing, and a little understanding isn't hurt anyone.

     

    (btw, forgive me if you're offended in anyway. it's not my intention)

  4. sure, if all of you say it's easy to do, it must be easy, right?

     

    all sarcasm aside, i'm also thinking about what happen to us as key owner if we decide not to be the host. the main reason we don't want to host is because people can't join, and that's happening usually because of connection problem. so, if we want other people to host it, and if the mission will failure when we (the key owner) crashed or disconnected, isn't that the mission won't be able to played either way? because we will still have connection problem that disconnect us from others.

     

    so even though they stop focusing to "designing new weapons or thinking about new ways to have players to farm stuff to farm other stuff to farm some more stuff to farm even more all based on RNG" this little problem remains.

     

    but if we just donate the key and the donated person has no obligation to include us (the key owner) to the squad, then when the trading system is out i think we will get that too.

  5. I think one of the problem is already stated by OP: "Key should still be mine, mission should still abort if I crash or something." It's not easy to code this, you know. yet it's important thing to do before we have Delegated Hosting. Unless it's just 'donating' the key, which means the donated one has no obligation to include the real key owner to the squad (because it will work just like usual key hosting).

  6. Yeah, Dzetaton of Volt threads in feedback recently, not metioned here.

    Selective vision I guess. Or devs just not interesting in buffing\fixing starter frame.

    or maybe, just maybe, it's not mention simply because it's not as hot as other topic. or maybe there's still no good feedback yet. or maybe because the feedback currently exist still can't address the real issue.

     

    or maybe because devs are human.

     

    just... keep positive thinking, dude. just because it's not included in community hot topic doesn't mean they don't want to fix things.

  7. Thanks. It's antix20 that deserves the real credit though, it was his idea to do an all Loki T3 defense. I just signed up and did my best to pull my weight on short notice.

     

    As for the skeptics, my philosophy is that when someone says that something is 'impossible' (without a blatantly obvious and indisputable rationale for it), I can probably do it within 48 hours, and if I can do it, at least a hundred other people here can do it better.

     

    Some people are just too stuck in their ways, too orthodox, to consider anything outside the single formula they know or think they know.

     

     

    We are nerfing mice and keyboards. They let you aim where you want to aim and give you so many buttons to chose from that you can walk and chew gum at the same time.

     

    OP I say, OP.

    great job for antix20 too, then. both of you and also your squad have done something that I really admired :)

     

    I agree, most people stay in one place. I can understand that actually. that's because it's safer, and have proven more effective with less work. but where's the fun in that :D

     

    about nerf: we must nerf monitor; it let us see the enemies! it's too OP!

  8. coordinate isn't hard to find, as long as you explore the map. there's always at least 1 per map if you really aren't lucky, but I usually get at least 3 in any map.

     

    don't know about defense or survival. I play both. mods drop rate are based on enemies, but cores drop from everyone.

  9. once again, saenol, you do a magnificent work in proving another skepticism to be wrong. seriously, great job!

     

    I'm interested in some people opinion about loki after this video, especially his Radial Disarm. I use the skill in what I considered as effective, yet only few people believe me....

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