2013.02.02 09:52 I_Miss_Claire No such thing as stupid questions
2011.07.26 21:33 impotent_rage Ask Feminists!
2012.10.23 01:58 Hotline Miami: Gratuitous Violence
2024.05.24 00:34 Jolly-Performance-14 Finally quite happy with my pedalboard
2024.05.24 00:34 AnalysisGreen2657 PHA - BEHAVIORAL HEALTH
2024.05.24 00:16 mibco Beckenbaur CMF build
Just got the CMF position booster in 4th or 5th try. Skills added OTP and through pass I am very excited. submitted by mibco to eFootball [link] [comments] Thinking about heading and track back, what else? Rising shoot or aero superiority or sole control? He scored 2 and assisted 2 in 10 games for me even without CMF position booster. |
2024.05.24 00:15 AnalysisGreen2657 PHA - Behavioral Healt
2024.05.24 00:14 Mission-Accepted-7 Summary of doc mentioned in video: The 3 TOP Symptoms Of Long Covid & What You Need To Know To Protect Yourself
2024.05.24 00:10 Silver-Durian-9754 Navigating The Privacy Tight Rope: User Concerns On Social Media Engagement"
2024.05.23 23:53 Namernadi I need advice!
2024.05.23 23:52 philswrld Fuck you Maliketh
submitted by philswrld to Eldenring [link] [comments] |
2024.05.23 23:51 philswrld It's done
submitted by philswrld to EldenRingBuilds [link] [comments] |
2024.05.23 23:48 Xenobrina Collection of developer responses from 5/23/24 AMA
No secret testing of anything upcoming in the immediate! We do look at how some changes play out though when they become more real and get lots of games, I think the Bastion Ultimate in particular was quite fun even if very loud and on the border technically. Reinhardt's Frenzy passive was also something we played around with internally but it was quite hard to communicate effectively. It's always good to see what players get excited about when there are more wacky ideas such as Mirrorwatch or April Fool's, some of those could become real down the line.Alec answering question from swamp_god about Cassidy and Reaper changes
The two upcoming updates that were mentioned were for Cassidy and Reaper.Jnoh answering question from Headedbigfoot8 about the hardest hero to balance in each role
For Cassidy, we started some exploration pre-Season 9 for his update. Due to where he was at that time, this update was originally looking at multiple pieces of his kit but we saw the Season 9 changes largely benefit him so the update has gotten more focused on Magnetic Grenade and other Quality of Life updates (specifically to his Ultimate). In Season 11 we are updating Magnetic Grenade. It will behave closer to old Flashbang (no magnetic homing to the target, used in the short range) and will slow/hinder the target. We think that plays a lot better with his kit and removes some of the larger frustrations around Magnetic Grenade. More specifics on all that soon.
For Reaper, we went fairly wide as well in the beginning and then started to focus closely on updating Shadow Step. At the moment, we have something we quite like but it's actually a large technical challenge and we are in the process of planning out the work/seeing what's possible. In the meantime, we may buff Reaper in some non-Tank Buster ways as he lost a lot in the most recent update.
Probably Sombra due to permanent invisibility restricting how deadly we can make her but also because she is a hero that excels with strong team coordination.Hudson answering question from walter_2010 about average playtester rank
There are a handful of other heroes with performance stats that differ greatly from the broader community perception of them and that can create difficulty in how we approach balancing them as well.
A huge part of our team culture revolves around playtesting. From Designers, to QA and community management, everyone has the opportunity to play what we're working on and give open honest feedback. One of the advantages of this model is we get perspective from a wide range of player ranks from GM 1 to Bronze 5. It's been a while since we've taken an official poll on average rank, but having a wide sample helps prevent tunnel visioning on feedback from specific ranks.Alec answering question from O2M about lack of patch consistency and Symmetra
Alec/Gavin answering question from Thee_Archivist about the removed smurf detection from MMR going from QP to comp
- We should do a better job about this, especially when it comes to getting the community's visibility on what we are seeing vs. what the playerbase may seem to think is the best hero at any given one time. These can differ regularly as certain heroes get power reputations (weaker or stronger than their reality at a given rank) that are hard to shake off. Thanks for the feedback there, will make sure we have something here even if it's a simple change.
- Symmetra kept some of the buffs in that patch but yes we hear the feedback of where her current power level is. We may have been a bit overreactive to the Mauga compositions popping up during that timeframe (he was certainly overtuned), but we wanted to be sure of it. For right now, we are in discussions about Symmetra and especially her frontline presence. Believe that's a piece of the kit we'd like to promote further, whether through her survivability or beam damage.
I tapped in our own Gavin Winter for this first part, he's what he had to say: "There haven't been any changes to these systems, but there are edge cases like the example of Guxue that was recently posted in this subreddit where our systems don't perform in the way we'd like. Most players will still be placed appropriately as they transition from Quick Play to Competitive Play, but unfortunately cases like this have always been possible. Explaining exactly how this happens would make it easier reproduce, so you'll have to excuse me from not going into intricate detail here."Jnoh answering question from Owlcharts about making win and pick rates public (this one hurts).
For the second part of your question, we believe we made it slightly too difficult to climb at the highest ranks and are looking at making some adjustments soon.
There aren't any plans currently to shift resources toward supporting something like that. Sites like Overbuff don't have the complete picture, but the data there for win rates and such is generally fairly close.Alec answering question from AccurateMeminnn about the reworks to Roadhog and WB
There is some argument against being too transparent with those stats in that it can create a bit of a feedback loop where you might see player behavior driven by what appears to be the meta in the stats, but that kind of happens already with just the general discussion and sentiment around heroes without stats as well.
Our target range for hero viability by win rate is between 45-55% unmirrored win rate at Masters rank and above. Those individual win rates often can fluctuate 2-3% by day, mostly because heroes tend to have a wider range of win rates per map and we're looking at the global average of those, but also individual player performance isn't consistent.
Lower pick rate heroes fluctuate more and there is less confidence in their win rate being indicative of actual strength. Extremely high pick rate heroes have a similar problem when looking unmirrored stats.
In the end stats require interpretation to understand their context and that is why they are not the only basis for balance changes, but are a useful tool to measure impact of changes patch-over-patch.
For the most part, we are relatively happy with the new bases both have been given but there is still some fine-tuning to be done.Jnoh answering question from Arrge about Hanzo post season 9, specifically about the one shot
I'll start with Wrecking Ball. Our goals were to give him more flexibility with his movement/engage options, heighten the benefits he gives to his team, and give him some quality of life updates. I think our changes all attempt to address those goals but one I think we can hit harder in the future is heightening the benefits he gives to his team. We were a little conservative with the Adaptive Shields change (overhealth is hyper scary in coordinated environments), so perhaps there's room for that to be more pronounced through tuning and actual feedback received in game (working on some updates there). Overall though, Wrecking Ball is doing much better after his recent updates and we believe we have a great base to work with going forward.
For Roadhog, aside from the conversations about his current survivability (we plan to hit that soon) there are some things for us to look at concerning the frequency of his combo. For example, his Pig Pen begins to go on cooldown when you throw it. So you can pre-place one, it gets destroyed, and then Roadhog already has it ready again (even though the enemy may think there's a window where Hook is less deadly). That's one discussion we've recently had. Still some work here for us to do in terms of the value Pig Pen brings outside of the combo as well and how we can make those windows of combo potential less frequent.
Hanzo is still an effective mid-range burst damage hero even without the one-shot kills. Post season 9 with the projectile size changes actually saw an increase in Hanzo's performance on the stat side. I do hear you on the loss of how good the one shot kills felt, but an overarching goal of season 9 was to reduce a lot of those burst damage frustrations for players on the receiving end of it. Armor changes in season 10 have also been a benefit to his damage.Alec answering question rom idrkbrotbh about Hog's survivability.
Still very early but we've been experimenting with adjusting health pools for some of the more evasive or high damage heroes which would also put them back into the range of lethal Hanzo headshots and some other hero combos at 225 HP, but while it would bring some interesting texture to hero interactions overall there are also a bunch of other problems to solve if we want to go through with it.
Yes, we plan on nerfing his survivability very soon. We are touching Take a Breather and Whole Hog in an upcoming patch. Hoping that can go live tomorrow.Alec answering question from Heropon4Hyrule_010 about the difference in pick rates from before the midseason patch (major tank buffs) and after
Some of this is related to meta happenings or balance changes but also related to armor changes/headshot reduction for Tanks. From what we can see the biggest winners (in terms of their performance delta) of the patch are: Ana, Junkrat, Pharah, Roadhog, Sigma, Wrecking Ball, and Zarya.Alec answering questions uestion from Mefionir-Omnic about Quick Play Hacked changes and Clash mode
Many heroes stayed relatively similar while a handful saw a decrease in performance (Bastion, D.Va, Mauga, Orisa, and Reaper).
These fall outside of hero design but can talk briefly about the first two questionsAlec answering question from Mabangyan about Roadhog and Lifeweaver
- Think you are referencing the speed boosts that would potentially come to Flashpoint. Took us some time to get these in a good place but they have been promising in playtests and are on track for a later season. It's important to us that when we add elements like that to a mode that it not only brings quality gameplay but is also communicated well through Sound and VFX. Feel good here now.
- We got a lot of great feedback but there are some things the team wished we did better with the Clash Preview. Firstly, it should have showed up more in Quick Play so y'all got more reps on it and can get a better feel for the flow of the game mode. Secondly, we don't think it was best suited for Open Queue in Arcade. If we do something like this again, we'll clean that up. With the feedback we received, we've been investigating how to make the final point more appealing to capture for the attacking team. Many games could result in the attacking team not actually wanting to push onto the last point because it wasn't worth the reward (harder to capture, give up a lot of positioning if you lose). Plenty of iteration happening here now to address that particular issue.
Answered the Roadhog question in a different place, but yes changes coming soon.JNoh answering question from Scared_Funny_1865 about tank counterswapping
For Lifeweaver, one of the discussions we are having right now (actually this week) and have been having for a while is around the friction that comes with switching between his healing and damage. Giving him more flexibility here would be a great boon to his capability within team fights. Additionally, we've experimented a lot with his Petal Platform. Personally would love for that to be a more attractive area to stand on as a teammate (whether that be through a buff the platform gives you or something else) but there's a lot of learned behavior to work through as allies hop off the platform quite often.
At its core, Overwatch is a game designed around being able to swap heroes to gain a tactical advantage or help solve a challenge you might be encountering. This contributes to keeping the moment-to-moment gameplay experience dynamic, drives hero diversity and offers a wider range of both strategic gameplay and skill expression in learning when/where/how to play multiple heroes.Alec answerinf question from Skiesti about Mercy's lack of changes since the 20% DPaSsive revert, as well as general performance since season 9 (this answer is super tone deaf being real).
There is a question of how much of an advantage is too much compared to the cost of switching. Ideally we want counters to be clear and understandable, but soft enough that it's still possible to outplay a disadvantaged matchup. It is a team game though and 1v1 matchups are not the highest priority when assessing the heroes.
Tanks do feel this the most with only one of them per team in 5v5 role queue, but all roles do experience the pressure to counter and be countered to an extent.
We're striving to find a balance between swapping heroes every death, (which certainly feels too often), and rarely swapping heroes or getting trapped in mirror matches every game, which quickly leads to fatigue. We've seen a lot of improvements here compared to earlier seasons, but it could always be better.
"Unhealthy" and unpopular designs are not necessarily the same thing. When designing heroes, we aim to provide a wide range of playstyles, mechanics, and aesthetics for players to enjoy. It's okay if they don't all resonate with everyone broadly. We'll do our best to make the game as fun as it can be for a wide audience.
- I think we are more happy in the 20% DPS Passive world than the 15% (it cuts through a lot better, helps mitigate the healing more effectively) so Mercy is more worth a look when that world is permanent. There are some questions of how far we can push her movement and know that is one of the most requested changes.
- Mercy is still a top-picked 3/4 Support and even higher on console until you hit GM/Top 500. Her performance follows a similar trend, where she's in the top grouping for most ranks and remains above average at the highest ranks. Doesn't mean that she wont receive changes but that is where she is at currently.
2024.05.23 23:48 Crysis7 Raid1 drive cannot be mounted: 'can't read superblock on /dev/md125'
lsblk NAME MAJ:MIN RM SIZE RO TYPE MOUNTPOINTS [redacted irrelevant drives] sdd 8:48 0 7.3T 0 disk ├─sdd1 8:49 0 255M 0 part ├─sdd2 8:50 0 2G 0 part │ └─md126 9:126 0 2G 0 raid1 ├─sdd3 8:51 0 2G 0 part │ └─md127 9:127 0 2G 0 raid1 └─sdd4 8:52 0 7.3T 0 part └─md125 9:125 0 0B 0 raid1 sr0 11:0 1 1024M 0 rom**********************************************************
sudo mount /dev/md125 temp mount: /home/xerxys/temp: can't read superblock on /dev/md125.**********************************************************
sudo mdadm --examine /dev/sdd4 /dev/sdd4: Magic : a92b4efc Version : 1.2 Feature Map : 0x2 Array UUID : eae8d157:f26bed0e:53401d56:a51f05ee Name : AS1102T-A234:1 Creation Time : Sat Jan 7 01:34:53 2023 Raid Level : raid1 Raid Devices : 2 Avail Dev Size : 15618875392 sectors (7.27 TiB 8.00 TB) Array Size : 7809437696 KiB (7.27 TiB 8.00 TB) Data Offset : 264192 sectors Super Offset : 8 sectors Recovery Offset : 0 sectors Unused Space : before=263912 sectors, after=0 sectors State : clean Device UUID : 70732a10:4b9639ce:b464abbc:1a4e673c Update Time : Thu May 23 20:11:31 2024 Bad Block Log : 512 entries available at offset 264 sectors Checksum : cdfa67f3 - correct Events : 1560 Device Role : Active device 0 Array State : A. ('A' == active, '.' == missing, 'R' == replacing)**********************************************************
lsblk -f NAME FSTYPE FSVER LABEL UUID FSAVAIL FSUSE% MOUNTPOINTS sda ext4 1.0 9e05ed66-14eb-41ab-aab0-7a72a9690650 820G 73% /home sdb ├─sdb1 vfat FAT32 89F0-4BB5 1G 1% /boot/efi ├─sdb2 ext4 1.0 132ea5ec-fc55-44d8-a8fa-b3aa739e31f4 1.5G 13% /boot └─sdb3 LVM2_member LVM2 001 kXvAK2-isKg-dHeQ-ELFO-K5hl-Tdfz-o5yPdS └─ubuntu--vg-ubuntu--lv ext4 1.0 8b5cf176-34a1-467c-85b1-68b14512c468 50.8G 43% / sdc └─sdc1 ext4 1.0 8d208379-8a90-4ff1-8e83-15ed55eb506d 3.4T 0% /$HOME/d1 sdd ├─sdd1 ├─sdd2 linux_raid_member 1.2 AS1102T-A234:0 e87b3b05-9c86-e5b6-cfa4-0a3eaf0b8c6b │ └─md126 ext4 1.0 e1698386-a948-47a3-a1bf-a93030828037 ├─sdd3 linux_raid_member 1.2 PrinceNAS:126 cb96333c-7c88-3cb1-6c2b-92de5075488f │ └─md127 swap 1 61ea6651-cf6e-4b34-98ec-a283ca6233d8 └─sdd4 linux_raid_member 1.2 AS1102T-A234:1 eae8d157-f26b-ed0e-5340-1d56a51f05ee └─md125 sr0**********************************************************
sudo fdisk -l /dev/sdd Disk /dev/sdd: 7.28 TiB, 8001563222016 bytes, 15628053168 sectors Disk model: ST8000VN004-3CP1 Units: sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disklabel type: gpt Disk identifier: A22F2D9C-CA68-4E0E-AF8F-F1CF06D0B93B Device Start End Sectors Size Type /dev/sdd1 2048 524287 522240 255M Linux filesystem /dev/sdd2 524288 4718591 4194304 2G Linux RAID /dev/sdd3 4718592 8912895 4194304 2G Linux RAID /dev/sdd4 8912896 15628052479 15619139584 7.3T Linux RAID**********************************************************
cat /proc/mdstat Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [raid10] md125 : inactive sdd4[2] 7809437696 blocks super 1.2 md126 : active raid1 sdd2[3] 2094080 blocks super 1.2 [2/1] [U_] md127 : active (auto-read-only) raid1 sdd3[3] 2094080 blocks super 1.2 [2/1] [U_] unused devices:I am able to mount md126 although it only contains the 'etc' and 'usr' directories which isn't what I'm interested in recovering. This problem is exclusive to md125 which is inconvenient as it has all my data on it.
2024.05.23 23:41 GraydayBreakdown Lords of Magic (1998) PC Strategy-RPG review
2024.05.23 23:24 abasicguy Dangit he's Luck screwed
submitted by abasicguy to shitpostemblem [link] [comments]
2024.05.23 23:24 Strong_Table_3849 What weapons would go well with my current stats?
I’m currently using dual Banished Knight Greatswords set to Quality, but are there any other weapons that might built well? submitted by Strong_Table_3849 to Eldenring [link] [comments] |
2024.05.23 23:23 Mr-BitcoinMaxi Node Reaches 18.28% & Stopping Getting Peers
2024.05.23 23:20 VitamnZee FAR-HELP LIFO Question
For LIFO, shouldn’t I be using the Dec 29 300 units @$500 level? Not the first level 150 @$400????? Isn’t that FIFO then? submitted by VitamnZee to CPA [link] [comments] Isn’t Dec 1 first in and Def 29 last in? What am I not seeing? The Dec 29 250 x @$500 would be $125,000 which is an answer choice too! |
2024.05.23 23:19 ERROR_437 My elden ring build
His name is Glork submitted by ERROR_437 to EldenRingBuilds [link] [comments] |
2024.05.23 23:18 xMangox- Every answered question from AMA
2024.05.23 23:17 Splemndid Pallywood: The Conspiracy Theory That Won’t Die
This account is posting videos from TV and film productions and claiming their attempts to fake real scenes for propaganda purposes. Russia and Syria used the same tactics to smear the White Helmets and Syrian opposition as part of their attempts to deny war crimes.
One example is Russian TV using stills from a Syrian film production about a Western reporter working with the White Helmets to fake war crime footage to claim it was real footage of the White Helmets faking war crime footage [Link]
Needless to say, the sort of people who do this are shameless propagandists and should be called out as such.
Purestrain OSHIT here, here's the community note that's not yet published [...]That first tweet is crucial here: the misinformation has already spread like wildfire before the Community Note appears — and in some cases, the misinformation goes unaddressed.
For the record, because I think it's fair to say my opinion actually matters on this particular topic, @Osint613 [Open Source Intel] is an awful account that has nothing to do with OSINT, or any sort of investigation. A trash account shitting up this website.
2024.05.23 23:17 Elmer_Fudd01 This games lighting is amazing
submitted by Elmer_Fudd01 to SilicaRTS [link] [comments] |
2024.05.23 23:16 Humble-Bid5972 Little update on my collection
Any ideas on what I should get next? Ignore the bottom shelf, I’m getting more storage space soon😭 submitted by Humble-Bid5972 to MangaCollectors [link] [comments] |
2024.05.23 23:10 Splemndid Pallywood: The Conspiracy Theory That Won’t Die
“You could call it opportunistic filming instead?” I guess, Pallywood in my mind feels like that, but maybe Pallywood just means completely and totally, like nobody's actually dying. It might be an inappropriate word, I admit that. I think if you listen to what I'm saying it's pretty obvious what I'm saying. So whatever you call the lower level of that.So instead, this is just going to be a general post on Pallywood, highlighting some instances of Palestinians being falsely accused of faking their own injuries that y’all might not have seen. I also wanted to create something of a “list” of some notable cases of false accusations of Pallywood, as many of these cases have continuously cropped up despite being debunked many months ago.
This account is posting videos from TV and film productions and claiming their attempts to fake real scenes for propaganda purposes. Russia and Syria used the same tactics to smear the White Helmets and Syrian opposition as part of their attempts to deny war crimes.
One example is Russian TV using stills from a Syrian film production about a Western reporter working with the White Helmets to fake war crime footage to claim it was real footage of the White Helmets faking war crime footage [Link]
Needless to say, the sort of people who do this are shameless propagandists and should be called out as such.
Purestrain OSHIT here, here's the community note that's not yet published [...]That first tweet is crucial here: the misinformation has already spread like wildfire before the Community Note appears — and in some cases, the misinformation goes unaddressed.
For the record, because I think it's fair to say my opinion actually matters on this particular topic, @Osint613 [Open Source Intel] is an awful account that has nothing to do with OSINT, or any sort of investigation. A trash account shitting up this website.