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Konn Konn @lemmy.world
Posts 10
Comments 69

[bug report] Unable to send private messages

Hey there!

I hope this kind of post is allowed in this community.

I recently discovered Pixelfed and really enjoy it so far :) I also registered as a beta tester for the official Android app and quickly got my partner to join.

But when I tried to send them a private message, the app instantly closes the moment the keyboard is (supposed to be) opening. It's the same for my partner, so I guess this is not a singular issue.

Also, I noticed that the app tends to slow down, the more posts are loaded on the current feed - so there may be some kind of memory leak happening (I am not very proficient in tech, so I may be using the wrong terms, sorry).

Other than that I want to take a brief moment to say thanks for this very cool project! I'm excited to see how it's going to evolve in the future! :D

1
ich🥒iel
    1. Wie kommst du auf das Saarland?

    2. Dibbelabbes ist hart geil, auch wenn es nur ne Variation von Kartoffel-Gratin ist.

  • ich🍺iel
  • Oettinger

  • Germany: 'Groped' female statues highlight sexual harassment
  • The good ending

    Could use more pets, tough

  • Summit crashing when starting the app/pressing on a post
  • Works like a charm again!

    Thank you for your hard work on this app, I really appreciate it! :D

  • Summit crashing when starting the app/pressing on a post
  • Damn, sounds rough. I mean, nothing against the basic layout, but I really like the options summit provides for customizing your user experience.

    I hope this doesn't take too much effort for the dev to fix!

  • Summit crashing when starting the app/pressing on a post

    Hey!

    Like always: thank you for working on my favorite app for lemmy. The constant updates and general polish of features are really great!

    Now on to the problem:

    Since this morning (I guess after an update?) summit refused to start up - when I tried to open the app, it just instantly crashed. I read in another thread that if you delete all data (via the Android options), you could use the app again. So I tried that, signed on my accounts and tuned the setting - just for summit to continue crashing whenever I click on a post.

    If there is anything I can do to provide some insight into these crashes (not very technically versed), please instruct me on what to do. :)

    Edit: just tried a bit more. Pictures enlarge like normal when clicked on them. Links also open in the internal browser just fine.

    It's when I try to open a post into the post/comment view, that summit crashes. Hope this helps narrow it down!

    6
    Last Epoch 1.0 released (almost) 24 hours ago. What are your experiences? What masteries did you choose, what builds are being pursued?
  • Marksman was also one of my first - watch out for unique bows, they all are generally really good for certain builds and playstyles, especially DoT and elemental builds :)

  • Last Epoch 1.0 released (almost) 24 hours ago. What are your experiences? What masteries did you choose, what builds are being pursued?
  • I mean, that's fair. :)

    I could try them again, but with 1.0 adding many other enticing possibilities I would rather try other stuff.

    Good luck to you building that magic armour/weapon fantasy!

  • Last Epoch 1.0 released (almost) 24 hours ago. What are your experiences? What masteries did you choose, what builds are being pursued?
  • I've tried FG with minions before but just couldn't do it properly. Felt incredibly slow - but then again I generally don't like minion builds. So maybe I should check out a fire dmg FG one day!

  • Last Epoch 1.0 released (almost) 24 hours ago. What are your experiences? What masteries did you choose, what builds are being pursued?
  • My condolences. I've been playing offline, so I had (almost) jobs of those issues.

    But rest easy, with the runemaster you will be able to make up the lost time by zooming through the campaign in a heartbeat. And look cool while doing so :D

  • Last Epoch 1.0 released (almost) 24 hours ago. What are your experiences? What masteries did you choose, what builds are being pursued?
  • Sounds awesome! I want to wait with the Birb until I get a certain unique for a build I had in mind.

    As for your difficult early-game: I think they slightly increased enemies health and damage with this patch. But imo rogue has the weakest early game, coupled with not shards/uniques from other characters, the beginning can actually feel challenging!

  • Last Epoch 1.0 released (almost) 24 hours ago. What are your experiences? What masteries did you choose, what builds are being pursued?

    Just want to get some general discussion going :D

    As for me, I've played a necrotic spell Warlock, seems bonkers strong, even though I barely have good equipment.

    Also, I've finally y managed to get into a faction, the Circle of Fortune. Seems very nice so far.

    14
    ich🏝️iel
  • Fair.

  • ich🏝️iel
  • Nicht eher "Quantität was never an option"?

    Qualitativ finde ich das meiste hier schwer in Ordnung (Bonuspunkte für Blockieren von communities, die mich einfach nicht interessieren)

  • Ich🐮🦵iel
  • Aus dem Leben eines Taugenichts sein wie:

  • Fallout fans petition Bethesda to put Mitten Squad in Fallout 5
  • Damn. That really sucks. I enjoyed Pauls videos so much, they're the reason I watch "challenge run" content at all.

    I really hoped he could pull through and stay sober after he announced his last hiatus, but I guess alcohol wins this one.

    Addictions are cruel.

  • ich🎅🤶iel
  • Wird der wahre Dünne Weihnachtsmann bitte aufstehen?

    Ich wiederhole: wird der wahre Dünne Weihnachtsmann bitte aufstehen?

  • ich🏫iel
  • Darf ich um eine Erklärung bitten? Habe den Namen noch nicht ganz verstanden.

  • Twin research indicates that a vegan diet improves cardiovascular health
  • Well, the comments here on Lemmy look pretty alright so far.

    Helps that twin studies are one of the best forms of experimental studies (in general, I believe), but I would guess also important for nutritional sciences (if that's the correct term?), since it's usually hard to compare the effects of eating habits and diets between different people - different people having functionally different metabolisms.

  • ich👶iel
  • Hey, ist das nicht das Pferd von "pferden herum"?

  • [Bug] Upvote count resets when collapsing comment

    Hey!

    This is a rather small bug but I saw it, so I thought I'd report it. :)

    When you click on a post and "load" it, all loaded comments get displayed with their current amount of up and down votes. If you vote on a comment, this amount gets "updated" to display the new count. However, if you collapse said comment, it goes back to the initial amount it had before voting yourself.

    I tried to upload 2 images from gallery, but the app didn't let me (is this a bug in itself?), so I hope my explanation is understandable!

    3

    Favourite weapon/Mod/Mutator combos?

    Hey all!

    Thought I'd get an discussion going about one of the most integral parts of gameplay and builds: the weapons!

    I know that it's currently really hard to swap weapons whole doing the campaign, as materials and scrap are super hard to come by. But some discussion with interesting ideas on what one could focus on next seems interesting to me :D

    For the long gun:

    • Blackmaw AR-47, with Hot Shot mod (auto reload, 15% dmg buff and nice fire dot) as well as the Momentum Mutator (gain crit chance upon crit ting, stacking 10 times). This makes for a good DPS and sustained fire, nice range and relatively precise weapon.

    For the sidearm:

    • MP60-R, with Healing Shot mod (extra safety net / healing in coop) and the Deadly calm (more ranged dmg when ADS) or Bandit (chance to regain ammo in magazine on hit). Not super happy with the sidearm, but I haven't found many mutators, so I kinda swap to what I feel like works best.

    So what are your fav weapons and combos right now? :)

    11

    Developers Post on Reddit - interesting insights regarding the Trait system

    Hey guys! I just found out that a dev posted this very detailed write-up on reddit regarding player feedback on the Trait system (and some other, related things). I thought I'd "cross-post" it here so people can see :)

    _________________________________________________________

    Traits | Economy | More

    Hi all!

    Since there have been quite a few questions and concerns surrounding Trait Points, I thought I'd would be helpful to post all the info in one place. First, a few bullet points, then I can talk about them in detail below:

    • Trait Point Cap Amount isn't set in stone (could be 60, 75, etc)

    • Trait Point Cap isn't going away (but can certainly be adjusted, see above)

    • Some Traits are highly desired / considered "musts", while others are not

    • There are more Trait related elements coming down the line

    • Dupe Trait Books should be granting Scrap and EXP (until EXP capped)

    • Scrap Drops and Respec Costs are being looked into

    Trait Point Cap

    First, I want to assure you that the Trait Point amount of 60 isn't set in stone. When we originally started playtesting, it was 50. As we got more players into the game, we moved it up to 60. Over the course of the project, as we added even more players into our tests and received even more feedback, the actual values on Traits were adjusted and 60 generally felt pretty good. Some people wanted more, some people didn't mind less, but we found that the more gear players had access to, the more they found ways to make interesting builds where Traits and Gear could complement each other. This is what we had in mind.

    With the Trait cap in place, it allowed us to add Traits that we never had in R1. Things like, Ammo Reserves, Longshot, Strong Back, Untouchable, Regrowth, etc. Well, to be fair, we could have added those in R1, and for the original game, maybe we should have, but we also knew it was raising the baseline powerlevel, which made balancing every difficulty even harder. This is because we had to consider, for each difficulty, what the powerlevel of the player was at 0 Traits, at Max Traits (up to 1000 in the end), and everything in-between. We could have kept adding more difficulties, but we felt it got messy. So that's something we wanted to keep a closer eye on in R2, especially because we want to have a solid foundation that can expand in different ways without making balancing even more of a precarious undertaking.

    In R2, we didn't want players to have a permanent baseline 6m increase on every gun, or constant Regeneration, permanent additional iFrames, or constant 50% Ammo forever. Not only does it take away from the concept of builds, it leads to things like 13m base Range Double Barrel Shotgun, ADS Cancelling perma iFrame, reduced Ammo Economy (because more ammo reserves means more pickups - it's percentage based), reduced overall importance of healing or grey health... all without any tradeoffs. In a way, this is what happened with R1. With perma Glutton, our baseline consumable use speed became whatever Glutton was. Your max health became whatever Vigor was. Along with "nothing" (new character Traits at 0), the All Traits / No Trade-Off variation became the baseline the new "potential" baseline which had to be considered.

    With new Traits like the ones mentioned above, we wanted there to be tradeoffs / choices. Players would gain a few things of their choice and have to forgo other things. We added 2 additional Trinket Slots and Mutators (as well as Fragments) so you could supplement your Traits to help fine-tune your character. You can absolutely get strong in certain areas, but you can't be strong in all areas. The goal was to drive players more towards specific builds where your Archetypes, Trinkets, Mutators (and everything else) all come together to make a cohesive strength in those areas.

    You may ask why any of it matters, and really, it comes down to overall build diversity. With all of those things as potential permanent buffs - in addition to the balancing issues mentioned above - it reduces the need for all of the other elements we created. We wanted to make a ton more useful Trinkets. However, an issue arises when the majority of what they provided could become permanent Traits, the vast majority of people end up slotting only damage. There was no real desire to use other things, and that creates a huge problem when we wanted to more than nearly quadruple the Trinket count from R1 retail.

    With the cap, we noticed all throughout testing, and still to this day, people are using many other rings to supplement their build. The additional 2 Ring slots go hand in hand with the Trait cap. For example, you can use Heart of the Wolf for a big increase to Movement Speed and Stamina. You can use Ring of the Robust for Health and Armor. You could add Lithic Signet for Damage Reduction, or pick up Wind Hollow Circlet for raw Reload Speed, etc. This was the goal.

    Moving forward, we aren't against adjusting the cap value, but the gear was designed around a cap being present. It doesn't have to be capped at 60, but if it's too high or if there is no cap, it diminishes or almost completely invalidates many of the Trinkets we designed to supplement Traits. This would be unfortunate since we added so many new ones to the game.

    Desirable / Less Desirable Traits

    We know there are Traits that many consider to be "Must Haves", and a few others that aren't nearly as desirable. We have a few things planned to address this. That being said, even without the less desirable traits, you have to pick between (a generally agreed upon) 20 viable options. An example always comes up "Who will ever spec into Ladder speed?", and I get that, but as mentioned, even without the less desirable Traits there are a lot of strong options that you'll have to weigh - which Traits can you forgo because you have Trinkets to supplement the build. As for the weaker options, tuning will help bring their value up (not by nerfing the current Traits), but we know that not all Traits are considered equal.

    While I can't talk about the specific plans in detail at this moment, our goal with Traits is to make sure your selection matters and that there are pros and cons to what you choose to spend your points on. Traits are not meant to be the "end game" grind in Remnant 2. It's a different game. That being said, we definitely understand the desire to keep playing in a world you love, with mechanics you enjoy using. This is part of the reason there are so many bespoke rewards to obtain and unique Archetypes to play.

    That's not all we want to do. We have plans to lean into things for the grinders and those that want more things to work towards. We play Remnant 2 a lot. We enjoy playing it and we want to keep playing it, too, so we definitely understand where some players are coming from. The good news is that we've had these plans for a while. We wanted to make sure to do it right, so we set the foundation first.

    Trait Books, Resources, Economy, Engrams

    Duplicate Trait Books should be granting EXP and Scrap. We are looking into it. The goal of the extra pickups was to help players level up the dozens and dozens of Weapons in R2 as well has help players afford more Concoctions / Consumables which also helps to supplement your Trait Build.

    Part of the issue right is that some things are pricey, and the player doesn't have many resources early on. This was intended as we wanted to make sure the player is making choices (that scrap/resources mean something), but that doesn't mean the values are perfect. Part of the fun is experimenting, and we want to make sure you have more room to do that, especially early on.

    We are currently looking into a few potential tweaks to resoures that come out of Chests and Rare Chests as well as the amount gained from duplicate Trinkets to make exploration even more rewarding. With a bit more resources from exploring and picking up duplicate elements, players should have more room to experiment.

    Additionally, the cost to convert an Engram into an Archetype will most likely be reduced. We don't know the exact value, but we want to make sure you can access those additional Archetypes a bit sooner while keeping some money in your pockets. Oh, and while we are on the subject, we are looking into removing the Trait Point requirement to Dual Archetype. If removed, this would allow players to start Dual Archetyping the moment they had access to another Engram. TBD, but it's definitely being talked about.

    Respeccing

    We are aware that players are finding Respec a bit too costly and a bit clunky. In regard to the cost, this is an easy change. In regard to the fluidity of respeccing, that's another challenge. We have quite a few ideas on how to make this more seamless, but I don't want to promise anything too specific at this time. I do, however, want players to know that we understand, and we are on the case.

    Closing

    There are quite a few things we are looking into, but we want to do them right. Making too many big changes all at once can lead to some unintended consequences. That being said, it's important to us that you all know that we hear what you're saying. We want to keep supporting Remnant 2 by adding more biomes, puzzles, gear, and perhaps even new ways to play, but we need to make sure the foundation stays solid so it can support everything that comes after it.

    Thanks for reading. We appreciate your feedback. More info soon!

    If you have any additional feedback on Traits, Economy, or Respeccing, please post it in this thread. Thanks!!!

    _________________________________________________________

    Obviously posting here won't do them any good, so I left the link at the top of the post :)

    Edit: I'm on mobile, but I tried to format the post to closer resemble the original and make it easier to read

    4

    Anybody got a tip or strategy for getting scrap?

    So, one of the most restricting things I find is the rate of how much scrap you get for playing vs. how much you need to upgrade weapons, mutators, etc. With all that money spent I don't even have enough left to experiment with different weapons or buy consumables.

    How are you handling it, are you also struggling or have here been some strats for getting a couple bucks real quick? :)

    7

    Exoprimal Roadmap for seasons 1-3

    In case anybody interested hasn't seen it yet, Capcom released a Roadmap with some tidbits of information of what to expect in the next couple of months.

    Most notable:

    • New game mode "savage gauntlet", supposedly full pve
    • New variants of suits - I guess that means different abilities/stats to further costumize their playstyle?
    • The Street Fighter/Monster Hunter collabs, obviously. Personally, I'm looking forward to the MH one more, obviously :)
    1

    Sooo... First impressions, anyone?

    Just installed the game and played a couple rounds. Gotta say, its gameplay loop is better than expected, but I find the lack of information in the menus very disappointing!

    • Like, looking at the weapons/skills of a suit before deploying in a wargame?
    • Maybe some stats, like damage, reload speed, blast radius to gauze the effectiveness of the modules?
    • There's also next to no information on the Dino types. Supposedly it's possible to break the horns of a Triceratops, but wouldn't it be great if you had a database entry of it where you could see it's stats or at least how you're able to break it? I've been aiming for the head/horns, but I feel like I just waste my damage (since it deals very reduced dmg there)

    But I don't want to sound too negative side I still have fun playing it. I didn't really follow the ads on this one, but I was impressed with the amount of suits you can play right at the beginning. I only tried the ones in the tutorial and the Barrage (grenadier) and so far all of them seem fun. :)

    What are your thoughts? And do you have any tips and tricks? :D

    4

    [Feature Request] Would it be possible to sort saved posts into groups or folders?

    Title, basically.

    I was just wondering if it was possible for Liftoff/Lemmy to allow a kind of sorting on your saved posts.

    I save all kinds of things - mostly memes, but also informative posts, posts containing links, playlists, quotes etc. And I thought it might benefit people doing the same if you could somehow sort them into groups to better organize them.

    Just a suggestion, I have no skills whatsoever in developing, so if this is not possible/feasible then so be it :)

    0