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Google Forks OpenSSL, Announces BoringSSL

Terrasque Re: What a name! (128 comments)

You mean FreedomSSL?

And response from security people have either been very positive or they weren't available for comment right now.

about 6 months ago

Norway Is Gamifying Warfare By Driving Tanks With Oculus Rift

Terrasque Re:Parts of the system is EMP safe, the other part (106 comments)

Considering the fallback is to drive it just the way it's done every day today, I don't see that as the biggest problem.

about 7 months ago

Blender Foundation Video Taken Down On YouTube For Copyright Violation

Terrasque Re:Sony (306 comments)

So I do not want to support MS nor Sony, and I do not like any of the games on the Nintendo.

Join us

about 8 months ago

Utopia, Silk Road's Latest Replacement, Only Lasted Nine Days

Terrasque Re:The Surprised Dutch Prosecutor (83 comments)


The hidden services doesn't even need an exit point. They choose entry nodes, just like clients, then tell via a DHT that to contact it clients should go through one of those nodes.

Nodes which doesn't know the service's placement any more than they know the client's placement.

about 10 months ago

Ask Slashdot: MMORPG Recommendations?

Terrasque Re:Guild Wars 2...if it fits your niche (555 comments)

elementalists have a niche there - the only thing that matters in WvW is spammable long range AoE

And the WvW video I linked shows a D/D elementalist fighting in close combat...

1 year,20 days

Ask Slashdot: MMORPG Recommendations?

Terrasque Re:Guild Wars 2...if it fits your niche (555 comments)

Well, on one hand you've got good players that have been playing for example elementalist since beta, and are still learning new stuff. And then we got you who says "I played it a short while, got it all figured out. That in the videos there can't be done".

There is an old chinese proverb (according to the internet) that says something like "Those that say it can't be done should get out of the way of those doing it" .

You're correct that 100 blades is the highest damage scaling single skill in the game, in a direct stand-alone comparison. But that's not what's being compared. Besides, 100 blades is not a good skill. It got ramp-up time, it roots you, and it spend a lot of time delivering those hits. And if you miss the last, well... Most of your "burst" just went down the toilet. And most of the other greatsword skills are pretty low on damage.

What the elementalist in the first video did was comboing several things together resulting in very high damage very fast. One of the attacks he showed there was first using Burning Speed to engage, set the target on fire (and hopefully give a crit, which have a 60% chance of causing vulnerability), then start throwing Fire Grab, switch to water attunement while casting, trigger the weapon swap sigil - thus guaranteeing a crit for Flame Grab - and get extra damage bonuses. If target is vulnerable, and he got his boons up (which he usually have) that can be over 50%. Plus the Fire Grab bonus for target being on fire. With 110% extra critical damage. And while that's a potent combo, it is just one he got in his arsenal. He mentions that just by switching to air attunement he drops a lightning bolt on target that can crit for 7k damage. And that always crits, because of the sigil.

And the lightning hammer video is as un-gimmicky and simple as you can get. It's based around the high damaged auto attack on the hammer. Then it's just to build around max'ing it (like using the water attunement dmg boost on vulnerable foes) and start swinging for massive damage.

And the third WvW video shows that elementalists are quite capable in pvp. In fact, D/D elementalists are considered borderline OP by many in PvP.

1 year,21 days

Ask Slashdot: MMORPG Recommendations?

Terrasque Re:Guild Wars 2...if it fits your niche (555 comments)

"He was in the beta, before they decided to nerf the hell out of him" ...
"Hell, I didn't solo that hilarious "omg raid boss" lvl15 behemoth about 2 days after release 100% to 80%"

In beta 1 and 2 he was tougher, yes. Not beta 3, and certainly not after release. Complexity and difficulcy have been rising steadily, as people have learned the system better and anet have added new stuff. There's a big community around the game, and it's only getting bigger. You are, in fact, wrong about every single point you're making.

Even the videos. Which you clearly haven't even seen. The first build use the intelligence signet with attunement swaps, damage boosting traits, crit damage gear, and the cast time delays on spells to output burst damage that makes 100 blades look like a joke, and with better survivability and low recharge. You'd have known it was not even remotely near your description if you just saw the first minute of it. Of course, it would require pushing more than 2-3 buttons. And it's a year old.

The second video uses a build focused mostly around a conjured weapon, namely lightning hammer. The third video shows pvp with a dual dagger elementalist. You can see warriors trying 100 blades there. You can see them failing. You can also see that he uses more than 2-3 buttons.

Please mate, fact check what you're saying.

1 year,21 days

Ask Slashdot: MMORPG Recommendations?

Terrasque Re:Guild Wars 2...if it fits your niche (555 comments)

A few pointers: You talking about soloing the behe 20% is kinda silly. That guy have never been a challenge. And then you compare that (which is probably the least threatening world event in the game) with the (at that time) hardest one.. Now most of the world events provide a small challenge, and Tequatl is kinda.. off the hook. And your 100blade spvp build is practically useless if you play against people who *can* play - which is most PvP'ers these days.

And that "PR" anecdote did happen. First of all, they were new players, second those plush griffons do hit quite hard, and have more HP than a usual mob that level. Knowing that, and the fact that they're melee, I also knew how to effectively take them down with the tools I had. They didn't.

If you want to try a real challenge, you could try logging in to your gw2 account, and go fight the Kol Skullsmasher a bit. Or visit the new Tequatl :)

As for ele damage dealing.. Got these video recommendations from my guild's ele expert :

I also found this WvW vid: http://www.youtube.com/watch?v=RsUpFnBY-_o

1 year,21 days

Ask Slashdot: MMORPG Recommendations?

Terrasque Re:Guild Wars 2...if it fits your niche (555 comments)

Do you even have a max level character?

My first lvl 80 was a warrior. I know perfectly well what they're capable of. My second lvl 80 was in fact an elementalist. I also know perfectly well what THEY are capable of.

Both are deadly in their own way. And D/D zerk elementalist can kill just as quick as a 100derps warrior, and if the player is good, at considerably lower risk of dying.

I've played since beta. Over 1600 hours, actually.. Warriors are the easiest to play, but they're also the most limited. And they're really not overpowered. At the risk of sounding elitist, if you really think that, then I guess you're lacking experience in the game.

The combat is actually pretty complex, but relies on timing, resource usage and combinations rather than having many buttons.

An anecdote:

Around last christmas, I was experimenting a bit with classes, and at the moment levelling a thief. I was level 10 on it, and was in a level 11 area, and pretty much still learning the class.

At that time, there were many presents around on the map that you could open, which contained some stuff, and some pretty tough enemies. I was watching a warrior and a guardian open one of them, spawning 5 Plush Griffons. I watched them trying to fight the griffons, failing miserably, and tried to run away at around 10-15% health.

I decided to help. Ran in, dropped Caltrops, and managed to get four of them after me. I had double dagger as weapons, and used caltrops' slow to gather them in one group, then used Death Blossom to deal damage and bleed to all four while avoiding damage myself, and then disengaging, also using Dancing Dagger for extra damage and control.

All four griffons died before the two other players managed to kill the one last mob following them. And I had around 70% HP left after the fight.

I didn't tell that story to brag how good I am, I am telling it because it's a really good example of the difference between a player who knows the game and the combat system, and someone who don't.

1 year,21 days

Ask Slashdot: MMORPG Recommendations?

Terrasque Re:Guild Wars 2...if it fits your niche (555 comments)

Combat is utterly bland and chaotic and for many classes it's a 2-3 button combo affair

Well... No, not really. Yes, you usually have 1-2 skills as main damage dealers, but there are very very few useless skills. The others are more used to amplify your damage skills, keeping you alive, and controlling the fight. Even if they're not dealing damage directly, they're vital for playing well.

As for your Elementalist / Warrior comparison.. I have both (actually, got all but Necro at 80), and while my warrior deals more direct damage, and can handle more hits.. My elementalist can take down groups of 10+ mobs. In leveling gear. If I played well, without even taking one hit. My warrior can't handle that even with exotics and a very tanky build (enough to go face-to-face with some lowlevel champs). Same with my thief. When played perfectly, my thief deals incredible damage and is near unkillable. Can take on huge amounts of mobs, and pretty beefy ones too. But have to be played very carefully, no room for mistakes.

Sure, warriors can both deal and handle a lot of damage.. But they have much less control over the combat, which means they HAVE to rely on that. So in those situations where most other classes can control the situation and avoid damage by not giving the mobs a chance to hit, warrior mostly have to rely on being the last one going down in the brawl. That's the price warriors pay for their damage and armor.

Now, don't get me wrong, warrior is one of my favorite classes (other one is thief), and it's mostly easy cruise control to play when doing normal stuff. But it does have it's limitations compared to the other classes.

1 year,25 days

HTTP 2.0 May Be SSL-Only

Terrasque Re:Only if I can use self signed certs (320 comments)

You've fallen into the trap of seeing security as either black or white. Self signed certs are dark gray enough that for you it's black, and thus the same as unencrypted HTTP. And CA verified cert is light gray enough to be white, and thus secure.

The truth is that self signed is much better than unencrypted, and CA verified - while even better - still have enough problems to drive a truck through. Sideways.

Which is why people are talking about DANE, which is even lighter gray than CA validated, but still far from perfect.

You can't turn security into black and white. It's a scale, with various shades pf gray.

about a year ago

North Korea Developing Electromagnetic Pulse Weapons

Terrasque Re:And let's not forget... (191 comments)

I think it's a good example, personally. Because you create a false dilemma in the voter's minds. I've seen many who say "I should vote for [minor party], but I can't waste my vote because then [the other major party] could win, and that would be terrible".

And the media seem to do an excellent job of polarizing those two parties, and making people feel they have to choose sides.

about a year ago

North Korea Developing Electromagnetic Pulse Weapons

Terrasque Re:And let's not forget... (191 comments)

The thing I don't like about the US democracy is that it's essentially false dilemma based. Yes, you do have more than two parties, but "everyone knows" that they will never get elected, and you can't let the other side win, so you "have" to vote on one of the two big parties.

How much of a democracy is it when the choice is that limited? It's a soft limit, but still an effective limit.

If North Korea let the people select from, say Kim Jong-un and (while he was alive) Kim Jong-il. Would that then be a democracy? If they technically allowed other people to run for Dear Leader, but manipulated the populace to only consider the two main candidates, would it then be democracy?

about a year ago

Ask Slashdot: Which Encrypted Cloud Storage Provider?

Terrasque Re:Give it up. (200 comments)

I see, thanks for the answer :)

At least you have thought about things, and seem to have a good understanding of the mechanics, and have reasons for the changes. Which is more than sadly too many who develop crypto code have.

As for the changes you've made, I haven't looked at them closely so I won't even try to discuss them :)

The only thing I can say about it is the basic gut feeling that any novel approach to crypto should be distrusted until verified by time and experienced people :)

about a year ago

Ask Slashdot: Which Encrypted Cloud Storage Provider?

Terrasque Re:Give it up. (200 comments)

A bit late to the party, but.. There are some things I'm curious about.

If two files are identical (or even start off identical), having them encrypted to different cypher texts is a nice bonus to have.

Wouldn't different IV (or nonce in CTR mode) effectively stop that potential problem?

And from another of your posts that I was wondering about:

Counter mode is horrible for this application, for two reasons:

First, any change to the file that adds or removes even a single byte causes the entire cypher text to change from that point on. This makes it quite rsync unfriendly indeed. This is not the case with rsyncrypto.

The more horrible reason, however, is that counter mode has zero resilience to key reuse. A simple XOR of the cypher texts from two encryption passes will cancel out the encryption, key and all, and leave you with a XOR of the plain texts.

A bit change in CTR mode shouldn't alter anything past it's block, from what I understand. There's no state that's moved on from one block to the other (well, except the counter, but that's not affected by the block data).

And again, wouldn't different IV / Nonce effectively stop that problem?

about a year ago

Come Try Out Slashdot's New Design (In Beta)

Terrasque Re:One request (1191 comments)

8. Add option for custom CSS?

about a year ago


Terrasque hasn't submitted any stories.



Django 1.0 finally released

Terrasque Terrasque writes  |  more than 6 years ago

The Django team have today released version 1.0 of their python based web framework. After three years of public development, it is finally here. Congratulations.


My perfect game (or at least an interesting game)

Terrasque Terrasque writes  |  more than 6 years ago

While I was on my way home today I thought up my perfect game.
It's basically an MMO.

Lets start with wow, or lotro, or aoc. It's that type of game. However, there are some big differences.

First of all, there is no classes. Everyone can learn everything.
Second of all, it's REALLY smart to specialize.

The basics
First I will explain some of the basics. This will somehow be based on WoW, since that is the game I've played most.
Keep in mind that this is not fully developed, and only the mage part feels somehow complete.
But wait, you say, mage? Didn't you say there were no classes? Well, that is.. there is no class when making a character, and you yourself chose how to develop it. But let me continue my explanation.

Each character will have 5 base stats. Strength, Intelligence, Wisdom, Stamina and Agility. On each levelup, a player get x points to put as he choose in those. A character will also have 5 spell school stats. Fire, Water, Earth, Wind and Spirit. Those will be increased by books.

Magic system
And here things start to get different. Each book is a logic game (think Gridlock or any other simple flash puzzle game). Each page, a new level on that puzzle. Each page completed gives some points in the book's school. For example the first books require no level, no previous spell points, and give maybe 1-2 per page. After a while you find books that require level X, spell school skill of X, and give maybe 50 or 100 per page (and have harder puzzles). Low books will stop giving points after a while (so a lvl 1 can't puzzle his way to 5000 of each skill with enough time).

Spells are learned via scrolls. A scroll can only be read once (very rare spells), be read X times, or unlimited times (common spells).
Spells have requirements that varies from the effect produced, and gives damage as a % of spell school(s) used. Lets give a few examples.

Burn - Gives melee fire damage. Require 10 fire skill. Damage is 30% of fire skill.
Firebolt - Ranged fire damage. Require 25 fire skill and 10 wind skill. Damage is 30% of fire skill and 10% of wind skill.

Casting of a spell is also different. You draw forms on the screen with your mouse, and the accuracy and size will influence the spell's effect.

Each school will have a set of basic forms for each level (getting more complicated per level), that will be either used directly or chained to get the final form. For example, the firebolt spell might require a lvl 2 fire form and a lvl 1 wind form. The form of each school will have similar forms, so a person doing a lot of fire spells will have easier learning and doing the forms for a new fire spell.

Now that the magic system have been explained, I'll go on to the figher system.

Fighter system
This is far from as complete as the last one, I'm afraid, and I only have a vague picture of it, with several conflicting ideas. There is, however, one thing I'm sure of. The combat will be button mash based, similar to Street Fighter 2, Tekken, Mortal Kombat and similar.

Special abilities (similar to spells for a mage) will be done by combo's, just like the classic fight games. I am not sure how this will be, but I have several ideas. One is several bars, for example defense, fast hit, slow hit, that will increase while fighting. Something similar to wow's weapon/defense skill maybe. Another idea is to make it a bit similar to mage system, only with action type minigames.

Combos could be things like throw, stun, knockback, double hit, aoe hit, mass damage +++. How a fighter will learn those I'm also not sure of. Maybe via npc trainer, or discovery, with possibility to train other chars?

Levelling. I'm not sure how to do this. At one end you have xp and endless grind. At the other end you have skill based levelling.. And by skill based, well, the first idea that comes to mind is to defeat a certain opponent. Maybe every 10th level is skill based, the rest is grind? Again, not sure here.
I also have a fancy idea : the only way to level is to defeat an opponent, and any mob fighting is just getting gear / training to defeat that one challenge.

On to gear. Gear will mostly have +% bonuses. For example +1% to Fire skill on a hat, or +2% to Strength or melee skill on a glove. A dagger can give damage based on strength, agility, and (if implented) dagger skill, similar to magic spells.

All characters can use all the stuff, but stats will try to make warriors go arond in armor, and wizards go around in robes :) Also, for wizards, using heavy armor will impede their spellcasting, my first idea there is to make the drawing hand go slower with heavy armor, and block certain areas (for example upper right part of the screen can't be reached in plate), which makes it harder to cast spells.

Gear will also require level / stats. For example a huge 2hander should require some decent strength. Same with plate gear.

Each char is unique

By saying that each is unique, I don't mean that all chars look different, but that all created characters PLAY differently. Let me explain.
Upon character generation, a random number is created and assigned. That number (being unique to that character) affects, well, as much as possible.

Let us start with the spells, since this is the most clear in my head, and most easily designed. You remember that spells had a number of basic forms, that could be combined to make the final spell right? There is a reason for that. Lets say you start a char, Numbskull. He learns Burn, which has lvl 1 fire form #2, 73 degrees rotation. You then start a new char, Dimwit, and he learns Burn, which then have lvl 1 fire form #5, 17 degrees rotation.

You see? The new character not only have new stats, but all spells will have different casting movement. On a fighter the combo's will be different. Preferrably, the logic games will be slightly different, too (But that might be really hard to program fairly). So if you start a new character, prepare to be a newbie again, relearning the basics. This also means that you can't just plop down on your friend's char and rely on your muscle memory from your own char. This will also hopefully remove the market for guides on how to solve book x that players can follow.

Libraris are the primary sources for books and scrolls. You have two types of library. The public library, and guild libraries.
The public library will lend away their books for a certain fee, and will have many of the scrolls with the basic spells. Players can donate books and scrolls to the library if they will, and they will then be avaliable for renting.

Guild libraries are the pride of the big mage guilds. Where the guild members work to populate it, and the guild members can borrow books/scrolls for free.
For an aspiring mage, the best path to greatness is to get a foot within one of the great mage guilds, and the great libraries they possess.

Other stuff
Inscriptions. This is an idea I have, where mages can bind a spell into some kind of crystal shard. Binding will take reagents, it will increase the minimum skill and level required by a certain percent, it will take time to make, and the effect will be equal to 10% of creator's skill, plus 50% of user's skill. Level to use the inscription is the same as the spell's minimum level. The result is an item that when used, unleashes the spell under the factors described earlier. It can be used by anyone, even those who don't have the skill required to cast the original spell. This should by no means be easy / cheap to make.

PvP. I'm not sure here, but one thing I am sure of is this : no factions, like wow have. If pvp is on, you can attack anyone. Also, information on a character is minimal. It does NOT show level. Also, I want that high level gear can look plain, and low level gear can look fancy. It should be up to the player how he looks. It also makes pvp'ing having an element of risk, since you can't know how strong the opponent is beforehand.

Mental energy / rage. I have some basic ideas here, basically rage works as in wow (the more you do and receive damage, the more it goes up), and mental energy is a mashup of energy and mana (again from wow). Brutal combo's use mainly rage, spells use mainly mental energy, and finesse combos use a combination.

Finishing words
As I said, this thing came together on my way home from work, but many of the pieces have been floating around in my head. It's far from complete, but should be enough to build something around. I have not analyzed stuff, so it

I would greatly love to see this kind of game, and I hereby allow anyone to use these ideas. Only thing I ask for, if a game is created built on these ideas, please give me a free account :)


Things that have popped into my head since the original writing (a bit chaotic writing here):

Examples of logic games could be Sudoku, Gridlock, Mahjongg, 3d logic, or a bunch of other logic puzzles.

Stealth part of the game.. if it exist.. might want to be played similar to thief (note: i have only played thief for about 10 minutes, and don't recall much from it).

Casting ranged or shooting bows should zoom to a first person like view. Maybe something similar to AoC.

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