Looking for collaborator

Looking for someone who'd be down to work on a Discord bot together. I have some ideas, but I am open to discuss this further.

Must have experience with discord.py, python in general, postgres and preferably web technologies too like React or some other framework, but even pure HTML, CSS, JS is better than nothing. No need to be a master at any of those, but some familiarity is needed, especially at discord.py.

You can either reply here or shoot me a DM on Reddit to talk about this further if you're interested.

reddit.com
u/TehSinastria — 10 days ago

HR needs to be part of Season 2

If we ever get a season 2, I think it'd be funny as hell to have to keep whatever romance options available hidden from HR and having HR in a position of playing an antagonistic role, without necessarily being the only antagonist of the game of course.

Thoughts?

reddit.com
u/TehSinastria — 4 months ago

Working on an AI mod - Help with .ini files

Does anyone know what all the properties in AILevelData.ini and xDifficulty.ini do? For example what are the Civilian and Suspect Groups?

reddit.com
u/TehSinastria — 4 months ago

[Feedback] Honest feedback about Icebreaker and Tarkov in general by extension

I've been playing the Icebreaker (the actual map) for about a week now and here is my honest feedback for BSG as well as any devs out there.

Please stop treating difficulty as sliders for HP (damage taken), damage output and damage rate. You are not creating a difficult experience, you are creating an infuriating one. Everyone can deal with it, but you are forcing players into a very specific playstyle that is not fun. I don't want to pop 1000 smokes and stay inside them to basically guarantee my success, but you are forcing me to do so, because the alternative is a coin flip with the AI's accuracy and reaction times.

I have to treat Tarkov as a videogame and break my immersion by abusing half-thought mechanics instead of finding solutions naturally, solutions that makes sense in the context of the game's world, because the AI are not acting like opposing forces in a battlefield, they are acting like light switches.

Please, start designing "smart" enemies instead of "difficult" ones.

reddit.com
u/TehSinastria — 4 months ago

Looking to create a small team to build a strong CV app

Hey everyone, I'm Marios, 24 from Greece with 1.5yoe in Fullstack.

As title suggests, I'm looking to form a small team of 2-3 people, in the early stages of their careers, ideally people who look to break into the field and have little to no work experience, but understand fundamentals and are ready to jump from theory and tutorials into building software. The goal is to make an app that will interest hiring managers more than x-clones and tutorial apps, while still learning to work in a team and putting our skills to the test.

- My local time is GMT+03:00, so I'd prefer to work with people around the same timezone (Europe), but this is not a hard requirement of course.
- I also have a full time job, but I'll try to put as much time as possible into this, therefore I'm looking for people who can share the same commitment. Even 10h/week are okay.
- Optimally, I'm looking for at least one front-end focused developer.
- What we'll be building will be discussed among us before deciding.

reddit.com
u/TehSinastria — 5 months ago

Looking to create a small team to build a strong resume app

Hey everyone, I'm Marios, 24 from Greece with 1.5yoe in Fullstack.

As title suggests, I'm looking to form a small team of 2-3 people, in the early stages of their careers, ideally people who look to break into the field and have little to no work experience, but understand fundamentals and are ready to jump from theory and tutorials into building software. The goal is to make an app that will interest hiring managers more than x-clones and tutorial apps, while still learning to work in a team and putting our skills to the test.

- My local time is GMT+03:00, so I'd prefer to work with people around the same timezone (Europe), but this is not a hard requirement of course.
- I also have a full time job, but I'll try to put as much time as possible into this, therefore I'm looking for people who can share the same commitment. Even 10h/week are okay.
- Optimally, I'm looking for at least one front-end focused developer.
- What we'll be building will be discussed among us before deciding.

reddit.com
u/TehSinastria — 5 months ago
▲ 0 r/webdev

Looking to create a small team to build a strong resume app

Hey everyone, I'm Marios, 24 from Greece with 1.5yoe in Fullstack.

As title suggests, I'm looking to form a small team of 2-3 people, in the early stages of their careers, ideally people who look to break into the field and have little to no work experience, but understand fundamentals and are ready to jump from theory and tutorials into building software. The goal is to make an app that will interest hiring managers more than x-clones and tutorial apps, while still learning to work in a team and putting our skills to the test.

- My local time is GMT+03:00, so I'd prefer to work with people around the same timezone (Europe), but this is not a hard requirement of course.
- I also have a full time job, but I'll try to put as much time as possible into this, therefore I'm looking for people who can share the same commitment. Even 10h/week are okay.
- Optimally, I'm looking for at least one front-end focused developer.
- What we'll be building will be discussed among us before deciding.

reddit.com
u/TehSinastria — 5 months ago

Looking for a small team to build a strong resume app

Hey everyone, I'm Marios from Greece, 1.5yoe in Full Stack Engineering, writing this post to find a small team to build an app that will make our resumes stand out from the pile.

  • I am looking to connect with 1 or 2 developers, preferably in their half to first year of engineering, but any experience is welcome.
  • I'm more interested in someone who'd be building the front-end with React (TypeScript) and I'd take care of the API and Database.
  • My local time is on GMT +03:00, so make sure our timezones are as close together as possible. I already have a full time job with a crazy work schedule, but I'll make sure to spend as much time as I can on the project.

Leave a comment or message me with some information about you, let's see if we click.

reddit.com
u/TehSinastria — 5 months ago

Most maps play pretty much the same way, at least conceptually. Here's some high-level concepts for new maps I'd love to play in EFT in no particular order.

  • An extremely claustrophobic, CQB oriented map. Think Labyrinth but without the big central room, spanning more vertical levels and much wider. It could be a tunnel-system like the one featured in the books (I believe the books had a tunnel-system somewhere underneath shoreline?) or an apartment complex like the ones in Streets, but like only the inside of a big building. Lots of small rooms, corridors and stairs. Would be even better if it was an actual location you can get to from the main menu, not a transition-only map so we can utilize shorter weapon builds without the disadvantage of bringing it to a wider map first, only to transition with it. Time shouldn't matter in this map, light sources would be too limited, making NVGs and/or flashlights basically a must. Throw some cultists in it for the fun of it too.
  • A map without an extract timer or a really long one that would not impact gameplay and would only act as a failsafe to prevent players from staying indefinitely (servers cost). The premise could be that you need specific gear to enter due to radioactivity, like a gas mask and filters for it along with a special suit (could be gear or clothes you earn through the quests leading up to the map unlock). It's important that gas mask filters can be "reloaded", so if one runs out and you have spare in your inventory, you can perform a hot swap and keep playing. As time passes, filters get exhausted quicker, but never so quick that acts like a way to kick the player of the map. It should only get so fast to a point where it's no longer profitable to stay, making this the players' decision when to leave and not an arbitrary timer's on the top right of the screen. This could be an end-game map, offering good rewards but it has tougher AI enemies (not bosses necessarily) and gas mask filters should not be tradable on the flea (maybe even craft-only if rewards are that good). And of course, insurance doesn't work for this map.
  • Staying in the same concept, I'd also love to see a map with a hidden timer. Instead of tapping "o" to bring up a UI element, you'd have to estimate the time you have left based on environmental cues, like a bell ringing, or something collapsing. This should also have some randomness so players can't simply find the time on the Wiki and start their own counters. This map could revolve around an apartment complex that's on fire. The hidden raid timer counts down the time until the fire engulfs the map to the point of no return. Don't get too stuck on the fire or the apartment complex characteristics. Think anything that makes time run out, without a UI element counting it down. It could be water rising in a building, a bomb that is about to explode, whatever. The point is, you can't see the time by pressing "o", you can only estimate.
  • Lastly, I find the idea of random catastrophes kind of exciting. What I mean is that I imagine a map, where there is some % chance that some scripted events can take place, altering the way the map plays out. You could have x of these events with y% chance of each happening, making playing the same map not feel so repetitive. One event could be a segment of the map getting destroyed (giving of course some time to the players in that segment of the map to leave first). This could for example prohibit access to an extraction point. Maybe a fire breaks out that in addition to closing off another extraction point, it draws the attention of a raider squad, making them arrive on the map and roam through it. It's important that multiple of these events could happen, not only 1 per raid. So you could have a raid with 0 events, another with 1 or some rare cases with all the events happening. These events can make new enemies appear, alter the map layout by removing or introducing access to some areas. Maybe some events can be player dependent too.

Other not so thought-through ideas include:

- Map with extracts that can only be taken by one squad, turning the raid into a game of musical chairs with the last squad doomed to MIA or be forced to transition in order to get out of the map.
- Map with a squad of AI on a helicopter roaming the skies, attacking any PMCs they find. The helicopter should be vulnerable unlike the BTR, making players able to bring it down with the RPG or Grenade Launchers. Also, players should be able to kill the AI on the sides of the helicopter to stop them from firing. Bringing the helicopter down could drop high-end electronics loot.

reddit.com
u/TehSinastria — 5 months ago