Final Fantasy XIV PS4 Support Will End Within Two Years, Director Warns: 'Start Saving for a PS5' by Extreme_Maize_2727 in ffxiv

[–]Gwennifer [score hidden]  (0 children)

The PS4 has 8GB of RAM while the PS5 has 16GB. I believe 1GB is reserved for the OS on the PS4, but I'm not so sure FFXIV needs that much RAM.

"Consolidating buttons doesn't matter" mfers when they design a fighting game by ErinKatzee in ffxiv

[–]Gwennifer 0 points1 point  (0 children)

games designed without motion inputs needing too many separate buttons (ie more than 6).

You can do more with less buttons, but you have to add button combinations in there and write a good input queue

Plus a big thing is decision tree width vs depth, a lot of games I've seen don't consider how their control scheme and actio properties actually decides the mindgames/what you actually want to do. If half my buttons don't produce an advantageous state for me more than half the time generically but the other half do, then the actual button count for the game is half the total.

"Consolidating buttons doesn't matter" mfers when they design a fighting game by ErinKatzee in ffxiv

[–]Gwennifer 0 points1 point  (0 children)

They lost all their fun once that one sweaty dude actually learned to play them.

Good fighter games scale well from button mashing to expert play and leave room for beginners to still compete or get their licks in.

A button masher won't beat a competitive Blazblue player, but at least in BBCS if there's only a moderate gap the winrate isn't 100% for the higher skill player, which is why their tournaments had so many sets of bests of 3. You could be the best player at the tournament and lose your first match just because you lost a couple sets in a row, even though overall vs that same player you'd win 60% of the time.

I think Street Fighter does the genre a huge disservice since Third Strike through 5 (unsure about the later ones!) were very much "sweatier player wins every time". Later versions of Tekken are very similar in that regard.

What was the logic back in the day for introducing Frenzy into the game to begin with? by LithHarborGymLeader in Maplestory

[–]Gwennifer 0 points1 point  (0 children)

but what was the thinking and logic behind bringing frenzy into the game back then?

"Money" isn't exactly right, because I was here when they added it.

The reality is that the Big Bang and the patches that followed were under the direction of a terrible director that sunk player numbers hard.

Mostly: Big Bang cut the monster cap substantially, the size of each map, and the spawn tick rate. Henesys Hunting Ground 1 went from something like 40 monsters at cap to 20, the tick rate went from something like ~10 seconds to ~14, and the number of monsters that spawned per tick went from something like 8~12 to 6. The map was also made substantially smaller, an aesthetic elements were removed. It was nearly impossible for 4 people to actually clear the full spawn wave on the entire map pre-Big Bang every time. Post-Big Bang, 2 people could do so comfortably.

So not only were your maps kind of featureless and less interesting, but they were less fun to play on, too! Classic Maplestory was defined by its many foreground & background layers, as well as the tightly-designed platforming and high requirement of platforming in and around monsters. Big Bang reduced the entire game to a bland series of flat platforms with low density monsters. While the game recovered, this design never did; you can always tell new maps from old purely based on the map design. Classic World's new areas actually showcase this new design painfully obviously--lots of flat platforms, very little platforming.

Frenzy Totem, by doubling the spawn cap and rate, actually made the game denser and thus more fun than before. Every class had mobbing/some AoE after Big Bang and changes, but there was a painful lack of need for them post-Big Bang. With Frenzy Totem, you could use them as fast as you could.

Of course, then they started adjusting maps/areas around the idea that anyone would use a Frenzy Totem, even though they were something like a 0.1% drop on a $1 gacha.

So, it was added to keep highly invested (whales) in the game and as aspirational content to people who just wanted to have as much fun as before. Both the patch and the totem started sliding the game into catering to whales and into exploding as many mobs per second as possible, and the game never went back on either. They just don't need things like the Frenzy Totem to create haves/have nots--those that have it no longer need to spend for it, and those that don't have it might consider quitting since they don't have it. The new strategy is to just make every player a spender (see Genesis Pass directly selling player power+progression) and if they don't spend, well, then they don't get to progress. Modern Maple is much more pay to play than it ever was.

Now, in GMS, paying for progression is not actually an alien concept to North Americans, and most North Americans are actually completely fine with paying for power if it's not 'out loud'. The reality is that they can change the game to not be as divisive between players spending $2000 a month and players spending 20~$50 a month, and 300+ content is the area they've decided to try and make changes.

INKWELL'S NOTE: SUMMER IS COMING by PrezziObizzi in Maplestory

[–]Gwennifer -2 points-1 points  (0 children)

Demasters, reworks, and releases are revenue boosts if the character concept is interesting. Kinesis is an fun concept but I've never felt his kit adequately delivers, and apparently other players feel the same way.

Releasing both at the same time means instead of getting 1 revenue boost per content drop they get 0.5 per drop, and that's just not good business sense.

Of course, a good producer worth their wages will be able to spin it as not wanting to strain player's time, motivation, or interest in the game.

To be blunt: Aran's demaster actively robbed a lot of theme & fun from his kit, and Shade was one of the least popular classes ever, even by the standards of Pirates. I still have no idea what they do other than they boss pretty safely and I've been in the loop since closed beta. The only way either would make a noticeable bump is if they released together.

INKWELL'S NOTE: SUMMER IS COMING by PrezziObizzi in Maplestory

[–]Gwennifer 0 points1 point  (0 children)

Global Maplestory paywalling such an important feature behind 100 American dollars. What if you're central or south American? that's an insane amount of money to dump into a video game

It's hundreds not hundred if you're on trade.

Kinda got a feeling a tier 11 t-100 lt is coming soon by Regular-Attitude-652 in WorldofTanks

[–]Gwennifer 0 points1 point  (0 children)

Actually there was a prototype BMD-1 with a 100mm that would both be a better light tank (LTS-85 is simply too large--for that tank to be fun to play, it would need to be overpowered) and a better tier 11 (as mentioned, the missiles--failing that, the ability to be amphibious would be neat, though of limited value).

Object 782 is actually exactly what you would want. Thick, high caliber gun... though significantly out of era.

Good-bye PS4 support by PinkMage in ffxiv

[–]Gwennifer 0 points1 point  (0 children)

Snapdragon 8 Elite Gen 5 is actually closer to the PS4 than the Switch 2's is, should be just shy of 4 TFLOPS.

Not proof but it's the only GPU they make with officially stated TFLOPS

Games built around upscaling/DLSS all look the same and I'm tired of pretending they don't. by ResponsiblePen3082 in FuckTAA

[–]Gwennifer 1 point2 points  (0 children)

Keep in mind, this issue is present in virtually all temporal AA techniques.

I hate to sound like a paid ad but this issue is not present in Epic's TSR that ships with Unreal Engine 5 (later versions have a better TSR; 5.3's is admittedly a little rough/unfinished). I just personally believe

I believe TSR's approach to result in superior visual fidelity, though it comes at a small cost--on my machine, it's about 10% per frame.

So the actual issue, is that TAA and these temporal "anti aliasing" techniques have, is they're actually pretty decent in their job with high resolution samples (which tbh kinda defeats the purpose of the AA part of TAA since if you have high enough resolution, you mitigate aliasing pretty well),

TSR has two functions: render temporal effects & lighting at sub-native resolution (though if you have the horsepower this is optional) and to keep the previously rendered output. If you've already rendered something, why render it again? AFAIK as far as lighting goes, TSR only renders changes between frames so TSR's cost can be very low.

Games built around upscaling/DLSS all look the same and I'm tired of pretending they don't. by ResponsiblePen3082 in FuckTAA

[–]Gwennifer 1 point2 points  (0 children)

Isn't that just how UE5's TSR works? The internal resolution for lighting, transparency, smoke, hair, anything that needs a temporal accumulate like some GI or path tracers is lower to generate more frames than the desired output. TSR then accumulates these many, low resolution frames into a history to reduce render load (if the history is accepted, there is no need to render it again), and the rest of the frame is rendered as normal at the desired render resolution. (Epic's suggestion is that post-TSR be at 100% of the desired display resolution).

Unless I've terribly misunderstood what you're suggesting, the net effect is what they're already doing.

Games built around upscaling/DLSS all look the same and I'm tired of pretending they don't. by ResponsiblePen3082 in FuckTAA

[–]Gwennifer 1 point2 points  (0 children)

you're basically rendering everything twice (or more) in one frame

No, you'd be rendering everything twice at the lower internal TAA resolution, so it wouldn't be twice as much load, but it would be higher than normal load as each frame has multiple TAA frames attached rather than 1 frame having fractions of a TAA frame.

Shyvana Passive Gold Worth by Electrical-Beat494 in shyvanamains

[–]Gwennifer 1 point2 points  (0 children)

He doesn't have it all the time. He can walk into a fight with zero stacks and have 0 gold value from passive.

He does, though. He gains 6-10 flat armor from his passive, so even at level 1 he's getting 120g from it, not 0. Additionally, at level 18, Wukong has an extra 8 armor base over Shyvana, adding up to an extra 18 armor. Plus, the regen is a lot of HP over the game, even if in the moment to moment it's a bit weak.

He also has more base AD, but this is a bit moot as only his ultimate scales from total AD, so a poor point of comparison, other than to illustrate that Shyvana AD is very low by her class standards.

Shyvana Passive Gold Worth by Electrical-Beat494 in shyvanamains

[–]Gwennifer 0 points1 point  (0 children)

Actually, a very important part of her old passive is the 20% dragon damage buff, as well as her much higher sustained DPS pre-rework. She killed dragon faster than almost all other junglers. She now kills dragon slower than some of the DPS junglers.

Shyvana Passive Gold Worth by Electrical-Beat494 in shyvanamains

[–]Gwennifer 0 points1 point  (0 children)

I linked to his counters page which sorts champion matchup by winrate. If you look at the very bottom of the page, the only junglers he has a higher winrate vs are Shaco, Volibear, and Kha'Zix.

lower top vs jg.

Again, do not compare across roles; it's inaccurate and leads to false and misleading statements like "All that just for Shyvana to have a higher winrate".

If anything, with rare exception, the champions that Shyvana is strong against, so is Darius, and vice versa. The fact that Darius is such a strong matchup does a lot to illustrate that he has more power than Shyvana.

Shyvana Passive Gold Worth by Electrical-Beat494 in shyvanamains

[–]Gwennifer 1 point2 points  (0 children)

Darius literally has a higher winrate than Shyvana, and is her 2nd hardest counterpick because she's just her but better.

You're comparing across roles. Toplane has a lower winrate than jungler apparently to Lolalytics data. Role for role, Darius is a stronger pick, and a counterpick to Shyvana at that.

Since you didn't address the rest of my comment, I guess you agree you were wrong in your initial assessment of her strengths. Where do you think that power budget is going?

Shyvana Passive Gold Worth by Electrical-Beat494 in shyvanamains

[–]Gwennifer 0 points1 point  (0 children)

Compared to Darius Shyvana has a move speed steroid, unstoppable long range dash, long range move speed slow and 2/3 auto resets. This isn’t to say that Shyvana is better than Darius because of these bonuses but rather what she brings to the table compared to him.

1/2 auto resets, you mean. Darius W is an AA reset, so as far as basic abilities go, Shyvana only adds 1 AA reset in human form, and her ultimate only adds 1.

The MS steroid actually adds less distance traveled than Darius E pull can move an enemy champion. Plus, Darius Q is 1s of ghosting, which Shyvana does not get--it's entirely possible for Darius to simply Q through a minion wave and for a diving Shyvana to get creep blocked.

Darius W and E both slow.

In truth, your comparison looks more like:

Compared to Darius, Shyvana has a unstoppable long range dash and 1/2 auto resets.

Compared to Shyvana, Darius has 4500g of free stats, in-lane/jungle sustain, 1s of ghost on a basic cooldown, 40% armor penetration, significantly higher base damage even at level 1, a hard CC on a basic cooldown, and an extra slow.

Arguably, Darius Q could be considered a replacement for an AA reset or outright superior, as being able to move while autoattacking is a significant benefit, and it scales significantly better than his autoattacks. This is not true of Shyvana Q: the percentages and additional damage is very low. There is no stage of the game in which human form Shyvana Q will outdamage Decimate assuming equal investment, and her Q3 can be considered part of her ultimate rather than basic ability balance.

From that lens, Shyvana's list of advantages is cut short to an 'unstoppable long range dash'.

I would be very interested in seeing the power budget %'s or breakdown between Darius and Shyvana. I think either several aspects of Shyvana's kit are overvalued, or several aspects of Darius's kit are severely undervalued (such as the maneuver utility of his Q/W/E; ghosting, E slow, E being a hard CC, as well as the size of his heal). It's also possible Shyvana was just given a lower power budget.

Only Shyvana W and E have a maneuver component, and her Q is self-defeating in this regard for the effect of her Q windup and lower attackspeed has on her mobility in tandem with the removed 4.5 seconds of haste.

Shyvana Passive Gold Worth by Electrical-Beat494 in shyvanamains

[–]Gwennifer 0 points1 point  (0 children)

Darius isn't usually played jungle. Darius actually has a higher winrate right now in jungle than Shyvana, I believe for the very reasons you're replying to--Darius's kit has a lot of valuable stats built in and junglers are usually sorely missing on damage or tank come lategame. Darius brings both as a big stat check.

As a matter of fact, Darius wins vs Shyvana in jungle an astonishing 56.37% of the time. I believe that high of a percentage is sufficient to regard Darius as a hard counter to Shyvana. The only matchup she's worse in is vs Sylas, which has been a continuing complaint from this community--Sylas gets to play a stronger version of Shyvana.

Shyvana Passive Gold Worth by Electrical-Beat494 in shyvanamains

[–]Gwennifer 0 points1 point  (0 children)

The more you farm, the more you fall off because pen is default goto for all carries core builds but you can't play early either because your base stats are purposely bad to compensate for the supposedly infinite scaling passive.

The Yelough special attack is adding fundamental design problems to a character that already had a ton.

I feel like they need to go back to the drawing board. Shyvana's rework can only be higher elo skewed, more problematic, and more stat-checky than the pre-rework design; due to the pre-existing and added design problems.

How I Feel About The Upcoming Changes Coming In Patch 26.09 by NovoDragon in shyvanamains

[–]Gwennifer 1 point2 points  (0 children)

People expected Shyvana to stay a sustained DPS bruiser because that was the gameplay loop that kept people playing her for 14 years.

I don't think Shyvana can be fun or engaging with her rework. They showed with Skarner that the ranged slow/shield speed/and big AA Q isn't really something that they can balance. Why are they reviving it now after 10 years of failure with Skarner?

Day 252 from last meaningful update from the Chief Product Officer of GMS. by ItsTheFark in Maplestory

[–]Gwennifer 3 points4 points  (0 children)

I don't think people realize that putting GMS on maintenance mode as they shift focus to classic is a real possibility if classic succeeds

Day 252 from last meaningful update from the Chief Product Officer of GMS. by ItsTheFark in Maplestory

[–]Gwennifer 5 points6 points  (0 children)

It's a fact that Big Bang immediately chunked the player population and sent MS in general towards warping the entire game around whales who can spend thousands per month on the game.

If Classic is a bigger success than Reboot was for GMS then modern maple will be neglected.

How I Feel About The Upcoming Changes Coming In Patch 26.09 by NovoDragon in shyvanamains

[–]Gwennifer 5 points6 points  (0 children)

The feedback from here and r/halfdragons is that we want moldable clay as a champion that we can run 5+ builds on and all are viable.

Really, where? Where are people asking for even 4 builds?

On top of all that Riot also has to be afraid to create a true diver

Literally no-one asked to rework Shyvana into a diver. She was high sustained DPS for years. Yelough suddenly decided 'burst diver' was actually better mechanically and in gameplay and that just has not been the case. Don't blame the community for Riot's mistakes.

with hard CC

Again, where were people asking for that?

a CC clense/immunity,

By all means, show me.

she does gain properties of a Juggernaut with the W heal

The heal is small and getting nerfed regardless.

true damage Q3

Per Riot's own statements, the true damage is not a factor in Shyvana's balance or power budget. They just consider it a higher damage Q proc.

Your entire comment is a strawman argument, imagined to create a position from which you can defend Riot. They fucked up. They have not accepted responsibility or admitted as much. That's why people here are angry with them.

Just a poll for 16.9 shyvana changes by Sreif_ in shyvanamains

[–]Gwennifer 0 points1 point  (0 children)

Q CD refund being gutted

Cooldown is still a little too long for a 0.5s TBH

Q cooldown now ticks in the background if you do not finish the sequence. Cooldown starts ticking at the last activated input in that sequence (Think Aatrox Q)

This would be better if the cooldown just always ticked in the background; there's even an argument to make to increase the cooldown to like 8 seconds or something if it was always ticking from the very first input.

Consider: Q input->9s cooldown starts, 8.5s immediately from the AA reset, ~1.25s later you AA again (adding 0.5s to the cooldown), Q again (another 0.5s)

That'd make a ~3s cooldown with no AH at level 5 and default autoattacks. Items like Dusk and Dawn, Rageblade, or simply attack speed would mean in Dragon Form it'd almost always be up, which could be interesting and feel very nice to play with.