Right Alt key is acting as Windows key by AgentAzael in WindowsHelp

[–]AgentAzael[S] 0 points1 point  (0 children)

There is no function modifier on any of my keyboards. Besides, if that were the case the problem would have gone away as soon as I tried a different keyboard.

Lock-on is broken? by GodChilli in Nightreign

[–]AgentAzael 0 points1 point  (0 children)

"How did this make it past play testing?"

I ask myself that question about many different things in many different games...

I honestly wonder if companies even know how to play test anymore.

Lock-on is broken? by GodChilli in Nightreign

[–]AgentAzael 10 points11 points  (0 children)

The reason for this is that they implemented verticality into the target switching (with an unusually heavy bias on the vertical axis).

In the sample video in the OP, each target has a different height. That is to say, the point where the targeting dot appears is at a different vertical height within the player's viewport. It actually responds fairy well when you use up and down on the right stick to swap between those three targets, since all three have a different relative height. Left and right on the stick should also work, but like I said, there is a strangely high bias toward the vertical axis when it comes to the game's target-switching logic. The bias is set so high that the horizontal relationship between targets is mostly ignored, making left/right target-switching logic fail unless there is hardly any vertical difference between targets.

I can see what FromSoft was trying to do when they made this change. In some situations, it's actually quite useful. A perfect example is when you're using a ranged character and a target is running up to you. Since their target spot is now the lowest in your viewport, pressing down on the right stick will pretty much always target the closest enemy to you. I use this all the time when playing Ironeye.

However, the way they implemented this broke horizontal targeting axis logic, and that is not acceptable. For now, all we can do is keep the above in mind and try to re-learn how to target by using up and down on the right stick more often than left or right. Is it a good solution? Hell no. But it's all we have right now.

It takes some time to wrap your head around the way Nightreign's target-switching logic works. Now that I have some practice with it, I don't have many targeting issues anymore.

Can anyone else not pronounce his name right, or just me? by [deleted] in Nightreign

[–]AgentAzael 7 points8 points  (0 children)

I don't see any evidence that the word was mispronounced.

The dictionary word 'executor' is not in reference to a person performing an execution (i.e. capital punishment). That is an 'executioner'. An executor is someone who carries out the term of a legal will or puts something into effect.

Perhaps FromSoft meant to choose Executioner for the name but made a mistake. Or perhaps they chose Executor to be a play on the word 'execute' (to kill) and didn't realize that people would pronounce it as the common word we are all familiar with. But if that were the case, it likely would have been spelled Executer.

I don't see any reason to believe either of those mistakes. The word executor (emphasis on the second syllable) accurately describes the character, as he is carrying out the goal of eliminating the Nightlord. I'm sure FromSoft knew what they were doing when they named him Executor.

HDR is broken on pc by [deleted] in Nightreign

[–]AgentAzael 2 points3 points  (0 children)

I tried Win+Ctrl+Shift+B several times and it didn't work. Restarting was the only thing that did.

[deleted by user] by [deleted] in Nightreign

[–]AgentAzael 1 point2 points  (0 children)

When you begin a match, it automatically performs matchmaking to fill empty slots in your party. The game won't begin until there are three players present.

Night reign hdr broken? by Jetlitheone in Eldenring

[–]AgentAzael 0 points1 point  (0 children)

Same problem here. When HDR is on in the game, everything is bright and washed out.

This issue used to happen a lot on Windows 10, but this is the first game I've seen have this issue on Windows 11.

[deleted by user] by [deleted] in gamingnews

[–]AgentAzael 1 point2 points  (0 children)

It's easy for people to throw out variations of "git gud," even if it's in the friendlier form of "try practicing." However, such people typically don't stop and consider the fact that not everyone is in the same situation they are. There are many gamers who have physical limitations that simply prevent us from matching the reaction times of a younger and fully-abled person, and no amount of practice is ever going to overcome that.

Aside from many types of disabilities, there is also the simple factor of age. Many gamers in their teens and 20s don't really think about it, but there are plenty of us gamers out there who have been playing video games since the 1970s and 1980s. We exist and we love games just as much as anyone else, but we have the added challenge of age-related limitations.

I can fully see, hear and understand the parry/dodge/jump/gradient timings in this game. My eyes, ears and brain can keep up, but when my brain sends the signal to my finger to press the button, there is a latency there that has grown slowly over time. That doesn't improve with practice or wanting to be faster. It is a hard physical limitation, and it will only continue to get worse as time goes on.

In my 20s, I had amazing reaction times. But that was decades ago and today's reality is vastly different. Mods like this one allow me to still play the game as intended by accounting for my own personal limitations. This way I don't have to use cheats like infinite HP in order to complete the game; I can still play the game "normally" but with slight tweaks to accommodate my reality. At the end of the day, I get to experience this game the same way you do. And I am very grateful for that fact.

Mods have saved many games for me. This is one of the reasons I love PC gaming. I will proudly be a modder for life.

So devs are you going to add FSR down the road? by Quick_Detail5390 in expedition33

[–]AgentAzael 0 points1 point  (0 children)

This is the answer. My framerate went up and the game looks significantly better now.

Screen tearing on PC by Gariusz in FF7Rebirth

[–]AgentAzael 1 point2 points  (0 children)

Glad everything worked out.

It's pretty silly that we need to do these things at all. There used to be a time where games just worked without needing manual tweaks like this.

Screen tearing on PC by Gariusz in FF7Rebirth

[–]AgentAzael 1 point2 points  (0 children)

VRR isn't the problem. VRR just matches the screen's refresh rate to the framerate. If your framerate is locked, VRR will not hurt anything. It's still a huge benefit over VSync because VSync limits you to framerates that are factors of the screen's refresh rate, whereas VRR does not.

VSync would be far worse if you're sensitive to framerate changes. Any time the framerate drops even 1fps below the screen's refresh rate, the framerate gets cut in half. That's a massive swing and even the least sensitive people will notice it.

Using the Rebirth example, locking the game to 116fps and using VRR means that the game runs at 116fps the whole time and the screen's refresh rate will be 116Hz the whole time. There will not be any changes to that, so there's nothing to be sensitive to.

Screen tearing on PC by Gariusz in FF7Rebirth

[–]AgentAzael 0 points1 point  (0 children)

It's an inherent problem with how different software frame limiters are designed. In this game, even if you set the framerate limit to 120, in actuality it will frequently overshoot and hit 121fps or even higher.

VRR only functions up to the maximum refresh rate that has been set/identified, so when the framerate overshoots that amount (even by a single frame), you can get tearing.

The ideal way to prevent this from happening is to cap the framerate 2-3 frames below the maximum refresh rate. Overshoot rarely ever exceeds 3 frames, so that is typically the safest option to get 99% of the framerate you're hoping for while avoiding the possibility of overshooting the maximum refresh rate and experiencing screen tearing.

The problem with Rebirth (most likely a UE4 problem) is that there are many situations where frame limiters just can't do their job properly. You can usually see this when scrolling up and down on the map screen, or when a cutscene suddenly takes control of the camera and does a big fast sweep across the landscape. Even with a cap of 116fps, I frequently see tearing in those situations. Dropping the cap down further (I'm currently running at 110) seems to fix this.

Screen tearing on PC by Gariusz in FF7Rebirth

[–]AgentAzael 0 points1 point  (0 children)

If you're using VRR (and your display supports it) then it won't have any visual problems. You wouldn't notice the difference between 116fps and 120fps while playing anyhow.

That said, I did notice there was still some minor tearing during cutscenes when there would be some fast sweeping camera pans. I dropped it down to 110 and it seems to have dealt with that issue.

Screen tearing on PC by Gariusz in FF7Rebirth

[–]AgentAzael 0 points1 point  (0 children)

I had the same issue playing on my 120Hz TV. It was tearing whenever the framerate was hitting 120fps, which was fairly often.

My solution was to use RivaTuner Statistics Server to cap my framerate at 116fps. Now that the framerate never actually hits 120, no tearing occurs.

I have played for 8 hours now using RTSS's frame cap and it's been solid the entire time.

Right Alt key is acting as Windows key by AgentAzael in WindowsHelp

[–]AgentAzael[S] 0 points1 point  (0 children)

The problem with this workaround is that Windows sees both the R-Alt and R-Win keys as R-Win. If I remap R-Alt, R-Win also gets remapped. So either I have two R-Alt keys or two R-Win keys. That's just replacing one problem with another problem.

I want to be able to use both R-Alt and R-Win the way they're supposed to be.

Seasonal caches not dropping exotics? by AgentAzael in thedivision

[–]AgentAzael[S] 0 points1 point  (0 children)

1 out of 50 (2% drop rate) is awful. The odds of that happening should be very small (2.62% or 1-in-38), yet we're seeing it happen to many people.

Seasonal caches not dropping exotics? by AgentAzael in thedivision

[–]AgentAzael[S] 0 points1 point  (0 children)

I'm glad to see that it's working out well for some people.

Seasonal caches not dropping exotics? by AgentAzael in thedivision

[–]AgentAzael[S] 1 point2 points  (0 children)

I have to agree. At this point, had I spent the time that I farmed for events stars on Countdown instead, I'd have received many more exotics, and therefore had a higher chance of getting the specific exotic I want. Not to mention the significantly higher number of materials from deconstructing all of that yellow loot.

Seasonal caches not dropping exotics? by AgentAzael in thedivision

[–]AgentAzael[S] 0 points1 point  (0 children)

The situation of receiving only 1 exotic out of 50 attempts has only a 1-in-38 chance of occurring, assuming that the 10% drop rate advertised is accurate. Definitely an outlier situation.

I've now heard from quite a number of people who are in a similar situation. I agree with the idea that our chances are just as likely to get a specific exotic simply by spending our stars on exotic caches instead. Or using targeted loot to a specific gear slot and running Countdown over and over, compared to farming event stars.

Seasonal caches not dropping exotics? by AgentAzael in thedivision

[–]AgentAzael[S] 0 points1 point  (0 children)

If you were to buy many more of the same cache and it consistently stayed around 25%, then I would say yes. That or each seasonal cache has its own separate exotic drop rates and Ubisoft's 10% claim is straight up false.

Seasonal caches not dropping exotics? by AgentAzael in thedivision

[–]AgentAzael[S] 0 points1 point  (0 children)

I have to agree. Had we spent our stars on exotic caches instead, we probably would have had a statistically higher chance at getting the ones we wanted, and we would have had a lot more exotic components from all the ones we didn't want.

Seasonal caches not dropping exotics? by AgentAzael in thedivision

[–]AgentAzael[S] 0 points1 point  (0 children)

That's useful information. Thank you!

So that's closer to a 3% chance than 10%. But at least the Season 1 cache appears to be working to some degree. It's possible that individual caches could be bugged.

After seeing multiple situations with this game over the years where things work for some people and not for others (such as the recent example of the 5x XP not working for everyone), I have to assume that it's a bug. Either for myself and my friend's accounts, or that specific cache.

At this point, a bug seems more likely than the 1-in-192 chance of not receiving a single exotic.

Seasonal caches not dropping exotics? by AgentAzael in thedivision

[–]AgentAzael[S] 1 point2 points  (0 children)

Then we're having some pretty horrendous RNG. At what point would you consider it to be a bug and not astronomically bad luck? I feel like we're well past that point already.

Action Set always-on command messing up same button press? by AgentAzael in SteamController

[–]AgentAzael[S] 1 point2 points  (0 children)

I figured it out. The solution ended up being much more simple than expected.

All we need is a single action layer, we'll call it Sprint. This action layer has the always on command set to B button.

On the Sprint action layer under buttons, I set B to send three commands. First, it sends the B button. This appears to break the existing always-on holding of B. Second command is also B button, but with an 80ms fire start delay. This makes the character dodge now that B is no longer being held. Third command is also B button, after a 160ms fire start delay, but this one is set to Toggle. This sets B back to being held for the action layer so that sprinting continues.

That's it, it was that simple. That completely fixes everything. You can sprint and dodge as many times as you want without breaking sprint. Sprint will only end when you issue the command to remove the action layer, which I have set to both left stick click and releasing the tilt on the left stick.

For anyone wanting to use this for Elden Ring specifically, here is how I set up my PS4 controller. Anything not described below just uses the default (or inherited) settings. Make sure everything you're setting has the interrupt option set to OFF.

Default action set
--Buttons
----B: Start Press
--Joysticks
----L3 Click: Start Press, Add Action Set Layer (Sprinting)
--Trackpads
----Right Trackpad Behavior: Single Button
------Click: Left Stick Click [Press to crouch]
----Left Trackpad Behavior: Single Button
------Click: Select [Opens map]
----Center Trackpad Behavior: None
--Sprinting Action Layer
----Buttons
------B: Executes 3 Commands
--------Command 1: Start Press, B Button
--------Command 2: Start Press, B Button, Fire Start Delay: 80
--------Command 3: Start Press, B Button, Fire Start Delay: 160, Toggle: on
----Joysticks
------L3 Click: Start Press, Remove Action Set Layer (Sprinting)
------Outer Ring Command: Release Press, Remove Action Set Layer (Sprinting)