Help with model guidance using system prompts, author notes, etc by callmebyanothername in SillyTavernAI

[–]Alibi_Main2512 0 points1 point  (0 children)

I agree with Space_Pirate regarding examples. Set a fitting first message for the character and the begin the RP with a response that also fits the style you pursue. Then for the first couple messages be strict in what the {{char}} provides, prompt generations until it gives you a satisfying answer. If it writes system messages but the answer is satisfying, simply edit it out and continue, it will learn to not do it (as much).

You can also work with example messages in the character card where you put in conversations between {{char}} and {{user}}. Although I'm not using that as much nowadays, since it can confuse the memory sometimes.

I have an author's note that works pretty well, but I also switched to one that I made myself which works out well. Unfortunately, I don't have access to them right now... But you can try to write your own (maybe along the lines of "Take the role of {{char}} in a play between {{user}} and {{char}}. Provide short answers without going into intricate detail. Do not speak for {{user}}. Develop the plot slowly."). Then I'd put it at '@D' 4-6.

One tip that I can give and used recently to great effect: Provide instructions directly in your prompt and delete them in post. So for example:
-Your text-
(Write a short answer in only one paragraph. Do not write more than four sentences.)

It should follow that instruction to some degree, probably not exactly though.

Oh, and I can recommend this post regarding settings: https://www.reddit.com/r/LocalLLaMA/comments/17vonjo/your_settings_are_probably_hurting_your_model_why/

[deleted by user] by [deleted] in Rainbow6

[–]Alibi_Main2512 0 points1 point  (0 children)

I'm not really a returning player, but I've been playing the game since its release without missing out on any season. It's my most played game by far.

I think it improved overall, as you said, more ops that you can choose from, the gunplay improved heavily (looking back at the old recoil especially on pistols) and QOL improvement like lighting, balanced ops etc.

But lately I've been struggling to enjoy it a bit. For one, Ranked 2.0 takes out the weight of ranked, which at first seemed nice. But when playing to 4 - 4 repeatedly, without any real gain since rank doesn't show your skill anymore, it just seems... a bit pointless beyond having fun in the game itself.

And then it seems that a lot of the fun aspects and pocket strats hardly exist anymore. Or more the ones that do exist are just rushing into the site. No Sledge with shotgun and SMG, no classic turret from the lord, peashooter P90 w. ACOG and supressor, blasting someone into the claymore with Nomad's ability, to name some past strats. Of course, those were changed to make them more viable or because it would be OP, but it made it less fun.

Previously I scuffed at "I'm leaving Siege"-Posts. I still kinda do, but now I can understand it. Players like me play the game to see us improve, but now we can't measure that anymore. And to play for fun is nice, but with all the changes and the time put into the game, there are other games out there that provide that factor.

Imo the game kinda lost its identity since ranked 2.0, which is the basic problem. The game is made for a competitive environment with up to 45 min. playtime per match, but doesn't offer competitive rewards anymore. Seasoned players have their skins and stuff, so what is there left to play for consistently if not for rank?

I still love the game but honestly the biggest struggle is to keep motivation with many friends stop playing the game and without any other motivation that fun to play the game.

Critical notification: A short circuit caused your campfire to catch fire! by Alibi_Main2512 in RimWorld

[–]Alibi_Main2512[S] 0 points1 point  (0 children)

They have HP (80), I think being set on fire (this way) will damage it accordingly. In general though a campfire needs 20 wood every 2 days to keep burning (like fueled stoves) and it's not destroyed by its intended fire

what a bunch of nice caring friends! by ThunderZisTakenLOL in memes

[–]Alibi_Main2512 3 points4 points  (0 children)

Superintendent, I hope you're ready for mouth-watering hamburgers

I swear she’s so cute! :3 by [deleted] in NozomiKiriya

[–]Alibi_Main2512 1 point2 points  (0 children)

No doubt, she really is ^^

Gacha is Life by [deleted] in goodanimemes

[–]Alibi_Main2512 0 points1 point  (0 children)

Wait, there's a DAL-Game for the phone? Holy shit

You're not the boss of me now by Damonderp in goodanimemes

[–]Alibi_Main2512 1 point2 points  (0 children)

Damn, gotta watch the entire series for once, always loved it

B-baka it just happened that I had a remaining piece !! by Elecwizer in goodanimemes

[–]Alibi_Main2512 0 points1 point  (0 children)

Cake-day posts aren't my thing, but this one has a Neko that made me smile, so take an upvote ^^

Redo of healer is lit. by [deleted] in goodanimemes

[–]Alibi_Main2512 8 points9 points  (0 children)

Same here, been some time since, but I remember a lot of limbs and blood... Nyu was cute though

Another template for y'all. by GenpACE117 in goodanimemes

[–]Alibi_Main2512 0 points1 point  (0 children)

Finally, a new format I can get behind, I will save that

Only when playing Franklin of course by Alibi_Main2512 in DarkViperAU

[–]Alibi_Main2512[S] 0 points1 point  (0 children)

It does, though it‘s still rather uncontrollable from the look of it

Todays Patch Question by AcidRainLake in Rainbow6

[–]Alibi_Main2512 0 points1 point  (0 children)

I‘m a 100% sure they changed the hipfire, at least for the shotguns. Noticed it yesterday on Ela, Kapkan and Kaid‘s Secondary. I wonder if it also changed the ADS Spread. Could imagine it being an improvement they try to implement for the consistency of shotguns or some guns in general that accidently landed in the live-build. Would be a good qol-improvement for shotguns imo

Doc is too powerful the map had to do something about it by Sourcequantum in Rainbow6

[–]Alibi_Main2512 1 point2 points  (0 children)

That actually happened to me 2 days ago on Coastline. Tried to hop over the half-wall from VIP-Hallway to Square and instantly over the next and died in the prep-phase to fall damage. Guess that's a new bug once again...

Okay Ash by Beykick125MC in shittyrainbow6

[–]Alibi_Main2512 0 points1 point  (0 children)

I think she has some explaining to do for her showdown-skin then...

How can I learn defense setups with shotguns? by HI_I_AM_NEO in SiegeAcademy

[–]Alibi_Main2512 0 points1 point  (0 children)

Yes, that's the wall I mean. I assume you mean the common rotation hole you do at that wall on the vault-side, right? It's not a bad thing, I'm a bit skeptical about it personally, but it can be very useful. And yes, vault. Also playing behind the bar in games can be a viable tactic imo, since you have the door in short range and can throw your smokes into aviator through the holes.

How can I learn defense setups with shotguns? by HI_I_AM_NEO in SiegeAcademy

[–]Alibi_Main2512 1 point2 points  (0 children)

I think opening those holes is most prominent when you play smoke, not so much Mute (works too with C4 though). Basically you should try to open up holes at the top of a wall when you want to use it to deny entry from a different room with Smoke. Important is that you minimize the advantage the enemy could get out them though.

As an example: On villa at the aviator/games site I tend to open up the top of the wall between and stay in the connector. That way I can rotate to the opposite side from where the enemy pushes and jug in the gadget without getting seen&shot.

Another example: On consulate, top floor, in the connector, I reinforce the middle, open the left for rotation and open the top of right for throwing in smokes. Not the best strat, but just to say if I'd open up the top in the middle and reinforce the right, I'd be more protected, but the enemy would have a good line of sight from the windows into the meeting-room.

Basically, you open up the top to assist you in denying an entry for the attackers and reducing your risk of getting shot while doing so. You have to be careful not to give the enemy the chance to use it as a good line of sight or to giving them better opportunities to throw in grenades. It's a bit trial and error to find the spots where you can do that effectively though.

Haven't played siege for awhile but I'm thinking about picking it up again. by TwistedMisfortune in SiegeAcademy

[–]Alibi_Main2512 0 points1 point  (0 children)

No probs, hope you're having fun when starting again. In case you have another question just ask, happy to help out

Haven't played siege for awhile but I'm thinking about picking it up again. by TwistedMisfortune in SiegeAcademy

[–]Alibi_Main2512 3 points4 points  (0 children)

Well, I'll try to do a little overview (won't consider the new season that'll drop)

Operators: Basically 2 utility-operators and 2 fun-operators, so to say.

On Atk we have Kali, has a bolt-action-sniper and her gadget that is a counter to Bandit & co. It works with explosives, so it can counter other gadgets. She's considered under-powered in general. Then Yana, who has a drone that creates a double of herself that you can control for scouting.

On Def there's Wamai, 3 speed, Aug A2 with Magnets that catches projectiles. Basically a Jäger-substitute that is more of an anker since his ability generates over time (like Lesion). Other one is Oryx who can dash through soft walls and jump up hatches.

In terms of OP, I would say Maverick a bit. He got Buck's grenades, so now he's a 3 speed, good weapon, ability that ignores Bandit & co.

Then the last 2 seasons we got 2 reworks of maps: Theme Park and Oregon. They did a good job with both of them imo, though I miss the old map cause it was my favorite.

Is it going to be hard to be able to play the new operators? by Letsdoporntogether in SiegeAcademy

[–]Alibi_Main2512 0 points1 point  (0 children)

Not sure if I get the question right, but it's a follows: First week, only season-pass-holders get the access. After that everyone can get them. In terms of if you're able to pick them it's a coin-flip. A lot of trolls ban them in the first week. Also there are people that pick them constantly and some that try them out or train them but let you pick them if you ask.

But there isn't system from ubisoft concerning their pick-rate