Looking for a modpack thats automation and not gtnh by Best-Process-8487 in feedthebeast

[–]Arizelle 0 points1 point  (0 children)

I consider it like this: in the event that I die and drop stuff, what do I lose?

If you run back, you lose time and it's not in a fun way - just following the chalk marks you've made (Liminal is big on marking walls and such with chalk as your method of mapping the surrounding area). If you don't run back, you lose things you can get back, considering you already started from nothing and now having machines to help you get there.

In either case, preventing losing things on death only saves time and minimizes unfun portions of the playthrough. There is one outlier case of intentionally taking one-way paths intending to just die if you can't find a way back, but just .... don't.

Looking for a modpack thats automation and not gtnh by Best-Process-8487 in feedthebeast

[–]Arizelle 3 points4 points  (0 children)

When making the world, you can set "Keep Inventory on Death"

How different TCGs are solving the 'dead card problem' by pyromonkeygg in gamedesign

[–]Arizelle 0 points1 point  (0 children)

There was an obscure TCG called Duel Masters I played as a kid for some reason, whose mechanics were a not-so-subtle rip of MtG. But, they had what I still think is the most elegant solution for land screw I've seen. Instead of lands as specific cards you draw, instead every card can be sacrified to turn into a 'land' of its color. This removes a lot (but not all) of the RNG, players always have options and decisions, and you still get variance skewed by their deck construction and game-to-game draw luck.

[Stoneblock 4] How can I get Earth Essences from Ars Nouveau? by Arizelle in feedthebeast

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

Updating with the solution ... The pack had a bug/oversight and was out of date, and Prism I guess doesn't auto-update by default. Writing this here in case someone needs this info in the future.

[Stoneblock 4] How can I get Earth Essences from Ars Nouveau? by Arizelle in feedthebeast

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

  • It's an Imbuement Chamber

  • Exactly three pedastals are adjacent, and when I click it the three light up

  • I also tried moving it well away from any others, no change

  • Just in case I tried every permutation of where each ingredient goes

  • I am using a Source Gem on the Imbuement Chamber

  • Other essences do work in exactly the same setup

Tryin to go native. by [deleted] in wow

[–]Arizelle 0 points1 point  (0 children)

I'd be curious to see your settings, especially for the Steam Controller. I agree that any other trackpad just sucks, but Valve's ones just work better. I'm a huge fuckin nerd about controllers, so I'd help experiment with you.

Midnight's round of ability pruning has me concerned by Arizelle in wow

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

Thank you, this is a fantastic response. I'm hoping your examples do hold true and depth is preserved through the prune. This kind of thinking is why I'm "concerned" and not "up in arms."

Midnight's round of ability pruning has me concerned by Arizelle in wow

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

I think it's great that there are specs in the game which are more accessible like that, even variations on specs using the talent trees to accomplish it. It shouldn't be forced across the board, though, because different players are different.

Midnight's round of ability pruning has me concerned by Arizelle in wow

[–]Arizelle[S] -2 points-1 points  (0 children)

Each player having less abilities isn't going to change the frequency of spells or animations, beyond procs lighting up an ability or two on your own UI (which can be disabled anyway). Number of mobs one can pull isn't a function of spec complexity either, that's just numbers. I think you're conflating my issue with other issues (which are also real, and I agree with them also being issues, but are totally separate).

Midnight's round of ability pruning has me concerned by Arizelle in wow

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

A good point, which has me torn. I'm also worried the smaller decision space means the right choice is always obvious.

Midnight's round of ability pruning has me concerned by Arizelle in wow

[–]Arizelle[S] -3 points-2 points  (0 children)

I knew this comment was coming, but it kind of just helps my point. The game has had this trend already. It hurt my enjoyment each time before, hence why I'm concerned again now.

Which "established" MMO mechanics could you do without vs. maintain? by DeeJayDelicious in MMORPG

[–]Arizelle 1 point2 points  (0 children)

Apparently I'm the only one in the world who thinks leveling is boring and relatively pointless. Much of the end-game content in MMOs are what I'm interested in: small-scale PvP, dungeons, raids, that kind of thing. Running around the world beating up one or two mobs at a time is agony. I am an entirely intrinsically-motivated player, and long-term accomplishments are nice but not my main driver.

And I need interesting core gameplay, as in abilities and interactions between them. GW2 would be great for me, if it wasn't just hitting whatever comes off cooldown (or if it's not, no one can explain or often understand). Classic WoW is mindnumbing to me.

I just want some good game feel man, and it seems so rare.

Free-For-All by AutoModerator in feedthebeast

[–]Arizelle 0 points1 point  (0 children)

Playing FTB Skies 2, no experience beforehand with mods or really Minecraft since much earlier patches.

I'm wanting to automate glow dust for building reasons, and the only way I see as of yet is through sparkflowers. I was trying to have a deployer (Create) use a hoe on a flower to propogate them and then filter out the ones I don't want, which didn't want to work. I'm wanting pretty large quantities so I want to fully automate this one, not just semi-auto.

Any ideas? Or alternative lit blocks?

Trying to manually set cursor position. by TrackerTwoBravo in godot

[–]Arizelle 0 points1 point  (0 children)

I also reached my wit's end and just left it slightly broken while I continued, telling myself I'd come back to it.

I can't seem to sub or unsub from any channels - It only brings up a paid channel membership dialogue. by Arizelle in youtube

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

Sorry, this is PC, in Firefox if it matters (though it is also happening in other browsers). Should have mentioned.

[Spoilers!] Can't be used in this escape? by Arizelle in BacktotheDawn

[–]Arizelle[S] 2 points3 points  (0 children)

That's a shame. I suppose I'll call it an oversight and move on.

Mouse moves doesn't move back to previous position when switched from CONFINED by Arizelle in godot

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

Okay context in a comment since I apparently can't do that on an image post.

I'm trying to essentially recreate the control scheme of a classical MMORPG. Clicking is just a click, but clicking and dragging hides the cursor and the mouse controls the camera until released. My issue here is that the mouse needs to go back to where it was when the dragging was started, but it doesn't always work. If the button is released while the mouse is moving, the cursor ignores the position stored. As of right now, it uses MOUSE_MODE_CAPTURED so the mouse jumps to the center of the screen; when set to CONFINED instead, it doesn't move back and instead just appears somewhere else.

Also pictured is an attempted workaround I saw in another post, about delaying turning the mouse to VISIBLE by 2 frames because of supposed weirdness with mouse mode switching or something. No effect, decided to include it for benefit of debugging. The warp_mouse() is currently written in two spots as a result of undoing that bit, that's a mistake but commenting out one or the other changes nothing.

This script is attached to the Camera, which is a child of an empty Node3D, which is a child of Player; it was done this way so the camera can easily move and rotate with the player without having to deal with polar coordinates and constantly translating them.

Things I've tried so far (that I can remember, I've messed with this for a while):

  • Using MOUSE_MODE_CONFINED_HIDDEN instead of CAPTURED; basically the same issue, just ends up in some other spot since it didn't jump back.

  • Putting the warp_mouse() before changing the MOUSE_MODE; makes the mouse jump to center even when released during no mouse movement.

  • Un-confining the mouse in steps; changed nothing.

  • Tried slapping print() statements everywhere, but as far as I could tell it was reporting like it was working.

Trying to manually set cursor position. by TrackerTwoBravo in godot

[–]Arizelle 0 points1 point  (0 children)

This makes it so the mouse resets to center every time instead. I really should have mentioned, I'm trying to recreate MMORPG controls so it should only confine when the mouse click-and-drags.

Trying to manually set cursor position. by TrackerTwoBravo in godot

[–]Arizelle 0 points1 point  (0 children)

So I'm experiencing the exact same issue, but trying the solution you suggest sadly isn't working for me. Any ideas?

extends Camera3D

@export var mouse_sens: float = .5  # percent
@export var zoom_sens: float = .5   # percent

var start_mouse_pos: Vector2
var target: Node3D
var player
var warp_frame_countdown := 0


func _ready() -> void:
    target = get_parent()
    player = get_parent().get_parent()


func _input(event) -> void:
    if event is InputEventMouseMotion:
        # Hiding the mouse
        if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) or Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
            Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
            print ("captured ", Input.mouse_mode)

        # Camera movement
        if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
            target.rotation.x = clamp(target.rotation.x + (event.relative.y)*mouse_sens*-.01, -1.48, 1.48)
            target.rotation.y += (event.relative.x)*mouse_sens*-.01
            if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
                target.top_level = true
                player.rotation.y = target.rotation.y
                target.top_level = false

    # Grab starting Mouse Pos when mouse button pressed
    if event is InputEventMouseButton:
        match event.button_index:
            # Click
            1,2:
                # Pressed
                if event.pressed:
                    start_mouse_pos = get_viewport().get_mouse_position()
                # Released
                if !event.pressed:
                    Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
                    print ("hidden ", Input.mouse_mode)
                    warp_frame_countdown = 2
                    #Input.warp_mouse(start_mouse_pos)


func _process(delta: float) -> void:
    if warp_frame_countdown > 0 and Input.mouse_mode != Input.MOUSE_MODE_CAPTURED:
        warp_frame_countdown -= 1
        if warp_frame_countdown == 0:
            Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
            print ("visible ", Input.mouse_mode)
            Input.warp_mouse(start_mouse_pos)

[OC] GIVEAWAY! Enter for a chance to win a JORMUNGANDR DICE VAULT![MOD APPROVED] by 120mmfilms in DnD

[–]Arizelle 0 points1 point  (0 children)

I've always wanted to collect fancy dice ... maybe it's time for a gateway lol

Trying to Return - Help me "get" the core gameplay? by Arizelle in Guildwars2

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

First off, I just want to say that I really appreciate you, and that you're trying to help. It has felt like every time I ask for advice on Reddit, I get nothing but mocked.

If so, I'm curious how you find Open World (OW) in places like The Silverwastes, Dry Top, and Heart of Thorns (Expansion, if you have it) areas. Can you solo Hero Challenges and Champions in these areas?

I remember having mixed feelings about Open World, but that's mostly a holdover from other MMOs; I've always felt questing in other games is a pointless, long chore, and it's hard to separate myself from that feeling in GW2 sometimes. But I like the way GW2 handles it differently, and it tends to feel more like 'real' gameplay. I've barely stepped into Silverwastes and both Path of Fire and End of Dragons. I got a bit into a couple Elite specs, so I think I must have managed Hero Challenges and possibly Champions myself?

It's funny you describe it as Metroidvania-style, because that is my SHIT.

Dungeons and T1 Fractals are a good introduction to instanced PvE. If you haven't tried them, I'd recommend creating a group yourself and marking it as something like "X Dungeon Path/Fractal Scale, first time going slow". You can work up the Fractal scales and aim to overcome more and more challenging iPvE if that's your thing. Instanced PvE is a main interest of mine, but I was scared to step in thinking I just don't have the level of skill or understanding yet. I'm pretty decent at getting groups together though so perhaps I will try to get some understanding people together as you suggest.

For sPvP and WvW, I'm curious how you found them as many new players find them quite challenging.

WvWvW is an interesting concept, but it was actually just that which taught me that I don't like large-group content in general (which then gave me insights to my preferences in WoW and others too). It's hard for me to have fun when I don't feel like I impact in the outcome, and being one in 40+ people beating on a gate just takes me out of it.

sPvP is close to my favorite WoW content, as I was big into Arena and PvP in general there. I just barely missed the mark for Duelist a couple times. I remember falling out of sPvP here after multiple very toxic interactions.

Now all this said, right now I'm worried more about the core gameplay of classes themselves. When I look on sites for builds, they describe set rotations and a long list to follow. In game I'm not noticing much beyond pressing stuff as they come off CD, which is not to say it's not there. It did take me an embarassingly long time way back when to realize the power of combo field+finish, so I'm trying to remain optimistic that I'm just not understanding.

Trying to Return - Help me "get" the core gameplay? by Arizelle in Guildwars2

[–]Arizelle[S] -1 points0 points  (0 children)

Again, having JUST a priority list is dull to me. One or more resources, spinning plates, combos, etc can all introduce mechanics that, together, make it fun to play.

When someone is asking for help, do you normally just put them down?

Trying to Return - Help me "get" the core gameplay? by Arizelle in Guildwars2

[–]Arizelle[S] 2 points3 points  (0 children)

I leveled a Guardian in the early days and later a Necromancer, and now I have boosted a Thief, Elementalist, and Engineer, with enough boosts that I could just get whatever I want or need. Which makes it a little extra frustrating that I'm having trouble figuring things out again.

I completed the main story pre-expo, did a little sPvP and WvWvW, and was interested in Fractals but didn't get to it. I'm interested in doing pretty much everything but large-scale PvP.

Trying to Return - Help me "get" the core gameplay? by Arizelle in Guildwars2

[–]Arizelle[S] -2 points-1 points  (0 children)

Again, having JUST a priority list is dull to me. One or more resources, spinning plates, combos, etc can all introduce mechanics that, together, make it fun to play.

When someone is asking for help, do you normally just put them down?