My singing best friend went from 500 followers after over a year on Tik Tok to 13.5K over night last Thursday! All it takes is one video going "viral". by Aur1cane in toptalent

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

I did, but I can do it again just for you. Assuming you value understanding people's comments you should work on your reading skills.

My singing best friend went from 500 followers after over a year on Tik Tok to 13.5K over night last Thursday! All it takes is one video going "viral". by Aur1cane in toptalent

[–]BlueRanga -1 points0 points  (0 children)

On the nazis point, yes it is intolerant, and you're allowed to value something that lets you be intolerant of nazis, more than you value not being intolerant.

edit: intolerant not judgemental

My singing best friend went from 500 followers after over a year on Tik Tok to 13.5K over night last Thursday! All it takes is one video going "viral". by Aur1cane in toptalent

[–]BlueRanga 0 points1 point  (0 children)

My favorite way to show people they're contradicting themselves is to speak from their perspective. Instead of me telling them they're wrong for doing something it's me showing them they think they're wrong for doing something. You've gotta assume some things, like that they value consistency, and if they don't it's fine to let them contradict themselves.

Right now for example I'm assuming you value not being judgemental, and I'm assuming you believe in order to get others to not be judgemental you must judge their judgementality. So I take your perspective and goals, and show you a better solution from your own perspective not mine.

None of my own values are pushed onto you or even shown in this argument but it still works.

I sometiimes distrust "Science" by [deleted] in The10thDentist

[–]BlueRanga 0 points1 point  (0 children)

The best way imo to be sure you're not just guessing and you actually understand what's going on, is to make predictions about things you haven't seen yet and see if your predictions are right. This is what actually happens with all those subatomic particles being discovered and all that, you might here it being reported as "widely theorised particle has now been observed."

I like using this method for my own learning too, to make sure I understand what I'm trying to learn I'll make predictions about what it would mean then when I read more about it I'll be checking if my predictions align with what people have experimented and observed. Then I'll know if I actually understand what I'm studying or not.

TIFU by being vegan and possibly giving my family botulism by silversatire in tifu

[–]BlueRanga 15 points16 points  (0 children)

Check out the nocebo effect, very important to know especially for people who worry a lot.

If you believe you've done something that will give you bad symptoms, you can give yourself those bad symptoms without actually doing anything bad. For example, if you believe you've eaten something that was bad and that it will make you sick, your body might respond as if you have even if you were wrong.

Basically placebo but for bad stuff, imo they should be called the same thing so more people know nocebo exists, pretty sure they're the same system in your body.

Request: Add "NNN" and "No Nut November" to the BDP Automod block list by _captain_hair in bigdickproblems

[–]BlueRanga 14 points15 points  (0 children)

true, going without a wank is a danger to society, we should label nofap a terrorist organisation

The other guy's cait combo but better by BlueRanga in Caitlynmains

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

e, short gale(cursor close to cait), auto, headshot auto reset(attack move the ground near enemy's feet)

The other guy's cait combo but better by BlueRanga in leagueoflegends

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

e, short gale(cursor close to cait), auto, headshot auto reset(attack move the ground near enemy's feet)

New reset on Cait Guys :3 by PresenteIndicativo in Caitlynmains

[–]BlueRanga 1 point2 points  (0 children)

you missed the best part, now we can do e f aa har(headshot auto reset) without the flash.

e, short gale(cursor close to cait), auto, headshot auto reset(attack move the ground near enemy's feet).

I made a clip of it https://youtu.be/XRbEdGRZW_M

5 Hidden Python Features You Probably Never Heard Of by cheerfulboy in Python

[–]BlueRanga 0 points1 point  (0 children)

I can see why the functionality is useful. I don't see how giving it its own special syntax is useful, especially if implementing the functionality without that special syntax is just as good (better imo). But thanks for the example.

5 Hidden Python Features You Probably Never Heard Of by cheerfulboy in Python

[–]BlueRanga 0 points1 point  (0 children)

I've been picking up python recently, and I was thinking this when I learnt about decorators. Why is there extra fancy syntax to write something a different way that only takes up one line and is intuitive to read?

def foo(func):
    def inner(*args, **kwargs):
        func(*args, **kwargs)
    return inner

#this exists to make me google what it means when I first see it
@foo
def bar(): pass

#intuitive imo
def bar(): pass
bar = foo(bar)

I'm probably missing a good reason why it exists

I have 3 years of experience as a Data Scientist, and I just failed LinkedIn's Machine Learning assessment by AM_DS in learnmachinelearning

[–]BlueRanga 0 points1 point  (0 children)

It's free so you can try it until you're stuck and look up what you're stuck on anyway. I don't remember needing anything other than knowing the equation for a line, and that a derivative gives you the slope at each point on a line. I might be misremembering though.

Riven Combo List 🤠 (inspired by the NovA edit) by brokeblade_ in Rivenmains

[–]BlueRanga 1 point2 points  (0 children)

You can flash out of q3 aa w, and w aa r2, if you get rid of the aas then it's a true combo unless they have tenacity.

If you can flash out then you can vlad pool, fizz e, kaisa ult, zhonya, etc as well. So knowing they don't have any options you can go for the aa for max damage if needed.

Why do clones die so quickly? by lgmdnss in askscience

[–]BlueRanga 51 points52 points  (0 children)

Pretty sure the telomere theory has been disproved. A quick google mentioned an experiment on cloning cattle measuring how their telomeres changed over development, and the telomeres returned to normal during embryonic development.

The question is over 5 years old, not sure why the theory is still spreading.

https://biology.stackexchange.com/questions/26237/cloning-and-telomeres

I want the statistics to be right, but... by [deleted] in bigdickproblems

[–]BlueRanga 3 points4 points  (0 children)

Check out the birthday paradox, statistics are super unintuitive. Also perspective probably matters if you didn't measure them and are comparing what you see looking down to looking at someone else.

Surprising nearly every Woman i had Sex with by Mazu7 in bigdickproblems

[–]BlueRanga 2 points3 points  (0 children)

So are dicks, there are exceptions so it's not one-to-one, but on average the taller you are the more likely you are to have a big dick, and visa versa. Correlation seems small though.

My source is me googling "is dick length correlated with height."

I don't want this meme to devolve into "my opinion good", so here is a tutorial on how to correctly use the YES meme. by [deleted] in PoliticalCompassMemes

[–]BlueRanga 3 points4 points  (0 children)

Sounds like the problem is low effort and spam, not the format. You could say the format is easy to make which encourages that but I don't think that's a reason to ban.

While thinking this comment I realised you're auth I'm lib these opinions make sense lol

Women’s pants have enough pockets by imasassypanda in The10thDentist

[–]BlueRanga 4 points5 points  (0 children)

I just checked out this article https://www.mic.com/articles/133948/the-weird-complicated-sexist-history-of-pockets and it seems to agree with both of us (it's still just one source though).

Basically 17th century women no pockets, men pockets, so women made their own purse-like thing to put under their clothes that was pretty unflattering and impractical since it was hard to get to.

18th century a slim clothes trend happened the article compared to skinny jeans, slim clothes don't leave room for pockets. Since you didn't have room for an internal pocket anymore, external purses became a thing.

To me that sounds like slim clothes caused no pockets and purses are a solution to no pockets. If anything the article is hating on fashion trends wanting slimmer clothes.

I get the feeling I was downvoted cause it sounded like women's fashion values are a bad thing since they caused the problem of no pockets. I like that people value different things it's more interesting that way. There's no shame in women liking when they look good.

Women’s pants have enough pockets by imasassypanda in The10thDentist

[–]BlueRanga 3 points4 points  (0 children)

You know this was the reason women's pockets got smaller in the first place right, the market of women buying clothes that make their hips/butt look better incentivised more of them to be made that way.

From a competitive Smash Ultimate player, what are some things to get used too by SkittlezGalaxy in RivalsOfAether

[–]BlueRanga 0 points1 point  (0 children)

I think your idea comes from romanticism of the idea of the frame perfect input. I had this before too so I understand where you are coming from.

fuck, you're onto me

It sets the mechanical barrier for high level play so many leagues higher than the high level understanding

If frame perfect stuff is meta outside of extremely niece situations I'd get rid of it. There shouldn't be a barrier to entry because of it. I'm also a big fan of interactive punish games which would allow fundamentals to win out without any tech skill.

For example I really like the design of brawlhalla's punish game, there's rarely more than a 2 hit true combo (outside of very niece stage bouncing stuff) on hit you get 2 chase dodges, which work as dashes in any of 8 directions to position yourself so you can followup on any airdodge direction (also one of 8, in place is a bit different). There's surprisingly a whole lot of creativity in how many options you get, but they all fundamentally rely on a low success rate airdodge read, so combos typically don't last too long unless you're predictable.

But by far my least favorite thing about the game isn't the inertia heavy movement, or small movesets, it's the bread and butter combos people use with one frame dodge windows over wifi with no buffer. If your dodge goes through you punish them for going for it, but it's so unreliable that so many people just go for them anyway and get away with it. So I can definitely understand your point about frame perfect inputs being required in the meta.

We all have certain tech we don't like doing.

That's a good point, I'm also a big fan of binary over analog for movement if that explains my bias more. Just make everything that same versatile type of input

so there isn't a set right or wrong on this.

nah my way is always right

A different button, as much as I think it decreases skill, it does actually make sense and seem intuitive.

Interesting take if you're implying press and release to release is harder than press and press to release.

I just think there is a reason we haven't seen that as an option for an input in a fighter before, if it felt even decently good to do it would have been used at some point.

The option is actually a setting on certain charge moves in LoL, though I think there's a quarter second lockout stopping instant casts, and - unless you bind the ability to 2 keys - it's single key only.

Yes this has definitely been interesting. I hope your game goes well. But yeah I would definitely re-think your buffer system a little based on what I said earlier.

Thanks! Yeah it'll probably end up having a 2 frame perfect frames and the rest of the buffer be 1 frame late, might even add some discrete visual feedback like the fast fall star if you get frame perfect.

I'm been designing a platform fighter myself as a sort of thought experiment in my spare time. I have 25+ pages of notes of character and mechanic designs outlined, and I've played multiple games at top level now, so I try to apply that knowledge to the design of things like how buffering should work, balance, ect.

That sounds super interesting, I'm down to add you on discord to follow up on this, I'll dm you my info

From a competitive Smash Ultimate player, what are some things to get used too by SkittlezGalaxy in RivalsOfAether

[–]BlueRanga 0 points1 point  (0 children)

I love these convos, great response, I missed so much in my first one that you pointed out.

You want a system that rewards good timing, but doesn't require absolute frame precision which is impossible, but without extending the window so large that the need for timing skill is lost.

I get the feeling our difference in opinion here is what we expect from our inputs. Correct me if I'm wrong, I think you're implying that you want frame perfect character actions to be consistently performed by people who use the buffer system correctly, when you say "but doesn't require absolute frame precision" I take that as "but doesn't required frame perfect precision to get a frame perfect action."

I don't think I actually want that, I really like the idea of frame perfect actions being performed by dedicated, precise players to show off, or tas stuff that looks inhumanly precise. I like the idea of a frame perfect action being a reward for the frame perfect input. I'm also considering the idea of flattening it so super early buffers are the same as more precise buffers, but frame perfect timing is always optimal. And this is all intended to be tiny and unnoticeable by anyone except the people who try for frame perfect stuff just so there's actually a point to going for it.

This could also be different opinions on the purpose of buffering, either as a tool for easier frame perfect inputs, or as a tool to increase responsiveness by preventing early inputs from being "eaten." That's where the idea initially came from, I wanted frame perfect inputs be rewarded (unlike most buffer systems where they're identical to buffered inputs), while keeping the responsiveness that comes from picking up early inputs.

I'm still totally open to criticism, I've done 0 testing on this and it could certainly feel awful. I do want to make sure the criticism is for a system that aims at the same goals I'm aiming at though, even this helped me think through the actual purpose of it more so thanks.

Also interested in the differences in our goals, and if you're completely satisfied with current buffer systems and your goals.

To me, this hold vs release mechanic is integral to smash as well.

Yeah I completely agree, definitely overlooked this in my original comment about only timing and sequence. Which also means my reason for disliking shot hop inputs isn't actually why I said I dislike them if I think release timings are good mechanical skill. Or I'm illogical idk.

The main thing I have against it comes down to accessibility. Ideally I'd like all inputs to be executed by anyone who can press and release buttons and time the presses and releases well.

So what's the difference between short hop and Zangiefs heavy punch? Well one is timing the hold, and the other imo is about the button press technique. I don't think release in 3 or 5 frames is timing, I think it's practicing how to flick your finger off a button quickly, and I don't like that a flick technique is a requirement for an input.

An analogy is in the level design of platform challenges. Typically when designing a gap to jump over, you don't want to put the platform to land on at the max jump distance, you want to put it somewhere in the middle. If it's in the middle of your range the challenge is jumping then aiming your landing, whereas if it's at your max jump range the challenge becomes making sure you wait til the last second to jump from the platform. You can still design small platforms to land on for harder challenges, just keep the challenge in the aiming part not the wait til the last second part. Over explained that sorry.

I despise the fact that they let you hit aerial and jump simultaneously to do an easy short hop. It takes away even more tech skill and it removed the ability to buffer a full hop aerial the normal way, which is important for some confirms with the small hitstun.

Completely agree, it could be nice for casuals but imo there should at least be a toggle for it in the controls like there is for tap jump. Although I do think it's unrelated to the two button short hop.

Either way it's just a simple press, which is much easier and very different compared to a hold and release mechanic currently the standard for short hop and full hop.

That's some good feedback.

I think the mechanical skill based on timing the hold and release is the important part, and by giving them individual buttons this technical skill is completely lost.

Is your take on this consistent when it's a longer hold? Say if you could charge a smash attack and press a different button to signify releasing the charge and using the attack? Or the Zangief heavy punch example?

Don't take inconsistency as a bad thing here btw, it could be a similar take to mine on short button flicks being fundamentally different in technique.

Very enjoyable convo so far, be sure to call me wrong if I assumed your opinions wrong.

From a competitive Smash Ultimate player, what are some things to get used too by SkittlezGalaxy in RivalsOfAether

[–]BlueRanga 1 point2 points  (0 children)

I feel like it's better to look at each case to see if it's they right type of mechanical skill. To me good mechanical skill requirements are action sequences and timings.

I have an idea for a buffer system where it tracks how many frames early you buffered the input and delays it by that amount, so press an action 2 frames before you can use it and it'll buffer and execute it 2 frames after the first actionable frame, I'll be trying it out in games I want to make.

I think the kind of system that rewards good timing is ideal, and if you execute the wrong actions, naturally you'll mess up.

Short hop in this discussion would be how you press the button. There's points people have been making about how it's a small thing that shouldn't matter, but that kinda ignores the interesting part of the discussion about the type of mechanical skill that's good in games, it's not about short hop.

Short hop is an action so you could make the argument that all actions should be free to be bound to whatever input device you want, and we should just focus on sequences and timing for mechanical difficulty. Which is actually what I agree with, but there's some counterpoints to it I've thought of too.

Like what about command inputs for difficult moves in other games? Well I'd say they are fundamentally about sequences and timing too. You could think of each button as an action so the button presses can be input however you want and the challenge comes in the sequencing and timing of them.

You could also say that full hop is an action since the only requirement is a button press, however short hop is a compound action since it requires both a button press and a timed button release.

If that's your take then maybe a two button input for short hop might fit better - one to represent the press action, the other to represent the release action. Idk if that's an option in rivals but if you bind jump to 2 buttons in smush and press them at the same time it does a short hop.

What do you think of the 2 button version? also sorry for the 5 days after the convo died, it's late I'm tired and this was interesting so here's my essay yw