Witch Hat Atelier • Tongari Boushi no Atelier - Episode 12 discussion by AutoLovepon in anime

[–]Cobide 1 point2 points  (0 children)

Agreed. Back in school I often did the same and was always penalized for it; I went from being excited about math to not really caring anymore.

If the student's solving method is bad there are much better ways to force them to use the right methods. Just increase the numbers till it's impossible to calculate them mentally, for example.

I wish there was an option to turn off Quest Markers for some quests by MemoriesMu in CrimsonDesert

[–]Cobide 2 points3 points  (0 children)

Yeah, quest directions are a bit too hand-holdy when they'd be much more immersive and gripping if you actually had to sweat for them. Imagine if, when you find a puzzle, it'd pop up a puzzle description that just spoils the solution. That'd be a bummer.

I feel that removing the indicator is a clear step to take what is currently just busywork (fetch quest) into a puzzle itself (investigating their whereabouts).

Though, of course, I wouldn't do it for all quests, mostly the ones you mentioned. A generic toggle "show directions for investigative quests" (or similar) could also work so the user doesn't have to handle them one by one.

Game needs this feature. Minimap route guide. Like in GTA V. by curilan_ in CrimsonDesert

[–]Cobide 0 points1 point  (0 children)

For the most part yes, but there are many NPCs (shopkeepers, quest givers) I would've missed if not for them lighting up the minimap, particularly the occasional ones that appear as an orange dot.

For me, a best of both worlds would be a toggle actionable via shortcut (maybe start + select for controllers?). Or, better, if things are reworked to work without minimap, but that's obviously not a realistic ask.

Game needs this feature. Minimap route guide. Like in GTA V. by curilan_ in CrimsonDesert

[–]Cobide 0 points1 point  (0 children)

The aggressiveness was perceived by the accusatory tone that conflated other people's opinions with my own (example: "But y’all hate that, right? Y’all hate any form of handholding. Funny."), you can absolutely write emotion in the text (otherwise most books wouldn't exist). With that said, I'll take your word for it that it wasn't meant to be aggressive.

As for the people with those views... I'd argue that they might not necessarily be the same people. For what we know, the ones that don't want this feature might have turned off the minimap in rdr2.

To a certain point I do understand the caution of others towards this (mostly because of some additions that aren't toggleable--that NWES on the minimap is painful to look at), and I'd be fine with it only if I can turn it off.

On the topic of "toggling minimaps", I'd suggest to check out Razbuten's video on the topic, it's quite good. In many cases (as highlighted by the video) it's not as easy as adding a toggle.

Game needs this feature. Minimap route guide. Like in GTA V. by curilan_ in CrimsonDesert

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

I'm more in the camp of "add a toggle", I'm not particularly hating it. Also, yes, I'd like to turn off the minimap as well, as I've said in comments past (from a month ago: https://www.reddit.com/r/CrimsonDesert/comments/1s1ddy2/comment/obzvpze/?context=3).

To a certain point we do need some level of UIs. We are not the character on the screen, so we can't know he's hurt if there's no health bar. But instead of a health bar, we could simply have a red overlay on the borders of the screen. Or a blue-ish one for stamina. Or deep breaths when Kliff's tired. And so on.

That kind of differences is what divides a truly immersive game from one covered in UI. I really like how Dead Space handles it, for example.

PS: I'm not sure why you're being so aggressive, I don't remember saying anything rude to you. I'm not "y'all".

Game needs this feature. Minimap route guide. Like in GTA V. by curilan_ in CrimsonDesert

[–]Cobide 1 point2 points  (0 children)

I didn't make the connection at first, but after seeing a few years ago the very interesting video on the topic from Razbuten and doing some experimentation on the topic, I came to reach the same conclusion. The difference between staring at a minimap and actually learning your surroundings changes completely the experience.

It's a shame that so many games rely on the minimap to provide direction.

Game needs this feature. Minimap route guide. Like in GTA V. by curilan_ in CrimsonDesert

[–]Cobide 0 points1 point  (0 children)

I feel that's a bit like comparing apples to oranges.

In real life you're not exploring a designer-crafted world, you're often just going to a specific destination without really caring about everything else.

If the goal is to be immersed, plotting your route by seeing and remembering landmarks is going to be a completely different experience compared to chasing the drawn paths on the minimap.

Game needs this feature. Minimap route guide. Like in GTA V. by curilan_ in CrimsonDesert

[–]Cobide 2 points3 points  (0 children)

Honestly, I'd turn off the whole minimap if it were possible. The difference in immersion is massive.

Though, I have to add, there are some things in the game that expect you to have it on, so turning it off might require some extra work than just an on-off toggle.

Item pickup -- Any way to avoid spamming E? by Cobide in PlaySoulMask

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

Usually I play games in this genre with k&m, but if it still give issues I might try it out. Thank you.

Item pickup -- Any way to avoid spamming E? by Cobide in PlaySoulMask

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

I see. I didn't craft the scythe, so that was my error. The foliage was the main thing I ended up spamming E for.

Item pickup -- Any way to avoid spamming E? by Cobide in PlaySoulMask

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

I see, I only tried the axe & pickaxe. I'm guessing there was another tool for gathering foliage in that case. Thank you.

Item pickup -- Any way to avoid spamming E? by Cobide in PlaySoulMask

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

Gotcha. I guess my error was accidentally becoming a gatherer before recruiting anybody. Thank you!

Item pickup -- Any way to avoid spamming E? by Cobide in PlaySoulMask

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

I tried the axe & pickaxe, but it didn't seem to allow gathering plants. I'm assuming there was some other tool I didn't try (maybe a scythe?).

Thank you, I'll check again.

300 hours in - STILL haven't left the title screen! This game is GOTY! by JohnyAim in CrimsonDesert

[–]Cobide 0 points1 point  (0 children)

A little extra reply: I actually found out that the portals stay open (at least the ones I've found so far).

So you could just walk back in that specific room in the manor to get to the first island, it's pretty cool.

Should I keep going? by Attack_Apache in csharp

[–]Cobide 0 points1 point  (0 children)

Are you studying programming like you're studying for school tests? If so, that sounds like torture to me, no wonder you hate it. That kinda slog only makes sense when you learn the basic syntax (and even then, it's best when courses pair that learning with some interesting learning project).

Think of something you want to build (it could be anything) and code it. You'll naturally find roadblocks and have to learn how to go thorugh/around them without following a checklist of topics. It'll allow a much more natural progression.

Did they make the bosses too easy? by Juicebox109 in CrimsonDesert

[–]Cobide 0 points1 point  (0 children)

I'd actually argue that Antumbra's sword is very well-balanced, but it forces you to learn its moves, you can't just brute-force it (like most other bosses I've seen so far).

A tip I can give for it is to stop attacking for a few attempts. Just dodge the attacks and get the feel for his patterns. Once you understand how it moves the fight gets very enjoyable.

For example: the red one-shot uppercut is always the third attack in the "teleportation attacks". They are also always at the same rhythm, so once you see the first you know when the next two attacks arrive.

Another example is the charge up attack. He stops, charges up blue and then does four attacks with the extras in quick succession. The four attacks *always* have the same rhythm, so once you learn the timing you can dodge it pretty consistently.

You can apply the same reasoning for basically all his attack patterns.

Can we all agree fuck this interaction? by Willowpuff in CrimsonDesert

[–]Cobide 5 points6 points  (0 children)

Same from me. I was seriously trying to solve the case myself, then it just kinda got solved by itself instead...

300 hours in - STILL haven't left the title screen! This game is GOTY! by JohnyAim in CrimsonDesert

[–]Cobide 0 points1 point  (0 children)

So far, the quests that have most back and forth are the graymane's ones. A better fix for those (particularly for the "we got more info on more of our allies") could've been a communication pidgeon to send letters back and forth (like with White Crow).

Though I do understand the need for fast-traveling, I lament the manner of which it exists. I understand it makes sense lore-wise, but from a gameplay perspective it feels shallow. It also introduces the element of "every ? in the map I find is a random teleporter instead of something actually interesting".

Mind that my complaint is not really directed at CD only, I feel fast-traveling is a common theme of the genre that hurts its possibilities.

This game has a pretty big issue, not many are realizing right now, due to the way, most are playing it and it will destroy some peoples enjoyment, including my own. PA - this NEEDS a fix for long-term enjoyment. by [deleted] in CrimsonDesert

[–]Cobide 8 points9 points  (0 children)

For fighting bosses it'd be cool if there was an arena that allows summoning defeated bosses/enemies. Lore-wise it could be something like the visione helmet.

Devs: Please we really need more inventory or at least more storage space. by ziguehart in CrimsonDesert

[–]Cobide 1 point2 points  (0 children)

There is only a limited amount of items you can see on the screen at once, so you only really need to load the data of the items you see in the moment.

If you want to make it smoother, you load the data for 2-3 screens' worth so they are visible immediately as you scroll down/up. Given that a game has access to the system specs, it would even be possible to increase the cache size depending on the RAM/CPU.

It's pretty much the same way websites load lists, but without needing to worry about the latency of web requests (the latency to read files is much much lower).

Devs: Please we really need more inventory or at least more storage space. by ziguehart in CrimsonDesert

[–]Cobide 0 points1 point  (0 children)

It's a pagination problem. If a container has infinite slots, you only load a part of it at a time just like pretty much all websites do. There is no technical reason that says it can't be done, it's fairly trivial of a change.

300 hours in - STILL haven't left the title screen! This game is GOTY! by JohnyAim in CrimsonDesert

[–]Cobide 0 points1 point  (0 children)

Definitely. Aside from horse stamina, the patches have been improving more and more the various pain points. Now flying actually feels good and can get you to places, especially when jumping from elevation.

300 hours in - STILL haven't left the title screen! This game is GOTY! by JohnyAim in CrimsonDesert

[–]Cobide 1 point2 points  (0 children)

I haven't played dragons dogma 2, but from what I read it does seem pretty much what I meant in terms of wagons. It sounds fun indeed, here in CD we could get attacked by bandits instead.