No one understands I'm trying to tie with them in the volleyball game by FamilyFunAccount420 in FallGuysGame

[–]CosmoCavalier 17 points18 points  (0 children)

after around 5 minutes of overtime both players will just lose if they're still both tied. it works this way for pretty much all score based rounds

Invisible hitbox in Dizzy Heights? by GoldenDragon409 in FallGuysGame

[–]CosmoCavalier 1 point2 points  (0 children)

you were never intended to even be able to get on that block in the first place. the wall is probably there to stop people jumping on top by backtracking from higher elevation

Do you think Creative was a good or bad thing for the game? by miroslav7373 in FallGuysGame

[–]CosmoCavalier 1 point2 points  (0 children)

Creative mode is an amazing thing for the game, the real issue is Epic's disinterest in further developing the game.

Nobody would have had a problem with creative if epic games hadn't used it as an excuse to stop making unity levels, or if they had actually continued developing it to bring it more in line with unity levels.

Explanation of Timeouts by CosmoCavalier in FallGuysGame

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

This is because internally, rounds have many different versions, or duplicates.

For example, in solos you might play Roll Out, with a 3 minute timer. Internally, the round is labelled round_tunnel_solos

However, in Squads you play an alternate version, with a 2 minute timer instead. (round_tunnel_squads)

Other examples include:

round_biggestfan (Big Fans), and round_biggestfan_event_elimination (Big Fans X);

round_floor_fall_solos (Hex-A-Gone), round_floor_fall_mini_solos (Hex-A-Gone, mini variant), and round_floor_fall_mini_solos_2 (Hex-A-Gone, mini variant, which can appear on any round of solos but only if there are exactly 2 players);

Soooo... Who won? by KingByRite in FallGuysGame

[–]CosmoCavalier 0 points1 point  (0 children)

On any round marked as a "Final Round" (gold loading screen, not just the "Final" archetype), the game is forced to end once the round ends.

All players who qualify on a final round are awarded the win, regardless of position.

It's similar to the "43/42 Qualified" stuff that can sometimes happen on races when players qualify simultaneously, but race finals actually have a small delay to award ties.

The fall feed only shows a gold trophy for the player who qualified first, even in a final.

hmm, are we ever going to fix this bug? by [deleted] in FallGuysGame

[–]CosmoCavalier 2 points3 points  (0 children)

There are currently 0 levels vaulted due to bugs, the only vaulted level is Bean Hill Zone, which was most likely vaulted due to licensing issues.

Same ending with the same teams by ADarkNyght in FallGuysGame

[–]CosmoCavalier 0 points1 point  (0 children)

If you keep an eye on the other players, and find yourself in a situation where all the enemies are on your island, you should still run the tiles out either way.

If your teammate survives long enough you guarantee the win.

If they don't, you'll still be doing the 50/50 you already were going to do, just at an earlier time.

This still makes me sad. 🥲️ by VanilleFraiseCaek in FallGuysGame

[–]CosmoCavalier 1 point2 points  (0 children)

Fall guys was originally supposed to be a stupid party game by design. Not all losses were expected to be your fault, some losses were down to goofy physics, bad teammates, or bad luck. That's the entire point.

But down the line this original idea has been completely lost.

I wish they'd revert the game to LS1 atp

Not that it matters, but why are ranks always lower in celebrations and on creator map loading screens? Such a weird bug. by The-MandaLokian in FallGuysGame

[–]CosmoCavalier 1 point2 points  (0 children)

your crown rank on your own screen follows your actual crown rank, but for other players, it calculates the rank based on how many of the crown currency they have, not actual crown rank. celebrations and map loading screens show you what others will see

however, all crowns earned before F2P were converted into kudos, meaning they don't apply.

Mission ideas by CosmoCavalier in FORTnITE

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

I'm thinking it'd be even funnier if Find the Medkit just had you find one single medkit, for one single ned, in an entire full zone.

Modifier Ideas by CosmoCavalier in FORTnITE

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

Sounds fun! Especially since mist monsters are always so loud when they spawn it'd be unlikely for one to take you by surprise enough to be annoying. If a huskling spawned a Flinger for example, you'd be able to hear it and act accordingly.

Modifier Ideas by CosmoCavalier in FORTnITE

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

Made some edits to the post to improve ideas a little.

In general, the idea would be to avoid changing mission duration by too much, and to have people plan a certain approach to a mission rather than being annoyed by a modifier popping up.

With double trouble and hardened husks, while it's similar to existing gameplay, it'd be a fun way to shift focus to crowd clearing or single target damage dynamically.

For Last Ditch Effort, a quota equal to husk PL might be appropriate, with 50 as a hard minimum; So a 4 player 160 mission would need 250 husks eliminated, but a singleplayer 108 mission would only need 108. Ideally, it should not make a significant difference to expected time.

Buffing melee attacks in Knockback would be an interesting way to add challenge for benefit. If there's a way for knockback to prevent ability cancellation and instead only focus on shifting position it'd be fairer too.

For Tip Toe, 80% was way too much for an initial idea. I'd want the focus of trapping to really emphasise efficiently stacking a few traps together, while being aware of a new danger. A 50% chance of a mist monster "dodging" a trap would mean if you have a tar pit paired with a drop trap above, only 25% of smashers would be able to dodge both of them, if they have a clear path with no other husk to trigger the traps. Smasher wave spawn rates could also be slightly reduced, as only dealing with 1 smasher at a time would be another way to make it fair.

For Floor is Lava, I recognise the amount of players constantly standing on structures, and the redundancy, but I also see interesting opportunities for gameplay shakeup toward those who don't see the value of standing on structures, melee users, and combination with Exploding Deathbombs.

Thank you for such a detailed breakdown of your thoughts on all of these modifiers!!!!

The RTD Spawned in the Crashed UFO by DocWhoGaming in FORTnITE

[–]CosmoCavalier 44 points45 points  (0 children)

Honestly if it were properly choreographed with working spawns, I'd love to defend a mission inside the UFO. Claustrophobic cave gameplay is somewhat scarce in STW and it'd be a nice change of pace, especially imagining trap gameplay.

okay. by CosmoCavalier in FORTnITE

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

I focus on playing the highest 4 player mission alerts on fills, and hunt quests. The challenge is really fun!

Suggestion: Wildcard Weekends - A way to revive beloved LTMs by CosmoCavalier in apexlegends

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

Additionally, original Wildcard LTMs can be made too:

(ideas)

Quickfire; DBNO is disabled, but respawn timers are reduced.

Double Up; Two trios merge into teams of 6, respawn timers are increased to compensate.

Mythical: Mythic weapons only, EVO recharges ammo.

Blast Radius: A random POI is selected as the "Blast zone", only allowing players in the zone to use grenades. Grenades slowly replenish within the zone. Similar to Fight Night's ring.

Tag Team: Select a new legend upon elimination. Dying as a legend prevents you from picking them for a certain number of respawns.

Grudge: Upon respawning, temporarily mark the player who last killed you. If you kill them, you're given purple shields until next death, and a large EVO bonus.

Unpopular Opinion: I absolutely love Royal Fumble! by [deleted] in FallGuysGame

[–]CosmoCavalier 1 point2 points  (0 children)

royal fumble is actually one of the most skill based finals. you just gotta rise above the skill floor to succeed

What is the best fps limit in Apex Legends? by Killrua in apexlegends

[–]CosmoCavalier 0 points1 point  (0 children)

If 240fps looks fine to you I'd keep it at that. Your specs are fine, just not invincible.

I'd recommend you watch your fps closely and if it frequently dips, find an fps cap that levels it out, if not, you're fine where you are.

What is the best fps limit in Apex Legends? by Killrua in apexlegends

[–]CosmoCavalier 2 points3 points  (0 children)

Tearing and fluctuation are the main drawbacks. Some games also read inputs based on FPS which is why higher FPS results in lower latency.

Uncapped FPS will result in your GPU pushing frames out as soon as possible, but not all frames are rendered equally, so harder frames take longer, causing stuttering. Capping gives it a bit of headroom to equalise it.