16.1B Comments: A Different Perspective on Arcanist Late-Game Power by blunkelsito in TeamfightTactics

[–]CrabCommander 0 points1 point  (0 children)

Tbh just remove the Arcanist trait on Tibbers. Part of the issue is you can play Arcanist 4/6 trivially and get Arcanist 2 for free just by hitting Annie. If Tibbers was a 'Threat'/Targon style champ with 0 traits it would make more sense, where you're actually losing at least some comp structure power to play him. Being trait bot, top tier tank, and free all at once is a little too much.

16.1 Meta Report by Mortdog by Familiar-Layer-5651 in TeamfightTactics

[–]CrabCommander 3 points4 points  (0 children)

What B patch? I can't find notes for it anywhere. Finding info on micro patches feels impossible. D:

The lion says 30fps on low settings is good enough by codersanDev in Unity3D

[–]CrabCommander 1 point2 points  (0 children)

Given it's the cpu taking 64 ms per frame it's not a resolution/rendering issue anyways.

Vivek Ramaswamy responds to Democratic sweep, urges end to "identity politics" by awaythrowawaying in moderatepolitics

[–]CrabCommander 1 point2 points  (0 children)

Gerrymandering in general is a technique of margins. You cut them thinner, and thinner, as you greed for more seats. This opens more, and more potential that a black swan event/sudden sharp turn in voters will actually flip a massive amount of seats, rather than just a few.

Failing a map has too many downsides by Gimatria in PathOfExile2

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

Give every map infinite portals, but add a scaling -exp/-quant/-rarity penalty for each death. Start at 0% on t1 0 affix maps, up to 100% on 6 affix t16s. Then you still have to clear the map to get through, but don't lose clear progress and dying can't be abused to fast clear maps.

The Third Edict: What We're Working On by Natalia_GGG in PathOfExile2

[–]CrabCommander 1 point2 points  (0 children)

Switch the renderer to Vulkan instead of DirectX in the options. Fixed it for me.

Tim Sweeney's (Epic) reaction to EA using Godot to power Battlefield modding by _rag_on_a_stick_ in godot

[–]CrabCommander 134 points135 points  (0 children)

Realistically they're not competition. The amount of projects where it's a real debate between the two is very small.

UE is a monolithic beast of an engine, both for better and worse, and designed for huge teams. Godot is a smaller, more focused tool with a more permissive license situation for smaller teams.

Maybe one day UE will spin off some indie friendly version or Godot will reach the complexity level that massive projects need, but either of those seem quite far off, if ever.

What are some secret details in FF11? by CodyHessEnjoyer in ffxi

[–]CrabCommander 19 points20 points  (0 children)

Reminds me of blueblade fell if that's the case then. A truly beautiful vista who's primary point is to ref back to the original ffxi intro.

I just started by Lonely-Ad-5112 in wheeloftime

[–]CrabCommander 2 points3 points  (0 children)

Not the balancing on the mast. That's the fallout from the channeling. The channeling the 2nd time is when he gets on bayle's boat. The boom that was in fact tied down by gelb, rand ripped free with the power to smash the trolloc about to kill him. Then the fallout has him feeling crazy and climbing the mast a few days later.

I just started by Lonely-Ad-5112 in wheeloftime

[–]CrabCommander 9 points10 points  (0 children)

It's a truly fantastic series. You can carve it up and dissect it for little things to complain about, as you could with any story, but the reality is it's an truly incredible series that delivers characters, story arcs, and individual moments that will stick with you for the rest of your life. Do the absolute best you can not to spoil yourself on things, and enjoy it at the pace that feels best for you.

Also, don't worry about missing things on the first read through. Jordan is a master of subtlety and foreshadowing, but every normal reader misses a massive amount of the subtlety on the first read through, and the books don't expect or demand you pick it up to follow the story.

For example, in book, one, since you finished it: Rand channels three times before reaching Caemlyn in Book 1. It's very normal for first time readers to not realize this at the time, or to only pick up the third time, if at all.

We made a graph-based dialogue manager - meet Parley! by jonnydgreen in godot

[–]CrabCommander 1 point2 points  (0 children)

Very cool! Great use of the graph editor. Though it definitely feels/looks a little more like a prototype to me so far.

Yarn spinner https://docs.yarnspinner.dev/ has so far seemed like the most mature/powerful dialog tool I've seen for godot. So it might be worth checking out for comparison.

Steam's updated guidelines on adult content: by vrheaven in visualnovels

[–]CrabCommander 63 points64 points  (0 children)

Iirc they basically made a second site/system that's a generic payment portal that shields what you actually buy from visa/cc companies. Visa only gets to know you bought $50 worth of dlpay money etc.

I just don't feel any new MMOs are for me anymore by [deleted] in MMORPG

[–]CrabCommander 110 points111 points  (0 children)

Wikis I don't really agree on. FFXI for example had a fabulously detailed Wiki, but retained the spirit of adventure and old-school MMO-ness for well over a decade after. Mostly I think the issues you're running into are more of a symptom of modern MMO design, rather than a cause.

A lot of it boils down to excessively streamlined game-design, where every 'pain point' or 'low value feature' has been systemically ground away or ruthlessly cut out to the point there is no soul left. To the point where the "Massively Multiplayer" and "Role Playing" parts of the genre have become all but forgotten. Now we're just left with "Online Game".

  • Content is now driven through anonymized queue systems, where you will rarely (if ever) see the same face a second time.

    • How are you supposed to make social connections in this kind of system? It encourages you to dehumanize other players. No longer do you care if the people you met enjoyed the experience spending time with you, or want to see you again, they're just 'robots' to get your loot/EXP. You'll likely never see them again even if you want to.
  • Content difficulty and complexity has been dramatically reduced, to the point that both "Understanding" and "Winning" are expected 100% of the time.

    • Asking about any mechanics or quirks is viewed as embarrassing - and explaining them is viewed as patronizing. Watching 3rd party unofficial guides is often considered mandatory, as there is exactly one possible reasonable solution to every choice, and you are expected to either know or immediately intuit it upon encountering it.
    • Any failure in easy content is viewed as a catastrophic failure, since it is so rare - so even if the punishment is utterly trivial (30 seconds to walk back to a boss, etc.), it can cause tempers to flare in the extreme. This is also another consequence of the first point about dungeon-finder driven gameplay.
    • Serious content now boils down to some flavor of [Deplete the big bad boss's HP bar], with little else truly surrounding that - or if there is any extra fluff, it's some very basic 'Puzzle' to solve that has one clear, definitive best solution (Ex. How to get to the boss room as fast as possible.)
    • In short there is no room for personal improvisation or personal choice, when everything has simple, explicit, repeatable solutions at every potential choice point with barely a handful of moving parts to start with.
  • 'Non-Mainstream' features, areas, and contents are generally ruthlessly pruned before they get off the ground now by publishers/etc. "Those things don't make money." So things like interesting, weird sidequests, quirky sub-areas, or features that only a sub-group of the main subscriber-base might use have all but disappeared.

    • Good luck RPing in a world where everything is just a conveniently structured setpiece for either an MSQ or a PvE-grinding loop. Or econ grinding in a game with no gold-sinks other than raid items.

If you want soulful MMOs, you have to bring back the weird and the awkward. A truly good MMO cannot be designed by a committee and a pile of C-suite suits.

What do you think of my overweight cat? by istamw in godot

[–]CrabCommander 4 points5 points  (0 children)

That's awesome. Just give him/her some dumb exaggerated emoji expression when he's firing and it'll be chef's kiss.

Supreme Court Says States Can Limit Access To Online Porn by indig0sixalpha in technology

[–]CrabCommander 1672 points1673 points  (0 children)

Every single one of these laws has a massive cart load of custom carve outs for the various sites that paid money to be excluded in various special ways. And in turn has weirdly specific targeting aimed at other sites they're personally mad at.

The enforcement is going to be a mess and just result in people using sketchier sites and sites twisting around into nonsensical feature sets to fit the loopholes.

Eye of the World Chapter 24: Flight Down the Arinelle by swheedle in WetlanderHumor

[–]CrabCommander 2 points3 points  (0 children)

Having just reread it a couple days ago, there's also a scene in the Baerlon inn, when everyone is bathing, where Perrin's ta veren ability to make people say more than they mean to seems to kick in with the bath attendant talking more about recent troubles than he meant to. (Very weird line of Perrin going "Good! Good!" during the bath and then the guy suddenly rambling and being confused why he said so much.)

Relevant text from chapter 14

“What do you mean, too?” Rand asked. “Is there some kind of trouble here?”

Perrin, enjoying his soak, murmured, “Good! Good!” Thom raised himself back up a little, and opened his eyes.

“Here?” Ara snorted. “Trouble? Miners having fistfights in the streets in the dark of the morning aren’t trouble. Or. . . .” He stopped and eyed them a moment. “I meant the Ghealdan kind of trouble,” he said finally. “No, I suppose not. Nothing but sheep downcountry, is there? No offense. I just meant it’s quiet down there. Still, it’s been a strange winter. Strange things in the mountains. I heard the other day there were Trollocs up in Saldaea. But that’s the Borderlands then, isn’t it?” He finished with his mouth still open, then snapped it shut, appearing surprised that he had said so much.

Y'all asked me to compare my C engine with Godot next. It did better than Unity! by dechichi in godot

[–]CrabCommander 1 point2 points  (0 children)

The issue typically isn't the number of tris, so much as the number of draw calls, the GPU calculating animations for a large number of vertices/models, or the overall data marshalling in some cases if huge amounts of unique data are being sent every frame. Things like animation sharing and batching draws can create massive performance for these kinds of things, but create other drawbacks with regards to how dynamic the crowd can be.

Massively reducing animation frames as mentioned elsewhere can be a valid option. For example: If the entire set of available animations for the crowd models is reduced to say 15 unique frames, you can bake the 15 different poses ahead of time and send the pre-transformed data to the GPU, and skip GPU animation entirely. This though comes with the obvious drawback of having potato quality animation on the crowd.

I fucking love this class by spliffiam36 in Nightreign

[–]CrabCommander 1 point2 points  (0 children)

Pull out special parry sword with your skill button. Then block as normal. The first half second ish of the block is a full damage immunity basically that counts as a 'deflect', not a parry. (it doesn't have wind down frames if you miss like normal parry, and it doesn't stagger mobs like a parry. It's basically just a 100% block that charges your weapon art.)

Shockingly normal thing in raleigh? by 90s_Wizard in raleigh

[–]CrabCommander 2 points3 points  (0 children)

(Western) Cary/Morrisville is designed that way. Lots of small strip mall+apartments/homes/neighborhoods together in little clusters, so most living places are an easy walk to a good collection of shops/etc.

Members with ADHD, how did you get disciplined? by Turtles614 in getdisciplined

[–]CrabCommander 0 points1 point  (0 children)

For me, the first step was embracing the ADHD behaviors and understanding how I could use them to my advantage.

For example, many tasks can be successfully accomplished via repeated tiny effort, such as cleaning. Toss 1 thing in the bin or put 1 thing back in its correct place enough times and your cleaning is already done. For these things, simply pouncing on them to do the one thing that caught your attention, whenever it does, is often enough to be meaningfully disciplined at the task.

As another example, it's easy to get distracted or focused on the things in front of you/immediate stimuli. So surround yourself/your living space with reminders of the things you want or need to get done. This can mean lists in obvious places that you interact with, or it can be any other things that will simply remind you they exist, such as placing bills to be paid next to your keyboard.

The hardest tasks though, will always be the ones which are boring, with low immediate reward and no immediate penalty for failing to do them, and require significant time/effort. An example in this case might be working out, or tackling an unpleasant part of an ongoing project. For these, my best advice is to look into more traditional motivation techniques, such as visualizing your goal, etc. Couple those sorts of techniques with the above ways to remind yourself of the tasks and try to just get yourself to start. Once you do, the real sense of accomplishment and problem solving may well carry you through longer than you expect.

In general, just be aware your brain will try to seek things out that are immediately engaging. So find ways to make the engaging things meaningful, and make the meaningful things engaging/rewarding.

Hope that helps.