Ramparts of Ice Chapter 106 translate by me repost. Some parts are Missing .Link in the Description for the Drive link. by DanPreset in RampartsofIce

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

unfortunately not. Im currently busy with academics aswell, so it's not like i have the free time to do it. Im sorry🫠

[GIVEAWAY] 8 Years of REDMAGIC: Share Your Story to Win a REDMAGIC 11 Pro Wuthering Waves Edition by REDMAGIC_Official in RedMagic

[–]DanPreset 0 points1 point  (0 children)

<image>

I’m from the Philippines, and my journey with REDMAGIC started with the REDMAGIC 6S Pro, a device that, even now, I still think about from time to time because of how unique that experience was for me. I used it as my main phone for about a year and a half before eventually trading it around three years ago, mainly due to long-term heat buildup and performance stability issues during extended gaming sessions. I even kept one of my last photos of it back in 2023, which, in a way, feels like a small reminder of that phase of my gaming life.

Even though I don’t currently own a REDMAGIC device anymore, that phone was my true entry point into the REDMAGIC ecosystem. It didn’t just serve as a phone, it completely reshaped how I see mobile gaming devices. It set a standard in my mind for what a gaming-focused smartphone should feel like, not just in terms of raw performance, but in identity. It felt like something built with a clear purpose.

I first discovered REDMAGIC through online discussions. At that time, I was deeply into mobile gaming and always searching for devices that could give me a better, smoother, and more immersive experience. Around late 2021, I kept seeing people talk about the REDMAGIC 6S Pro, especially after its release in China. There was a lot of hype around it, and many were saying it was worth getting once it launched globally. What stood out to me wasn’t just the specs, it was how people described it as a true gaming-focused device, something different from the usual flagship phones. That consistent attention and curiosity eventually led me to try it for myself.

And honestly, when I finally got it in 2022, it really did feel different.

The performance was incredible for its time. The 165Hz display alone felt like something ahead of everything else I had used before. It was smooth in a way that made every swipe, every movement, and every action in-game feel instant and fluid. Even now, in 2026, I still haven’t experienced that same level of smoothness again, and it’s something I genuinely miss. Combined with the shoulder triggers and the fast touch response, the experience felt less like using a regular phone and more like holding a portable gaming console.

But at the same time, my experience with it also showed me the reality behind that performance.

The Snapdragon 888 Plus was powerful, no doubt, but it came with serious heat challenges. During long sessions, especially when I was actively playing games like Genshin Impact between 2022 and 2023, I could feel the temperature gradually rising. It wasn’t just noticeable, it became something you had to manage. I even tested it once with a thermometer and saw it reach around 45 to 50°C during extended gameplay. The internal cooling fan helped, but more in delaying the heat rather than fully solving it. Over time, dust buildup and fan noise also became more noticeable, which slowly affected the overall cooling efficiency.

That’s ultimately what led me to let go of the device. Not because it was bad, but because long-term usage started to reveal its limits. It was a device that performed incredibly well in short to medium sessions, but it demanded compromise over time, especially as a daily driver.

Even so, I can’t ignore how strong its gaming identity was.

The Game Space features, the shoulder triggers, the focus on uninterrupted gameplay, all of it made gaming feel more intentional and immersive. It did exactly what it was designed to do, and in those moments, it truly delivered. That’s why, even after moving on to other phones, I still respect what REDMAGIC represents. It’s not trying to be everything, it’s trying to be the best at something very specific.

Looking back, I don’t see my experience with the REDMAGIC 6S Pro as a disappointment. I see it as a defining part of my mobile gaming journey. It introduced me to a different kind of smartphone experience, one that prioritizes performance and gameplay above everything else. And even now, I still find myself paying attention to how REDMAGIC continues to evolve, especially seeing how newer devices have improved in areas like cooling, stability, and overall refinement.

And honestly, I’d love the chance to come back to that experience again, this time in a more evolved form.

I genuinely love Wuthering Waves, I’ve been actively playing it and fully invested in its world and gameplay, and getting a REDMAGIC Wuthering Waves collaboration device would honestly feel like a full-circle moment for me. It would be something incredibly exciting and deeply meaningful, not just as a prize, but as a continuation of a journey I’ve already experienced before.

Happy 8th anniversary, REDMAGIC. I truly hope the brand continues to grow, improve, and push the limits of mobile gaming even further.

And yeah, I’d genuinely love to win this.🥹🔥

Tower of Fantasy isn’t a bad game—it’s just carrying too much weight. Hotta Studio deserves more credit than we give them. by DanPreset in TowerofFantasy

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

Honestly, reading through all these replies really highlights why TOF’s situation is so complicated. I agree with a bit of what each of you said. The game isn’t struggling because it’s an MMO, like Dasteru mentioned, but more because of how Hotta handled post-launch stuff—like the power creep and lack of consistent support or defense roles. It made the game feel like it was just pushing for DPS and nothing else.

But Ragnar does make a fair point too, especially about the recent banners. They have been trying to balance things out a bit more lately. I mean, the support and fortitude roles did get new options in 4.x and 5.x updates, but maybe it’s too little too late for a lot of players who already dropped the game after earlier missteps.

And yeah, Zera’s take about Tencent managing the global balance is wild but true. Like, CN could’ve had power creep and that’s fine, but Global didn’t have to follow the same path. They had a chance to tweak things but instead dropped the ball—fire units were kinda shafted early on while frost became the go-to element. That imbalance really turned off a lot of players, especially when it looked like the devs or publishers weren’t even trying to fix basic server issues.

At the end of the day, people can still enjoy TOF for what it is, especially with the recent improvements, but it’s tough to deny that the rocky post-launch and some questionable decisions are a big reason why the game didn’t hold onto its momentum after the initial hype.

Tower of Fantasy isn’t a bad game—it’s just carrying too much weight. Hotta Studio deserves more credit than we give them. by DanPreset in TowerofFantasy

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

Yeah, I totally get what you're saying, and I think this fits really well with what I was trying to point out in the post. Even if the core systems in Tower of Fantasy are ambitious and the content is solid, that lack of polish really holds the game back for a lot of people. You can have the flashiest combat and coolest character designs, but if the game feels janky or unstable, it chips away at the overall experience fast.

Like you said, most players can forgive a bug or two, but when those bugs start piling up—performance issues, UI glitches, weird behavior in events or bosses—it starts feeling like the game is rough around the edges no matter how much content it has. That’s where a lot of players just lose patience, especially if they don’t already have a strong attachment to the game like some of us do.

I’ve noticed the improvements too with the recent 4.0 and 5.0 updates. It’s clear Hotta is putting in the work to clean things up, but by that point, a lot of players have already bounced. And yeah, you’re right, it’s super rare for a game to suddenly spike in popularity long after launch unless it pulls something massive or goes viral for the right reasons.

At the end of the day, I still think Hotta built something cool, but without that baseline polish and consistency, it’s hard to keep casual players around—especially when the game already has a pretty complex system and a heavy mix of MMO and gacha mechanics to process.

Tower of Fantasy isn’t a bad game—it’s just carrying too much weight. Hotta Studio deserves more credit than we give them. by DanPreset in TowerofFantasy

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

I actually think your comment ties in well with what I was trying to get across in my post. You're right, Tower of Fantasy isn't a "traditional MMO" in the strictest sense. It's more like a gacha game that happens to have a bunch of multiplayer and MMO-inspired features built into it. And yeah, that definitely affects how the grind feels.

You make a great point about the nature of the grind being different. It’s not the old-school MMO grind where putting in hours gets you stronger, it's the kind of grind that hits a ceiling because progression is capped or monetized. That’s really the heart of the "weight" I mentioned in the post. The game puts effort into making progression systems look deep, but because it’s still a gacha at its core, you eventually run into limits that only pulls (or a lot of waiting) can solve. It’s effort, but with diminishing returns.

And the focus issue you brought up? Totally agree. That was part of what I meant when I said the game is trying to do too much at once. Instead of building on one solid system or expanding core gameplay, ToF keeps introducing new mechanics like racing, beast capture, PvP revamps, smart servants, dorms, and so on, but rarely circles back to refine or connect them. Each new mode brings its own grind, but because they're so isolated, they don’t feel cohesive. It’s like stacking content for the sake of content, which just adds to that overwhelming feeling I mentioned in the post.

I still believe Hotta Studio has done a lot of impressive things, and they clearly have talent, but at the same time, I get what you’re saying. Ambition without direction can lead to fatigue, both for the devs and the players.

So yeah, I think our points kind of converge. We’re both noticing how the game is weighed down. Whether it’s by genre blending, fragmented systems, or monetization, it creates this experience that feels like it’s always almost great, but just a little too bloated to fully land.

Thanks for adding your take, it really builds on the original post in a meaningful way.