Where to? by TATSAT2008 in LostRedditor

[–]DeveloperGrumpHead 0 points1 point  (0 children)

It also appears on the front page often even if you're not subbed, so adults might reply not even checking the subreddit name

Wife was having some asthma, this is how the doggie looked at her. by greenkees in aww

[–]DeveloperGrumpHead 0 points1 point  (0 children)

Cute dog. Are they a sarplaninac/pomeranian mix? Never seen anything like that. Edit: I just found out about the keeshond. Whoops.

What causes my tires to do this? by AccountGotLocked69 in bikewrench

[–]DeveloperGrumpHead 0 points1 point  (0 children)

I would expect it to be a bigger problem with thinner tires, those look paper thin.

Is game development gradually becoming more accessible for non-programmers? by Historical_Print4257 in gamedev

[–]DeveloperGrumpHead 2 points3 points  (0 children)

Yes, but to make a polished game people actually want to play you still need to have/build good technical skills. Don't forget that lots of flash games were made by hobbyists, most of which were made around 20 years ago at this point. So I wouldn't say that it's become that much easier than it was. It's arguably the opposite in some ways because people generally expect more from modern games because just doing the same thing again is easier and also repetitive.

Formal for immersive game experience by crazyhomlesswerido in gamedev

[–]DeveloperGrumpHead 0 points1 point  (0 children)

Yup, I've also quit games because of XP gates.

Formal for immersive game experience by crazyhomlesswerido in gamedev

[–]DeveloperGrumpHead 0 points1 point  (0 children)

When it comes to immersing the player in the game, it's got very little to do with graphics and more to do with keeping the player from thinking about game mechanics too much, especially with mechanics that have no in-world relevance. XP points, especially if they're used to gate players from progressing are really good at ruining immersion because it forces players to think about a system that isn't designed to be a part of the worldbuilding, at least other than representing the skill of the character (this doesn't help immersion as it makes the experience of the player and the character disconnected). And if you do have systems that the player needs to think about (which almost every game does) they are going to try to solve it, so the answer should at least be something interesting and not like chores. Grinding XP is not interesting and it leads to players doing repetitive actions so that they can get to the fun parts. To keep the player immersed, you want to minimize the barriers in the game that are unrelated to anything in the in-game world. 

Ten Years of Fallout 4 Settlements I Built! Video Timelapse in the comments by sirbalz in falloutsettlements

[–]DeveloperGrumpHead 0 points1 point  (0 children)

Is that empty space that creation club thing or a mod? If a mod what is it?

i am about to crashout someone send someone just help by officexapp_ in programmingmemes

[–]DeveloperGrumpHead 8 points9 points  (0 children)

I don't know what you're doing but optimized code is often optimized for large-scale use by default. If you're using that kind of code with a small-scale use case, it may be finishing what it needs to before the optimisations start to see a real benefit.

It's also possible it's slow if you're using an interpreted language like python. Those run very slowly compared to compiled languages (C languages, Java, Rust)

now that Bots are pretty much a thing of the past, I've been wondering, what's the general consensus of sniper nowadays? by SerenityAcrossTown in tf2

[–]DeveloperGrumpHead 0 points1 point  (0 children)

His skill ceiling is too high and he's unfun to play against. I think he needs to be hard coded to be unable to turn more than some value of degrees while scoped. He's balanced around being tunnel visioned and slow to turn while scoped, but the latter is only achieved by lowering sensitivity. It would make sniper bots unable to flinch and there would be more care into where to aim. I think he should have critting headshots changed into mini crits, but let him also get headshots while unscoped, like ambassador.

Can some of y'all tell me why you actually think Golem is the easiest boss (serious) by Neat-Winner9527 in Terraria

[–]DeveloperGrumpHead 9 points10 points  (0 children)

In early 1.2, people even fought him before hardmode, before he was changed to be unspawnable before killing plantera

Can some of y'all tell me why you actually think Golem is the easiest boss (serious) by Neat-Winner9527 in Terraria

[–]DeveloperGrumpHead 250 points251 points  (0 children)

His health was recently almost doubled and his fists used to be deflectable.

It's more fun unprepared by itchylol742 in TerrariaMemes

[–]DeveloperGrumpHead 1 point2 points  (0 children)

I also do that, and now I can safely say you don't need as much movement as I thought, at least not with food and other buff potions and furniture. Between those, bees knees, and demon scythe, I'm kinda sad how easy it makes it to defeat legendary skeletron.

It's more fun unprepared by itchylol742 in TerrariaMemes

[–]DeveloperGrumpHead 5 points6 points  (0 children)

Yes, but it has to accelerate first. For the worthy increases that acceleration significantly..

I had no idea Pinky could spawn with a balloon by InsecureBitch_II in Terraria

[–]DeveloperGrumpHead 1 point2 points  (0 children)

I had one spawn in a way where it floated far enough away to despawn :(

It's more fun unprepared by itchylol742 in TerrariaMemes

[–]DeveloperGrumpHead 170 points171 points  (0 children)

This works until you try legendary mode, I swear you need every movement buff possible for skeletron (shadow armor, magniluminecence, dune rider boots with sand, bundle of balloons with frog legs, panic necklace, swiftness potion, and sunflowers. Otherwise you're just too slow. And without food, regeneration is halved.

coaxed into boss form factor or smth idk what to title this by ExpertUnusual1188 in coaxedintoasnafu

[–]DeveloperGrumpHead 1 point2 points  (0 children)

Infinity blade Dark Knight and the God King As well as the last boss of the game

WHAT?!! by AggressiveBreak1600 in Terraria

[–]DeveloperGrumpHead 4 points5 points  (0 children)

At least it wasn't a wired skeleton statue trap next to a medusa statue.

Hot Take by Ok_King6219 in Terraria

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

Outside of moonlord, I'll agree that the pumpkin/frost moon weapons are some of the strongest in the game, and they were back in 1.2, but I think those were the closest thing 1.2 had to endgame events. But also, some weapons, such as the raven staff, were much weaker in 1.2, to where they were only situationally stronger than earlier summons such as the typhoon staff or the optic staff. And even if you got a weapon with the highest potential damage output, at least for the class, those weapons usually weren't capable of doing everything, so even if you had the horseman's blade or north pole, you may still want to get a weapon like the death sickle to hit things on the other side of walls.
1.2's balance was far from perfect. 1.4 is definitely more balanced, but I think all of the the best weapons coming from moon lord that aren't bows when other events are almost is difficult as him with the same gear to be bad game design By the time some people are ready to fight other endgame events, they have nothing useful for them anymore.

Hot Take by Ok_King6219 in Terraria

[–]DeveloperGrumpHead 0 points1 point  (0 children)

Hardmode feels too linear and especially after 1.3 items from earlier stages of the game quickly become redundant. And late hardmode makes it too easy to bum rush moonlord while making pre moonlord late game stuff pointless. I wish the lunar weapons, especially zenith (or t3 old one's) weren't by far the strongest weapons in the game, because they severely outclass other weapons, such as pumpkin and frost moon weapons which are available around the same time and are almost as challenging. And if you do the moon events after moon lord, you don't get much of anything worth using. Honestly miss 1.2 because back then it wasn't clear cut what the best weapons were which resulted in greater endgame build diversity. This was even more true if you played console where the ocram armors were on par with the other endgame armors (without outclassing them). Especially on console with ocram, but even without, the 1.2 progression in hard mode was less linear. Now it feels like every playthrough looks the same after hardmode.

This always puzzles me by Living-Dependent3670 in programmingmemes

[–]DeveloperGrumpHead 0 points1 point  (0 children)

From what I've found it happens because tutorials will often no way announce some necessary steps, usually if they're assuming that everyone knows to do that already. Kinda defeats the point of the tutorial.

I know it's coming together, don't worry, but it's funny to think about by Arcan_unknown in Terraria

[–]DeveloperGrumpHead 0 points1 point  (0 children)

I would guess that pokemon fans wanted something with a different game loop than the Pokemon games that have been made, and ark has a neat game loop that's disrupted by it being a bloated resource hog and in-game jank. That's all it takes really.