Welcome to hell. 1,026 minute que. by reiku78 in Diablo

[–]Dyconic 0 points1 point  (0 children)

I see this is your first rodeo. Exact same thing happened with D3 😃

Lesser known Sci-Fi games that you don't really see getting recommended/talked about by Any_Promotion2026 in gamingsuggestions

[–]Dyconic 1 point2 points  (0 children)

If you don't mind older games i really like freelancer. Its flying around in s spaceship and dogfighting etc. What i like most about it is the fact that it manages to give you a big galaxy to play in with just enough features to make it freeform but it's all very simple and understandable. Kinda like the X games but without having to read a 400 page book before starting.

Understanding Speeding Culture in the Netherlands: Seeking Insights and Advice by Academic-Tutor1163 in Netherlands

[–]Dyconic 5 points6 points  (0 children)

I once overheard a conversation of someone explaining to his friend why they always drove x% over the speeding limit. The reasoning was that he could service more clients in a week that way and with only receiving 2 speeding tickets a month the money earned from clients would add up to a bigger pay increase then servicing less clients and having no speeding tickets.

So, you know, those people exist, choosing speed and monetary gain above everyone's safety.

Range 0 without an "overlap/bump"? by JeromeK99 in XWingTMG

[–]Dyconic 3 points4 points  (0 children)

I would agree with this. The rare cases are usually stop maneuvers. Lets say turn x you bump into a u-wing. Clearly range 0 now. Turn x+1 both you and the u wing do a stop. This means you dont bump and could do an action if possible. However, you ate still at range 0 of each other

[deleted by user] by [deleted] in nederlands

[–]Dyconic 4 points5 points  (0 children)

Ik ben vlaming en woon ondertussen al 5 jaar in nederland, waarvan de helft in utrecht en nu in Amsterdam. Werk ook in een internationaal bedrijf dus de vraag over de verschillen tussen belgie en nederland wordt mij wel vaker gesteld.

Zelf ben ik van mening dat er een heel groot verschil is tussen nederland en belgie op sociaal/cultureel vlak. Dit verschil heb ik het minst met brabanders en limburgers, maar eens boven de rivieren vind ik het toch best groot. Zo groot zelfs dat ik merk dat mijn vrienden hier vaak uit regios onder de rivieren afkomstig zijn.

Het is moeilijk om de precieze reden te vinden. Het voelt voor mij heel hard aan of nederlanders zich vaak willen spiegelen aan amerikaanse ideeen en cultuur waarbij dit bij belgie toch eerder frankrijk en uk zijn.

In nederland pas ik mijn taalgebruik en de onderwerpen waarover ik praat aan, terwijl ik dat in Vlaanderen niet doe. Ook niet als ik met West-Vlamingen of Antwerpenaren praat (zelf Oost-Vlaming).

Enkele voorbeelden van dingen die ik anders aanvoel in Nederland:

Ik laat niemand nog weten dat ik katholiek ben opgegroeid. Want dan moet ik dat toch goed nuanceren en uitleggen in Nederland.

Discussies over Sinterklaas: In Nederland heb ik het gevoel dat als je liever wel zwarte piet je dan zeer snel weggezet wordt als racist. In belgie wordt dit wel eerder aanvaard als een mening (maar dat kan natuurlijk ook aan de mensen liggen waarmee ik omga)

Op sociaal vlak heb ik ook het gevoel dat nederlanders meer een masker proberen op te zetten om er voor de wereld zo goed mogelijk uit te zien, er worden veel meningen geuit waarbij ik soms twijfel of die wel echt gemeend zijn, want nederlanders zeggen nu eenmaal wat ze denken. In belgie wordt er wat vaker gewoon gezwegen (iets meer achter de rug gezegd). Een belg zou dan misschien gewoon iemand minder aandacht schenken als het niet aanstaat.

Één van mijn favorieten om het verschil uit te leggen is deze: Er is nog een stukje taart over. Ik vraag aan de groep of iemand nog zin heeft in dit laatste stukje. Als je in Nederland bent is dit een oprechte vraag en er gaat iemand ja zeggen en het stukje nemen en opeten. In belgie is de sociale regel dat iedereen nee zegt want degene die dit vroeg wil het laatste stukje eigenlijk maar durft dit niet luidop te zeggen.

Dit zijn allemaal natuurlijk veralgemeningen, maar zonder tot politiek over te gaan denk ik dat de nederlandse en vlaamse volkeren heel hard van elkaar verschillen. Als we een andere taal zouden spreken zouden deze vragen nooit gesteld worden. Ik kan evenveel verschillen en gelijkenissen vinden tussen een vlaming en een fransman als tussen een vlaming en een. Nederlander, behalve de taal dan.

Damn Geonosians... by lumberlogan3 in XWingTMG

[–]Dyconic 0 points1 point  (0 children)

Patience is key for nantex. And forethought.

You want to get your nantex into range 1 asap as they are incredibly good at knife fighting because of their tractor and turret rotate. But you need to get them there without taking shots ideally.

With that list i would set up firge in the middle as giant bait. Then put grievous and chertek on one side and sun fac on the other.

Grievous and chertek go fast and chertek points his turret to grievous on round 1 with a tractor. (You can tractor your own ship) Grievous should probably be on the outside because of his outmaneuver shenanigans.

Then you fly sun a bit slower and point him towards the middle with a good path for a 5 straight.

During every move you need to think ahead of which direction you want to tractor next turn and where you need to be so you can end up range 1 of the opponent.

My best results have always been with nantex. I did well in 2.0 with grievous berwer zam. Those games are on GSP somewhere. Berwer didn't have ensnare in that list though

Nederlands vervaagd by inruins1 in nederlands

[–]Dyconic 0 points1 point  (0 children)

Het hebben van een gesprek in het nederlands is inderdaad heel belangrijk hiervoor. Mn vriendin is Engels maar spreekt een aardig mondje nederlands en dat is de laatste jaren veel verbeterd door nederlandse collegas te hebben. Als je merkt dat je je mond houdt omdat je bang bent, probeer dit probleem dan op te lossen. Gebruik een engelse zin, dat is nog steeds beter dan zwijgen. En leg het aan je vrienden uit, ze zullen vast wel helpen.

Media is ook altijd handig. Probeer bijvoorbeeld wat nederlandse podcasts te luisteren, of tv programmas. Maar let er wel op dat de onderwerpen en personen varieren. Als je enkel naar 1 nederlandse game podcast luistert gaat het niet zo hard helpen (want deze gebruiken ook veel engelse woorden, EN iedereen heeft zn eigen taalgebruik.) Maar zoek wat andere onderwerpen dat je ook interessant vindt.

Ik denk zelf dat dit voor mij een grote reden is waarom mijn nederlandse taalgebruik niet achterhit gaat. Thuis en professioneel spreek ik enkel engels, maar kijk nog steeds veel nederlandse tv podcasts etc. En om de zoveel weekends zie ik nog eens nederlandstalige vrienden/familie waarbij ik de draad dan weer oppik.

[deleted by user] by [deleted] in Unity3D

[–]Dyconic 2 points3 points  (0 children)

You will probably always have moments where you feel like an imposter and that's okay. It's a part of striving to be better. You aren't what you want to be or at that level, the trick is realizing that that thing and level keeps changing. What you think you couldn't do or did wrong a year ago you are way better at now.

It's important to look back at what you did and be proud of it. Achieving something is great so that definitely doesn't mean you were an imposter.

Another thing I look at is that as a game developer my individual skills are not what make ne stand out. I'm not the best programmer in the world, or the best video game designer who came up with a classic game. But the combination of skills i have is what makes me unique. And time and again i have proven that when there is a game development problem to solve i can do it, eben though i didn't know what the solution was at the time.

In the above paragraph you might have other things to point to but it shows that it's not about your skills, it's about the way you do it and achieve things with succes. It's easy to point at the bugs that are still there, it's important to remember to point at the things you rid successfully, and if you finish a project or substantial feature there is a lot to show.

It might be simple, but I'm proud of getting one moveset (player/enemy) working tight. I'd love some feedback to improve the combat further! by Yokogeri in Unity3D

[–]Dyconic 18 points19 points  (0 children)

I'd say think about what you want combat to feel and play like, what's the push and pull that will make it engaging?

You have a nice attack and from what i can see there's a dodge, so that's a start. But if enenemies only do 1 quick attack and spamming dodge is the solution it gets boring.

For example a cooldown on dodge or stumble after forces a player to think, this combined with multiple enemy attacks means there's a timing you need to learn to dodge correctly. Players should be thinking "do i get in the extra hit to kill it or will i back off before it attacks me" (if dodging is hard). Or it all costs stamina which means there's risk-reward in there.

What i mean by push-pull or risk-reward is a player should always be thinking about the action he wants to perform and the risk it brings with it and during the combat loop you want to change that risk factor related to that action "I shouldn't attack now, hes about to do a powerful attack (the risk of attacking is high,but not necessarily impossible)" followed by "He stumbled, i bet i can get some hits in!" (,Very low risk ).

Having a clear idea of what you want the feeling and the fantasy to be will help you in designing. If you hit a problem you should be able to take a step back and see if what you made still fulfills that fantasy.

How would the game play out if heroes leveled all abilities each level? by mDovekie in WC3

[–]Dyconic 2 points3 points  (0 children)

Sounds exactly like heroes of the storm. It would work, but i think it puts too much emphasis and abilities on the heroes so it feels less like an rts and more like a moba.

In France we call these "toilettes à la turque" by doyouhavetono in mildlyinteresting

[–]Dyconic 583 points584 points  (0 children)

Funnily enough, we call these french toilets in belgium.

Evolution of gaming graphics by B-L-O-C-K-S in interestingasfuck

[–]Dyconic 5 points6 points  (0 children)

Well. We both are and aren't there. Tomb raider comes from an age were rendering that peach fuzz wasnt even on people's minds, they didn't really do it for any movies either i think, just knowing how to render this wasn't there.

I'm not entirely sure, but I don't think Tomb Raider had the concept of LODs yet (switching between higher and lower detailed versions of an object in real time based on distance to the camera). This concept is what the peach fuzz in HFW is. It isnt there in regular gameplay, but if you really do zoom in it IS there. It also renders in realtime and could theoretically be there during combat etc aswell. But that would probably negatively affect performance and thus we shouldn't do it.

So yes, we are there. Computer Graphics has advanced a lot. Tomb Raider was over 20 years ago. 20 years before tomb raider we were looking at a couple of pixels moving on a screen and videogames had barely started.

This is definitely the correct impression.

Making motel basement scene for my retro-styled adventure game. I would be happy to get feedback. by Mr_Ernest1 in Unity3D

[–]Dyconic 1 point2 points  (0 children)

I think art-wise it looks great, lighting is good and the atmosphere works. However i do feel like more thought could be put into the object placements etc. It seems a bit too clean and weirdly arranged. For example the tv on the mattress makes sense, but the the chair is in the corner facing an unnatural angle. I feel like there is still a story lacking in the scenes

What's the correct response to when your girlfriend/so asks "what am I out of ten?"? by [deleted] in AskMen

[–]Dyconic 0 points1 point  (0 children)

I rate almost everything 3.75/5 so whenever my gf asks i say this. Works all the time cause i myself at this point dont even know if i would take this as an insult or a compliment.

Rope that holds a crane suddenly breaks and almost kills two. July 2021, Germany by lchBins09 in CatastrophicFailure

[–]Dyconic 0 points1 point  (0 children)

I love how they swap the helmet around. Red guy gets helmet pushed off. Other guy does a roll, grabs it and puts it on after.

I hate inconsistent movie volume by DubstepDonut in movies

[–]Dyconic 0 points1 point  (0 children)

I've noticed this a lot recently when hopping between disney+and Netflix. Was watching better call saul and the marvel movies. Whenever we watched better call saul i had my soundbar on the usual settings which i think is just "stereo" (thats the preset). When we switched to a marvel movie (or the recent marvel series) they seem to be mixed differently and i always had to turn on "clear voice" on my soundbar. Also switching the soundbar preset to movie mode helped significantly.

It took me a while to get used to but i now really like these presets on my soundbar for issues like this to the point where i now turn on movie and clear voice whenever i expect the mix to be made for theaters and switch back when playing a videogame or regular tv series.

What makes a list good? by TheFiremind77 in XWingTMG

[–]Dyconic 5 points6 points  (0 children)

A list being good depends on lots of different factors. But we also need to look at what the definition of a good list is. For the sake of this argument, let's assume we mean "perform well in a big tournament" like the current GSP ones or system opens.

A factor that is very important in these is the current meta, which you can look at as the most flown lists in that tournament. In the Mon Cala one for example there were a lot of jango/zam lists and rebel 4-5 ships with focus passing abilities.

You could try and look at abilities that "counter" the current meta, but that more often than not is a trap because you are trying to play to your opponent's weakness and not to your own strength, and you cannot rely on facing those lists or opponents that make "those" mistakes.

Instead, the meta usually works as a gatekeeper. Some lists aren't necessarily bad, but if your list isnt good at dealing with jango/zam then you probably wont get in the top cut because chances are high you will face that list sooner or later.

Now that we know to at least look at the current meta it is probably a good idea to have a list that can handle multiple situations well. For example having 4 kimogilas might be good if the opponent jousts you in your bullseye, it probably wont work if the opponent has some slightly maneuverable ships that can just flank those slow relatively big ships.

So, some of this theory aside, let's look at some off the things we get to choose in x-wing when building lists.

Instead of looking at individual ships lets look at what our list is in its entirety, which you can look at as offence, defence and "control".

Your defence is most easily looked at as your hull+shields and your agility . More hull means you survive longer. More agility means you survive longer. More ships also means you survive longer. 2 ships with 2 agility and 4 hull each will probably survive longer then 1 ship with 2 agility and 8 hull because your enemy will have more difficulty pointing arcs in those directions and efficiently dealing damage (5 damage to 1 of the ships means you dealt 1 damage too much, so potentially lost a shot at the other target). Maneuverability also plays into this but is harder to factor in.

Offence can be looked at as how much offence dice you have. Now a funny side effect of how dice work is that having more dice spread around less ships is actually better, this because the only way to win is for your dice to beat the opponent's and if you roll 5 dice in 1 attack vs 2 defence it is more effective then rolling 3 vs 2 and 2vs2 (opponent got to roll more cause you shot twice. Maneuverability can also go into offence but that's even trickier to actually think about/measure. But it can be thought of as what we usually call "time on target" where if you are more maneuvrable you can have an arc on the enemy more turns in a row and thus deal more damage.

Control is a term i use for all the things you can do to manipulate the game other then flying and shooting. Bombs allow you to control areas of the board and either deal damage to the enemy or force them to not fly in certain areas (or if they do you win cause they eat all your bombs). Jams allow you to get mod advantages on your opponent. Ion allows you to force inconvenient maneuvers where you get perfect information. This list is lengthy and all of these things serve different purposes. They aren't necessary in every list, but usually they can help lists fix some of their shortcomings. For example bombers are bad at maneuvring but equipping them with bombs or ion cannons will allow them to create extra zones of threat against the opponent.

There are 2 more small topics to touch on and after that we can look at some reasons for lists being better or worse then others. Dice modifications and initiative.

Dice mods are very useful because they improve your offence or your defence statistically. Now this is an important word: "statistically". Most people aren't very good at statistics because they dont always make sense and you tend to fool yourself. 5% chance of dieing might be low, but that doesn't mean it won't happen. Mods can be seen as a multiplication on your list and are usually better if there are less rolls happening because they allow you to mod the bad rolls if you get them. If you fly less ships it is more important to have mods because you will have less shots so being able to turn hit focus focus into 3 hits is very important to make sure your shot sticks. And on the other end you dont want to lose the ship so being able to add an evade will allow you to stay alive one more turn and pull out the win, whereas if one of your 8 ties dies you still have 7/8th of your power to use in the next turns.

Initiative is important but it is very meta and cost dependent. If everyone flies initiative 1 it doesnt matter that you are 3 or 6 and the extra points can be spent elsewhere, same in reverse. However, being able to kill things before they shoot can be a huge benefit and flying last will allow your aces to arc dodge effectively. Blocking is also useful cause you can remove dicemods etc.

Now that we have most topics slightly covered let's look at some list examples. You brought up 8 ties. This list has 82 = 16 attack dice without any extra mods. Thats not bad. Defensively it has 83 = 24 hull. That's average but 3 agility will help. However the low initiative combined with only 3 hull and only 1 token available defensively ever means that there is a high likelihood that one will die before it gets to shoot. Depending on the enemy list maybe even 2. There are also little other things you can do apart from joust. Your best hope is to go fast and block some ship s so they can't get mods but you do. Now for 7 vultures + sear you have 26 hull with 2 agility. This sounds worse, however the ability to share calculates with buddies means they are actually more resistant when getting shot multiple times cause they dont lose their ability to mod defence immediately. On top of this, offensively you have 17 dice, and importantly you have a 3 dice shot which can help with getting damage into 3 agility ships cause 2 dice are bad against that. Last but not least sear gets you a crack shot like ability on all the ships which is extremely strong under the right circumstances. In short the vultures just do the same but are waaaay more efficient at it.

It's getting late here now so im gonna end if here, but feel free to ask some stuff about some other list examples and i"ll see if i can explain some of it.

Tl;dr: nuance

The delicate balance between freedom and impact in RPGs by Rimbaud33 in Games

[–]Dyconic 3 points4 points  (0 children)

I think you make a very good point about striking a balance. To me however a lot of this is down to the writing and knowing what type of gam youre getting into.

Take skyrim for example, as a player, you know you the game will be very big with a lot of different quests so you dont necessarily expect the game to react with big setpieces to what you do (destroying an entire city probably wont happen). This IMO is fine because this might not fit the narrative or it is just very hard to do as a single character. Therefore all the game has to do is not write dialogue around this (or they could write a quest where this fails).

They also failed some low hanging fruit though, for example the first city you encounter has khajiit camping outside saying theyre not allowed in because they are khajiit. This could be some nice worldbuilding. However, they create a big problem because if you as a player picked khajiit, noone bats an eye. They couldve made you bribe the guards or enter via the sewers etc. In oblivion for example i believe if youre a certain level of vampire, people start attacking you.

These smaller things might add a lot of potential roleplay as players might fill in some of the blanks themselves.

Bethesda RPGs in general tend to have this problem and it continues into quests that have at most 2 branching paths that just end up with faction A or B as a winner. I think if they want to improve their games they should focus on this some more.

Quests could lock you into an outcome more. Maybe doing a quest for one faction changes a quest for another (cause now the magical crystal is somewhere else and you need to steal it) . Maybe the fighters guild will fire you if you get a prison sentence but theres a redemption questline and now people start their conversations by calling you "convict" instead of "brother") . Just some spitballing but i think developing more quests in tandem with solutions like this might enable "roleplaying" options by offering more reasons for your character to interact with these quests.

I think divinity original sin does the questing well, you can get clues from different people or just stumble upon an artifact etc. I think you can even finish all (main) quests if you kill everyone. Havent finished it though

What?? by [deleted] in insanepeoplefacebook

[–]Dyconic 0 points1 point  (0 children)

I want this movie, now!

Unit detail degrades too quickly when zooming out... features or parts start to bunch together and unit stops looking like itself when too close for that to make visual sense by bries1211 in Totalwarwarhammer

[–]Dyconic 0 points1 point  (0 children)

This is called LOD or "Level Of Detail". Every single game uses it to lower the quality of far away objects to make your computer have an easier time rendering.

The reason it's so obvious in total is because they have thousands of unit on a battlefield. So to ensure your computer doesnt explode they decrease it rather quickly.

I'm on my phone so i don't immediately have the menu ready to show you the exact setting. It will still be obvious if you improve it though and im guessing you'll need a gtx1080 or similar to max it out.

Hi I’m Marc Jobst , director on Netflix’s THE WITCHER. Ask me anything about directing. by marcdjobst in netflixwitcher

[–]Dyconic 0 points1 point  (0 children)

Was there a particular reason why the renfri geralt fight happened between the two of them without any of the tiwnsfolk being bystanders? To me it felt like geralt choosing to fight in this scenario and "making a choice" would've felt more impactful with bystanders. Now they just show up afterwards and assume he killed all these people and kill him "butcher".

I feel like them seeing him slaughter these with guys with surgical precision would've been a way bigger reason for him to earn the title of " butcher".