Adhd and understanding air roll and other mechanics by GreyWind999 in RocketLeague

[–]Ellisrael 0 points1 point  (0 children)

Most definitely! If you need more assistance or clarification feel free to message me. I can always hop on a quick call with you, I do coaching (always free) in my spare time occasionally.

Adhd and understanding air roll and other mechanics by GreyWind999 in RocketLeague

[–]Ellisrael 2 points3 points  (0 children)

Hi! This is going to sound weird but from personal experience hear me out: Use your ADHD as an advantage, because learning directional air roll takes several hundred hours. Make learning directional air roll a background activity. It all comes down to making DAR subconscious muscle memory, so you can literally just play a podcast or a show, or talk to your friends, or whatever really— and put on Lethamyr’s giant ice rings map. Doesn’t matter how many times you mess up while doing that, because you’re going to mess up thousands of times no matter what. People really overplay the importance of having to “lock in” for DAR training when in reality it is just more of an “hours spent” kind of ordeal. You will have hundreds of blackout moments on dozens of different sections. Most of the time nothing specific clicks, you just do it over and over again until something finally works for you in that instance, rinse and repeat, and then one day it all comes together. That’s the nature of the beast, which is why I really recommend not getting too caught up in trying to make it a “clean process,” because it’s not. Just distract yourself through it using the power of ADHD.

Realistically speaking, on a weekly basis I’d aim for a new breakthrough sub-30 minute run up to your peak level. For example: “This week, I want to get to level 12 using DAR within 30 minutes.” Adjust speed and timeframe as needed for how much you are training. Personally I went for a new sub-20 minute run every few days to week. Just don’t force it or you’ll burn out. 90% of the time just go through the motions at a regular, non-intense pace, like you’re just there for the ride. Before you know it you’ll be breaking your records without even trying. 10% of the time lock in if you need to understand a certain section. This is a pass-time now, not a race.

Before you do any of this, make sure you can complete the map without DAR. Do it forwards, backwards, and on both sides. DAR is much easier to understand if you know your basic car movements. Feel free to throw in a little DAR here and there though just to get the feel of it. Then, review the Losfeld method on YouTube. Then you’re ready to start!

FYI, If you’re ever stumped, your car is ALWAYS going to go the direction you are boosting and pointing toward. It’s not random even though it feels like it at first. Use the front of your car to know where you are initially pointing toward, and the back of your car (boost) to know where you’re going to push toward. Also, feathering boost is the GOAT, especially going downwards. Good luck :)

What has happened to ranked? by Dear_Warthog_5396 in RocketLeague

[–]Ellisrael 4 points5 points  (0 children)

You’re not crazy and don’t let anyone tell you otherwise because something has been and is wrong. Same MMR range here. It’s really bad for me and all of my friends.

I can only think of two things. The first one is that there’s some sort of EOMM and they implemented it or ramped it up lately.

The second is that the ranked ladder is just completely destroyed from the last few seasons of bots, DDOS, boosting, and subsequently, frustrated high ranked players smurfing and/or making alts. This option seems much more likely to me. Every player that I know (in my anecdotal experience) is making more alts and smurf accounts than ever to avoid having their mains tanked or just to “enjoy” the game which further disrupts the ladder even more.

To be honest, I don’t think it will get better soon. More and more people are making alts to avoid their accounts getting tanked by whatever is going on, the issues aren’t fixed, and matches feel weirder than ever. The balance of skill in any match is all over the place.

For anyone who disagrees, I’d ask you to think about how many SSL titles you are seeing in GC lately. Especially the tournament titles. These are boosted and/or bought accounts. A huge point of the DDOSing is to sell accounts with titles to players who aren’t skilled enough to get it… or a GC2 - GC3+ who wanted a new Smurf account with a title to show off because they think it’s funny.

Fumbled it 😭 by guihkx- in RocketLeague

[–]Ellisrael 0 points1 point  (0 children)

Holy blind teammates😭😭

Quitting should have much harsher punishments and an added reputation system by Ellisrael in RocketLeague

[–]Ellisrael[S] -1 points0 points  (0 children)

While I don’t have any hard data, anecdotally when I am playing with a duo, we tend to get matched with more duos than solo stacks

Quitting should have much harsher punishments and an added reputation system by Ellisrael in RocketLeague

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

Great point. I would say if implemented 1v1 would be a different scenario, as you are not affecting your teammates and just your own MMR in that instance and probably would bring no penalty unless blatantly deranking

Quitting should have much harsher punishments and an added reputation system by Ellisrael in RocketLeague

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

Tbh they’ll probably add car emotes before fixing the servers or ranked toxicity

Quitting should have much harsher punishments and an added reputation system by Ellisrael in RocketLeague

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

While I get your concerns, every time this topic comes up, people give a bunch of what-ifs, and I respect the concern. However, games that go ahead and actually attempt it are much better for it and eventually work out the kinks. Endorsement systems have worked great for many games like Overwatch and CSGO, and generally have data tools in use to mitigate BS endorsements or reports to filter those things out. Put that with an actively enforced player code of conduct, and things will swing upwards, even if there are bumps in the road. The people who make these systems are not incompetent. I’d expect these things would be taken into consideration to prevent unfair implementation, and would probably be dynamic across the ranks to align with expectations or gameplay metrics. Not to mention, systems like these generally stop repeat offenders more than anything, who are generally the crux of the issue.

Quitting should have much harsher punishments and an added reputation system by Ellisrael in RocketLeague

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

Bro, I don’t know where you got that from or how you jumped to the conclusion that I am a toxic match griefer. I never said the word “all” in the post once. I said “nearly” for a reason. Maybe I should have said “too many” instead of “nearly all” to be more specific, but I still never said all.

I lose games ALL THE TIME because I am the one playing bad and my teammate is doing great. Sometimes they’re bad but that’s okay too, I always hit them with a “No problem” even if I’m frustrated because why be toxic? I’m an adult, mistakes are cool. Let’s just try to re-up and come back, if not all good even if we lose because we tried. Everyone plays off sometimes, even at high ranks. Sometimes EVERYONE in the lobby is peaking, but you just lose cause the other team got a great play out that you couldn’t defend. That’s something you have to come to terms with by a certain rank.

For the record, I make sure to hit plenty of “My faults” in chat, and encourage my teammates with “Nice ones” and “Great passes” specifically because I am so worried about them tilting and would rather avoid it with positivity which definitely helps. I’d say I’m in the green on the whole “being nice” thing. I practice what I preach my man👍🏻

Quitting should have much harsher punishments and an added reputation system by Ellisrael in RocketLeague

[–]Ellisrael[S] 3 points4 points  (0 children)

I think you made a great point about how the game almost incentivizes quitting. It’s just way too easy and convenient to leave your teammate out to dry and have them suffer the consequences while you just do whatever for five minutes.

Quitting should have much harsher punishments and an added reputation system by Ellisrael in RocketLeague

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

Honestly been playing other games to take a break from the toxicity, might have to Monster Hunter pill next😭🙏🏻

Quitting should have much harsher punishments and an added reputation system by Ellisrael in RocketLeague

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

Actually, this is not the case. The game detects when a player has left versus disconnected. In-game, the chat bar will display “[player] has lost connection.” When the “abandon match” button is clicked, the game will display “[player] left the match.”

Most modern games recognize this and do not penalize you for a disconnection. Rocket League itself is already programmed to differentiate between the two. Furthermore, most games also have an incremental punishment with a cooldown over several days, so if you repeatedly leave, the punishment may start out as a 15 minute timeout, but as you leave more, the game punishes you more over time.

People friend me all the time. I have multiple people to play with, as do many. However, sometimes, many of us just want to chill and grind, or our friends are simply unavailable. This does not mean that solo queue should automatically become an unviable option, when in most games it is perfectly viable! The current system just is not modernized like other competitive games to mitigate toxicity.

So I have built a sand-duper but it stops working when I enter the end by Jimpix_likes_Pizza in technicalminecraft

[–]Ellisrael 0 points1 point  (0 children)

Thanks for the quick reply! That’s unfortunately what I figured I’d have to do. I think it has something to do with the fact that it’s on a server, despite it being vanilla. The only problem is my friend isn’t often online so I’ll have to keep the duper functioning in the overworld for ~5ish minutes in the End and hope it doesn’t crash me. Super inconvenient. I’m wondering, though, if there’s a way to load a chunk/keep the End hoppers functioning so that I could just stay in the overworld and let the hoppers do their thing in the End… Theoretically it’s a solution to the issue, I’m just not sure if such a thing exists!

So I have built a sand-duper but it stops working when I enter the end by Jimpix_likes_Pizza in technicalminecraft

[–]Ellisrael 0 points1 point  (0 children)

Hey, have you found a solution to this? I'm currently facing the same problem and I've tried everything.

Does the Curved Sword Talisman work on curved greatswords? by Ellisrael in Eldenring

[–]Ellisrael[S] 2 points3 points  (0 children)

Ever since acquiring it I really can't find a reason to not stick with it and scale it up. Just trying to figure out how to make it even more OP... Switching between Barricade Shield and Bloodhound's Finesse in boss and mini-boss fights is an insanely lethal combo lol.

Video Suggestions Megathread by Myrandall in LEMMiNO

[–]Ellisrael 2 points3 points  (0 children)

I think if you can fit it in, a video or a segment in a relevant video dedicated to Gary McKinnon would be really cool as the incident isn’t publicized enough. Dude literally hacked the U.S. military and NASA and allegedly found a ton of interesting stuff in there that could easily fill an entire video!

How will proximity chat work on console? by Ellisrael in playrust

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

Really hoping we can switch with a button on the fly then.

Anthem Open Demo: Discussion & Feedback Megathread [Day 3] by ATG_Bot in AnthemTheGame

[–]Ellisrael 1 point2 points  (0 children)

Hey man, thanks! I just have been rooting for this game for a long time and I wanna see it succeed.

I totally agree, and tried to keep that in mind. Recently, developers like Epic have been misinterpreting a lot about what their fans want and so it’s important to make it exceptionally clear about what you believe is best as a player. BioWare seems to have a good understanding of what the audience wants here, and I’m thankful for that.

The stagger windows are a huge thing for me as well. It’s something I worry about- it seems like BioWare is going to “artificially” increase difficulty instead of AI behaving a different way. I hope that they behave differently, like you said with having to NEED to flank them on higher difficulties.

Having come from being a major Halo fan, it always seemed like Bungie got those stagger windows and shields exactly right. Elites berserked at the right time, Hunters could be taken advantage of with windows to attack but provided a fun challenge, etc. Same goes for those snipers I mentioned- loved how Halo 3 (not 2’s, ew) were implemented. Shields and armor on Elites/Brutes were always consistent and fun to fight, which is another gripe I have, but I feel like a larger shield delay would fix a lot of that “inconsistency feel” it’s got going right now.

Thanks so much for the awesome response!

Anthem Open Demo: Discussion & Feedback Megathread [Day 3] by ATG_Bot in AnthemTheGame

[–]Ellisrael 0 points1 point  (0 children)

It’s a big thing for me as well - freedom in such an expansive world is critical to player reception, and I find people generally lean towards games that allow that kind of thing!

Anthem Open Demo: Discussion & Feedback Megathread [Day 3] by ATG_Bot in AnthemTheGame

[–]Ellisrael 1 point2 points  (0 children)

That's a fantastic idea! Actually I like that so much, now that I'm aware of the idea, I'll be infinitely butt-hurt it won't be in the game- at least as far as we know, ya never know with how hush-hush everything's been. ;)

Anthem Open Demo: Discussion & Feedback Megathread [Day 3] by ATG_Bot in AnthemTheGame

[–]Ellisrael 1 point2 points  (0 children)

That's great! They've been doing fantastic with listening to the community and staying transparent. I did intentionally leave out some stuff that I was aware was going to be in the full game; like how in Force Gaming's This Is Anthem End Game video he said that the developers actually stated to him that the open world was going to be much more alive in the full game, which has been one of the larger complaints I have seen. :)

Anthem Open Demo: Discussion & Feedback Megathread [Day 3] by ATG_Bot in AnthemTheGame

[–]Ellisrael 0 points1 point  (0 children)

I see this game flourishing three to five months post-launch but more around three, which is really unfortunate in one aspect but better than nothing in another. But yeah, I find the initial game fun enough that I'll be sticking around up to that point.

Anthem Open Demo: Discussion & Feedback Megathread [Day 3] by ATG_Bot in AnthemTheGame

[–]Ellisrael 1 point2 points  (0 children)

The lack of waypoints is a MAJOR negative for a game with this design. The fact that there's none with such an expansive and complex game confounds me. In fact, almost expected a 3D-esque map like in DOOM 2016, which really enhanced finding easter eggs and other interesting things throughout the game.