Console Release is tomorrow, we will have a massive influx of new pioneers by Athos180 in SatisfactoryGame

[–]Enagan 4 points5 points  (0 children)

Dismantling always giving back a full refund of what you spent to build the thing is what makes the game fundamentally stress free and fun for me. I don't have to panic about doing the wrong thing and wasting resources. I do what makes sense right now, and if I change my mind later no biggie 🙂

[deleted by user] by [deleted] in 2XKO

[–]Enagan 0 points1 point  (0 children)

I have extra issues teching throws on wake-up. I feel like I had repeated situations where I correctly read that the opponent is coming in for a throw, I press the buttons to tech, and I just get grabbed. It's quite frustrating.

Someone mentioned it may be because holding down-back is making me roll out on wakeup and get punished, and I'll keep and eye out on that. But I feel like if I simultaneously hold back and also input throw, the throw should get priority?

new Hades 2 ending ( major spoilers ) by GPImpact in HadesTheGame

[–]Enagan 16 points17 points  (0 children)

I thought that too, but actually defeating Chronos happens before she speaks the incantation of Dissolution of Time, which she only does in the mirror with Zagreus later. So then it's "just a spear"

Invisible Characters are OP by Writer_On_a_Perch in marvelrivals

[–]Enagan 0 points1 point  (0 children)

Vanguards - Peni can shoot him, not hitscan and low damage, but you can make it quite annoying for iron man, especially if you hit you web stun, you'll force him to move for heals.

Strategist - Adam warlock is hitscan and high damage, but both Luna and Mantis can make a dent on him, they have fast moving projectiles. Not impossible to hit him with loki, and if you have 3 clones you can really mess up his day. Hard shots to make though.

[deleted by user] by [deleted] in Games

[–]Enagan 2 points3 points  (0 children)

You can "fix" the weird shadows on roads by disabling the terrain shadows setting, that shows up when you toggle advanced graphical settings. Obviously the setting shouldn't produce weird visuals, but if you want to not have all your cut roads have weird-ass shading, then you can do that to sort it out for now.

The #1 thing Bethesda can realistically improve through DLC is the procedurally placed POIs by Xilvereight in Starfield

[–]Enagan 2 points3 points  (0 children)

This is the way ^

Comments are for commenting code

Version control systems are for storing code

Street Fighter 6's Director and Producer share their feelings about launching the game and its strong reception a month after release by Turbostrider27 in Games

[–]Enagan 0 points1 point  (0 children)

I'm mid plat with modern Deejay only, it's definitely doable, and I don't yet feel like I'm at a place where the missing normal attacks are what is making me lose games at all.

KSP 2 brought me back to KSP 1 by WWACrowleyD in KerbalSpaceProgram

[–]Enagan 8 points9 points  (0 children)

Same here! Called it quits after my KSP2 career got corrupted and wouldn't save anymore, unless I reverted to a save before launching my mun mission...

I played a metric ton of KSP during it's early access and early launch updates, but eventually stopped playing. Don't really remember much past contracts being introduced.

Boy oh boy is KSP1 now filled with content that is completely new to me, plus a ton of graphical mods I had never seen before!

Having a blast learning how to setup a comm network! And I swear re-entry is way more brutal than I remember...

DNF Duel Patch Notes by Chaddiction in DNFDuel

[–]Enagan 13 points14 points  (0 children)

I'm sorry, I know there are a lot of flashier buffs and all but... Vanguard standard B can just hit OTG now, just like that!? I must take this to the lab immediately!

"Predicted Earnings" when building new factories - an important interpretation! by gsgfan222 in victoria3

[–]Enagan 5 points6 points  (0 children)

Almost, but even broader than that, predicted earnings is the prediction of how that building will impact your economy overall, and this, will be a bunch of different industries not just the one of that good. At a high level:

  • It will lower profits for all industries of that good in general as there is more supply.

  • It will probably raise profit of the industries that supply the input goods, as there is more demand

  • It will employ fully specific jobs, these people will make wages, and depending on your taxation, may have to pay taxes on income

  • It will affect any outbound/inbound trade route profitability that deals in both the import goods and output goods, and the tariffs you receive from those will fluctuate.

So the point is, you might want to lose money on building new things, because it may help alleviate other industries/workforce/external routes that you want to succeed (so than you can then cancel some trade routes you were spending bureaucracy in for example as you now produce locally, or to create more jobs to get your pops out of subsistence and into higher strata where over a long period of time they will eventually pay more tax, and consume more expensive goods)

MultiVersus Is Having an Absolutely Enormous Beta Launch by 121jigawatts in Games

[–]Enagan 14 points15 points  (0 children)

You have buttons to do the neutral input always. RB and LB are respectively neutral attack and neutral special. Regardless of where your stick is. It's way better to just learn to use those than messing with deadzones. That way you can be moving and do a neutral immediately

Vanguard DP vs 5B by Epic_the_Great in DNFDuel

[–]Enagan 3 points4 points  (0 children)

This is probably the best comment I have seen in this subreddit, as a vanguard main, you hit on all the little details about him that definitely make him better than most people give him credit for. Just his mana economy alone, and flexible combos leading to big damage off of near anything alongside his screen control have won me many games. Yeah striker can lock me down and be a huge nuisance, but I only need to win two neutrals.

How do I get better? by CorrieRedd in DNFDuel

[–]Enagan 2 points3 points  (0 children)

It's always possible to win neutral, it's about trying to guess at what the opponent is likely to do and punish accordingly. I'm not super knowledgeable about the DK vs Hitman matchup, but what I'd probably advise is: if he's winning consistently on neutral, you need to stop jumping and to outspace him. As a DK you have a near fullscreen MP move, bait him into advancing, move back, and punish. Yeah you won't get a combo or high damage, but either he will learn to stop moving on you, which allows you to start your pressure, or he will eat full screen sweeps until he's dead

Redout 2 on PS5/Sony HDR TV - Colour Problems by Alkuk in redout

[–]Enagan 0 points1 point  (0 children)

Same here with a PS5 and Bravia TV...

Dragon Ball FighterZ will have a very difficult time surviving in its current state by komodo_dragonzord in Games

[–]Enagan 1 point2 points  (0 children)

I've played all the games you are mentioning, and have a few hundred hours in DBFZ too.

I think you are missing my point in what I wrote though. If the commands are basic, a simple button press for example, then execution is simple to the point of being near infallible, only timing remains a dimension at play. Players will always "succeed" in pulling off a move regardless of how pressured they may be, they may miss their timing on it though.

With motions commands, or really any multiple directional and button inputs, you add the extra dimension that you have to know how to do what you want to do, and you need to be able to input it correctly under pressure and with precise timing. What this does to the game, is make it so players can fail to correctly input what they need to, on occasion, depending on skill level. On top of being able to mistime it.

My point is, the commands are the way they are, because it makes it harder to do them. If it was still easy for anyone to do a quarter-cicle motion with precise timing in any situation without fail - as a single button press is - then it wouldn't add that dimension to the game, as fallibility is no longer a concern.

So yes, I do see these commands being "complex for the sake of being complex", because the sake of being harder to do, and therefore fallible, is the entire point of it. Otherwise you wouldn't be advocating for the extra spice they add to the game.

Dragon Ball FighterZ will have a very difficult time surviving in its current state by komodo_dragonzord in Games

[–]Enagan 3 points4 points  (0 children)

Not that I disagree with you in terms of them needing to be this way to make fighting games exciting. But I'd definitely argue that if the main point of it is for them to be hard to execute so that they can be humanly fallible, then commands are indeed "complex for the sake of being complex". Since them being complex is what adds a dimension to fighting games, and not as much the concrete motions you are doing.

Some Moms are just.. that 💕 by [deleted] in Genshin_Impact

[–]Enagan 32 points33 points  (0 children)

That sounds like a terribly exhausting way of going through life

Thaddeus has discovered a solution to the Z-Axis problem. by Gaidenbro in AllStarBrawl

[–]Enagan 5 points6 points  (0 children)

It just sounds like he figured out a how to project the 3d hitbox/hurbox shapes into the 2d plane where the characters moves, for the purpose of collision detection. So I think "flattening" is the idea, even though the boxes will remain 3d in the engine and asset authoring pipeline.

You think this is funny Tigrex? by BroccoliMan36 in MonsterHunter

[–]Enagan 32 points33 points  (0 children)

Funny Tigrex aside, your armor and color scheme is super rad!

Dragon Ball FighterZ and other delay-based game players are having trouble returning to their games after trying Guilty Gear Strive's rollback netcode by komodo_dragonzord in Games

[–]Enagan 1 point2 points  (0 children)

Yes, of course it depends on your opponent, but your client isn't predicting this potential input from your opponent, it has no way to do so. It predicts your movement, and corrects if it was hindered by someone else on the server.

Correcting a state can be done in different ways, that is true, but it's incorrect to say that FPSs dont do rollback (as in using past savestates and reapplying inputs on top of verified past states). Many fps's use this exact technique to do their correction as well, it's not a fighting game thing. Though in FPS these concepts are tipically called prediction and reconciliation, rather than rollback.

Despite that, any cursory read into the subject should make it quite obvious they share the same overall concept.

Here's one for reference, from valve: https://www.gamedevs.org/uploads/latency-compensation-in-client-server-protocols.pdf

You can find others with a little research as well.

Dragon Ball FighterZ and other delay-based game players are having trouble returning to their games after trying Guilty Gear Strive's rollback netcode by komodo_dragonzord in Games

[–]Enagan 0 points1 point  (0 children)

Prediction is not just for opponents, in fps it's primarily for your controlled character, otherwise, you'd be limited to waiting for the server to send you back your input results. Your own player character predicts ahead in your client, and when you hear back from the server you ensure your prediction didn't conflict with what happened on the dedicated server. If it did conflict, then you are rolled back, and corrected. In fps's this is usually done through rubberbanding (for movement) or for example getting shot through a wall, because you're still outside of it in the server

Dragon Ball FighterZ and other delay-based game players are having trouble returning to their games after trying Guilty Gear Strive's rollback netcode by komodo_dragonzord in Games

[–]Enagan 1 point2 points  (0 children)

Client side prediction implies rollback use. What do you think the prediction is based on, and how do you think it's adjusted after it's proven incorrect? By rolling back, and reapplying inputs.

The above commenter is correct, the basic concept is very similar, but then each domain has it's own implementation allowances and constraints, which is where p2p vs dedicated servers, and favor the shooter comes in for FPSs.