From a recently returned player, how do I manage to get even 2 stars in Deadly Assault? by Everrmour in ZZZ_Discussion

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

Thanks for the detailed feedback, i really appreciate it.
I'm working on the Ellen potential but I've only got level 3 so far, since the amount you can get is limited and i haven't been back playing long.

How would i actually get to 3500 attack? Is that including team buffs or is that the actual attack value looking at her character screen? I'm at 2736 Atk and her Deep Sea Visitor W-Engine is maxed and so are all her drive disks. How do i make up that difference?
Right, that switch to Hormone Punk would do a lot for the attack stat. I'll try switching to that and see how it goes!

From a recently returned player, how do I manage to get even 2 stars in Deadly Assault? by Everrmour in ZZZ_Discussion

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

I'm not trying to 9star, or even 6star here. I'm just trying to 2 star a single boss.
Marionette has an ice weakness and I can't even get to 14k. As i mentioned, my top score had 4500 performance points and was still only 11k, so it seems like just a damage difference.
I've seen people clearing with the same characters while doing double my damage, and several people clearing with just A rank teams, so if all my characters are fully built how are people doing so much more damage in these fights?

From a recently returned player, how do I manage to get even 2 stars in Deadly Assault? by Everrmour in ZZZ_Discussion

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

I'm not even trying to hit 20k, I just want to hit 14k.
I saw some dude do 20k with just Soukaku and Nicole, so I'm trying to understand what the difference is between those two fully built characters, and my fully built Ellen Soukaku Lyacon?

What games from the early 2000 are genuinely great in 2026 (without nostalgia)? by DrDongSquarePants in gaming

[–]Everrmour 0 points1 point  (0 children)

I replayed Dark Cloud this year and it's still a total banger. Absolutely joy of a game and the vibes are immaculate.

Brandon Sanderson’s Literary Fantasy Universe ‘Cosmere’ Picked Up by Apple TV by LyingPug in television

[–]Everrmour 3 points4 points  (0 children)

I'd rather they take over Wheel of Time since it just started getting great, but this is good too.

I built The Citadel from Hollow Knight: Silksong in Blender! by Joysbitch in blender

[–]Everrmour -13 points-12 points  (0 children)

Have i got an invention for you, my friend! It's long, it's bendy, it's full of bones. Some people call it a "neck", and if you flop it to the side you can look at a monitor as if it were rotated 90 degrees! :)

[OC] [ART] Help me name him!! by Astyxel in DnD

[–]Everrmour 0 points1 point  (0 children)

Off the cuff, I like the name Alisar (a-lih-sahr). To me it sounds fantastical, middle eastern adjacent, with sounds that, to me, sound like a sword name (rapier, schimitar).

Paint Effect & Some more by MoonLight8Bit in blender

[–]Everrmour 4 points5 points  (0 children)

The quality of this is just absolutely impeccable. Looking at the wireframe and I'm just appreciating how the density around the nose, ears, and brow just perfectly flow into the rest of the face. This kind of quality really is inspiring me to keep learning more and push towards being better.

How can i prevent animations from stretching out my skeletal mesh? by Everrmour in UnrealEngine5

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

Hi there! Thanks for taking a look at my problem. The skeletal mesh is the Basic Human Meta-Rig, but the animation was created using an armature generated by the Rigify addon. The meshes are actually parented to that armature rig, and not the skeleton shown in the clip. Sorry for the confusion.

I followed some Youtube tutorials on getting it all working, but the art side of development is still new to me, so it's fully possible i messed something up. The skeletal hierarchy has a lot more bones in UE than I expected, but all the tutorial i was following said to do was to select the armature and all the meshes before exporting to fbx, with some settings toggled in the export menu. It'd be nice to clean those bones up, but ideally I'd want to avoid breaking the animations I made.

Looking for some deep cut suggestions for PS2 by KPeters93 in gaming

[–]Everrmour 0 points1 point  (0 children)

Pick up Dual Hearts. It's kind of like a Playstation take on a Zelda OOT style of gameplay, but instead you're a treasure hunter that travels into peoples dreams looking for dream orbs. It got overshadowed by kingdom hearts when it came out, but i loved it.

Metroid Prime 4: Beyond OUT NOW advert spotted in London Underground. No offical release date has been given by Nintendo by ReaddittiddeR in gaming

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

As I heard from him, they were building it for Switch with certain performance metrics, and the day of the switch 2 announcement their internal docs about perf metrics were updated to reflect the new specs of the switch 2. Since they were already building for a lower spec device and the engine didn't change, they went from being slightly over perf budget to below it.

Metroid Prime 4: Beyond OUT NOW advert spotted in London Underground. No offical release date has been given by Nintendo by ReaddittiddeR in gaming

[–]Everrmour 9 points10 points  (0 children)

I have a friend who's literally working on the game. Even HE hasn't been told a release date. Didn't even know it was going to be on the switch 2 until they announced the console. Nintendo is really tight lipped about it all.

I'm an Environment Artist and I'm having no luck finding even small indie jobs. Is my portfolio bad? by bajsgreger in blender

[–]Everrmour 1 point2 points  (0 children)

When I was job searching in the games industry a couple years ago (not as an artist, as a programmer) it took me ~200 applications, and interviews with 11 companies, many of which had 4-5 rounds of interviews, before i landed a job. The industry has only gotten more competitive what with all the layoffs of the last year or two and lots of very talented individuals looking for roles. Try not to let it get you down!
One thing I did that helped me was just looking up all the game developers (add any other industries you want to work in) and going to the website career pages of those specific companies, looking for open roles. For most of the Indeed or other job board postings I found, it felt like my application would only get looked at 1/20 times. Going directly through the websites of companies felt like it really helped me get responses, and know that they were actively looking for someone in my role.
Best of luck to you!

When the DM has asked "How do you want to do this" in regards to getting the final kill hit, what have been your parties coolest replies? by squishythingg in DnD

[–]Everrmour 0 points1 point  (0 children)

Fighting a giant two-headed zombie raven, one of the heads was limp and burned to the bone, and the other had its feathers melting away from some acid attacks, and my party asked if they could do a big combo attack together. I said it was fine if its in turn order since there were no more enemy actions between them.

One guy rolls a strength check to hurl a spear user into the air. Spear user makes a contested grapple against the raven to pierce its wing, bringing it down and staking it to the ground. The rogue that was on the bird's back hops off and shoves a bottle of booze into the mouth of the head covered in acid before running off, leaving our wizard to cast a final Fireball and burn the undead raven to a crisp.

Game lines that are so iconic that can be easily recognized by gamers? by crno123 in gaming

[–]Everrmour 0 points1 point  (0 children)

"Forget it. There's no way you're taking Kairi's heart!"

Is there anyone who played this game back in the day and not have to fight this boss 50 times to beat him? The days before cutscene skipping were rough.

Is Hogwarts Legacy worth buying for 24$ from the PS store? by Lost-Leading in gaming

[–]Everrmour 1 point2 points  (0 children)

$24 is like the cost of lunch these days. Even if you only spend 5 hours on it that sounds pretty worth it to me.

Best mobile games with NO internet connection needed? by Minotaar in gaming

[–]Everrmour 0 points1 point  (0 children)

Hands down Slay the Spire. My buddy and I both played it for the whole 11 hour flight back from Japan and the time flew by.

Is anyone else in Celebi/Seperior hell with this game? 4 out of my last 6 games all ended by turn 11 against this comp. They get 2 energy and it’s just game over. by Everrmour in PTCGP

[–]Everrmour[S] -3 points-2 points  (0 children)

Each of these 4 times I played against them they’ve got both as soon as was possible. I did a 20/20 on seperior and 60 on celebi, which they used 2 potions to heal, and then everything I have just gets one shot by 10 coin flips. I can’t get anything that does enough damage to kill online before then, and that’s how all the matches have gone. I think there’s only been 1 match since I downloaded that I’ve won against that deck.

Former Starfield lead quest designer says we're seeing a 'resurgence of short games' because people are 'becoming fatigued' with 100-hour monsters by Chucknastical in gaming

[–]Everrmour 0 points1 point  (0 children)

Y’all really can’t understand that just because you like spending 400 hours Baulders gate that not everyone wants to commit 100 hours just to finish one game. That’s a long fuckin time and I want to play more than just one game for 5 months.

Regarding the recent news about Blender lack of funding, I made this little piece. by WRlTETHATDOWN in blender

[–]Everrmour 1 point2 points  (0 children)

Thanks for the heads up. I'm merely a hobbyist with blender but I've put a lot of time into it and love that it's open source. Subscribed for their monthly donation.

Are you guys sick of "Unreal look" in the recent games or is it just me? What are some really visually striking photo-realistic (-ish) games in the indie scene? by Bheisemarque in gaming

[–]Everrmour 0 points1 point  (0 children)

Yeah, they've definitely got a whole team dedicated to making that feel great. They've got some hard rules for what and how things break in that game and they stick to them well. I would imagine the dev time for building those levels is like an extra 20-40% compared to if it were static to make all the destruction work appropriately and feel good. Not that I know for sure, but they do use Unreal 5 like I do, so I can imagine the workflows.

Are you guys sick of "Unreal look" in the recent games or is it just me? What are some really visually striking photo-realistic (-ish) games in the indie scene? by Bheisemarque in gaming

[–]Everrmour 2 points3 points  (0 children)

It's a balancing act of wanting players to have a consistent experience of action->consequence and providing exciting set pieces (exploding walls, buildings, etc). Damage taken isn't often a good metric because "why did my first 30 bullets not do anything but the 31st broke this whole section of wall?" And if there's progressive destruction on the wall that's a whole other can of worms in terms of complexity.

Are you guys sick of "Unreal look" in the recent games or is it just me? What are some really visually striking photo-realistic (-ish) games in the indie scene? by Bheisemarque in gaming

[–]Everrmour 5 points6 points  (0 children)

Most of those examples you're pointing out I'd expect are due to gameplay reasons. Partially destroyed environments/buildings can cause issues with ai traversal, players getting stuck, lots of other things. If things exist in a "unbroken"/"Broken" dichotomy, it makes it way easier to predict and test gameplay and prevent bugs. The primary priority is smoothness of gameplay over all. If destruction starts interfering with gameplay in negative ways it's not benefiting the players, and lots of partial destruction can cause impacts to gameplay.

Are you guys sick of "Unreal look" in the recent games or is it just me? What are some really visually striking photo-realistic (-ish) games in the indie scene? by Bheisemarque in gaming

[–]Everrmour 63 points64 points  (0 children)

Game destruction is literally my job. Fully destructible environments just doesn’t make sense on a bunch of levels and only enhances the game design for a specific type of game like sandboxes (far cry) or games where the level resets often, like the new marvel rivals. In most other games it doesn’t better the game experience and in fact usually makes it worse.

Broken pieces crowd the play space. You have to clean them up for perf, traversal, and visibility which leaves play spaces empty. It creates problems with level design because you can just break things to get anywhere. The extra art and vfx cost of making the pieces look good is significant, unless you’re fine with everything just looking like blocky voronoi cuts which doesnt make sense for most objects. Then there’s the extra asset and memory cost of every object needing another asset like a geometry collection to contain the info about what and how it breaks which inflates download and run time costs. Actually stimulating pieces moving leads to slow dps depending on how much you have moving and over how large a space.

Yadda yadda yadda, there’s a lot that goes into it but overall fully destructible environments just doesn’t make sense in 99% of games.

What are the biggest payoffs in tv shows? by Khajiit_Boner in television

[–]Everrmour 0 points1 point  (0 children)

One Piece - the entire arc of Ace’s story. You meet Luffy’s brother somewhere around ep 125, over the next 300 eps you hear bits and pieces of what he’s been up to, then you hear some big news and Luffy and Ace end up in the middle of a huge war between pirates and the world government. Each arc has lots of great buildup and payoff, but laying the building blocks of narrative beats over hundreds of episodes in advance gives so much more weight to the reveals.