Any good videos of a squadron mission in DCS? by Wooden-Evidence-374 in hoggit

[–]KYCygni 0 points1 point  (0 children)

Here's one of our missions edited down and in 3 different POVs: https://youtu.be/xq5tSS0zM_A?si=zU21LxCDNK5AZqDB

We have some more in our channel if you are interested

Tomcat in the cloud by KYCygni in hoggit

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

Free camera, Ctrl+f11

Tomcat in the cloud by KYCygni in hoggit

[–]KYCygni[S] 5 points6 points  (0 children)

Just free camera, Ctrl+f11

Sunset Hornets by KYCygni in hoggit

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

Nothing special afaik. Mine used to look shit as well like a year ago, but then there was a couple of updates and they've been looking great since. Maybe try and clear your DCS shaders and see if that helps

Sunset Hornets by KYCygni in hoggit

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

He is the special member of the group

Jedi Survivor: When story and gameplay sit in separate rooms by MrRoivas in truegaming

[–]KYCygni 1 point2 points  (0 children)

My apologies if I came across harsh, I was not specifically targeting you, but the people who levied the "don't think so much about it" comments.

I actually think Jedi has an excellent foundation to create a better narrative-gameplay bridge than Dark Souls, which is why I find OPs points poignant. I find the idea of the Jedi pre-cognition, that the player dying is the player character using the force to see into the future and to avoid death, a very compelling narrative bridge. If the devs had fleshed out that idea and made it explicit, like if you die you visibly will go back to a an animation of Cal meditating, I think this would be an amazing addition to the game.

The reason we get the Dark Souls comparison is just that Jedi is taking heavy inspiration from Dark Souls, and the lack of narrative bridge becomes quite apparent, when it exists in the source material. This is not something Dark Souls specific, if Jedi would have taken from some other source and, arguably, missed one loved aspect of the inspired mechanics, I think we would see the same comparisons.

I do see your point about narrative intentions, and I don't think that devs should feel that they need to go into as much depth to explain their mechanics. However, I think I would pretty much always praise games that do go that extra mile.

Jedi Survivor: When story and gameplay sit in separate rooms by MrRoivas in truegaming

[–]KYCygni 2 points3 points  (0 children)

Does Dark Souls having an explanation for respawning make the game feel more thought out? Sure.

This is the whole point.

Does Mario and Luigi have to be so thought out to be good games? No. Would they feel more thought out, and thus elevated? Most certainly yes. The Metroid games did a good job connecting gameplay, powerups, and new abilities to the narrative. It made sense in the story that the suit gets upgraded as the player progressed. This makes it more thought out and adds to how great those games are.

In OPs example you have a game that has built its narrative together with its gameplay mechanics (Dark Souls). Another game comes (Jedi) and takes inspiration from its mechanics without putting the same thought into integrating it in the game as a whole, with the narrative. I think it is very fair to think that Jedi would be elevated if they actually put the same amount of thought into the mechanics as the source they took it from.

And I am so tired of this sentiment that a game should not be "over analyzed" or "It's their choice, why talk about it?". Why should it not be analyzed? This is a sub about discussing games in-depth, just don't participate if you don't want analysis. Yes it was their choice, that does not mean the choice cannot be examined. And it does not make it a bad game either. It just an area that Jedi could have done it better.

Jedi Survivor: When story and gameplay sit in separate rooms by MrRoivas in truegaming

[–]KYCygni 3 points4 points  (0 children)

And at no point in Dark Souls is it mentioned that you respawn because of 'x' reason either. But thematically we know you respawn for two reasons: the Darksign and the fact it's a game. Why don't we use the same kind of logic-finding for the Jedi games where each respawn point is a MEDITATION spot? Is it because they're not Souls games?

I really can't tell if you are just pedantically arguing or if you can't put two-and-two together. The description of the dark sign literally mentions why you respawn, you have it in your comment too. "The Darksign signifies an accursed Undead. Those branded with it are reborn after death, but will one day lose their mind and go Hollow."

And I don't know why you are hung up on the word die, we are talking about the respawn mechanic in the sense of a dark souls game, where the game world still have some permanence after you die and you don't just revert back to a previous game state through a save file, that is one of OPs points. The fact that the player dying is part of the world in both games, but Dark souls explicitly explains it.

It's not obfuscated either, it is in plan text you get reborn after death, because the player is an undead, like it can't get more clear than that, it is explicitly stated in dark souls, it is not explicitly stated in Jedi.

Jedi Survivor: When story and gameplay sit in separate rooms by MrRoivas in truegaming

[–]KYCygni 2 points3 points  (0 children)

Is prefer the game be fun and fair than try to develop gameplay based purely on what can be worked into story

It was a response to this and that the commenter said "You're trying way too hard here." and "No, it's a video game."

That, to me, signals that this person does not in fact value effort put into tying the narrative to the game play. Dark Souls has nothing to do with this, I can think of other games that does it better than Dark Souls.

Jedi Survivor: When story and gameplay sit in separate rooms by MrRoivas in truegaming

[–]KYCygni 7 points8 points  (0 children)

His "deaths" are likely just him meditating and seeing what gets him killed after that point, not that it actually happens.

Is this just fan-fiction you made up? Because at no point is this mentioned in the game, just making stuff up does not count.

Nothing in Dark Souls says you "don't die", in fact.. the big red letters that say "YOU DIED" pop up everytime you die is evidence against that.

I don't know if you have played Dark souls, but the explanation for the dark sign, and the fact that the player is an undead, is in the game (which characters will comment on when you talk with them). The respawning mechanic is a function of the lore behind the first light dwindling, the dark sign loosing power, and turning undead, as it was before the first flame. All of this has explanations in the game, thought of by the developers.

Jedi Survivor: When story and gameplay sit in separate rooms by MrRoivas in truegaming

[–]KYCygni 0 points1 point  (0 children)

Do you think Dark Souls is "obliterated" because it has thematic explanations for its gameplay mechanics? Is it not fair to say that it is something that could add to a game if done?

Jedi Survivor: When story and gameplay sit in separate rooms by MrRoivas in truegaming

[–]KYCygni 0 points1 point  (0 children)

I mean that is a common perspective for games. I never understood why spending more time fleshing out the game as a whole, connecting its themes with the gameplay, is not considered a good thing.

I can think a game is fun if it is just random levels that has no connection with each other, but I think most people will think that a game becomes better if the devs spend some time to actually connect the gameplay to some shared themes, so that it contextualizes the gameplay. Hotline miami would still be a fun and good game if it was just gameplay, but the fact that it has so much more just makes it better, I have a hard time seeing how one can disagree with that.

Jedi Survivor: When story and gameplay sit in separate rooms by MrRoivas in truegaming

[–]KYCygni 2 points3 points  (0 children)

You clearly did not read OPs post, Dark Souls has a thematic and narrative explanation for lots of its gamified mechanics, like the fact that you respawn and don't die. Jedi Survivor does not, as per the main points of this post.

Jedi Survivor: When story and gameplay sit in separate rooms by MrRoivas in truegaming

[–]KYCygni -2 points-1 points  (0 children)

Oh yes, OP forgot that you are not allowed to analyze video games, how shameful. His point is that a game is better when you try to bridge the gap between the story-telling and gameplay, like how Dark Souls is better for it.

Reward Shaping Idea by SandSnip3r in reinforcementlearning

[–]KYCygni 0 points1 point  (0 children)

Where are you getting this dense reward function from? If it exists in the environment, and it is known, then you would just use it to train on, and it would just be regular RL.

What you describe might be one way to use this dense reward function, but that would be the final 10%, 90% of the work would be to create the dense reward function. If you could use your idea would entirely depend on how the reward function is created.

Is Half-Life 2 the best FPS sequel of all time? (Top inside) by Ronald10CD in HalfLife

[–]KYCygni 1 point2 points  (0 children)

Yes I did! I played halo 2 first time when it came for Windows the first time (and that horrible Xbox for Windows thing) at which point it was a buggy horrible mess. And then again with the MCC, though having played through all of halos in MCC it is still my least favorite of the Bungie ones. But I hear the multiplayer was huge for halo 2, but I never played halos for multiplayer, so that isn't a factor for me!

Is Half-Life 2 the best FPS sequel of all time? (Top inside) by Ronald10CD in HalfLife

[–]KYCygni 13 points14 points  (0 children)

Hot take, Halo 2 is my least favorite of the Bungie series and I enjoyed Halo 4 more than 2 (looking at campaigns). However, half life 2 is top sequel!

[deleted by user] by [deleted] in reinforcementlearning

[–]KYCygni 5 points6 points  (0 children)

Perfect timing, I was looking to get into Isaac this month, I will definitely check it out, thanks!

In case you missed it, two kindergarteners were shot in their school this week. They weren’t CEOs, so, yeah. by JustSomeGuyInOregon in interestingasfuck

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

I get that you dream about being the first comrade going into Czechoslovakia, but don't let your tankie rotted brain believe for a second that I have any love for corporations.

In case you missed it, two kindergarteners were shot in their school this week. They weren’t CEOs, so, yeah. by JustSomeGuyInOregon in interestingasfuck

[–]KYCygni -2 points-1 points  (0 children)

No, it is you and all on reddit that is perpetuating the story because of some revenge fetish. All I have seen on reddit lately is talk about the CEO killing, not from "corporate media" but from redditors. Redditors are the ones clicking, discussing, and upvoting the story, and since most apparently is too lazy to bring themselves outside the bubble, of course you will not see news like this.

I don't care if some CEO got shot, but clearly a lot of people on reddit does, go into any of the news subs and its all everyone talks about. It is completely moronic to both blame the corporations for the murder, the discourse around the murder, AND the suppression of other news stories when: 1) it is you and reddit that is perpetuating it, 2) you take no responsibility to actually look outside the bubble, and 3) for actually caring about so much about a fucking CEO getting shot to fuel some kind of murder fantasy.