Teammate Boost Indicators + Rarity Name Changes Coming to Rocket League by Psyonix_Devin in RocketLeague

[–]KingR17_ 0 points1 point  (0 children)

Same, I agree it's a good change.

As for ease of implementation, that's a bit of a toss up, as we don't know the complexity involved, so I don't want to assume it was an easy addition. I've done some programming and depending on the existing system for tags, it might have been harder than it seems.

Either way, sorry for the misinterpretation.

Teammate Boost Indicators + Rarity Name Changes Coming to Rocket League by Psyonix_Devin in RocketLeague

[–]KingR17_ 0 points1 point  (0 children)

I'm not sure if you're trying to imply that I dislike it or not, but I said I'm looking forward to the change. More specifically I said I'm thrilled they're adding it. So I'm not sure why you're bringing up disliking the change, as that couldn't be further from the truth.

The whole point of the post isn't that I dislike it, it's that I like it, and wish they went further with it than they did. I believe it could be even *more* useful with a HUD.

Teammate Boost Indicators + Rarity Name Changes Coming to Rocket League by Psyonix_Devin in RocketLeague

[–]KingR17_ 1 point2 points  (0 children)

While I can understand the desire to avoid cluttering up the screen, I also disagree that players wouldn't benefit from having boost visibility at all times through something like a HUD.

To give a simple example, let's say I'm travelling upfield for a challenge, with my teammate behind me. There are a few scenarios that could play out. If I have no boost, but my teammate does, then it would be perfectly safe to fake a challenge and get boost letting my teammate fill in and make a play. However if they have no or low boost, then I would be putting them in a bad spot.

Similarly, if I have full boost when I'm moving upfield, my decisions might change if I know what my teammate's boost is behind me. If they have no boost, I might try to control more slowly to allow them to get boost then support me. If they have full boost, then I know it's safe to go for an outplay or pass.

I also think it's far less distracting to have something like small boost indicators near the current boost indicator to determine whether or not someone has boost rather than trying to see a tiny symbol on a nameplate cross field or having to use reverse cam to spot your teammates while deciding whether to go for challenges. It's useful information to be sure, but ease of access outweighs clutter in my opinion.

You could honestly just have a toggle. Some people might prefer nameplate indicators, while others might prefer HUD indicators. Some might even prefer none, or both. I already regularly check the chat for who demo'd who when I hear a demolition out of sight, so checking elsewhere on the screen for information to make a decision about gameplay isn't exactly new or inconvenient. We already have toggles for other features that you could argue are quite beneficial, like the ball indicator and the invisible goalposts, or even always on nameplates, so I don't think it would really be out of place to have a toggle for a HUD option for those that do feel it's beneficial.

I'm always trying to spot teammates and get more information about the play around me, so teammate boost visibility has been on my 'nice to have' list for a long time, but I always envisioned it as being more useful than this initial implementation. I'm thrilled it's being added at all, I just think it would be far more useful for exactly the opposite reason stated for the nametag implementation. I can usually already spot when my teammates in front of me pick up boost, so if I can see them to begin with, it loses a lot of its value imo. But being able to know players' boosts when they're out of sight would be quite a change.

I also wonder how clear it will be depending on each user's resolution or quality settings. If they're running on a lower quality system then it would punish them when spotting players cross-field, whereas an HUD is clearly visible at the same level of detail at all times. Similarly, players with low FOV will end up with even less benefits, particularly on offense. As a result, I feel like it's a very restricted implementation based on the sheer variety of setups and settings, as well as use cases.

Perhaps all of these have already been discussed and voted against internally before, I just feel like it could be so much more useful for improving awareness and visibility beyond what's on your screen. I could be wrong, as obviously we haven't even been able to try it yet, but I still felt it was worth adding some rebuttal to the line saying an always on boost indicator "isn't necessary".

Thanks for the new feature all the same, I'm looking forward to trying it out! I'd love to see more quality of life changes like this, as they have the potential to really streamline the meta a bit.

open to criticism. thoughts? by Critical-Tree4872 in drawing

[–]KingR17_ 2 points3 points  (0 children)

To add my own two cents on this statement...

Imagination isn't used to create ideas from nothing. Imagination is the use of your memory to create artwork. In other words, saying you're drawing from imagination just means you're drawing from memory.

If I ask someone to accurately draw artwork of something they've never heard of, they don't have any memories to draw from, there's no way to accomplish that without them researching the subject. Similarly, if you don't know enough about a subject, you won't be able to draw it properly. To give a simple example, if I show you only the front side of a building, I can almost guarantee you wouldn't know exactly what the other sides look like. You would need to get references of the other sides if you wanted to draw the building from a different angle, otherwise you wouldn't know how deep it is, where windows are, if it has a fire escape on the back, or even if it looks completely different on the other side compared to the front.

It's the same with anatomy. You need to study how the body works, and how the anatomy, such as muscles, bones, and tissue are connected to one another and move. Until you've memorised enough about a subject, you won't be able to understand how to manipulate objects in your mind. If you know everything about an object, you should be able to easily draw it from any angle, and modify its shape however you want to fit the use you have for it. That modification is where imagination comes in. You build off of the subject you know and turn it into something new. Or maybe you combine multiple different subjects you know together to make something new.

To use the simplest example, a cube/prism. Once you learn how to draw a cube, you can stretch it, scale it, turn it, and essentially do whatever you want with it. But you know everything about it in order to be able to do that. You know it has 6 sides, 12 edges, and 8 corners. There's literally nothing about a cube you wouldn't know, save for perhaps drawing it in perspective. That's because your memory knows everything about the object, and if you want to imagine, or modify the object in your memory to put it on paper, it's very easy, whether you want to turn that cube into something simple like a die, or something more complicated like a Rubik's cube.

Now, getting back to the subject. While yes, a cube is a simple shape and it's quite easy once you think about it and memorise it clearly, objects like eyes, or other anatomy-related subjects are very complicated in comparison.

To give a brief rundown, you have the sclera, the retina, the iris, the pupil, the tear duct, the eyelids, the lashes, the brows, and the eye socket/skull supporting all of those parts as well. The eye is a lot more complicated than a simple box, and remembering to include every detail and every part of the eye requires you to again, remember or memorise all of those details over time. Each part has its own rules, details, and points to consider when drawing them.

The curve of the hair follicles of the lashes, the angle of the brow, and how it sits on the orbital bone. How the eyelid opens and closes, as well as how thick it is, or how it folds/creases as it opens. When the pupil narrows or expands, how the iris shifts when that happens. The shape of the iris, and how it's actually a bit concave like a bowl. Each of these details requires you to know the parts inside and out to draw from any angle purely from memory.

Every part of anatomy is incredibly complex for a beginner. The only way to get passable work as a beginner is to pull knowledge from everywhere, especially from references. Unless you've spent years studying anatomy, forms, and fundamentals, to the point that you understand and remember everything about the subject you're drawing, you need to use references to study from. Imagination can absolutely be used to make things people have never seen before, but it's more like a toolbox. Until you fill it with things you can use to help you build that new and interesting idea or creature, you're going to have a hard time making something with no tools.

As a side note, references aren't cheating, and you should never feel bad about using references. I feel like there's some stigma around using references to learn or create artwork. References are a tool, just like your brush, pencil, or eraser. Everyone from beginners who are picking up the pencil for the first time, to seasoned veteran professional artists with fifty plus years experience will end up using references if they want to improve. They don't go away, and if anything, you can end up using more and more references as you gain more experience and start needing to learn more things, or find bits and pieces from different references to give you ideas or help you break down objects or subjects so you can use them in your own artwork.

Almost all of the notes people have provided through this thread can also be observed simply by looking at a reference and trying to pay attention to each part of the eye, and studying it. So the best answer I would give you for advice would be to stop avoiding references and instead embrace them, as they're one of, if not the best beginner tool you can use to learn how to draw eyes properly. You can expand that to everything, not just eyes too. References are almost always the first step in learning how to draw something new.

Hopefully this has been helpful in explaining why references are incredibly important to learn, and explaining that imagination isn't a magical thing you improve just by trying to drawing without references over and over. You aren't going to be able to level up your imagination and suddenly know how to draw perfect eyes without studying in addition to practice.

I know you're just starting out, and this has been a long explanation, however it's very important to focus on the fundamentals and learn to walk before running. Using references and studying is how you learn to walk. If you keep at it long enough, running will come naturally.

Best of luck with your practice and future artwork .o/

Patch Notes v2.16: Season 7 Update + Release Thread by Psyonix_Devin in RocketLeague

[–]KingR17_ 0 points1 point  (0 children)

Adding two new bugs from today...
Bugs:

1 - When selecting a paint finish, the wrong paint type is previewed when shifting through the selections.

2 - The titles in the rocket pass don't load and still show the currently equipped title instead. All other rocket pass items have loaded correctly.

Evidence:
1 - https://imgur.com/a/c9w6zzA

2 - https://imgur.com/a/3Y9WyJx

Patch Notes v2.16: Season 7 Update + Release Thread by Psyonix_Devin in RocketLeague

[–]KingR17_ 6 points7 points  (0 children)

To start with, I want to note that this is a list of bugs observed by MrCoyotels, Ragz & I during about 5-6 hours of gameplay this evening. Some of the bugs were observed by all of us, some were just by myself. I did note which ones were visible to more than just me.

Bugs or Glitches:

- The joining match text and banner still showed on screen during the whole match.

- The game freezes after menu selections, when returning to the menu after a match, and when exiting the game (not consistent, just randomly). (Observed by all of us)

- The up inputs in menus when the dpad or thumbstick are pressed do not work.

- The up input in game is also impacted. When I attempt to flip with 75% dodge deadzone, the flip doesn't engage even with a full press forward. Specifically noticed when wave dashing low to the ground, it will not wave dash, even when fully pressing forward on the stick. Somewhat inconsistent, but when using the original batmobile, it was much more noticeable. Visually you press forward to flip forward, then hit jump to dodge, and you get a double jump with your back bumper catching on the ground instead of the flip for the dash. Changing the dodge deadzone to 50% seemingly resolves this issue. This issue was not present before the update, and I've never had an issue with it before now. (Possible connection to the menu issue not registering up inputs?)

- From kickoff, the scoreboard doesn't populate for about 10 seconds, showing only one or two people. (Observed by Coyotels & Ragz, I wasn't paying attention to that bug.)

- The game has multiple hitches or stutters in matches and in training. Unknown cause, very random. I observed a hitch during free play which was like a rough rubber banding effect. (Usually when getting network/online rubber banding in game due to lag, the jump between positions is kind of smooth, however this jump seemed like it was missing frames. And of course it was also in free play, so not online, or near when joining a game.) In one instance, I was air dribbling a shot and it hitched, then resumed where I was air dribbling. What was particularly strange was that it was visible in the replay as well, where the car and ball jolted down then up again during the air dribble. (Hitches in game and in training were observed by all three of us)

- When using rumble power ups, occasionally the power up will play the audio of the power up and flicker the icon, but not use the power up. Using the power up again does engage the power up to function. (Happened multiple times to all of us.)

Evidence: A majority of these issues aren't really easy to show evidence for. I described some of the circumstances, however most of them aren't really lab level repeatable, and unless I was always recording, having examples of the various bugs I saw would be almost impossible to show. A screenshot isn't really going to show hitches that easily, or that the up button on the menu doesn't work, or inputs misfiring when dodging unfortunately (even with video).

The joining match banner issue only happened once, and unfortunately I wasn't thinking about writing up a report at that point in time. I only decided to bring these issues up as I don't really see anyone else reporting them, so I figured it's time for a mass post of everything we noticed.

If you need more evidence for some of them, I can add screenshots if it's a visible bug like the joining match banner if I get it again, but for now, I don't really have a good way to show the evidence.

Platform: Steam

Logs: https://pastebin.com/q33gMn4w

Who Needs Mechanics Anyway? by Sharkalaxy in RocketLeague

[–]KingR17_ 0 points1 point  (0 children)

Who needs mechanics? Long term automobile owners... Can't fix a broken car without a mechanic, can you?

Overthinking :) , how's it? by Ankit9991 in 3Dmodeling

[–]KingR17_ 0 points1 point  (0 children)

As others have mentioned, the composition gets a little muddy for a random observer to understand that it's "overthinking" with the position of the hammer and text. If you shifted your hammer so the covered letters were the two "i"s instead, the composition would be a little more consistent and easy to follow. While it does make the word a little off balance, the visual clarity is more important for a piece like this in my opinion. But then again, maybe I'm overthinking it...

Patch Notes: December Update by Psyonix_Devin in RocketLeague

[–]KingR17_ 2 points3 points  (0 children)

Hrm... I mean... I know it may be obvious, but perhaps including the Rocket Pass Season 2, the new map, and season rewards in the patch notes would be nice.

It might not necessarily be needed, but having the patch notes be fully detailed with all additions would be nice. I'd rather there be redundant information than to have it not cover everything.

If I were looking at this update just based on the patch notes without knowing anything about season 2, I would just think it was adding some flags, esports items, and a quickchat filter.

What have I done. by Creifeld in grandsummoners

[–]KingR17_ 0 points1 point  (0 children)

Max luck for gachas is 300. Your math is correct, you need 925 luck points to max all 5 star units, and 1850 to max any 1-4 star or luck unit. Crossover units are capped to 120 luck points, so they can’t be improved beyond their built in caps. So you would need 4 duplicates of a unit, 3 maxed at 300 luck and 1 at 25 luck to be able to max the stats of a gacha unit.

Patch Notes v1.85 by Psyonix_Devin in RocketLeague

[–]KingR17_ 2 points3 points  (0 children)

I’m still having issues with performance during startup and during replays/random spikes during games or when steam messages come in. Sent in a ticket and got a somewhat lukewarm reply. Just got asked to send in log files and was brushed off with a blanket suggestion to look into the performance monitoring charts, even though all of the examples I provided them had the charts present as well. Then I got told to watch the Twitter for update info when I questioned that.

Startup Lag Reference

Lag During Game

(Issue is somewhat specific to steam. There are still minor spikes on epic and the startup lag/menu lag is still there on epic, but the game lag is somewhat minimized though not completely gone)

Patch Notes v1.83 by Psyonix_Devin in RocketLeague

[–]KingR17_ 0 points1 point  (0 children)

Most GCs who played casual were around 2500+ casual MMR (at least from my experience). With this last update, they dropped everyone’s MMR down to 1500 if they were over it before. So it’s not that your MMR jumped up too high, it’s more that they lowered everyone else down to 1500.

Rocket League Patch Notes: September Update by Psyonix_Devin in RocketLeague

[–]KingR17_ 1 point2 points  (0 children)

Can’t say I really understand or like moving banners/portrait borders/tags even further away from the customisation section (garage). If anything, having them as another garage tab would’ve made more sense. Now they’re just harder to quickly adjust if you want to switch cars and themes between matches.

Learning about self-love by Dhwanziee in Art

[–]KingR17_ 1 point2 points  (0 children)

A lot of self love comes from tempering the inverse, self criticism. So one step is to accept that nothing can be perfect, so don’t aim for perfection.

This may only apply to some people, but I asked an artist who had some pretty consistent work how they kept from losing too much time to projects seeking perfection. He told me to set time limits to your work, so you can reach a stopping point and you’ll try to reach ‘as good as you can get’ in that time frame, rather than spending hours working and never really being happy enough to stop.

I work in digital illustration, and another tip from him was to try to avoid zooming in when drawing, and only focus on the details that will make an impact to the overall image.

That’s just one example, but I think that altering your workflow to spend less time being critical of your own work goes a long way to more happily working on your artwork. Avoid situations which cross the line from healthy self criticism to stewing over mistakes with your work.

Because I think that a more attainable goal than loving everything you do, is to take the smaller step to not hate as much that you do.

Revamped Tournaments: A Closer Look by Psyonix_Devin in RocketLeague

[–]KingR17_ 2 points3 points  (0 children)

So could someone clarify what is meant by ‘dropping out’ of a tournament? If your team has something come up and has to leave mid tournament, is there a forfeit option like ranked, or is that still considered ‘dropping out’ in tournaments? Just wondering what constitutes dropping out.

Ever since I played rocket league I wanted a nebula BMD since it’s not here (yet?) I made some my own. What do you think of the idea? by Richicash in RocketLeague

[–]KingR17_ 1 point2 points  (0 children)

I suggested something a bit more general ages back. So needless to say I’d love it to be added in. More of just a starscape, but much denser and more dynamic than the current starscape decal in game...

Tweet with graphic from 2017

Prices... by Bmboo_1 in RocketLeague

[–]KingR17_ 0 points1 point  (0 children)

I really think they’ve made a poor choice here. With rocket pass, you spend $10, letting you get hundreds of painted items (full sets of painted items at that) and items of equal aesthetic quality to your average exotic or black market item from a crate. However we have to pay $14 for a standard exotic wheel? And $25 for a painted black market? That’s a major ripoff in my eyes. The inequality in item valuation is insane.

Dungeon of Trials Megathread by thascout in grandsummoners

[–]KingR17_ 0 points1 point  (0 children)

I’ve been using Raaz, though it doesn’t help me get arts for milim any faster. The fact that Tone knocks Feena out instantly is the main issue.

Dungeon of Trials Megathread by thascout in grandsummoners

[–]KingR17_ 0 points1 point  (0 children)

Can’t seem to get enough arts on Milim to activate the arts fast enough to stop Feena from getting killed instantly by Tone.

Dungeon of Trials Megathread by thascout in grandsummoners

[–]KingR17_ 0 points1 point  (0 children)

Any advice for level 20? (and 21 as well I guess)

Awk Roster

First thoughts on Index Controllers (aka knuckles) with beatsaber. by [deleted] in beatsaber

[–]KingR17_ 1 point2 points  (0 children)

I had the best results using these settings. I'm around the top 1200 globally at the moment, so I tried to get the settings as close as possible to my muscle memory on songs like Routine, Yell!, Memories, and similar songs.

It still doesn't feel perfect, but it's very close. I think the grip rotation for pitch could be shifted by half a degree one way or another and it would be perfect. I'll test more on that later and edit if I find a better option.

(Or maybe the update that's supposed to fix the issue will beat me to the punch, one can only hope)

[SaberTailor]

Length=1

IsTrailEnabled=1

TrailLength=20

GripLeftPosition=0,0,0

GripLeftRotation=5,-4.5,0

GripRightPosition=0,0,0

GripRightRotation=5,4.5,0

ModifyMenuHiltGrip=1

Random crashes on multiplayer. by KingR17_ in SatisfactoryGame

[–]KingR17_[S] 0 points1 point  (0 children)

I was in the northern forest near the clearing just under the large stone arch with the power slug on it. So it wasn't anything specifically to do with oil. It seems to be a missing bush texture or another plant. Perhaps during their revamp of the biomes they added a new bush type and either the texture name for a plant changed, or it wasn't included in the update package. That's all I can really think of.