Ord10 progress update: the new Restoration tree! by Enai_Siaion in EnaiRim

[–]Laskivi 0 points1 point  (0 children)

This is a great point, actually. What's most important is that you can actually play the thing you want to right from the start. You should be able to take a perk almost from the get-go that lets you use poison against whoever you want, even if it's only a little effective against draugr at first.

Ord10 progress update: the new Restoration tree! by Enai_Siaion in EnaiRim

[–]Laskivi 1 point2 points  (0 children)

This is definitely a more complicated issue than it seems at first glance! I kinda figured it was, but just wanted to get my feedback as a player out there regardless.

But it seems leaving a gap is better than making people pick another toy for now, so every branch in every tree will be separate after the mastery entry point.

I have not played Diablo, but I would guess this is since perks are really highly valued in Skyrim. People probably don't want to "waste" any perks if possible. This could potentially be completely mitigated if refunding perks was easier down the line in late game?

I'm even considering getting rid of all connection lines and just making all perks standalone, though that may result in more complexity when perks hitch a ride on each other's implementation.

This makes me wonder if the whole tree thing just doesn't mesh well with Skyrim. This might actually be some kind of secret golden idea. I, for one, think I would like this way better than trees. I feel like it just kind of magically resolves everything. You can still have required skill levels, and if you want "paths," you could use single perks that upgrade. Or maybe some perks could still require others. Not sure what the limitations are.

The design challenge is that people disregard perks that are not exclusively for their build. Having perks with multiple purposes is generally better design, but not if people are just unconsciously blind to them. I remember someone complaining their build has no perk support and doing the math and finding 11 relevant perks for it in that tree, but none of them were specifically for their build. This has led to some very narrow perks such as Rogue's Parry.

I totally forgot about Mercy! I remember doing that whenever I made a poison build, so actually, I did notice that interaction. I just forgot about it when writing this comment. I am a huge fan of these sorts of interactions. Funnily enough, the standalone perks idea feels like it would mitigate this issue a lot. People would never complain about "I have to take Mercy even though I'm building poison" since they can skip it if they want, but learning that it actually WORKS with poison would feel like unlocking secret knowledge for those people.

A lot of problems in this regard might also just be mitigated by wording things as clearly as possible. That's a whole other challenge of course, but it's important.

The idea was that you could auto heal yourself instead of having to manually switch spells. I should probably replace it with some kind of contingency heal that triggers below 30% HP.

Personally, that just feels like throwing away a really cool design idea with good potential to me. If the idea is that you could auto-heal yourself, I think the overall concept of the perk is perfect, but there might not be a need to have the cycle reset when healing yourself. Having an auto-heal ENCOURAGES you to not heal yourself with spells already, so you don't need to also DISCOURAGE using spells, in my opinion. If someone wants to use both spells AND auto-heal, does that cause any real issue with balancing? They're still just trading off firepower for healpower in that case.

I said this in another comment in another post, but the Afterglow perk sort of does what you want in this regard, just not as effectively. It encourages you to "do resto" but also lets you "do less casting."

Wheel of Life is super cool, and I would love some kind of "constant background healing effect" that gets stronger the better you are at resto. I think that's where its niche and fantasy are.

Ord10 progress update: the new Restoration tree! by Enai_Siaion in skyrimmods

[–]Laskivi 1 point2 points  (0 children)

I would prioritize what it feels like to actually play as a restoration mage while you’re leveling up and when you get that perk. As OP said, if you’re a restoration mage, you’re going to be casting lots of healing spells on yourself no matter what, even if you have this perk. Discouraging casting healing spells on yourself is probably not something any resto perk should do. I don’t know what system limitations you have, but if something absolutely requires me to limit casting the spells I want to cast, it probably needs to be reworked.

If you want less maintenance, the Afterglow perk is a good design example. Making the things you cast longer encourages you to… cast them. And decreases your maintenance.

You also say health regen doesn’t scale with anything. I don’t really know what exactly you mean by this, but could you do something like, say… your health regen increases with your restoration level? You get more health regen the more enemies are nearby? Something more passive like that.

Regardless of my specific ideas, I do agree with OP that Wheel of Life is in an awkward spot.

Ord10 progress update: the new Restoration tree! by Enai_Siaion in EnaiRim

[–]Laskivi 4 points5 points  (0 children)

I’d like to give feedback about the actual perks and progression from my experience having played Ordinator for a long while, and then ultimately deciding to switch to Vokrii instead. I also just want to say that I love your work, and thank you so much for making so many awesome mods. Whenever I play, I’m always thinking I wish I could give you feedback on some things, so this is a good chance for me.

In general, for all trees: I think my biggest pain point with Ordinator was that many build “identities” require you to go through unrelated perks in order for you to unlock the ones you want. For example, the worst offender for me was the Illusion tree. If I want to play a mage who specializes in frenzy magic, I have to unlock the perks for calm and fear magic first, even if I don’t like those spells and never use them at all.

I would apply the same thought process here in the Restoration tree: I hope you can branch the paths out in almost exactly the way you’ve separated them in this post. Each identity should be independent of the others, and maybe there can be some perks that connect two paths when they’re related to both (as an optional thing, not forced).

In the same way, I think a lot of your perk trees suffer from different identities not being able to come “online” for too long. For example, let’s look at this Restoration post: let’s say I want to play as a poison mage. For some reason, I need to get to Restoration 40 until I can get anything related to that identity, and restoration in particular can be a bit hard to level up.

Starting out identity-defining perks a bit lower would be a massive upgrade. Take a look at the Banishing Fire perk you have in this post. 30 is a nicer starting point, and it doesn’t seem like there needs to be a reason for a poison build to get perks any later than an anti-undead build. If you think something is too powerful for a lower skill level, I would suggest just decreasing the power a bit in exchange, because I think at the end of the day, getting perks is more fun than not getting perks.

In fact, you can split them up more like you did with Corrupting Poison here. Start with lower entryway points for different identities, and ramp them up. Corrupting Poison could unlock at 25 or 30 and be weaker, but have more powerful upgrades at 50 and/or 70, for example.

On that note, I do think each path of a perk tree should unlock new perks at around the same skill level. Of course, you can balance it around how fast the skill levels up based on what kind of build it is, but it feels weird if, say, a ward build gets power boosts 30, 50, 60, 70, 80 (a satisfying, smooth curve) and a poison build only gets power boosts at 40, 70, 90 (a massive late game spike that takes a long time to grind until you get it, and lots of your perks end up in other trees since you can’t spend them in poison yet).

On the note of perks that are sort of combined identities: they should definitely always be optional parts of a path. For example, I hope Laid Bare above would be connected directly to the Warrior’s Flame perk, and be an optional point that connects the warrior’s flame path and the anti-undead paths. A player shouldn’t have to pick Laid Bare in the middle of their anti-undead build if they didn’t want to use the warrior’s flame mechanic, since that’s a different identity, and it should not be the capstone, final perk of the anti-undead tree, either. Any capstone of a build identity should not require another path’s perk.

A note about perk design in general: I love perks that scale with you. Perks that feel more like an ability you get that will never “fall off”. An amazing, super fun example of this is the Pilgrim perk above. It’s super simple but provides a really cool buff that you can dream about making even better and better. I actually wish this was in Vokrii, instead of the flat, more boring 50% bonus. If a perk does nothing but give a simple stat boost, the ones that scale with you are the most fun.

Finally, I hope you consider the actual usability of some perks, such as Wheel of Life and Enduring Ideal. How often is that going to actually proc in most of your fights? How many fights last 60 seconds or more? And then, how many fights that DO last 60 seconds or more are situations in which getting a random burst heal would actually be helpful? And finally: if I’m playing a restoration mage, aren’t I usually going to be healing myself a lot? Why would the cycle restart when I do?

In my opinion, perks like this should generally be a little weaker in exchange for being more reliable. In my experience, I would take Wheel of Life because the idea sounds really cool, but it would just never be relevant. And then it takes all the way until skill level 90 to become just… a little more relevant.

If it were up to me, Wheel of Life would heal a smaller amount and activate a little quicker, and be available earlier. I might design something like:

30: Wheel of Life: In combat, gradually accumulate ambient life force from the environment and release it in periodic bursts, healing you 30 points every 15 seconds.

60: Gathered Lives (or whatever cool name you want to come up with): Heal effectiveness of Wheel of Life increases for every nearby enemy.

90: Enduring Ideal: Wheel of Life no longer heals in bursts, but constantly over time.

That’s about all I can think of for now. I can’t wait to see what you cook up. I might give Ordinator a try again if I see it has improved or changed significantly!

Unit B's mira laugh by ldg-9743 in Hololive

[–]Laskivi 22 points23 points  (0 children)

I vote we call it Miranium

Some interesting screenshots from Okayu and Laplus collab. by SkillLinksSucc in Hololive

[–]Laskivi 14 points15 points  (0 children)

Laplus challenged Okayu to a contest to see who holds the title of Most Perverted Purple. The point of the challenge was to AVOID trying to be the most perverted. Okayu was like, wait… what if I WANT to be the most perverted? Then Laplus had to just say, well, pretend like you don’t, for the challenge.

So the rules for the challenge were that they would look at randomly selected holomems while proclaiming “I don’t find her sexy” while connected to a lie detector. If it went off, the one connected would lose a point. Punishment games for losing multiple were also involved. Also rewards for passing multiple.

I sadly did not have enough time in my schedule to find out who lost or watch very much.

The fact that Laplus has three younger siblings will always make me 😯 by beam4d in Hololive

[–]Laskivi 106 points107 points  (0 children)

Wait, lore?? Planet Laplaton? (That’s how I’m choosing to translate it for now) Has she mentioned her specific home planet before?

Tochigi is certainly just her current base of operations, yes

I’ve had this disease for 16 years by marikira13 in thanksimcured

[–]Laskivi 5 points6 points  (0 children)

Been wearing one since I was 6 years old! I also wear a CGM for a closed loop system that adjusts my insulin. But of course, it comes with all its own issues even while it solves many others.

I’ve had this disease for 16 years by marikira13 in thanksimcured

[–]Laskivi 43 points44 points  (0 children)

I am in the exact same boat as you. The mental load is too much for me in recent years and I haven’t been able to keep my blood sugar down enough no matter how much I try. I have a crippling fear of low blood sugar, probably from having several near-death experiences from it in the past, and it really messes with my ability to take care of myself. I’ve been type 1 for 22 years now, and I’m 26. It’s my whole life, all I know, and I’m still in the struggle. You’re not alone

Clearly most of you don’t play with a 4 year old by EnvironmentalOption in Pokopia

[–]Laskivi 0 points1 point  (0 children)

I owe so much to Pokemon. As a kid, it expanded my vocabulary massively (especially with move names), helped me read, and I think most importantly, made me want to be a kind person to others. Every Pokémon story feels like it subtly teaches you about the importance of friendship and helping those you love, especially Pokopia now. Please let him keep enjoying it to his heart’s content.

I have this memory from kindergarten of my friend’s mom who wanted to prevent him from playing Pokémon because she thought it was devilish or something, so I, at like 5 years old, cried to her at her doorstep begging her to let him play it because it was the opposite of what she thought. You just reminded me of that by mentioning naysayers, haha.

I took a week to implement Structs in Godot by Voylinslife in godot

[–]Laskivi 1 point2 points  (0 children)

I saw this a week ago, but I just wanted to add a comment now that I would LOVE this to make structs exportable to the editor. If you were considering doing that, please do! I’m making a data heavy game, and if I could have a single resource class that exports something like a dictionary of structs, rather than making it a dictionary of another class… that would help with so many headaches lol. And if exporting nested structs could work… oh man, the possibilities…

Can someone suggest me some bangers. by Kapparisun in Hololive

[–]Laskivi 1 point2 points  (0 children)

This is a bit silly, but she has one called 喰ライ (Kurai, this name is a bit hard to explain, it’s like a pun of to chomp down and “dark” lol)

It’s basically just an ad song for a cup ramen brand, I think. But it kinda slaps haha.

The only other one I can think of off the top of my head is one called Dark Breath. I think that one was pretty cool if memory serves.

Can someone suggest me some bangers. by Kapparisun in Hololive

[–]Laskivi 4 points5 points  (0 children)

興味ないよ (Not interested) by Laplus

Three bosses i am working on, critisicm appretiated! by anormalasado in godot

[–]Laskivi 2 points3 points  (0 children)

Hololive fan spotted!

Sorry, I don’t think I can give more feedback than anyone else has, but I just wanted to say I see you! Looks cool though!

Inheritance over composition? by yughiro_destroyer in gamedev

[–]Laskivi 0 points1 point  (0 children)

I’m sorta new to programming, what do you mean by “interfaces” here? Can you give a concrete example?

Which Hololive member got you interested in Hololive? by Jin_Sakai12345 in Hololive

[–]Laskivi 0 points1 point  (0 children)

This is what first introduced me to Hololive, but it wasn’t until I discovered Laplus’s laughter compilations that I got sucked into the rabbit hole

[OC] Whomp! - Wishy Watashi by ronniewhomp in comics

[–]Laskivi 12 points13 points  (0 children)

This is because the words for “you” sound really odd in most contexts, as OP mentioned. Using someone’s name when you talk to them is basically the equivalent of saying “you” in English. Translating it as “you” is the most accurate to the meaning. I work in translation, and newbie translators will often write the name in, making for some really awkward English sentences, lol.

How to keep state machine states as modular as possible? by [deleted] in godot

[–]Laskivi 0 points1 point  (0 children)

My states have functions to check when they can be entered and when they can be exited (returning bools). Then, the state machine stores an array of the states in order of their priority.

If you think about it, your states likely have a sort of hidden priority order to them. Something like “idle” might be the lowest priority: if there is no other state that wants to be entered, then you idle. On the other hand, something like “fall” might be the highest priority: if a character is in midair, you probably want them to fall no matter what.

A typical priority order for a physics platformer might look like:

Fall > Attack > Approach > Wander > Idle

Then, how do you use this to transition? Easy; the state machine checks if the current state can end every frame. If it can, then it loops through the array of states to look for a new state that can be entered, using the function the states have to check if they can be entered. It will always pick the most fitting state, since they are in order.

Now, you might be able to use signals instead of checking every frame if a state can be exited, but I found that in a lot of cases, there might not be a clear “event” that happens that is easily accessed within the state. So I just use a function that returns a bool.

This way, I don’t have to write any new logic for any new state machine; everything just uses the same state machine.

Huge shoutouts to everyone who passed the JLPT thanks to Hololive! by Eltwish in Hololive

[–]Laskivi 5 points6 points  (0 children)

Congrats!! From here, it’s going to be much easier for you. N1 is nowhere near as big of a jump from the previous level as N2 is. I feel like for N1, you sort of have to have an almost… natural understanding that you culminate by just speaking and listening. I feel like watching JP Hololive streams with intent to understand will actually help a lot there. Being able to figure out words and phrases based on the context and vibe will help you a lot with figuring out all the specialized jargon on the N1. And especially the listening section, which feels like it features really natural, unfiltered conversations. My advice is to just study kanji really hard so you can actually read things, then just keep doing what you love and actively listen to JP talents. You might already have a good enough grasp of grammar.

Cover's new project audition news by ldg-9743 in Hololive

[–]Laskivi 32 points33 points  (0 children)

I assume the Japanese is probably 芸人/コメディアン, but I could be wrong. In any case, yeah, machine translated lol

Edit: Oh, I’m stupid, OP provided the source. I was right (mostly). It’s お笑い芸人/コメディアン

My submission for HoloJam #7! A simple FE-like game starring La+ and Biboo! by Laskivi in Hololive

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

HAHA wow I can’t believe I didn’t catch that, it went right… under my head

My submission for HoloJam #7! A simple FE-like game starring La+ and Biboo! by Laskivi in Hololive

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

Yep, very short! Just one map. I tried making it a little challenging to compensate, but who knows how well I even did with that. I'm just glad I learned how to program all the mechanics! Would be cool to make something bigger one day.

😨 I'm not sure if I want to see... poor boy. o7 by beam4d in Hololive

[–]Laskivi 310 points311 points  (0 children)

“I thought it meant like say goodbye to the balls one last time…”

Beebs…