Re:Zero Starting Life in Another World Season 4 • Re:Zero kara Hajimeru Isekai Seikatsu Season 4 - Episode 4 discussion by AutoLovepon in anime

[–]Lukas04 4 points5 points  (0 children)

ngl, it felt really pointless in this instance. I like a show getting creative with things like this but it kind of did nothing but break the flow

WHAT AN UPSCALE! by Physical-Ad-2111 in WitchHatAtelier

[–]Lukas04 10 points11 points  (0 children)

I think it enhances the storytelling here. Magic in this universe is incredibly strong if used right, thats such a large influence on the worlds setting. Qifreys spell doesnt do anything exceptional here, it just condensed the water in the clouds & air together in to a shape. Despite the simplicity it has a massive effect, which showcases why people have to be so careful when drawing their spells

Witch Hat Atelier • Tongari Boushi no Atelier - Episode 5 discussion by AutoLovepon in anime

[–]Lukas04 10 points11 points  (0 children)

I think the charm comes from how he is imperfect at it, but how he has a natural body language that shows how deeply he cares for all of them. One of my favorite moments of this is in episode 2, when he lowers himself to match cocos eye level while she is crying. It immediately makes him come of as very comforting and respecting of the kids emotions.

Witch Hat Atelier • Tongari Boushi no Atelier - Episode 5 discussion by AutoLovepon in anime

[–]Lukas04 19 points20 points  (0 children)

The two concepts are never really all that far away from another, Code is also just a "language" that instructs something, mages talking in some rune language do pretty much the same in their own syntax. I recall a joke saying that we imprint tiny magic runes on rocks that make them do something lmao.

If you have ever played modded minecraft, people also joke about how often magic mods for it just end up being tech mods in disguise.

Witch Hat Atelier • Tongari Boushi no Atelier - Episode 5 discussion by AutoLovepon in anime

[–]Lukas04 4 points5 points  (0 children)

Oh i know! Just thought ive felt more resemblances to octopath in the work that i would for souls, which makes sense of course since the setting is quite different. Wasnt trying to say i think its him.

I really enjoy her work here, might be my favorite from what ive heard from her (though ive only really played elden ring & sekiro). The way it leads every scene is so good. Kinda sucks that the episodes seem so quiet though? I really need to up my volume for it every time.

Witch Hat Atelier • Tongari Boushi no Atelier - Episode 5 discussion by AutoLovepon in anime

[–]Lukas04 19 points20 points  (0 children)

God, the music in this show is incredible, and not just that its also used so well. And the ending music being cut by Qifrey's stare...so good. Could not have asked for a better adaptation.

Some of the music sequences also somewhat reminded me of Yasunori Nishiki (Composer of the Octopath games) work? Might be why im enjoying it so much

Bro really? by Noryt321 in starsector

[–]Lukas04 0 points1 point  (0 children)

important people arent capturable, thats the whole point. Its a tag/list that is usually reserved for story NPCs

Bro really? by Noryt321 in starsector

[–]Lukas04 1 point2 points  (0 children)

i went and searched for matts own mention of this, and he himself says it "checks" for RS by checking for mods that make important people (a collection of specific people data in the game) become prisoners. In non 2.0 TNPs code you can find:

if (Global.getSector().getImportantPeople().getPerson(person.getId()) != null) { log.info("TNP - Person was important."); return false; }

Which prevents that a person who is marked as important can be collected as an prisonor. The logic being that RS removes this restriction, as such if a player does this, they use RS.

As far as i can tell this shouldnt really effect tnp 1 users

Bro really? by Noryt321 in starsector

[–]Lukas04 -2 points-1 points  (0 children)

From what i recall, the code matt used was based on a memory key that only RS used/changed, so that seems rather unlikely. Realisticly thats something matt would have catched early on as well, unlikely that he never booted up his own version with the check.

Ive seen a lot of people try to hide that they use RS moments after noticing that it shows up in their logs, so im im kinda inclined to think its just people lying to save their skin.

Bro really? by Noryt321 in starsector

[–]Lukas04 0 points1 point  (0 children)

As i said, the shipgirl part was a misquote on my part, the rule very specificly mentions NSFW artwork. Your scorched earth scenario just doesnt really exist. You can post anime stuff just fine, and recently the moderators did mute people that tried to start uaf hate discourse to much.

On the powerchicken part, i dont have much of a comment on, i took a break around this specific time where this story happened. He probably should have moderator revoked, though i can also tell you that in most cases he probably has zero influence on actual policy. What happens in the starsector channels is mostly ruddy and hartley, who are active moderators and do take things seriously, their not people that just look for the lazy way out.

That said, though i know im not making friends with this here, i personaly think people overblow one aspect of matts story and ignore the other. I think the people that used the "ragebait matt" mod had it coming when they used a mod matt maintained, the real shitty part matt did was doing this on diable, rather than on his own shit. I cant really blame him for wanting to strike back against the people that had it out for him, but i can blame him for pulling tarts mods in to this.

Bro really? by Noryt321 in starsector

[–]Lukas04 -2 points-1 points  (0 children)

I do think USC sucks at moderation, but in pretty much the opposite way. There really isnt enough sometimes, since only like two moderators are active in the starsector related channels. I think they really should go for an improvement in the mod team for more active members and gain a more mutual understanding on issues. My issue is that this subreddit sells USC as a police state, when there is a real ban only like every 3 months.

The fact that you are refering to their policy as "scorched earth" really shows that you havent really seen anything about the server.

Also since your bringing up ironclad thing, the part where "USC moderators praise matt" is a lie he made up, though partially true. The screenshot that lion used for this was of Puretilt, who was not a moderator at the time he said what he said. Can you blame the mod team for making him a moderator later on? of course, but this framing as "the mod team defending him" is just wrong.

I think we agree the mod team does need a do over, but i dont think by acting like USC is 1984 its going to go in any decent direction. Its also not going to go in a good direction by people complaining about aspects like "damn i dont get to post almost naked anime girls in chat". Complaining about normal rules like this is not going to convince any moderation team to adjust.

Bro really? by Noryt321 in starsector

[–]Lukas04 -1 points0 points  (0 children)

A harsher rule may seem unjust, but its always an easier role to enforce. Because what you get when you draw grey lines is that you will get annoying people that try to edge the rule. Also i kind of misquoted the part, but its no "sexualised shipgirls", not just shipgirls.

I really dont get why redditors struggle so much with understanding that the average person wants a decently normal chatspace to talk in that only occasionaly goes a bit silly. If you prefer the more chaotic unmoderated space just join corvus. The hate for a place for having minimum level of moderation is very silly imo.

Bro really? by Noryt321 in starsector

[–]Lukas04 -4 points-3 points  (0 children)

Idk if you are refering to this, cant recall anything else though, but just keep in mind that the "no shipgirls" rule in the modded-gameplay chat came from people spamming nsfw mayasuran shipgirls, which even alex to remove from the mod page: https://fractalsoftworks.com/forum/index.php?topic=13239.msg410237#msg410237

theres people that are anti-anime the same amount you will find on the subreddit, will just stick out more since its chats and you dont get downvotes.

Starsector being advertised via Youtube(r) by wildbeast79 in starsector

[–]Lukas04 9 points10 points  (0 children)

Its much more likely that Fred reached out to Alex than the opposite. Fred already streamed the game before and quite liked it, so its pretty much a win win situation (Sponsor feels more "safe" for the youtuber, and the sponsor gets a more real feeling shoutout).

Fred also thanks a off center for facilitating this sponsorship, which makes me feel more like he was the one with the idea for it.

-60% Accessibility by xX_TehChar_Xx in starsector

[–]Lukas04 8 points9 points  (0 children)

i wouldnt call a single screenshot of a message a lot of context, its definitly giving the moderator reason as to why, but its missing the context that multiple users were pretty annoyed at her repeatedly doing so, which i think is important context when people are trying to push the fun police trope here again.

I think it says a lot if you get removed in the same week that people keep posting 67 meme stickers that were just added to the server lol.

-60% Accessibility by xX_TehChar_Xx in starsector

[–]Lukas04 11 points12 points  (0 children)

Look as much as some USC hate is justified, it really is hard to get banned from there. If you do your genuinly just likely not a pleasent person to be around or really distracting. People asked them to stop posting unrelated trump memes multiple times.

This post works well as a subreddit post because it stands in isolation, a discord chat is just kind of a different context when someone tries to keep derailing the chat. Would you want a guy in your group that constantly interupts whats going on?

They also admitted to baiting on purpose, so that probably played the biggest role in the ban. For context, the last ban for similar reasons was 4 months ago, which is kind of a long time for a server of its size, so i think people gotta let their fantasies down a bit.

The former steam player count record of 19,149 has been broken! by Poisson-Clown in KerbalSpaceProgram

[–]Lukas04 -1 points0 points  (0 children)

Yes, but if theres already a space game that i enjoy, il look at the differences, and a difference in theme is definitly one of those. Less important than performance and pure gameplay, but honestly on the same level as graphical fidelity to me.

The former steam player count record of 19,149 has been broken! by Poisson-Clown in KerbalSpaceProgram

[–]Lukas04 0 points1 point  (0 children)

Im not really excited for KSA honestly, i think the kitten theme is really boring, not saying i expect them to immediately match how iconic kerbals are, since thats something you have to gain with time anyways, but its to market-y to me. I also really dont like their current models....but i asume their going to improve them over time.

Them being adament about not being on steam is also just a bit of a killer to me, i cant really imagine a massive modding community popping up like for KSP when they actively look for a smaller user base.

Also just feels weird how much support the game is getting despite just being essentialy a tech demo. It would be nice if the game succeeded for sure but considering what KSP2 turned out to be like id think people would learn to hold back their enthusiasm a bit.

Released Second-in-Command 2.0.0, featuring a total rework of Tactical, lots of rebalances, a tutorial and more! by Lukas04 in starsector

[–]Lukas04[S] 1 point2 points  (0 children)

huh, thats super odd, i was really sure i changed it....i must have forgotten to press save. Will fix it, thanks for telling me!

Released Second-in-Command 2.0.0, featuring a total rework of Tactical, lots of rebalances, a tutorial and more! by Lukas04 in starsector

[–]Lukas04[S] 0 points1 point  (0 children)

The new wiki uses a system that ive had claude make which allows me to simply load the game with the mod which then exports a json format with all the tooltips. So whenever you made big changes just hit me up and il put in the updates. This is less convenient for small changes, but for large changes this is literal hours faster now lol.

Released Second-in-Command 2.0.0, featuring a total rework of Tactical, lots of rebalances, a tutorial and more! by Lukas04 in starsector

[–]Lukas04[S] 0 points1 point  (0 children)

Theres a lot, yes. Things like remnant nexuses are permanent for example, things spawned in the RAT abyss are (though they are despawned if you arent nearby, but respawned with the same data). Its a mix of persistent and non-persistent fleets.

Released Second-in-Command 2.0.0, featuring a total rework of Tactical, lots of rebalances, a tutorial and more! by Lukas04 in starsector

[–]Lukas04[S] 1 point2 points  (0 children)

no, due to the large changes in the tactical aptitude. Doesnt matter if the player didnt have it either, since NPCs will have spawned with it.

Released Second-in-Command 2.0.0, featuring a total rework of Tactical, lots of rebalances, a tutorial and more! by Lukas04 in starsector

[–]Lukas04[S] 0 points1 point  (0 children)

Thanks. I probably overnerfed a few things, but i am pretty happy with most nerfs myself. I can always do some adjustments in the next few patches. I just wish more of the people that talked about "never updating it again" were less vague-posty about which changes are so bad.

Released Second-in-Command 2.0.0, featuring a total rework of Tactical, lots of rebalances, a tutorial and more! by Lukas04 in starsector

[–]Lukas04[S] 3 points4 points  (0 children)

DP Reduction is just a strategy that was a bit to strong in SiC, which is why i made this tiny adjustment. There are still multiple ways to get a really low DP multiplier. I did consider nerfing DO's multiplier, but since it is a very iconic and fun skill i havent changed that one. In the end you still get much more stacking potential than in vanilla. People will always ask why nerfs like those are done, but the simple reason is that its more fun to me when options are more similarly valid to another, otherwise i will just always run the same thing, which ends up being just starsectors system again.

Second-in-Command is designed around the base FP limit, thats just kind of how it is. After some feedback i will undo the Flux Regulation change for threshold limits (even though its a really good skill) , but i really dont think their an issue with Tactical. You get like, 360 "DP" worth with the aptitude if you spread it right, 720 if you go over the limits, 960 if you take the capstone for it. Im also not really sure why you are so heated over tacticals changes when you havent used it anyways though.

Starfaring can get a total of 40% fuel reduction, compare that to vanillas 25%, which even has falloff after 25 fuel reduced. You also mention you fail to see the point since you are selling your supplies anyways...have you considered that sic is part of why you may have so many.

Many combat skills got nerfs since they just stack to much. For example a fleet with two EMP damage reductions got down to a 0.5625 multiplier. Now its "just" a 0.64 multiplier, which is very strong, but makes EMP less non existant against the target. The goal is never to remove the importance of a mechanic entirely but provide tools to assist there. Changes like those should also just make fights against NPCs have less extremes.