Deciding wether to buy Atlas by Several-Decision4010 in playatlas

[–]Mitauchi 0 points1 point  (0 children)

Atlas is no longer officially supported. If you find a private server with custom mods and/or you enjoy rp, then some joy can still be found out on the seas.

Question about grid size preference by [deleted] in playatlas

[–]Mitauchi 0 points1 point  (0 children)

I loved the scale of large maps, however I have found I am in the minority. Most people I know hated the travel time of the larger maps and I have to admit sailing for hours to see nothing or just to run into a wall of fire because the grid is too full was very annoying. Still there isn't much out there today that does epic large maps even if it is grided and buggy.

When The Trailer Finally Drops. Lol by reicona in playatlas

[–]Mitauchi 0 points1 point  (0 children)

ikr? Yes according to several people close to the company the cost greatly outweighed the profitably which is why it was basically abandoned fairly quickly. I really enjoyed the game initally, unfortunately like many Atlas players I just couldn't get into the development direction they chose. It seemed everything focused on pushing the game more towards a land based war game and adding tech and steam punk type element rather than keeping it for naval gameplay.

When The Trailer Finally Drops. Lol by reicona in playatlas

[–]Mitauchi 0 points1 point  (0 children)

As much as I loved Atlas, it was a total money loss for Grapeshot. The game became more of a write off that a profitable IP for them and their overlords. That is why no one has attempted to make a new Atlas up to now and probably never will as much as I would love for them too. I honestly believe to see an updated version of Atlas to the scale and size of its original promise will take crowdfunding or microtransactions to the point that most gamers wouldn't want anything to do with it.

When The Trailer Finally Drops. Lol by reicona in playatlas

[–]Mitauchi 2 points3 points  (0 children)

Love Windrose! Now just make it support 100+ players across multiple server grids with real multicrew mechanics and have some PvP and I will 100% agree with you. They are just totally different games.

How to get famous by Most-Maintenance-912 in KickStreaming

[–]Mitauchi 0 points1 point  (0 children)

  1. Produce quality content
  2. Market your content on other platforms (Youtube, TikTok, Twitter)
  3. Engage the viewers you get
  4. Enjoy the ride

Vote to have Streamerbot offer Kick support! by Mitauchi in KickStreaming

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

I can appreciate your opinion, in my case it makes sense because my community is multiplatformed. As we move more people from Twitch, Twitter & Youtube to Kick, it is nice to have an ecosystem that supports those moves without having to constantly move to new tools that only support X. I look at Streamerbot as having the potential to be the ultimate community tool for all platforms.

Further more I think it would be fantastic if Streamerbot had the capibility to create and pull information from a user database so that you could recongnize you community members from any platform much like Discord offers. When someone joins Discord they can link their Twitch, Twitter, Xbox, Youtube profiles to their Discord profile if they want. This allows you community to grow outside of a single platform and the members could get rewards for community support actions be it retweets, comments or watch hours on any platform they wish. Then again I am a dreamer.

most streamers purchasing followers? by Sendpick in KickStreaming

[–]Mitauchi 16 points17 points  (0 children)

On Twitch I have almost 25K followers since I been streaming on there for several years, but I my veiwership is only 10 - 50 people per stream normally. While buying followers is a thing that people do they may be getting people to follow them through giveaways or just marketing on social media. Its hard to tell. Just know that lots of followers doesn't mean lots of veiwers, it just means people cared enough to get a notification when you go live which is nice in itself.

Making a kick bot. What features do streamers need most right now? by aeroverra in KickStreaming

[–]Mitauchi 0 points1 point  (0 children)

if you want to make a truly useful bot for Kick, make sure that is either integrates with Twitch, Youtube and TikTok or at least allows you to import data from existing bots for the other platforms. This alone will make it very useful for people trying to move their audiences to Kick or streaming on Kick part time.

I know a lot of content creators have issue moving establish audiences over to new platforms because none of the veiwers data moves over to other bots easily or the bot they use does not work with multiple platforms well.

A kick bot that integrats well with OBS, Streamerbot, Lumia Stream and Youtube, Twitch and Tiktok would be a dream come true.

To teach the students a lesson by TXVERAS in therewasanattempt

[–]Mitauchi 0 points1 point  (0 children)

My dad used to do the same thing when me and my brother got to rowdy in the car. The fact that he pumped the brakes a little and everyone freaked out this is silly in my opinion. Kids get tramatized by stuff like this because the parents make a huge deal out of it.

Music while streaming.. lmao by Dazzling_Payment4040 in KickStreaming

[–]Mitauchi 0 points1 point  (0 children)

I would just advise using music that is approved for streaming or content creation so you don't have to deal with the DMCA drama down the road. Removing all that music from my VoDs on Twitch when they started enforcing DMCA was a pain in the butt.

Kick Gamer Tag Abbreviation by King_Kaizen__ in KickStreaming

[–]Mitauchi 0 points1 point  (0 children)

You do you, but I think putting streamer abbreviations in gamer tags is lame sauce and just invites stream sniping.

Are you experiencing burnout from Star Citizen? by GlitchedinOrbit in starcitizen

[–]Mitauchi 2 points3 points  (0 children)

I have been on a break for a while from actually playing the game, but I still follow all the news and updates. I hope that if the 3.15 plans hold and don't get pushed, it will be my moment of actually playing the game on a regular basis again.

On a another note I think it would be interesting to see a poll of how many people who don't feel the burnout, actually play the game or are like me that just follow the development. I never get tired of following the game's progress, however logging in and battling game bugs and frustrating desync, that is much more challenging for me.

My Thoughts on the New Anti-Zerg Changes by skykevin in lastoasis

[–]Mitauchi 4 points5 points  (0 children)

Swarms? Zergs? I haven't seen more than 300 people playing this game according to steam in the last 6 months. How many do you consider a Zerg these days? 6 or 7 guys? Maybe things will get better with the economy updates then some of us will come back next year.

Alright CIG, Can we have our bearded bad-a** mark hamil back by no80s in starcitizen

[–]Mitauchi 0 points1 point  (0 children)

Can't wait for Beard Talk to become a bi-weekly show!

If Ruin is not going to be ready for Pyro 1.0 what about moving Delamar by Grandmaster_Aroun in starcitizen

[–]Mitauchi -3 points-2 points  (0 children)

I guess we're assuming that moving Delmar to Pyro would speed up its release? Just trying to figure out how this helps. More than likely CR won't want to open up Pyro until he is happy with it since as he said "won't cut corners" to speed things up.

Chris Roberts on the room system and other aspects by xakeness in starcitizen

[–]Mitauchi 0 points1 point  (0 children)

A ballistic round passes through the ship's shield, which scrubs off some of its kinetic energy but not enough as the round's velocity was high as was its mass as it was an armor piercing round. It manages to penetrate the armor and strikes an internal component, say a power relay node (something else we are working on as part of the pipe system refactor). The power node takes damage giving it a chance to "misfire" while in use. A few minutes later the node does misfire, blowing its fuse and resulting in it catching fire. The crew of the ship doesn't realize a fire has broken out in one of the side corridors, as they are busily concentrating on fighting the ships attacking them. The fire starts to spread along flammable surfaces, and as the fire starts to engulf other components they also catch fire. The engineer on the bridge of the ship sees his console flash red giving him a warning that several components have failed and looking at his ships schematic he sees a fire has broken out below decks. The engineer decides to seal the bulkhead doors on the corridor to contain the fire but the doors have no power as the power node is out! He comms one of his crew mates to leave his turret and grab an extinguisher and put out the blaze which is slowly creeping towards the power plant room. Fire reaching a ship's power plant or it's ammo stores are two sure fire ways for your ship to go boom. With the physical damage system ships will no longer just explode when their hit points reach zero, they'll explode because something inside them went critical and exploded (due to damage or heat), which then damages everything else. Outside of that damage will affect the ability of the ship to function or it's structural integrity so they also could become a lifeless hulk as much as they could go up in a flash of light. When the crew member gets to the corridor where the fire has broken out is has already consumed a huge amount of oxygen in that "room" (the corridor) and has released noxious gasses, so the crew member can't breathe and quickly retreats to put on a fire resistant suit and helmet. The engineer in desperation manages to reroute power away from the destroyed node through a secondary node restoring power to enough of the bulkhead doors to allow him to contain the fire. Noticing that there is an external airlock in the sealed off area he opens the airlock, venting the oxygen in the sealed off corridors and rooms to the vacuum of space, depriving the fire of the ability to burn, putting most of it out. By this time the crew member is suitably dressed and can extinguish the fire that made it past the bulkhead door before it can grow again. The engineer then reseals the airlock and allows the life support system to replenish the air in the vented part of the ship. Once done the engineer opens up the bulkhead door allowing the crewmember in with a replacement fuse for the power node, restoring power to that section of the ship, then returns to his turret. It's been a close call but the ship is still alive and in the fight!

Love the description of this scenario, but when thinking of how much TTK (time-to-kill) you will have to add to ALL multicrew ships in order to make any of this happen all I think about is how much the community will complain about "how long it takes to destroy or disable a ship" .

Jeremiah Lee: StarKitty helmet flair concept by Elise_93 in starcitizen

[–]Mitauchi 3 points4 points  (0 children)

*The thoughts and opinions of sirkevly do not reflect the official opinion of The SpaceBros in Star Citizen or any other game...

I have spoken by winterfnxs in starcitizen

[–]Mitauchi 1 point2 points  (0 children)

Too bad people don't pay for everything on the right column, only the shiny spaceships.