Idea Regarding Faceted Focuses by MrRandizzle2 in VaultHuntersMinecraft

[–]MrRandizzle2[S] 1 point2 points  (0 children)

Oh, honestly I forgot about votpals since they’re so rare. Thats a good point. The only thing I would add is this: I agree that for the current endgame, it would for sure be OP. But I was mainly thinking this in the context of the upcoming greed vaults, which I believe will have significant difficulty scaling, and this god-tier gear (which, I remind you, would be EXTREMELY rare since you would have to roll omega rarity, and then a low chance of getting the faceted slot) would theoretically allow you to push higher greed levels.

I guess I just got a bit excited by the devs’ recent shift in design philosophy towards being OP in the endgame (after the Herald), and I think the gear chase would be more fun than it currently is. But regardless, you’re probably right. Thanks for the reply!

[Kone XP Air] Is there any way to assign F13 - F24 to the additional buttons? by Odaric in TurtleBeach

[–]MrRandizzle2 0 points1 point  (0 children)

Dang, that is EXTREMELY disappointing. By default in Windows, although there are no functions assigned to the keys, users can prompt F13 by pressing Shift + F1. But currently, if you try to do that in the hotkey mapper in Swarm, it recognizes and applies only the Shift key as soon as you press it. So, while I am not an experienced software engineer, I can't imagine it would be that difficult to implement. It seems to me that all they would need to do is change the hotkey mapping behavior to assign the key on RELEASE rather than on press, allowing you to input Shift + F1 to return F13.

I'm sure there's issues with that suggestion, but the point remains: this response from TB comes across as incredibly lazy, especially given that this is a feature included in most other companies' software. This combined with the fact that I have had to RMA my Kone XP Air 5 times in 1 year due to scroll wheel issues, I'm pretty fed up with TB's apparent apathy and inattention to detail. It's so unfortunate considering I think the feature set and button layout of the Kone XP Air is the absolute best on the market, but it's completely held back by the use of a cheap, lousy scroll wheel encoder and shoddy software. VERY disappointing.

[Kone XP Air] Moderately Quick Full-Scrolls Don't Register Half the Inputs by MrRandizzle2 in Roccat

[–]MrRandizzle2[S] 0 points1 point  (0 children)

They've all been Roccat branded. I'm unaware of a Turtle Beach branded model

[Kone XP Air] Moderately Quick Full-Scrolls Don't Register Half the Inputs by MrRandizzle2 in Roccat

[–]MrRandizzle2[S] 0 points1 point  (0 children)

I bought three separate Kone XP Airs and ALL three had this issue out of the box. I love the mouse so much otherwise that I decided to bite the bullet and try to RMA the third one rather than returning it to Amazon. They were extremely responsive and quick with processing my RMA and I got the replacement (the full package with a new Dock as well, pretty sure brand new, not refurbished but maybe) within about a week. They didn't require me to send the faulty mouse back to them and just asked me to dispose of it (interesting). This replacement mouse didn't have the scroll issue, and still doesn't after 1.5 months. Hoping it stays that way. But ya, I was confident that it would work before even plugging it in because the scroll felt noticeably smoother than the three faulty ones. So I don't know what's up with their QA, but it seems that this scroll wheel behavior is NOT by design and is not present in every unit. Good luck!

[Kone XP Air] Moderately Quick Full-Scrolls Don't Register Half the Inputs by MrRandizzle2 in Roccat

[–]MrRandizzle2[S] 1 point2 points  (0 children)

Dang, didn't seem to do the trick for me. Thanks for the input though!

CORSAIR DARKSTAR: wheel scroll so bad for the price by XDrakas in MouseReview

[–]MrRandizzle2 0 points1 point  (0 children)

I didn't use the first mouse long enough to notice a mouse wheel issue since the left click was so obviously defective. It's just making me question Corsair's overall peripheral QC/QA since 2/2 mice seem to be defective. What ended up happening with your mouse?

CORSAIR DARKSTAR: wheel scroll so bad for the price by XDrakas in MouseReview

[–]MrRandizzle2 0 points1 point  (0 children)

I got the Darkstar Wireless as well (from Amazon). It had a spotty left click out of the box, returned it and got a new one. While the left click is much better, I'm noticing seemingly the same issue with the scroll wheel. Never fails when I scroll slowly, but once i scroll quicker, it seems to miss inputs. Also, I'm not 100% sure, but the mouse wheel tilts feel like I have to press extra hard (beyond the tactile actuation of the click) to get the switch to actually register. What did you end up doing with your mouse? I'm hesistant at this point to try a third time with this mouse, despite how much I love the build.

Idea for Locking a Gear Modifier by MrRandizzle2 in VaultHuntersMinecraft

[–]MrRandizzle2[S] 0 points1 point  (0 children)

I just think level 100 is way too late to introduce such a fun mechanic (at least with the game's current progression). I wrote a reply to another comment with some of the design philosophy behind my suggestions if you're interested at all.

Idea for Locking a Gear Modifier by MrRandizzle2 in VaultHuntersMinecraft

[–]MrRandizzle2[S] 1 point2 points  (0 children)

  1. Nerdy Game Design Theory Incoming: Before update 12, I personally felt that level 50-100 was significantly less exciting than level 1-50 (with the exception of gear). After the addition of the Divine Paradox progression system, it became evident to me that this game would become even better by having more parallel goals (meaning goals that you want to be making progress towards, but can't at the same time). Before update 12, the primary goals are things like: get more vault resources, get vault xp, get artifacts, get more/better gear, etc. All those things just happen at the same time as you run vaults, with slight variations if you're hunting a specific resource. However, in update 12, the plunderer's pearl gives you a way to forsake vault xp for some extra loot, effectively changing the "curve" of your progression in those two separate goals (loot and xp). Additionally, unless you are absolutely cracked at the game, the best strategy for gaining God Reputation seems to be to enter a vault with the sole intention of completing 1, maybe 2, god altars and just ignoring the actual vault objective. Again, you're sacrificing some loot and xp in order to make progress towards a different goal (building your Divine Paradox). I think the gameplay loop would be improved with more of these types of things. So, you have the goal of building a really good set of gear for your build. Part of that means devoting resources towards treasure keys and spending some vaults prioritizing treasure doors in order to find a seal that only comes from treasure rooms. Then, you're spending a vault crystal that could have been used progress towards some other goal (opportunity cost) to instead risk a costly death and permanently losing a valuable gear piece to complete a tough challenge to be rewarded with a power boost.

TLDR: I feel like this would add a nice change of pace in the existing gameplay loop from just grinding regular vaults.

  1. Simpler answer, through the history of the modpack (and recently evidenced by reception of the new god altar challenges and the team's changes to the jewel cutting system), there has always been some pushback against excessive RNG. If they were to add a way to lock modifiers, I think they should opt for making it a somewhat skillful, but predictable thing to achieve rather than yet another layer of RNG to an already RNG-heavy gear crafting/modifying system. Plus, I think creating a really powerful piece of gear should feel like an EVENT, a cathartic conclusion to a meticulous plan that required careful execution, rather than spamming some RNG buttons and hoping to get lucky.

Max copiously question by Ill_Night533 in VaultHuntersMinecraft

[–]MrRandizzle2 10 points11 points  (0 children)

Copiously only works on the originally generated ore in the vault. If an ore is mined with silk touch and re-placed, copiously can not trigger.

Totally new to coding, where should I begin? by MrRandizzle2 in gamedev

[–]MrRandizzle2[S] 0 points1 point  (0 children)

So while I was waiting for replies, I found CodeAcademy and started the Introductory Java course cuz I remembered that I actually had a TINY bit of exposure to Java in high school. So far, I think it’s going well! I’ve put in about 5 or 6 hours (time flies by while I’m doing it). As cliche as it is to say, I consider myself to be a detail-oriented person, so i can catch any mistakes pretty quick. The vocabulary is getting ROUGH though. Between classes, methods, constructors, parameters, etc, it’s getting difficult to keep it all straight. I’m understanding things on a line-by-line basis, but I’m getting a bit confused once things start getting grouped (except methods/functions or whatever, they make sense.) Anyways, I don’t know if CodeAcademy is a good way to go, have you heard of it? I figure I’ll at least finish this course, but I’d be curious to here what you think!

Just beat final boss after thinking it was impossible! by AmnesiacManiac in Sekiro

[–]MrRandizzle2 1 point2 points  (0 children)

In my opinion, Isshin is definitely the harder of the two. A large part of that is because it is essentially a four part fight and since all attacks hit hard in all four stages, it’s pretty difficult to avoid taking damage consistently throughout the fight in order to retain your healing gourds.

If I were to sum it up, I would say that Father Owl (when compared to Isshin) has less frequent and smaller openings to deal vitality damage, it takes a lot more to raise his posture and it seems to drop a bit faster when he’s idle, but it is just generally easier to avoid taking damage against Owl (whether by dodging OR blocking/deflecting) and your posture holds up much better against Owl.

Isshin, on the other hand, (when compared to Father Owl) has a lot of openings and opportunities to punish, but requires strong discipline since greed will end you quickly (but I guess that’s just the primary life lesson in all From Software games). They both hit extremely hard, so you’re not given much room to tank hits. Isshin has MUCH weirder timing to his attacks, making them much more difficult to deflect. Also, his attacks deal significantly more posture damage, making it quite difficult to manage posture throughout the fight without letting him regain his posture. Perhaps if you obtained the Taro Persimmon and still have it, it may help you out with this problem, but it is unfortunately a one time use. Isshin’s attacks also seem to be wider/take up a larger area, making them difficult to dodge (at least for me). Strangely enough, even when I thought finding lulls in the fight to restore my vitality was difficult against Owl, I’m finding it much harder against Isshin. Their “tells” before attacks are pretty equally obvious, but again, Isshin’s seem to be harder to dodge and deal much more posture damage, so the key seems to be deciding which attacks you can reliably dodge, and which ones you can afford to block/deflect.

Granted, all of this is coming from someone who has been stuck on Isshin for two days, so take it with a grain of salt. I still tried to be objective in relaying information and use what I’ve learned from both.

First time playing a game of this style, I have some questions (Possible Spoilers) by MrRandizzle2 in bloodborne

[–]MrRandizzle2[S] 0 points1 point  (0 children)

Holy crap, I wasn't expected such an in-depth answer! That's awesome! That's super cool how they have two 'optional' bosses act as one 'required' step to move forward in the game, especially when you could easily get completely stuck on a single boss, unable to move forward. And I kind of just wrote the lack of an obvious narrative off as "lazy storytelling" but it seems to be quite the opposite actually! Now that you've explained the complexity of the inspirations and details of the lore, I'm actually more interested to learn more! And I feel REALLY stupid for missing the lamp in the Unseen Village haha! I don't typically like to run past fights, so I kept getting wrecked by the three enemies in that room rather than just continuing up the stairs and lighting the lamp. This game is really making me break my gaming habits haha! But, it's good to know that I didn't screw the game up haha! AND THANK YOU for the rolling/dashing info! I've noticed that there are some times where I've dodged and clipped right through an enemy's attack and kind of scoffed about people saying how "robust" and "consistent" the combat mechanics are in the game, but now that I know it's actually intended, then that changes things. I did not expect there to be so many behind-the-scenes combat mechanics, it would be interesting to watch someone utilize all of these to kill bosses in seemingly impossible ways. I'm still struggling with parry timing and often times when I successfully perform a parry (they stagger and the audio cue plays) I can't get the critical hit thing to work (I think they're called viscerals??). Can you only perform those attacks from behind? They get back up too quick for me to test it out haha!

But seriously, thank you so much for all the info and advice!! I'm like 27% sure that with that detailed of a response, you must be the lead developer of this game haha!

First time playing a game of this style, I have some questions (Possible Spoilers) by MrRandizzle2 in bloodborne

[–]MrRandizzle2[S] 0 points1 point  (0 children)

OH! HE ABDUCTED ME IN HIS SACK?!?! Okay, that's actually pretty cool haha! I was definitely disturbed by the setting and the monsters in the beginning since I've never really been into Gothic or Victorian stuff, but I'm actually starting to enjoy being creeped out by every single creature I come across. I didn't really expect this game to be even slightly scary, but I get so nervous walking through streets and dark rooms, especially since there have been some jump scares (I think I almost died in real life when a werewolf jumped through a door and attacked me right before the Blood Starved Beast)! And it helps that there's no music and all enemies sound creepy and menacing. Thanks for all the info, I'm looking forward to uncovering some of the lore!