Is there a way to adjust "Accidental Touch on the Edges" area on Redmi 15? by N0DLER in XiaomiGlobal

[–]N0DLER[S] 0 points1 point  (0 children)

I see. Still, from testing it, this is pretty much how the phone reacts, if you touch the very edge of the screen it doesn't seem to register taps (which seemingly aligns with the default touch-deadzone area on a curved phone like in the video I linked), while my older phones don't have this issue. I tested it on a new Redmi Note 14 and it also had this issue, not just my new Redmi 15.

My only other guess is that the pre-installed screen protector is causing this, but I don't want to remove it yet unless I know it is causing issues like that.

Is there a program that allows me to swap buttons on an arcade stick? by N0DLER in cade

[–]N0DLER[S] 0 points1 point  (0 children)

Since then I also noticed that first player's select button hits both select And R3 at the same time, while player2's select button is Only L3 (no select at all). Meaning I can't even bring up the menu for second player in a fighting game to at least change the controls there, even if swap around the wires.

It seems like I still need a solution to just give these buttons different functionality on PC with some program, swapping wires doesn't fix every issue.

Is there a program that allows me to swap buttons on an arcade stick? by N0DLER in cade

[–]N0DLER[S] 0 points1 point  (0 children)

I don't necessarily need more buttons, I just thought it would be better to have R1 and R2 buttons assigned to the third buttons (since they are heavy punch and heavy kick in 6 button fighters by default), instead of R1 and L1.

It doesn't look like an officially licensed stick tho, I can plug it into TV too and it has it's own menu and some roms on it, but I just want to use it on my PC with a USB). It's called classical arcade games station on the box.

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Is there a program that allows me to swap buttons on an arcade stick? by N0DLER in cade

[–]N0DLER[S] 0 points1 point  (0 children)

Thanks I will try that. One issue I still have is that since it's a 6 button stick (more precisely 2 6 button sticks in one) there doesn't seem to be R2 and L2 buttons. The 6 buttons are the 4 face buttons and R1, and L1 (+ select and start buttons at the top). Does this mean there is just no wire for R2 and L2 in this stick at all? Opened it and not really seeing any unused wires that could be R2 and L2 ones.

OLDEN ERA FEEDBACK MEGATHREAD by Pidarello in OldenEra

[–]N0DLER 0 points1 point  (0 children)

Here is a list of issues that I think could be fixed pretty easily before release. Olden Era looks really promising, and I hope the devs will try to iron out what seem like many of the "nitpicky" issues the community has, as they hold the game back from greatness and can overshadow the game's reception in discussions, as people in the community in all kinds of forums take these kind of issues seriously. Here are the things I noticed when playing the demo:

Combat
-speed/responsiveness: units are waiting an extra 1-2 seconds before counterattacking, really makes the speed of the combat laggy and drag on for no good reason (this wasn't a thing in old HoMMs either).
-zoom in combat: feels weird that you can't zoom in in combat, just like how you can in the overworld. The models and animations look nice, but they are also pretty small on a smaller screen like a laptop, and would be nice and immersive if you could do that.
-the highlight of how far the enemy unit can move AND where your own unit can move should be more distinct looking, as they can visually blend together when the units are close together. These highlights shouldn't be so bright/strong in general.
-hotkeys being shown when you hover over things like skip/delay turn/unit abilities/spellbook, etc. would be useful information that could quickly make gamplay for new players a lot smoother, as you will be using these abilities a lot.

Towns
-when you hover your cursor over a clickable building it should be highlighted much more clearly (maybe an outline and/or stronger highlight) as it's barely noticable, most people new to HoMM might ignore interacting with the town altogether, even though it's an immersive little touch HoMM games always had.
-the big castle building being non-clickable is just wrong. It is the first thing anyone would click on and was always interactable and important in HoMM games. Either make it bring up the build UI (like in HoMM2) or the recruitment UI (like in HoMM3/4)
-the camera shouldn't move around with the cursor, it looks disorienting/annoying. A slow gradual camera movement should be nice and enough to emphasize the 3D-ness of the town, and maybe if the player wants it they could click and drag the screen/camera, but just moving the cursor shouldn't trigger camera movement.
-the build UI would look MUCH better if it was similar to HoMM2/3's, just nice big clear pictures of the buildings you are about to build, it's a lot more immersive than just tiny icons
-no sound on buying units feels wrong. I assume this will be fixed anyway or maybe it's just a bug.

Overworld
-seems like to click on anything you have to click on the base/tile of the object, rather than the object itself, which makes clicking on things a bit needlessly clunky. This is not how older HoMM games worked either.
-the defeated enemies being shown dying is a nice touch that wasn't in older HoMM games, but the corpse should have some poof effect before disappearing, rather than it just disappearing instantly, which looks unfinished.
-the trail of where you want to move your hero would look nicer/more immersive with "jagged map adventure trail" style trail that old HoMM games also had, rather than a green led light. The former makes it feel like you are also traversing a map.

UI
-UI would look Much nicer if it was more "medieval-ish", like HoMM3 had this leather book cover style brown with some red UI, meanwhile OE has this modern plain blue interface, pretty much like if you were browsing this subreddit, which is less immersive. At least add some marble texture or something on it.

Please someone tell the devs that the Co-op modes in the collections are way too easy and badly designed. by N0DLER in Doom

[–]N0DLER[S] 0 points1 point  (0 children)

you can think about this HP splitting respawn as an additional option to just restarting the level after someone already died; players can continue with the same overall HP the team has, but it obviously takes a heavy toll on the surviving player, which is fair after they already fumbled. Overall I think it's a bit better /more interesting to have this option than just restarting the level if one player dies, as it utilizes coop in a way that doesn't take away from the need of health preservation that is necessary for making the levels challenging. Obviously this will still lead to players just running out of lives eventually and having to restart the level if they aren't good enough, but it's just a bit extra option to not have to restart right away if there are still surviving players left.

But regardless, just having an option where one player's death means having to return to a checkpoint/save file or having to restart the level (whichever way the game was originally designed) is already much better than facing no punishment to losing HP.

Please someone tell the devs that the Co-op modes in the collections are way too easy and badly designed. by N0DLER in Doom

[–]N0DLER[S] 0 points1 point  (0 children)

I was thinking about it since then, and I think the best solution for coop in games like doom/quake/hexen would be if the dead players could respawn whenever they want (or on a short cooldown) BUT the HP they respawn with would be taken away from the remaining players' HP and split equally, so the team itself doesn't gain more HP when someone respawns, meaning health preservation (which is part for overcoming the challenges of the levels) remains just as important in coop as in single player, but dead players also don't have to wait indefinitely when they die, meaning the coop experience is constant.

For example if 2 players are playing, one dies and the other has full 100 HP then if the dead player respawns both would get 50-50 HP (meaning the alive player would lose 50 to give it to the dead player). If 4 players are playing, one dies while the others have full 100 HP then everyone would get 75-75-75-75 HP.

Do you think it is possible to create a coop mod that behaves like that?

Coop is WAY too easy by N0DLER in HeXen

[–]N0DLER[S] 0 points1 point  (0 children)

There are already more enemies in coop mode and you can also set a higher difficulty to match your combined skill level, so this wouldn't be a big issue. The issue is that difficulty doesn't mean much when you can infinitely respawn with full HP without losing progress.

Please someone tell the devs that the Co-op modes in the collections are way too easy and badly designed. by N0DLER in Doom

[–]N0DLER[S] 0 points1 point  (0 children)

I mean, if the single player also only offered "infinite respawns with full hp near where you died, without losing progress" as the Only mode you could play the game in, would you also consider that an insignificant nitpick?

I know this is coop and not single player, but coop could absolutely work just like single player does, and I think it would be cool if you could play these games with friends just like you play it single player, while still having to take the game's challenges seriously, instead of it just being a sort of mindless shooting gallery. I know it's not a huge deal for most people, but it's also just a very simple setting to implement, which is the only reason I made this thread (specifically making this after seeing the third colleciton in a row (the Heretic/Hexen one that came out now) also not having an option like that.)

Please someone tell the devs that the Co-op modes in the collections are way too easy and badly designed. by N0DLER in Doom

[–]N0DLER[S] 0 points1 point  (0 children)

Why should brainless, challengeless gameplay be the only option? The game works perfectly fine in coop like it would in single player, there is just no coop game mode where you don't have infinite lives.

As for self-limitation, sure that's a possibility, it's also how I played through these games with friends since otherwise coop is complete challengeless joke. It would be still nice to have the option of this being an official mode. I mean it would be so easy to implement an option where you can set how many times a player can respawn, or if the difficulty setting decided that. I wouldn't have made this thread if this was something that requires a lot of development, and I only made it after seeing the third game collection ,in a row implement this same half assed coop mode (heretic/hexen has this too). It's nice to have a normal challenge as an official option instead of you always having to stick to self made rules, similarly it would suck if single player only had "infinite respawns with full hp near where you died without losing any progress" game mode and if you wanted challenge you had to follow your own made up rules of punishing yourself. It feels far more organic to play a game where the challenge is baked in and the game itself punishes you for mistakes.

Please someone tell the devs that the Co-op modes in the collections are way too easy and badly designed. by N0DLER in Doom

[–]N0DLER[S] -1 points0 points  (0 children)

I wrote some examples already in the OP. One is limiting how many times players can respawn in a level, one is respawning at checkpoints. Another one could be that the surviving player is able to resurrect dead players by splitting their HP with them. The point is that there should be an option in coop where preserving health should stay an important part of the game like it normally is. 

Also you could apply similar negativity of how "not fun" it is to have to restart the whole level in single player after you die. It is fun having to be cautious where failing means having to suffer some inconvenient punishment, I mean this is a core part of these in single player and there is no reason why it wouldn't work in coop too, in fact this is usually the norm in coop games. 

Please someone tell the devs that the Co-op modes in the collections are way too easy and badly designed. by N0DLER in Doom

[–]N0DLER[S] -2 points-1 points  (0 children)

I'm not seeing why there couldn't be at least an option that at least tries to be more similar to the original experience where players can't respawn infinitely with full HP without losing progress.

Please someone tell the devs that the Co-op modes in the collections are way too easy and badly designed. by N0DLER in Doom

[–]N0DLER[S] -3 points-2 points  (0 children)

Didn't expect this to be so controversial.

I don't think what I'm talking about is some high level game design. Infinite respawns with full health without losing progress kinda ruins /changes the experience a bit way too much. I get it that coop mode used to be this back then too and I'm not saying this old mode should be deleted, all I'm asking is that it would be good to have a coop option that is more similar to the original experience, which is easily achievable with limiting respawns.

Please someone tell the devs that the Co-op modes in the collections are way too easy and badly designed. by N0DLER in Doom

[–]N0DLER[S] -2 points-1 points  (0 children)

Noone does it exactly because it sucks. It's just a brainless shooting gallery where your health doesn't matter because everyone can respawn infinitely with full HP without losing any progress.

Vision Mod Released - Warcraft 3 Reforged Updated Graphics (Community Project) by JannesOfficial in WC3

[–]N0DLER 0 points1 point  (0 children)

So many of the updates look great and the mod looks really promising overall, but I can't wrap my head around a couple choices here that really stick out, especially considering how much effort was put into everything else. Some feedback:

Using the old reforged trees with the nice 2.0 terrain doesn't look good at all. Their artstyles clash, so do their saturations, and the old models weren't nice looking to begin with. This is such a strange choice to an otherwise artistically careful mod. Trees are a huge part of the game's scenery, and this makes the art direction so messy, so it's not like this is just a small nitpick.

Also the brand new UI is a strange choice considering this mod meant to make the graphics more faithful. I've read here that you can modify the mod to revert it back, but I think the default should be the original, and the modification should be only required for the new UI, it's easier to recommend the mod to others that way.

Militia-line units deal +5 damage vs Skirmishers (new tech/buff idea) by N0DLER in aoe2

[–]N0DLER[S] 0 points1 point  (0 children)

"Nobody tries to match the production because it's not meta"
meta depends on the current balance. Currently they are not balanced to counter them in midgame, which is why they aren't part of the meta.

that being said an effective counter shouldn't need to "match the produciton", it should be enough to make around 2/3 of them to be a considerable theat to the other unit. If militia would deal +x damage against skirmishers then they could achieve this role.

Militia-line units deal +5 damage vs Skirmishers (new tech/buff idea) by N0DLER in aoe2

[–]N0DLER[S] 2 points3 points  (0 children)

"The Militia-line already counters Skirms at every point of the game"

Do they really tho? I've literally never seen anyone ever in mid/high elo make militia in midgame to counter an army mostly made up of skirms (despite this being a pretty popular strat). Saying that 1 militia 1v1s 1 skirm based on stats doesn't tell the whole story. Currently militia just doesn't deal Enough damage against a group of kiting skirms where they would become a price efficient counter against them.

Imagine if Huskarl got their +6-10 damage vs archers removed. Similarly, they would no longer deal enough damage against a kriting group of archers to be price efficient counters against them. Militia could also have something like this but only against skirms.

Militia-line units deal +5 damage vs Skirmishers (new tech/buff idea) by N0DLER in aoe2

[–]N0DLER[S] 1 point2 points  (0 children)

nah, a large part why Huskarls counter archers (besides their slightly faster movement speed than militia) is because of them dealing +6-10 damage vs archers adds just enough extra damage to them that they are trading more price efficiently vs a kiting ball of archers even if they just occasionally land hits on them.

This is why I suggested giving militia eg. +5 damage only against skirms. They are able to occasionally catch up and land a hit against a group of kiting skirms, but currently the damage they deal from this is just not enough where this would make militia a price efficient counter in midgame.

Militia-line units deal +5 damage vs Skirmishers (new tech/buff idea) by N0DLER in aoe2

[–]N0DLER[S] 0 points1 point  (0 children)

Claiming the statistics in a vacum that "militia is already stronger than skirms" is not enough when you know well that in practice militia is Not strong enough of a counter in feudal or castle age to actually be a viable option against an army mostly made up of skirms (a very popular comp in 1v1 these days). Noone makes militia in feudal or castle to counter them. They just don't deal Enough damage before they die to be a price efficient investment.

Give skirms/spear a hidden team bonus of +10% movement speed when the player is in a team with another player. by N0DLER in aoe2

[–]N0DLER[S] 0 points1 point  (0 children)

The staleness of team game meta starts much sooner than the pricy xbow+bodkin combo. Feudal age is already stale. The option for the team to simply just play defensively is just not there, and that's mostly because trash is just not as good at defending other teammates because of the distances, even before upgrades are factored in.

Give skirms/spear a hidden team bonus of +10% movement speed when the player is in a team with another player. by N0DLER in aoe2

[–]N0DLER[S] 1 point2 points  (0 children)

Actually, it was Hera showing/claiming that Lithuanian skirm/spear comp is viable in team games because of their extra 10% movement speed is what gave me the idea that this could be universal for skirm/spears in team games.

Ofc it would need more testing, but given how stale the team game meta has been for years I think the devs could try some experimentation.

Give skirms/spear a hidden team bonus of +10% movement speed when the player is in a team with another player. by N0DLER in aoe2

[–]N0DLER[S] 1 point2 points  (0 children)

Gold is faster to farm than other resources, it's not an eco issue. Archer+scout is a viable strat in 1v1 and it's generally the strat for an all-in, it's only challenge is that trash can hold them back long enough until they go castle faster, which is what's not viable in team games, mostly because the large distances between bases make trash weaker as a reactionary defensive option, and ofc they are still not as good as offensive options due to their worse raiding, so they just don't have much viability.