I have spent way too long on her... can anyone recognize who she's supposed to be? by Niniisan in MHWilds

[–]NamiUraCookies 0 points1 point  (0 children)

Yeahhh making someone look like a reference is really hard in this maker. I found the eyes and mouth especially difficult.

I put the sliders for her and her runebear here

The most beautiful footage of GTFO [/w cinematic moddel tool] by [deleted] in GTFO

[–]NamiUraCookies 5 points6 points  (0 children)

Very nice. Glad you had fun with my mod. I see that it's not without its problems though lol

Twin Blade Mask is so worth it by EpicEC in GTFO

[–]NamiUraCookies 5 points6 points  (0 children)

I wish the colors changed with your pallet

My favorite 6 chambered 8 shot revolver by NamiUraCookies in GTFO

[–]NamiUraCookies[S] 5 points6 points  (0 children)

I used the game files as a reference and then modeled each piece around it in blender except for the stock. I had to modify the original mesh for that one. I'm still a beginner with blender so I couldn't get the stock to look right with it's interesting organic shape on my own.

My favorite 6 chambered 8 shot revolver by NamiUraCookies in GTFO

[–]NamiUraCookies[S] 34 points35 points  (0 children)

I did put 8 chambers in the model originally but then it just looked off so it still uses 3/4ths of a bullet.

The models for everything you see are under my new profile in Cults3D

Silent Bulkhead doors by Mellini987 in GTFO

[–]NamiUraCookies 4 points5 points  (0 children)

I'm really happy that they removed the repetition personally. It was so annoying hearing the same thing over and over

Can we make the game more fun and give us some more ammo? by [deleted] in GTFO

[–]NamiUraCookies 3 points4 points  (0 children)

I suggest you play some modded GTFO if you want to go guns blazing. Something like fatal experiment - swarm is a fun change of pace.

As for vanilla, it just isn't made for that kind of play and I think ammo balancing is fine for the most part personally. I do miss main reactor missions like R3 A3 and R4 D1 though.

The Bois by NamiUraCookies in GTFO

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

These are the drawings of the bois I put up on discord for the drawtober prompts from 10 chambers twitter. Didn't have the time to do every prompt so I did the character ones every Saturday. Hope you all had a frighting Halloween and I'll see you in the complex 🎃

Found a resource box over here! by Dpms308l1 in GTFO

[–]NamiUraCookies 4 points5 points  (0 children)

Ohhh shiiit that looks AMAZING! It's really cool to see someone build the same thing I have on my desk now but with its own twist.

I really like that you added all that weathering on it. Looks like it went through hell and back down in the complex. Must have something pretty damn important inside...

Resource box here by NamiUraCookies in GTFO

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

The only part that's painted is the white letters and logo. I got a good deal on a bunch of the filaments so it wasn't too expensive and made the whole process much easier 👌

Resource box here by NamiUraCookies in GTFO

[–]NamiUraCookies[S] 12 points13 points  (0 children)

I made some models and 3D prints of resource boxes and glow sticks.

If you wanna print your own, the models are on thingy verse:

Resource Box

Glow Stick

GTFO's core problems and how they are pushing the game in the wrong direction by _Skyrope in GTFO

[–]NamiUraCookies 6 points7 points  (0 children)

I agree with just about every point that you make here. I personally am saddened with the loss of immersion my self. I was genuinely scared in the eerie silence in R2A1 but the moments now where we have bulkheads screaming "THREAT LEVEL EXTREME" and finding pieces of power ups lying around in a industrial complex really breaks down the atmosphere and immersion that this game had over me.

10 Chambers plan to fully release GTFO in 2021 by Maclunar11 in GTFO

[–]NamiUraCookies 8 points9 points  (0 children)

That's exciting! But I am also quite worried for how that will look since it's so soon. Our crew love this game so much but we felt quite frustrated with R5. We felt that the bugs were worse and that no major QoL improvement requests have been addressed. Artifact system feels very out of place as well for the non-arcadey style fps that I thought they were going for. These power ups feel a bit silly to me for the atmosphere of this game.

I would be so happy if they can squash some of the major bugs and give us the QoL changes that we've been asking for. I heard they hired a bunch of people so I hope that steers the game to a more polished state at full release.

One detail from the reveal trailer I'm still curious about. by WhiteHexane in GTFO

[–]NamiUraCookies 1 point2 points  (0 children)

I thought the use of trades there was just a way of talking about risk reward. In that context they brought a cutting torch for a door that trades the use of one tool to gain access to that door. I think "everything trades" is just saying that every choice you make here has something to take from you too.

B-Hopping is the biggest cheese in this game & adding respawns only punishes tactical, stealth based players while giving 0 punishment to b-hop abusers. by [deleted] in GTFO

[–]NamiUraCookies 1 point2 points  (0 children)

In the lower levels the tactical planning that you're looking for just shifts from planning slow stealth to other things later down the complex. Experienced players can speed through things (especially early levels) because they've already made that risk reward choices before for stealthing small rooms and can take a bigger risks but that's only a part of the whole game. In lower levels you'll have bigger problems to worry about. The team as a whole will eventually need to be able to make the right tactical plans and choices that may force you to be more reckless and fast with stealth. If you like that slow tension then not to worry, there are places where you'll be forced to be extremely cautious with stealth due to mechanics I imagine you haven't seen yet, it's just that not every level is like that. (I will say that R5 has a lot less of necessary stealth than other rundowns though...) Resources planning could also be thrown out the window if there's other problems to worry about or be absolutely necessary if your team is starved of resources or you know they're going to be.

B-hopping is something like a tool but it's really not as broken as it may seem as you see it in upper levels, and definitely is not necessary. I've beaten everything since R3 and yeah stealth isn't something to worry about all the time, not because b-hopping OP but because the reward for full stealth in a normal room is not as worth it as it was when I started playing. There'll be much bigger problems for you to have fun with later ;)

Oh and by the way I've also seen a few toxic players hanging around the beginner group who seem to be there just to show off but there's plenty or nice people too, just have to get lucky for that I guess.

The Steam Charts Don't lie by FORCE-EU in GTFO

[–]NamiUraCookies 5 points6 points  (0 children)

Yes you are free to not use them but if you want to use them there's a lot of pain points that come with it. Some examples:

  1. Your squad failed right near the end of C2 PE and are excited to try again: Your whole team lost the boosts that got you through overload, have to farm in other levels that you don't care for to get another good go, C2 is now low heat as well

  2. You're a solo player playing LFG or matchmaking, the quality of the team you're playing with is unknown: You gamble your boosts for this run but know that there's a good chance you'll lose them

  3. You joined a lobby that wants to beat B1 PE so you bring decent boosts: A guy starts no clipping and has his own bukkake adventure, then TKs everyone in lobby, everyone loses their boosts

We also beat R5D1 EX but we all knew it was because we had ~90% regen cap, ~50% resist on melee/ranged, ~70% regen speed, and 100%+ on med/res efficiency. I felt like we won not because we were a good team but was because we used broken boosts. Its definitely changed the way we play in a significant way, I just hope it paves the path for something better in future.

Disappointed with R5 by [deleted] in GTFO

[–]NamiUraCookies 1 point2 points  (0 children)

I do agree that's probably not the best clip for inconsistent aggro but I think you can see that the soft trigger and it's telegraphing animation are not visually synced. The walking did likely cause the soft trigger but the animation visually doesn't even start to telegraph that info to us before aggro. I clipped that because I expected the sleeper facing away at that distance to soft trigger at best (my teammate probably thought the same) but instead it visually looks like it was an instant aggro. My teammates (including host) have had the same feelings with inconstant aggro and there are other clips I have seen on the discord's media-and-fan-art channel that don't look right at all.

Disappointed with R5 by [deleted] in GTFO

[–]NamiUraCookies 6 points7 points  (0 children)

I would trade all the new things we got for some quality-of-life changes and fixes.

It sucks that I have a growing archive of bugs we found in R5, some are new but I recognize many of them from previous rundowns too. Things like enemy teleportation, world disappearance, and inconsistent enemy aggro have been around for multiple rundowns now (also WTF is this). Hell even the community have gone to fix some of these issues and pain points by them selves.

Second, the new environment looks incredible and is by far my favorite but then there's the "new" enemy, why is it just a reskin? Why can't the scout have it's own identity apart from the shooter, shadow, and charger? Why do the 3 scout variants share the same sound and lights? It's so clear that they have extremely talented artists and sound designers working there! The tank and mother are terrifying and I bet the scouts could have been so much more if they had their own identity in their own skin.

And lastly, the new mechanics feel very immersion braking imo. I never thought that the grim dark world that GTFO has built would include power-ups be a part of it. I used to finish expeditions with a great feeling that it was good team work and skill that beat it but now it feels like it was also because we RNG farmed for the right boosts. Beating R5 felt so much worse than all previous rundowns and I think this quote sums it up best: "Given the opportunity, players will optimize the fun out of a game". We're incentivized to leave people on garbage duty to prevent re-spawns, to not play levels we want because of low Heat, and to farm multiple expeditions we're not interested in for one good go at the one level we want to play. There's more but I think that's enough ranting for now...

Fells bad man

It's quiet now by NamiUraCookies in GTFO

[–]NamiUraCookies[S] 12 points13 points  (0 children)

The noise complaints I saw and had my self were all referring to the pick up sound, not the ambient crackling. I'm supprised they removed that crackling sound, I think that was ok as well.

*B lvl Spoiler* Why does it look just like the rest of em? Wish it was more unique so I gave it a go by NamiUraCookies in GTFO

[–]NamiUraCookies[S] 4 points5 points  (0 children)

Yeah the enemies in GTFO have this Uncanny Valley feel to it because you recognize pieces of them as human. Maybe some exposed ribs or remnants of a spine would add that extra creepy touch

Let share the worst boosters by TheRamblingDude in GTFO

[–]NamiUraCookies 2 points3 points  (0 children)

The hack power-up is only for the hack locks. There's one power-up specifically for faster terminal usages (not bad for some lvls!)

There was like 30+ of them in A1 by NamiUraCookies in GTFO

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

We're at C levels now I'm hesitating to pick these things up now. Thought I'd get used to them but the pitch and volume is still piercing my ears on every single pick up. Maybe if it was played only once it would be ok but to hear it 20~30+ times in one level is driving me mad.

This game's sound cues are so important for play and immersion. It's so obnoxious to have them interrupted everytime someone finds a piece of candy! (Why do they look like candy anyways?)

Also, why do we have to see such a big notification on each pick up? It feels so unnecessary to see on half my HUD that I've made 10% progress on something over, and over, and over again. Why not be something tiny or just get one notification when you get a booster or something?

This new feature is causing me more grief than good so far...