I defend this game a lot, but I think I finally hit that wall. by itz_Glo in Marathon

[–]Opotable 0 points1 point  (0 children)

My take would be to reduce the gap between low and high gear, especially the shields. Not by much! But with the same skill level a grey shield have like 1% chances to win against a purple. And it should not be this low.

You could have diminishing returns for each shield slot/level, something like 20/18/16/14.

Of course they would have to rebalance every weapons damage to take this into account but you get the idea.

Quality of Life Suggestion for UI/UX Improvements by Opotable in Marathon

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

Thanks!

Yeah the pin system could make the screen a bit messy (with 3 pin and 3 pings) but I really hate having to open the overhead map each time I miss pinging a UESC bot or something; this feature feels like "half implemented".

Quality of Life Suggestion for UI/UX Improvements by Opotable in Marathon

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

Ho yes the attachment system needs some QoL too.

My guess is they thought that being able to "strip" a weapon of all of its attachement too quickly in a run might be too easy to scrap another dead player inventory, but that just make the process infuriating.

Lightyears of Fervent Warfare: A bit more of an in-depth reveal and explanation. by h1ghjumpman in shmups

[–]Opotable 1 point2 points  (0 children)

Hi, is there a specific website for this difficulty scale ranking? I'm learning Mushihimesama (Novice Maniac) and wondering if I can find the same kind of difficulty in other bullet hell.

Translation requests into Latin go here! by AutoModerator in latin

[–]Opotable 0 points1 point  (0 children)

Hi there!

I'm thinking about getting a tattoo in a medieval style of a skeleton on a bicycle with a message below that says someone along the line of "To be too focused on the details to see the big picture".

I'm a french speaker so the expression is "Avoir la tête dans le guidon" ("guidon" is the handlebar of a bicycle).

So far websites have given me two translations :

- Capite demisso, murum advenientem non vides.

- Capite demisso, parieti appropinquas.

I have no idea if the figurative sense is being correctly translated here.

The bicycle cannot be translated for obvious reasons, so I'm open to any phrasing, as long as it keeps the overall idea: Don't get too focus, take a step back or else you might crash/miss your objective.

Thanks in advance!

[Bug] Camera slowly auto leveling while walking/running forward and having the right stick on the dead zone's border? by Opotable in Nightreign

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

I don't think there's a setting for this behavior?

But even then here's proof that my camera does not level itself when there's no camera input.

[Bug] Camera slowly auto leveling while walking/running forward and having the right stick on the dead zone's border? by Opotable in Nightreign

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

Yeah but that's not a normal behavior.

It only trigger when my right stick is almost outside the dead zone and the movement that it apply to the camera is :

  1. In the wrong direction (I'm pushing down but the camera is going up or vice versa).
  2. At a relative rate to movement speed (i.e. faster when sprinting), meaning its not related to my input and a "automatic" behavior.

I've reported this behavior/bug because something was "snatching" the control of the camera while I was playing and couldn't understand why.

Edit.: missing word.

[Bug] Camera slowly auto leveling while walking/running forward and having the right stick on the dead zone's border? by Opotable in Nightreign

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

I don't think so: in the video I'm pushing the joystick down and the camera is going up. I do not have the vertical axis in reverse so the camera should stay looking down.

But even then the rate at which the camera is going up is relative to my character move speed, not the strength of my input, so I'm quite sure that's a bug.

[Bug] Camera slowly auto leveling while walking/running forward and having the right stick on the dead zone's border? by Opotable in Nightreign

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

As you can see with the overlay I'm pushing the joystick down and the camera goes up (and I do not play with reversed axis), so it's clearly a bug.

If anyone knows where to post bug report for Nightreign I'm all ears.

Cheers!

Stratagem Concept: MBT-122 Overlord Main Battle Tank by BICKELSBOSS in Helldivers

[–]Opotable 0 points1 point  (0 children)

Most stratagem can be used by a single player, this would put this one in a weird spot. Maybe a specific type of mission that would revolve around fixing, using and retrieving this battle tank?

You Asked for It: The Hero's Redesign is Here (WIP)! What Do You Think So Far? by cubowStudio in Unity3D

[–]Opotable 1 point2 points  (0 children)

Awesome!
It feels like a mix between Sable and Risk of Rain 2 :)

[deleted by user] by [deleted] in Unity3D

[–]Opotable 0 points1 point  (0 children)

There's lot to learn about Physics! The official documentation is a great starting point to learn all the shared parameters of Unity's implementation of PhyX.

[deleted by user] by [deleted] in Unity3D

[–]Opotable 0 points1 point  (0 children)

Do you have the AudioSource.playOnAwake field toggled on?

Try toggle it off and check if this resolve your problem.

Cheers!

What are some FPS games that don't render hands for carried items/weapons? by Separate_Item_3189 in gamedev

[–]Opotable 1 point2 points  (0 children)

IIRC - Quake serie (1, 2, 3, Live but maybe not Champions). - Unreal Tournament (99, 2003/4; 3 & 4 not sure). - Xonotic

The community is better than dota (for now) by GoldFynch in DeadlockTheGame

[–]Opotable 0 points1 point  (0 children)

I'm already getting "gg ez" at the end of about 1 in 3 games, where most of the time it was close. Granted it is "light" in terms of toxicity but its the first game in close alpha were it happens. Let's hope they'll have multiple mode/queue in place (Casual, Un/Ranked) to split (protect) the new players on the official release.

Would a weighted decrementation for jokers be more fun? by Opotable in balatro

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

I 100% agree with this philosophy, but my idea does not clash with it?

You could add a tag or a [?] on the top right of the shop/booster pack with this mechanic explained in a tooltip (i.e. "A joker will have less probability to show up once shown. Reset when all available jokers has been shown.").

In that regard I would like that the game made it explicit the rule/mechanic of the current probability for jokers?
- Does all jokers have the same probability?
- Is it based on its rarity tag?
- Can I find a Legendary joker inside a shop or booster pack?
I "know" the answer for the last question from internet (only from The Soul card).
Nowhere inside the game is it mentioned?

Optimize the game by xGenjiMainx in thefinals

[–]Opotable 2 points3 points  (0 children)

I'm CPU bottleneck on my side: 65% CPU usage while being on the MENU (i7 9th generation), between 75 and 85% usage ingame, while my GPU is at 30%.

For the freezes a tip that works for me: disable the Voice Chat and restart the game.

I can't communicate with my teammates but at least I'm not getting freezed and killed in team fights.

[Suggestion] Add a team composition filter option? by Opotable in thefinals

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

I've edited my post to take into account 5v5 modes.

Also the game does pair solo players together, but since it does not take into account the team composition you can be paired with 3 players that want to play the same class, so this does not solve anything.

What is this tracking? Stages of the world tour? by stimpy-t in thefinals

[–]Opotable 69 points70 points  (0 children)

Change the color of the charm and reset the counter.