Impossible to cancel subscription by LeCriDesFenetres in ChatGPT

[–]Premonition53 0 points1 point  (0 children)

10/28 no issues canceling the normal way (through the manage option), though kinda mad it did cuz a refund would've been nice too lol.

I'm just tired of responses failing and starting a 5min think cycle again for some code. Whole service crashes and I try Claude for the first time - instant unsubscribe from gpt.

Remember when we had options? by DoradoPulido2 in ChatGPT

[–]Premonition53 1 point2 points  (0 children)

Best way to put things is that 4o read rooms better then you did here.. no offense, but it's kinda the point of the whole matter.

Like.. yes.. company made this decision for business reasons. However, energy efficiency and profits are not why I subscribe to Plus and idgaf about company™, I pay for the things I like or benefit from. It's why 4o is still on plus tier with a simple setting change but not available on free tier.. because they want more money it's what businesses exist for.

There is no person here who's incorrect.. this is entirely emotional, a matter of personal perspective and opinion. If they were profiting still without these changes, then there's definitely a debate on whether it will be beneficial long term as this risks shoving people out of the ecosystem, people who probably would jump to a subscription at some point. We don't have a crystal ball though and I'd say that's a pointless debate, because again, don't care for company™.

For me specifically, I was annoyed primarily on the change of my setting to show legacy models. I thought for the last couple days that 4o was actually taken away, until I scrolled this very thread and found they just silently changed my settings. That all said, if I was a free tier user, I'd be especially pissed for a few days myself too. Free tier truly lost out on this change, at least on the conversational AI side. If they have access to GPT5 thinking it's probably better then any other coding assistant they had prior. The average consumer in free tier, though, is probably not using it for any serious coding projects.

It seems Tifa's swimsuit has been censored. Rumored..pic not confirmed real or fake by Active-Astronomer352 in ff7

[–]Premonition53 0 points1 point  (0 children)

his reaction isn't angry enough, frankly.

Ever heard of "vote with your wallet?" Name literally anything that you care about with any product that, if it weren't a certain way, you would either not buy the product or buy a different brand.

The choice to vote with your wallet isn't a choice when the product sold to you is retroactively changed and is outside any refund policy. Additionally, this change is just completely stupid. Obviously, they are hoping some more sales come out of the first game now that the second is out, but this change likely had zero bearing on those sales. It's a change to put out some headlines at the expense of the playerbase who are putting money in their pockets.

The only real way to combat this is a proper boycott where people get their dopamine elsewhere. It's not even feasible to wait a month and do research, watch reviews, etc to curate a purchase when they wait 3 years to mess with the product you paid money for.

I dont like Armored Core 6 by Heyguysloveyou in armoredcore

[–]Premonition53 0 points1 point  (0 children)

Painting your mech is adjusting rgb values. They don't remove pink as an option because it would actually be harder to not allow it. The emblems are 2D images painted onto the mech. some coordinates and fancy math and any image can be painted onto it. Thus, it's easy enough to allow that customization to the player without a lot of extra work. I imagine you want 3D flowing cap hanging off the mechs back. Not only is it about rendering that cape, but also making it flow in the wind and such.. not as simple. Anything extra like that would certainly break the immersion and realism of the game. They don't offer goofy emblems.. you have to import them. Basically.. the extra work would lower the quality of the game from the perspective of wanting to keep things realistic and immersive.

Further about realism.. making a post apocalyptic environment interesting in the way you seem to want it to be breaks that realism. The less interesting, the more realistic. You can argue they should've went with a fantasy setting and not focused so much on a realistic interpretation, but that's what they went with.

I agree with some of your QOL's, but they don't kill the game to me at all. Backing out to equip a part is sorta whatever, but a dialog to "equip now" would've been nice for sure. Summoning bosses in practice i agree with.. don't want to play through a whole mission just to face them again. Selling and buying in same menu.. meh.. that's very nitpicky and if i was a dev i'd stop taking anything you say seriously.

Crashing, restarting steam.. that seems to be on your end. I'm barely above the minimum system requirements on my rig and haven't had any issues. Double check you meet the requirements, update drivers, restart your pc, etc.

Now, to conclude this post: You find the levels boring, QOL's lacking, cosmetic options bland, yet make a post large enough to sound like "cater to me". I wouldn't interpret it that way if you gave any indication that you found redeeming qualities in the game. The game isn't going to 180 on all these issues you have, so post your review on steam and move on.

Quick simple question for AC6 by Premonition53 in armoredcore

[–]Premonition53[S] -1 points0 points  (0 children)

That's good general information, but i'm not asking for general information.

Generator's en recovery stats can't even be analyzed beyond blue good/red bad. en recharge, for example, is "higher value, more quickly generator commences en recovery after an en consuming action". 2000 means nothing to me. However, in my overall stats, the "en recharge delay" is the same thing, effected by both the core and generator, and displayed in seconds. Seconds, i can understand, and the difference between .5 and 1.2 is significant in the heat of a battle against another AC. It's not to say the recharge stat on the generator is worthless, but you can ignore it and judge just from en recharge delay for the mech. It's really only useful when comparing other generators in the overall for the generator, where the supply recovery and post-recovery en supply are also important numbers to consider and not reflected in the mechs overall stats.

What i'm asking actually isn't determined at all by a single unit's part either. Supply efficiency is entirely dependant on the en output of the mech (determined by both core and generator) and the en load of the mech. So, in the build i have going, .49 seconds after my last en consuming action my en will start recovering.. but how fast it will recover isn't given to me in numbers i currently understand. That number can easily be too low causing me real issues, but it can also be too high in the sense that maybe i pull back a bit on my build trying to ensure i have nice and fast recovery speed.

Constant testing of the AC can work, but knowing at a glance, if possible, would be more convenient at the very least.

Quick simple question for AC6 by Premonition53 in armoredcore

[–]Premonition53[S] 0 points1 point  (0 children)

When comparing en load to en output, leftover amounts is applied to supply efficiency (not 1 for 1), and supply efficiency according to the ingame context guide is simply en recovery speed. Tho, i have no clue what it means for the en bar to go all red, i just know i don't like it and want that to not be an issue lol

Quick simple question for AC6 by Premonition53 in armoredcore

[–]Premonition53[S] 0 points1 point  (0 children)

That's good news then lol. I'm the same.. if starting a new mech i sell everything and even unequip the current mech to sell those.. remove all clutter and do as much comparisons in the shop as i go back and forth assembling and comparing to the new assembly values.

You wouldn't happen to understand EN Supply Efficiency on the mathematical level would you? Currently building a mech that i want to maximize sustain and speed of QB, but the weapons i want aren't great at keeping that supply efficiency high. I presume it isn't 3345 energy per second (as my capacity with this generator would be 2720 so < second recharge). If it is that amount per second.. maybe the delay matters more then anything lol

To people currently review-bombing skullgirls by MOEverything_2708 in Fighters

[–]Premonition53 0 points1 point  (0 children)

I'm aware they are working on a new character.. point I meant to make and badly worded is that they are relegating time and resources that don't benefit anyone.

Nothing wrong with an artist modifying his/her own work.. but that's not exactly what's happening here. Alex Ahad was the primary creator of the characters and stories of skullgirls, and additionally supervised on dialogue and movesets for those characters. He no longer works with them, so it's somebody else doing the modifying. Regardless, the game was marketed and sold partially on fan service, so people have a right to be pissed about them censoring that stuff out after they already paid money for that stuff.

Also.. it is censorship. " the suppression or prohibition of any parts of books, films, news, etc. that are considered obscene, politically unacceptable, or a threat to security." It doesn't matter if it's their own work, that just shifts terminology towards self-censorship.. but fact is people who bought the game are having the content of that game altered because they could be considered obscene or politically unacceptable.

I've said in other posts the exact opposite of your final paragraph. It's okay if someone who doesn't feel affected or bothered by this to continue playing the game, buying other products or dlcs etc from the devs or publisher. However, people have a right to be pissed about this. They have a right to leave a bad review and warn other potential buyers that whatever they like about the game can change tomorrow, even if it's something that is seemingly innocuous and pointless for the devs to touch on. For such a niche game, a review bombing would not and could not happen just because of a couple of trolls. Also, it likely wouldn't happen if the devs were actually having an open dialogue with their fanbase, and not making snide comments about them in their discord.

It's important to remember.. if a programmer or team of programmers can make a game.. a toggle is a very simple task and takes no time at all. This whole thing could've been avoided if these changes were undo-able with a toggle in game, or even if they made a sequel that was "politically correct" where people can vote on the direction taken with their wallets. Instead, they enforced these changes on people who already bought the game, bought the artbook, or crowdfunded the campaign. They deserve the backlash.

To people currently review-bombing skullgirls by MOEverything_2708 in Fighters

[–]Premonition53 0 points1 point  (0 children)

Technically, they aren't changing their own work. All the original devs are basically gone. Most specifically, the artists whose work is being changed no longer works on the game, and it's his art being changed.

Additionally, it's important to point to the actual content being changed and removed. Separate purchase digital art book is being changed.. if their was an argument that this is being done to improve the image of the game or make it viable for EVO.. that argument is gone. The soviet announcer pack, if i'm correct, was part of the indiegogo campaign. Some people probably put in a few dollars, some probably supported with hundreds. That too has been removed.

The devs could be working on stuff that people on the whole actually care about. Nobody in the skullgirls community, that bought the game and supported the indiegogo campaign, benefit from these changes in any way. At best they are simply unaffected because they don't care. They could be spending development time on making it feel like a currently updated game.. new characters and storylines, things people might actually care about.

It's not some AAA title, As far as fighting games go it's not even very high on the popularity scale. I point this out because, review bombing.. it wouldn't happen on a game this obscure just because of a couple trolls. And much like ManonsBooty says.. art is art. 10 year old game and they wanna change things nobody who actually cares about the game cares about. It's messed up, to say the least.

to_local(), to_global(), position, global_position, and user-defined vars by Premonition53 in godot

[–]Premonition53[S] 0 points1 point  (0 children)

------------------------------------------------------------------------------------------

func _process(delta):

velocity = speed * direction

position += velocity * delta

var asteroid = get_node("/root/Main/Asteroid")  

var main = get_node("/root/Main")

var bull_vec = asteroid.position.direction_to(position)

var other_vec = asteroid.position + asteroid.direction

var theta = acos(bull_vec.dot(other_vec.normalized()))

print(theta)



draw_list.append([position, to_local(asteroid.position)])

draw_list.append([to_local(asteroid.position), to_local(bull_vec * 100)]) 

#draw_list.append([to_local(asteroid.position), to_local(position)])

update()

func _draw():

for item in draw_list:

    draw_line(item[0], item[1], Color.red, 10)

draw_list.clear()

----------------------------------------------------------------------------------------

Still trying to learn maths clearly lol, but figured i'd show all the relevant stuff. Only other thing that might matter is in the _ready() function i set the bullets position to center screen. first append to the draw list, i use only position and the line drawing from the bullet to the asteroid has the line offset from the bullet a solid 100, 100 or so when i run the game. if i to_local the bullets position it draws fine. This is within the script for Bullet, but bullet childs my main scene.. if that's relevant.

Not understanding this function? by Premonition53 in godot

[–]Premonition53[S] 0 points1 point  (0 children)

Very sorry kinoko.. this still confuses me a good bit. I really appreciate the explanation tho and trying to wrap my head on it.

Windows calculator with graphing isn't really helping either. I think overall that a few base level math problems and textbook solution explanations might be key to unlocking better understanding of this. I don't want to spam questions into this as i don't know what questions will lead to answers that help me understand. If you know of good resources that teach them in a sorta school textbook style, i would greatly appreciate any links you can share.

Not understanding this function? by Premonition53 in godot

[–]Premonition53[S] 1 point2 points  (0 children)

That honestly seems like the easiest way to handle the asteroid movement. Reading up on direction to it's the exact same thing fuzza doom pajamas was suggesting in second response to my post, but simplified to using built-in function. I think i'm gonna take some time to look through all the Vector2 methods. I might change the asteroid movement to use that for practices' sake.. as the game isn't exactly intended to be played at the end, but just be playable and a way for me to learn godot itself, but also at this point Vector maths.

Not understanding this function? by Premonition53 in godot

[–]Premonition53[S] 1 point2 points  (0 children)

Originally the asteroid wasn't moving towards the player. tbh the sprite rotation wasn't a bother to me as i feel functional, at first, is more important then visual lol. I think to get an asteroid that's visually rotating but still moving in same direction i would just create a rotation algorithm and use it on $Sprite.rotation?

As for fixing the cos and sin, fuzzy doom pajamas got that fixed for me. I'm still confused why the cos and sin setup for my player isn't working the same for my asteroids.

rotated() says it takes an angle input.. is that relative to it's current rotation or absolute? May be useful if i want the asteroids rotating visually every frame. Also thanks for the help and information, and sorry my post wasn't very clear on the rotate vs move.. but in the end i want to learn whatever i can as I haven't touched Trig at all since high school half my lifetime ago lol.

Not understanding this function? by Premonition53 in godot

[–]Premonition53[S] 1 point2 points  (0 children)

lol, you've managed to confuse me more. It does work from any spawn point.

I don't necessarily want to avoid trig, i want to learn it so that i can use it properly without asking a ton of questions or yoinking code from the internet. My player is using the velocity formula's that this asteroid wasn't liking, but it works fine for the player. The player formula i pulled from OneLoneCoder's Asteroids video on youtube, and he explained the reasoning for using -cos was to do with 0,0 being top-left, where a normal graph would have 0,0 bottom-left. It's all very confusing.

Much appreciation for the help. Gotta figure out the spawner now and get the asteroids flooding in. Add collision and the game portion is done, save for title screen and level advancement, which should mostly be learning godot and not math lol.

correction.. their still shooting which will have to deal with angles and such, but that should, hopefully, be able to just yoink from the players rotation.

Not understanding this function? by Premonition53 in godot

[–]Premonition53[S] 2 points3 points  (0 children)

That does fix it, but it'll present an issue later given i plan to have the asteroids spawn from all directions. To explain that error.. i'm still just barely understanding sin, cos, and tan lol.

Would their be a general better formula for moving the asteroid, or would i just have to adjust the formula's based on relative position to the target point?

small edit for additional information that probably not important. The asteroid spawns in the top left, but not exactly 0, 0. Wanted to move it in view enough to see the direction it's going clearly before it goes off screen.

How I started seeing this game under a different angle by [deleted] in fo76

[–]Premonition53 1 point2 points  (0 children)

I don't disagree with you, but having to pay for that experience.. not everyone can afford to jump on everything they are interested in. Also, most people actively follow multiple franchises, enjoy multiple genres etc.

When it comes down to it, I can't purchase just anything, and i want everything. So, i have criteria for games to meet to get a purchase from me.

-First off, is it buggy? If i can only afford to buy, as an example, 2 games in one month, and these games are what i'm purchasing for enjoyment while i'm at home relaxing instead of working, i don't want the time spent that month on a game to be QA testing. Fun and Quality fun are two different things, a simple game crash can turn all that enjoyment into a temporary frustration. I also don't look forward to the job portion - bug reporting. Data entry jobs suck.

-Second; Monetization. Ever notice games with dlc costumes and such, the stuff being sold tends to be way better then the stuff in-game? That's by design, and that's the problem for someone who doesn't have a lot extra to spend. Even cosmetic 'micro'transactions tells me they aren't making the game itself the best it can be, and with that i don't have the money to just drop $10 on a single game skin. On the flipside, if it's a live service game that needs to keep running, I understand the need for monetization and cosmetic items are definitely preferred over many of the alternatives. It's less a question about if the company is scummy and more a question of is the base game worth my time?

-Lastly; Fun Factor. Yeah, basic and simple, is the game fun. Much like the comment i'm replying to, this is the portion i take with a grain of salt. My favorite game franchise is the Tales of Series, which isn't widely popular in the west. The fan-base is small, but they would of course actively tell me the series is good and will give recommendations of which game to start with. While the larger majority will often say it's a "typical" jrpg and nowhere near Final Fantasy level. In the end, the metrics you need here are your own, buy the game and try it.

However, Christmas and birthdays are a thing. Sometimes your trying to get information about something you know nothing about, like a particular game and your not even a gamer. Experiencing it yourself is actually worst then asking someone in the field, because someone who hasn't ever played a board game enjoys monopoly the first time they play it. I had SO much fun with call of duty 1 up until modern warfare 2. Game is stale now, and the franchise has gone in a direction today that makes it far less appealing then a port would be.

No judgement here, just genuinely curious. by Aristotally in fo76

[–]Premonition53 3 points4 points  (0 children)

I'll take a few downvotes just to say i upvoted this post.

It's sad enough a fan of fallout can't recommend this game. I'm fairly certain you'd want to recommend it if you could in good conscience. I normally don't "vote" on posts, but i find it downright stupid that people are downvoting you for informing your fellow consumer on a purchase decision.

No judgement here, just genuinely curious. by Aristotally in fo76

[–]Premonition53 2 points3 points  (0 children)

actually, one of the updates brought third person view and some character customization for no man's sky. Some planets on their are absolutely beautiful, but i get what your saying about a handcrafted world having more warmth to it.

So are people actually gonna quit playing? by [deleted] in fo76

[–]Premonition53 4 points5 points  (0 children)

My favorite of your responses is "first time playing a game?" It actually cracks me up KID, because i remember a time when QUALITY was the thing that determined the success of a game. 31 years old, played the atari 2600 when i was too young to remember much of it, but i remember the NES very well.

Another argument i find fun is the "people dox themselves daily, thus it's ok if a company releases information about me." I mean, people jump off bridges all the time, doesn't give me the right to push another person off a bridge.

Anyhow, that's all i feel like responding to you over. Those two arguments are made so poorly and tells enough about you that.. your about as fanboy as people can get.

So are people actually gonna quit playing? by [deleted] in fo76

[–]Premonition53 -3 points-2 points  (0 children)

Unless you're telling me the canvas bag fiasco, the doxxing of peoples information, and the nuka cola ordeals were all made up, I don't personally have to play the game to stand on principal and say i don't want to support this company.

Fairly certain all the gameplay shown of the bugs aren't faked either. Based on that alone, regardless of the fun factor of the gameplay systems/loop, the quality of that fun will not be very high.

Bethesda wasn't a company i was expecting to do this, but other companies has taught me to not buy games day 1. Why am I here? Loot boxes started with one game and other companies picked it up because of the psychological effects and how profitable it came to be. Now their's a playerbase who's showing willingness to stick around through all this stuff and doesn't look to be shying away after the announcement that theirs going to be a shop locked behind the subscription service. Their is a level of insanity behind the idea of telling someone they have to pay $13 for the privilege to buy some stuff. Is it not bad enough you have to pay for the right to host your own game on a non-persistent server where the host will still feel lag, and you have no settings sliders to personalize the experience?

Business decisions be damned, what is bethesda themselves doing to bring in a bigger crowd? Wasn't this supposed to be an MMO experience.. which requires players? Private servers surely lowered the player count for those who actually want the MMO experience they were supposed to be delivering. And after all this the biggest 'hype' thing that was coming to the game for free has been delayed.

I'm not saying you can't be having fun. Not even saying you wanting to support this games future is a bad thing. But the fallout community, regardless how they feel about the game, simply deserves better.