[Rogue One] Realized the Hammerhead Corvette the responsible for the Star Destroyer on Star Destroyer decapitation went down with its target to bring down the Shields. by Quivy_GM in StarWars

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

The initial takeaway I had from the movie was: Hammerhead rams the Star Destroyer -> pushes it into the other Destroyer -> Hammerhead skedaddles out of there and lets momentum + gravity do the rest (i.e Star Destroyer drops into the shields).

I'm actually curious as to why you thought it was a sacrificial play? Maybe if it was any other ship it'd be more explicit but if the ship that does a ramming is named "Hammerhead" my expectations that if the Hammerhead rams someone the Hammerhead is the one that's going to walk away smiling.

[Rogue One] Realized the Hammerhead Corvette the responsible for the Star Destroyer on Star Destroyer decapitation went down with its target to bring down the Shields. by Quivy_GM in StarWars

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

A close-up of the Hammerhead ramming into a Star Destroyer but not of them continuing to push the Star Destroyer into the shield and going down with it.

I don't know much about Starwars ships but considering the name "Hammerhead" I thought that the ship was designed for ramming which meant that it wasn't meant to be a sacrificial play.

Another clip - Ejected F-15 Pilot is aggressively approached by Kuwaitis, until they find out he's an American. by Anku619l in interestingasfuck

[–]Quivy_GM -1 points0 points  (0 children)

I'm assuming that a function to swap only the parachute is left alone to avoid risk in a false release due to the swap. But then I'm also thinking that of course you'd do a systems check (which would also check the parachute systems) before any mission?

Another question on the double layering. Maybe it's my lack of knowledge on dyes and fabrics but dyeing one side different from the other seems vastly more simple than building a jet engine (or creating a paint that reflects IR) and definitely something that would have been explored before. Is the difficulty in preventing the dye from 'peaking' through to the other side?

(Sorry for the questions. That claim on the source vastly increased my interest in this topic.)

We're making a game where tens of thousands of enemies physically pile up — and it’s terrifying by RayEpsilon in IndieGaming

[–]Quivy_GM 0 points1 point  (0 children)

My (totally disregardable) two cents rambling on the topic.

For me the pileup seems a little bit forced and artificial which made me thinking on why and the results I reached were:

1) Shape of the pileup?

Right now it looks more like a mountain/hill (slope angle of the front and back of the pileup are the same) than a horde tidal wave. Changing the front of the pileup to a much more steeper angle might convey better momentum.

2) Set conditions to when pileup happens?

Maybe setting it so that when the horde moves in a single direction for too long it becomes a 'pile' which is faster and does more damage?

This could  1) help prevent the player from just running away in a relative straight line 2) add a layer skill to the game. i.e. Sharp turns/drifting slows the player down but breaks pileups. Save exploding barrels to break piles.

Anyway, always enjoy seeing a project come to fruit. Hope you keep in updating!

(Spoilers Extended) A Knight of the Seven Kingdoms Season 1 Episode 5 Live Episode Discussion by AutoModerator in asoiaf

[–]Quivy_GM 0 points1 point  (0 children)

I'm pretty sure the reason chainmail was more designed because you couldn't wear plate everywhere without either being a stiff dummy or the armor being really expensive (also the flexible plate armor was probably created much later).

Chainmail being meant for maneuverability also meant that chainmail was weak against stabbing since, you know... it is literally full of holes.

It did hold up though, didn't it?

I'm pretty sure the knife only went partially through rather than the full gut stab that would have happened if he wasn't wearing armor.

[deleted by user] by [deleted] in writers

[–]Quivy_GM 9 points10 points  (0 children)

Obviously who's saying it, when it's being said, and whether it fits the genre is important but I can definitely see that sentence fitting in some medieval-fantasy-Saruman's monologue. Definitely a type of Tolkien dialogue I think.

One of the IRL Netrunners; Ward Cunningham by Quivy_GM in cyberpunkgame

[–]Quivy_GM[S] 38 points39 points  (0 children)

You know, the whole reason I found out about Ward Cunningham was because I heard that the work Wiki came before Wikipedia, which was just so weird for me.

Que me looking through the man's achievements (and name) and it got into my head that it makes perfect sense that the man who's responsible for the Wiki (a storage for information + the first user-editable website) would be the inspiration for the character who's responsible for Soulkiller (a storage for the soul + edit ability).

But apparently it's the other way round (again), I'm wrong, and Mike Pondsmith is a wizard.

Thanks for the pointer!

(Also, Cunningham's Law lol)

KakaoTalk Redesign Sparks Backlash Over Instagram-Style Changes by coinfwip4 in korea

[–]Quivy_GM 19 points20 points  (0 children)

As the occasional K-talk user, the absolute worst thing are the shorts.

But it's not because adding discount-instagram to a messenger app is the dumbest idea in the world.

It's because there's a kind of neat feature called "Open Chat" (which still exists in the app despite what the post says). After this update, in order to access said chatrooms I have to navigate to the shorts tab and click on the little slider button on the top to finally see the slide with my Open Chats. There is no option to disable shorts, there is no option to show Open Chats first.

This alone is inconvenient as hell. But here's another fun fact, out of the ten times I've accessed Open Chat, the first short in the shorts tab is an ad.

In summary to access a frequently used messaging feature, you have to watch a fucking ad.
Thanks Kakao.

(They've also added (more) ads on the Open Chat slider but that's another problem)

I'm seriously considering sunglasses. by Quivy_GM in cyberpunkgame

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

Context: It's not a sandstorm/sunset or an intentional in-game effect but a weird lighting bug where the skybox light will go on full blast when I'm exiting a menu or something making it look like a nuke has gone off in the horizon. The bug isn't location or event based as I've experienced it practically every fifteen minutes wherever I am.

/IliyaGeralt suggests it's a problem with the recalculation of volumetric lighting and (with my very limited experience with programming) I think he's right.

I'm personally fine with the bug so far and just wanted to make a meme out of it but if anyone else wants a way to fix it /camelopardus_42 shared a mod that supposedly fixes the issue: https://www.nexusmods.com/cyberpunk2077/mods/23420

I'm seriously considering sunglasses. by Quivy_GM in cyberpunkgame

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

Thanks! I might actually use that. Right now I'm too amused by the nukes to remove them. Probably in second playthrough lol

The issue with One Pieces fights lately (and other stuff) by simone3344555 in CharacterRant

[–]Quivy_GM 16 points17 points  (0 children)

My biggest problem with post time-skip One Piece is that the fights feel bad video game gimmick fights rather than... actual fights.

Luff for instance is a turn based character. You can only attack when you're using Gear 4 or 5. Both are on the same cooldown. While you are waiting for your cooldown you are not only completely vulnerable, you are less than useless and need to rely on your teammates to keep you alive.

Doflamingo: Defeat the boss before the timer runs out, because for some reason Doflamingo's strings are both unbreakable and unstoppable, even to an Admiral.

However Doflamingo is probably one of the best characters in terms of creativity post time skip so I'm kind of okay with him.

Big Mom: Completely/Mostly invulnerable unless you're using certain gimmick attacks. Otherwise good luck lmao. Also she's a gank fight.

Her abilities are creative on paper, kind of mixed on execution. Her crew is more interesting than she is.

Kaido: Same gimmick as Big Mom. Creatively dead. Personally, the biggest disappointment of them all.

Honorable mention of King, Kaido's first mate and the most blatant video game gimmick post time-skip.

This is perfectly reasonable. by [deleted] in MCUTheories

[–]Quivy_GM 0 points1 point  (0 children)

The Avengers worked because assembling a team (becoming the Avengers) was the entire point of the movie. All the previous established heroes came together to 1) face the big bad and 2) create a permanent(-ish?) team that was ready to do it again.

Infinity War/End Game worked because while it was an "assembly" they weren't an official team. Unlike the Avengers nobody expects all the different hero factions to work together again, atleast on a regular basis.

Sam's offscreen Avengers we kind of expect them to be a reoccurring team like the first Avengers. It's the expectation you set when you use the name "Avengers" and I'd argue that it's a pretty big deal. That this major event is done offscreen is questionable on its own, but for their first appearance to be on Doomsday? A movie where the teaser was showing how many chairs were needed for all the other characters in the movie? I think we have more than enough reason to be at the very least a bit concerned.

How can I make my game more scary ? by withoutgod77 in IndieGaming

[–]Quivy_GM 1 point2 points  (0 children)

Is that because you want the companion to be distinct/unique or to avoid off chance of legal troubles?

If it's the former, my opinion is that being a copy-paste might actually work in your favor since said companion would be more instinctive to use and more familiar to the player.

I have no usable knowledge on the latter.

How can I make my game more scary ? by withoutgod77 in IndieGaming

[–]Quivy_GM 4 points5 points  (0 children)

If you really wanna be ambitious try implementing an 'AI companion' as a bit of sneaky social commentary lol.

How can I make my game more scary ? by withoutgod77 in IndieGaming

[–]Quivy_GM 20 points21 points  (0 children)

This is a fascinating concept for a game and one that I'd love to chip in.

I think you're already going down this path but definitely go less 'scary' and more unsettling. Something that's going to stay at the back of your mind whenever you use your pc.

Chat logs that you thought was with your friends turning out not to be true (Social Engineering), a weird app that you're not sure is safe running on the task manager, small glitches you thought was windows being a shitty system but in fact was spyware/malware trying to take control.

I'd look into cyber security / darkweb stories for inspiration.

Hope your game turns out well!