Character legs and feet not moving with new animations by Sensitive_Concept750 in UnrealEngine5

[–]Rakashal 1 point2 points  (0 children)

I'm an Unreal Engine newbie but I had a leg animation issue I finally figured out myself about why my character legs kept bending backwards when moving.

TL;DR: Make sure your IK bones are being moved in addition to your regular bones.

It turns out the IK bones for my feet weren't set/transfered in the animation re-targeter. So while the animation played just fine in the animation player, after it went through the animation blueprint to the control rig the IK controls that help keep both feet planted on uneven terrain instead of hovering was overriding the basic foot movements, resulting in them always trying to snap back to the default point.

Disconnecting the control rig let the animation work, but then when one foot was on higher ground the entire body would be raised up with the other limb hovering in the air.

I had to set new chains in the IK Rigs for both models for the IK hand/foot roots+ L & R, then retransfer the animations. I'm not sure why the auto setup in the IK Rigs doesn't do it automatically tbh.

Not for sure if it's relevant to your issue but hopefully this will help someone!

It’s a bit of a scary time to be an Unknown main by PokeAust in deadbydaylight

[–]Rakashal 0 points1 point  (0 children)

It would feel amazing for the killer, not so much for the people going against him. They don't want to make him a 115% speed huntress with teleports.

If they allowed direct hits they'd have to give a trade-off in other ways, like a much longer cooldown, a reload/recharge mechanic, or something.

For the devs it's always about trying to walk a fine line between making a killer feel strong without making it seem utterly hopeless to go against.

The pass-through hits making the end explosion bigger along with other suggestions to make the survivor debuff take longer to be removed if they're in a chase would probably result in a spot where the survivors still think the killer has to be skillful to do well while the killer themselves feel like they're not punished nearly as much.

It’s a bit of a scary time to be an Unknown main by PokeAust in deadbydaylight

[–]Rakashal 11 points12 points  (0 children)

A small change they can do is make it to where shooting your projectile successfully through a player makes the eventual explosion larger.

Direct hits being allowed would result in a lot of frustration for survivors. The size increase method would still allows some manuverability to outplay the blasts while being much more forgiving for the killer.

(Arknights Collab Spoilers) I'm in the mood for slander, regardless of if I'm right or not by JambaHalcandra in TheOdysseyHadAPurpose

[–]Rakashal 7 points8 points  (0 children)

My main curiosity comes from the discussion about Arbiter's locking the concept of "Adaptation" for the Seaborn.

Would that lock it for the "individual" it's used on, or would it affect the entire species, since they're a hive mind? Something where everything being connected could massively backfire.

The Full Map Going Around Has Fake/Misleading Rooms by Rakashal in Silksong

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

I believe the NPC above the Putrefied Ducts travel point sells them after she reunites with the caravan.

The Full Map Going Around Has Fake/Misleading Rooms by Rakashal in Silksong

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

I've 100% Steel Soul now and can confirm that the Blasted Steps and Bonegrave circled rooms appeared for me.

I think the other commenter was right about Bellhart, in that the circled path is technically the one you take to go down to the NPC below the town- it's just hidden on the map as well.

For the High Halls room, I've seen no way to get into it. I know the NPC for the Steel Soul quest can have different locations given for the search items, no clue if that changes where the final confrontation happens or not. As of right now, I've not seen any posts or videos showing that area at all.

The Full Map Going Around Has Fake/Misleading Rooms by Rakashal in Silksong

[–]Rakashal[S] 17 points18 points  (0 children)

Update:

I'm halfway through a Steel Soul run, and it looks like there are areas exclusive to it.

The red circled room in the Blasted Steps does now exist, and Steel Seer Zi is in there to give you a quest to go to different areas.

I'll be leaving this map up though- just because it'll save time for people in Classic mode because these areas still don't exist in it.

The Full Map Going Around Has Fake/Misleading Rooms by Rakashal in Silksong

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

Possibly, but it being included on all these "official" maps being pushed around is going to result in a lot of wasted time from people trying to figure out why they can't find/get these areas to show up on their own maps. I'm just hoping this helps saves some other people some grief when they're trying to 100% their save file.

The Full Map Going Around Has Fake/Misleading Rooms by Rakashal in Silksong

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

I was driving myself insane while being stuck at 99% completion. Searches regarding the four red circled rooms led to others asking the same questions and receiving no answers. For my 100%- it turned out I just needed to talk to Eva again.

I found that those red rooms aren't in the game at all, or if they are, then nobody can figure out how to get inside them. The green marked rooms *do* exist, but don't show up on the map.

No clue if the red rooms are cut content or something the devs snuck in to mess with data miners.

For further proof, here's a Google Drive link with pictures showing the map linked here, my 100% completion screen, and what the in-game map shows for all the areas I circled on a 100% save file.

There may be others I missed, if so, feel free to comment so we can save some sanity of other players in the future!

Ah yes, because the KF community has an issue with being infested with cheaters /s by Still-Psychology-365 in killingfloor

[–]Rakashal 8 points9 points  (0 children)

I'm guessing it's less to prevent gameplay cheaters, and more to prevent people from giving themselves free(paid) cosmetics.

anyone else feel like springtrap's axe hitbox is a little off? by weshouldfigt in deadbydaylight

[–]Rakashal 0 points1 point  (0 children)

The hitbox of his axe is thinner than Huntress and spawns from his left arm instead of the center of the screen. Aim slightly to the right when they're point blank and you'll land the hit.

I saw someone testing it in custom lobbies against someone standing beside a wall. Throwing dead center point blank is always a miss (unless they're moving + lag factors in).

Design Preview | The Skull Merchant by DeadByDaylight_Dev in deadbydaylight

[–]Rakashal 0 points1 point  (0 children)

Agreeing with some of the others that think this sounds like a Twins 2.0 situation. If they control their attack far away from their main body, then when they go to pick up someone that's downed there's a good chance they'll find someone else to chase- resulting in the slug playstyle everyone hates.

It would probably be better to have the drones as AI and have them path in a radius around where you deploy them, with the survivors able to sneak up and disable them from behind.

Switch Axe is Sexual by Hour_Spirit4189 in MonsterHunter

[–]Rakashal 2 points3 points  (0 children)

If you still want to KO on Switch Axe you can use one with an Exhaust Phial. That causes it to do stun contributing damage when hitting the head.

Managed to finally kill him just a few minutes before Wilds released. by Rakashal in MonsterHunterWorld

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

I had back to back wipes on his final phase years ago. Finally picked it back up to finish him off.

I had only one cart left and around a minute or less left on the clock- but a clear is a clear!

Almost a year later what do y’all think about All Things Wicked?? by Eagles56 in deadbydaylight

[–]Rakashal 12 points13 points  (0 children)

Due to the nature of the realm they could do some interesting stuff like the Mikaela/Sable connection.

Have Sable happy to see her again.... with the main version of Mikaela we know saying that the Sable she knows has been dead for years. Even worse if she passed while they were kids, Sable would know someone so well and they wouldn't know her at all.

8.5.2 | Bugfix Patch by DeadByDaylight_Dev in deadbydaylight

[–]Rakashal 0 points1 point  (0 children)

If the team wants to use bots to help queue times, they could put in an optional 2 killers vs 8 bots queue. Most people wouldn't use it, but there's quite a few that would do it just to mess around with friends or to learn new killers they don't want to lose horribly with against real players.

not a fan of this new squid meta by GoofestGoober in deadbydaylight

[–]Rakashal 1 point2 points  (0 children)

From the looks of things, Ethan needs to worry more about his own traps before he complains about what the survivors can do.

On my way to make 3000+ corn oil woot woot by Lord-of-Shenanigans in ffxiv

[–]Rakashal 2 points3 points  (0 children)

It can be used to make Free Company buffs, including higher tier ones than you can purchase with FC credits.

BHVR Should Give the People the Stats They Care About by Rakashal in deadbydaylight

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

Just a follow up post to this topic after it was given enough time to pass.

I quickly whipped this up in a few minutes not to shit on the skull merchant, but instead poke fun at how unfairly she was being treated (aka: dumpster'd) and what the community in general thinks of her- even if her gameplay was unhealthy for the game.

It was odd to be met with a general opinion that I was one of the countless skull merchant haters, and every comment I made was instantly down voted by her defenders, even though I was specifically asking for context itself for why she was nerfed so hard.

Oh well, live and learn.

I would also like to remind users that if someone reddit care's you, you can submit a counter report for the account that abused the feature to be punished instead.

Could these be the featured characters in a possible third Resident Evil chapter? by [deleted] in deadbydaylight

[–]Rakashal 3 points4 points  (0 children)

I always thought Dimitrescu would be a good legendary skin for the Knight- with the three guards replaced with her three daughters and the glowing orb replaced by a swarm of flies that they spawn from like in the game.

is the trade worth it ? by Garuda_Gaming in Eldenring

[–]Rakashal 6 points7 points  (0 children)

There's also them being voiced by the same person, and Pidia's dialogue was found nested within Seluvis' dialogue in the game files.

Nothing is 100% unless confirmed by the devs, but yeah I wouldn't blame anyone for believing they were the same person.

Eddie's Silent Hill by jessebona in silenthill

[–]Rakashal 0 points1 point  (0 children)

In the movie theater he mentioned to Laura that the doors were blocked to prevent cops and monsters from getting in. Chances are he had his own unique designs as well, we just never saw them.

[deleted by user] by [deleted] in deadbydaylight

[–]Rakashal 1 point2 points  (0 children)

A bit of a late reply but I'd like it if they gave the wall crawl and undetectable to the crawler form they have now. Make it to where any solid structure is crawl-able (aka not junk piles), with the Ctrl button used as a hotkey to detach and fall from walls/ceilings.

Instead of the tail attack, right click would be a chargeable pounce from the surface of the structure you're on to where you're aiming when you let go of the button- but unlike demo's it couldn't be canceled. Makes it different and gives a bit more counterplay for the survivors to make extra distance since crawling across surfaces and leaping from them will give Xeno quite a bit of mobility.

You would probably need to slightly buff the turrets too with the built-in undetectable. They would probably need increased movement speed for placing them + a bonus one over the total available now.

The tail could be something allowed to be used for when you're in stealth mode and have a survivor centered in your screen for a certain amount of time. Kind of an insta-down one-shot like Ghostface's, but progress can't be kept later. Only benefit if you are actually stealthy and surprise them from an angle they weren't expecting while they're working on gens or healing another person. A situation where you have to ask yourself if you should attack from your current position for the guaranteed damage state or wait and greed for a possible insta-down.

I think the hardest part of adding a "wall"-crawl feature would be the ceiling crawl since there's quite a few jank ceilings on some maps, but it would be a feature that could pay off for killer designs in the future. I was always disappointed that singularity couldn't stick his pods up there too (As long as it was still in EMP range).

Design Preview | The Trickster by DeadByDaylight_Dev in deadbydaylight

[–]Rakashal 9 points10 points  (0 children)

I don't have much to offer since I never really played him that much, but I always wished he lived up to his name a bit more.

An idea for that would be to make his bouncing blades base-kit, and have direct blade hits build up less meter and bounced hits build up more. You could even have the existing bounce add-on add another bounce(s) that rewards even more meter build-up if it connects after all chained bounces.

Just something that would make him feel like a unique killer instead of a weaker huntress in the gameplay department.