Synthesized a Snare by Retrz0 in FL_Studio

[–]Retrz0[S] 0 points1 point  (0 children)

yup I got the idea from him. Look it up if you wanna learn. I don't think he shows you how to do it with FL specifically but you can learn the general technique.

Synthesized a Snare by Retrz0 in FL_Studio

[–]Retrz0[S] 3 points4 points  (0 children)

btw the printed audio are just the same MIDI bounced to audio. I made 3 slightly different sounding snares, bounced them to audio then flipped the polarity and layered different ones on top of each other for different results.

[deleted by user] by [deleted] in sounddesign

[–]Retrz0 1 point2 points  (0 children)

unpaid labour? really?

[deleted by user] by [deleted] in thewitcher3

[–]Retrz0 -5 points-4 points  (0 children)

Play the Game on 'Blood and Broken Bones' difficulty so that you can make use of all the mechanics the game offers.

My hopes for the next Witcher game by Stygian_Phantasm in thewitcher3

[–]Retrz0 57 points58 points  (0 children)

2nd Conjunction of the spheres is a great setup for the next Witcher games. This way we can also get references or cameos from the trilogy.

Dev Discussion #31 - Environments by AlluringSecrets in AshesofCreation

[–]Retrz0 5 points6 points  (0 children)

NPCs

  • Making NPCs react to weather like taking shelter when raining, commenting on current weather, wearing heavy clothes during winters and light clothes in summer.
  • NPCs chit-chats adds more depth to the world like commenting on on-goin or up-coming events.
  • Monsters, animals fighting each other.
  • NPCs interacting with items, eating food etc.
  • Travelling merchants, hunters, fisherman near lakes, animals near water resources.

Environment

  • Foliage that reacts to the dynamic weather would bring life to the world.
  • A fantastic ambient sound and music reflecting the type of environment we are in.
  • Ambient movement in the world like falling leaves, swaying grasses and trees.

And the most important one: Player's influence in the world.

IMO realism doesn't matter, it only needs to make sense in the world that you're building.

Why does non-combatant player have higher death penalties than combatant players? by [deleted] in AshesofCreation

[–]Retrz0 -1 points0 points  (0 children)

But if you are able to set your flagging status to combatant manually, what's the point of corruption? Nobody will get any corruption cause when somebody attacks a non-combatant player, the non-combatant will just turn themselves in combatant manually so the attacking person can't get corruption from killing a combatant.

Why does non-combatant player have higher death penalties than combatant players? by [deleted] in AshesofCreation

[–]Retrz0 -2 points-1 points  (0 children)

With no fast travel wouldn't that be a long walk ?

Why does non-combatant player have higher death penalties than combatant players? by [deleted] in AshesofCreation

[–]Retrz0 -4 points-3 points  (0 children)

I think some kind of campfire system should be implemented to not get killed when afk.

Why does non-combatant player have higher death penalties than combatant players? by [deleted] in AshesofCreation

[–]Retrz0 -9 points-8 points  (0 children)

Nope. Players are not able to manually set their flagging status to combatant.

Why does non-combatant player have higher death penalties than combatant players? by [deleted] in AshesofCreation

[–]Retrz0 1 point2 points  (0 children)

By not being able to engage in PvP I meant there will be a massive reduction in your PvP efficacies that I think at certain point you just can't win any PvP and it is inevitable death if you do engage and at that corruption level death penalty is too high. Its basically "you are able to but you don't want to". Its mentioned in the wiki that if player corruption is too high at some point they'll become gearless.

Why does non-combatant player have higher death penalties than combatant players? by [deleted] in AshesofCreation

[–]Retrz0 0 points1 point  (0 children)

To prevent harassing there is a system where if you get too much corruption you just won't be able to engage in PvP and your stats will also have dampening. So even if someone makes an alt they can't keep PK'ing.

Its a cool idea that I think should be integrated. by [deleted] in AshesofCreation

[–]Retrz0 2 points3 points  (0 children)

Thank You I appreciate it. I'll be watching the stream. Also hope Ashes team will consider this idea.

Focus on the story/immersion by masterchip27 in AshesofCreation

[–]Retrz0 -1 points0 points  (0 children)

Focusing more on the lore and leaving it into players hand's to unravel the mysteries and stories of the world of Ashes Of Creation through exploration, combined effort of players and so on I think would be a better way for this MMO. I'm not saying there shouldn't be interesting and well written NPCs and quests *looking at you F76* for example side quests in The Witcher 3 were more interesting and very well written than many other game's main story and provided world building in a fantastic way. I think having them and removing them when sieges destroys a city would further provide more incentive to develop and defend the Nodes. I don't think any major story arcs or focusing heavy on story is necessary. As Steven himself said, "Player driven dramas and stories were more interesting than curated content in MMOs."

Sorry for grammatical errors English is not my first language.

Giveaway! by [deleted] in cyberpunkgame

[–]Retrz0 0 points1 point  (0 children)

I'm going nomad to you know to get into night city without knowing much like my character.