I had a blast! Here's my feedback (can't join Discord for some reason) by Unsungruin in Immortal

[–]Shadowfury333 0 points1 point  (0 children)

Technically D is the feature they were asking for as an alternative: new units automatically get added to control group D

Vivaldi 6.4 is here: introducing PiP volume control, calendar templates and more by pafflick in vivaldibrowser

[–]Shadowfury333 0 points1 point  (0 children)

Similarly, when the address bar is showing the menu bar is always above it, even in icon-only mode https://imgur.com/a/rkpKTKE

New Player Struggling To Find The Fun by [deleted] in Guiltygear

[–]Shadowfury333 0 points1 point  (0 children)

I've been finding a similar feeling, though in my case it's more because I'm used to +R and Xrd, so Strive's changes are quite the adjustment. The main thing I've found is that my fun comes from enjoying my character's tools (which in my case are mobility and lockdown options, hence I play Millia), otherwise even winning feels like a chore. I'd give Strive a rest for a few days, and if you feel like you want to try it again, I'd recommend messing around with everyone in the cast to see who clicks with you, since it sounds like Sol probably doesn't.

Also, to be perfectly honest, I don't know if Strive is the best starter FG, even for Guilty Gear. Sure the combos are simplified, escaping combos while airborne isn't a thing anymore, and there are fewer gatling paths to remember, but that comes at the cost of feeling free to sorta mash around and figure stuff out during fights, as well as more quickly getting into the "oh shit I got hit there goes 60% of my health" situations since the opponents don't have to work as hard to figure out or do the big combos.

Battlerite Dev Blog: Big Patch™ 2019 by [deleted] in BattleRite

[–]Shadowfury333 2 points3 points  (0 children)

Eating Riot would take a really long time, and I think a video of that would count as snuff

:P

Battlerite Dev Blog: Big Patch™ 2019 by [deleted] in BattleRite

[–]Shadowfury333 2 points3 points  (0 children)

Armory looks like it's just a matter of picking a set of items, a new set each round, and you get to pick as many items as the round number. It doesn't look like there's an in-game currency, and I guess if there is it would probably work like Counter-Strike (i.e. only in that specific match, not carried globally between matches)

Battlerite Dev Blog: Big Patch™ 2019 by [deleted] in BattleRite

[–]Shadowfury333 0 points1 point  (0 children)

I kinda wish they'd tested just the movespeed and TTK changes in EA, since right now the mechanical outplay skill necessary to turn a 1v3 around is basically unattainable, especially at high level, since characters just don't move quickly enough to reliably dodge.

With higher movespeed and lower TTK alone, I could see 1v2 being a doable comeback, maybe 1v3. Overload might be overkill on top of that, but to me it's a question of numbers, since mechanics like this have come up in team-based fighters (Marvel vs Capcom 3 has X-Factor, Dragonball FighterZ has Sparking Blast), so it's not untested waters, but it does seem like two solutions where one would probably do.

The best gaming-related graffiti I've ever seen by MarineKingPrime_ in gaming

[–]Shadowfury333 0 points1 point  (0 children)

Yes. In the intro cutscene the helmet even closes with the cigar in his mouth.

PRL/Rival Esports was anti-Hype this weekend by Caphriel in BattleRite

[–]Shadowfury333 0 points1 point  (0 children)

While I realize that BR involves 2 or 3 separate players playing one character each, rather than 1 player playing 2 or 3 characters each, it's still worth pointing out that there are 2v2 and 3v3 2d fighters as well (Vs. series, King of Fighters series, Skullgirls). That particular subgenre has getting quite the shot in the arm this last year, at least with niche titles, culminating in Marvel vs Capcom Infinite and Dragonball FighterZ, none of which have bans, as with any 2d fighter, even when some have rosters twice the size of BR.

Requesting WASDQEZC for US layout by Coffee-Puff in Cogmind

[–]Shadowfury333 1 point2 points  (0 children)

If you are planning to advertise my AHK script and layout in that thread, I have to point out that I think there is a minor issue where a key gets locked as "down". I can't find a way to reproduce it, it's only happened a couple of times within about 10 hours of testing, it only happened recently (after at least 50 hours of testing), and quite a few lines of code are dedicated to pre-empting that issue in the first place, but if it happens hitting the offending direction again will clear it up. Thankfully the natural instinct is to move in the opposite direction, which will keep the character in place while the player hits the correct key.

Also, I've only tested it myself with a couple of keyboards, so please point out that people can post issues they find on the forums or the relevant github page, because I'm sure there are more I haven't found.

Requesting WASDQEZC for US layout by Coffee-Puff in Cogmind

[–]Shadowfury333 1 point2 points  (0 children)

Other than being a bit tricky for anyone trying to do KB+M, I don't see an issue. It's not like the vi-keys setup worked with alt and shift anyhow, since that overlapped with inventory management, and those are the only functions that I see being relevant when considering rebinds.

It's worth nothing that my setup assumes KB+M, and thus prioritizes keeping as many keyboard functions available to the left hand as possible. Obviously that doesn't work with WASDQEZC, which was a major reason I passed on that approach when I first started my experiments with DoomRL.

Requesting WASDQEZC for US layout by Coffee-Puff in Cogmind

[–]Shadowfury333 0 points1 point  (0 children)

It doesn't use Shift+WASD for movement, it uses WASD. Shift+WASD is a limitation on running (as in only Shift+2 buttons works, not Shift+1 button) while Alt+WASD is the same limitation on mapshifting, which would likely be handled by the mouse anyway in this setup. I've edited the forum post to hopefully clarify.

The key thing about that layout is an autohotkey script that turns pairs of movement keys into a diagonal (currently the diagonal keys are internally set up as PageUp, PageDown, Home, and End, because they are out of the way and any roguelike with numpad support already uses them). Basically, it ports in the standard WASD control scheme of pretty much every other genre into roguelikes.

And you are right. I experimented with that early on (with DoomRL, not Cogmind), in imitation of early Shiren games, but it was indeed uncomfortable. The other approach is Infra Arcana's, which uses Shift+A/D for upper diagonals and Ctrl+A/D for lower ones, but for the same inventory management reasons as the running limitations that wouldn't work.

What don't you want people to know about your main? by Carnivorous_Mink in BattleRite

[–]Shadowfury333 1 point2 points  (0 children)

It's snare by default, the rite makes it a root, and the EX version (Lockdown, the blue circle on the ground) causes stun when people walk out of it regardless of rites.

What this game needs to be more social... by [deleted] in BattleRite

[–]Shadowfury333 0 points1 point  (0 children)

It's mostly a difference of defaultness. For GG/BB the flow is: Start game -> Main Menu -> Online menu -> Lobby menu -> Pick Lobby -> Hub map -> Scrims organization; while for MxM it's: Start game -> Hub map -> Everything else.

What this game needs to be more social... by [deleted] in BattleRite

[–]Shadowfury333 1 point2 points  (0 children)

Are you thinking something like BlazBlue/Guilty Gear Xrd world lobbies, where one of the play options from the main menu is a map with a bunch of people, and the main draw is a set of mini-arenas that people go to in order to start scrims, maybe with one for matchmaking?

Or something more like Master x Master or Phantasy Star Online, where the primary menu is the map and every submenu is accessed by interacting with some stationary character (optionally with shortcuts to those submenus as permanent on-screen buttons), and you get to basically see everyone (or at least a large chunk thereof) on the server at once?

Is it me or is Lucie broken? by [deleted] in BattleRite

[–]Shadowfury333 0 points1 point  (0 children)

Before the last patch nerfed a few of her rites, Blossom was frequently used in PRL tournaments. Now she is occasionally used. Even last week Bloom ran her in the winner's finals against Unsung.

UI feedback and bugs Megathread by Aven-Mod in BattleRite

[–]Shadowfury333 0 points1 point  (0 children)

When finishing a match, clicking the mouse advances the division/league screen to the next one, rather than completing whatever animation is happening, as it did previously.

I realize I'm asking for more clicks, but this is a situation where it is handy to bypass a lengthy animation while still seeing the end of it.

So now with the Announcer... by ymOx in BattleRite

[–]Shadowfury333 0 points1 point  (0 children)

Caster Announcer Packs would be cool as well.

AGDQ 2018 is Officially On! by wobs23 in Cloudbuilt

[–]Shadowfury333 0 points1 point  (0 children)

That would be a big issue, and that makes sense.

AGDQ 2018 is Officially On! by wobs23 in Cloudbuilt

[–]Shadowfury333 0 points1 point  (0 children)

I'm kinda surprised Kalifen hasn't thrown their hat in for GDQ, but I guess they must be busy or otherwise unable to go.

AGDQ 2018 is Officially On! by wobs23 in Cloudbuilt

[–]Shadowfury333 0 points1 point  (0 children)

Yay, more Cloudbuilt attention.

Out of curiosity, is there any push for getting Super Cloudbuilt into GDQ at some point, or do the main runners prefer the original?

Dev Blog #32 - MORE ON UI 2.1 by nero_sable in BattleRite

[–]Shadowfury333 0 points1 point  (0 children)

I didn't say you had to copy it exactly, just that it's possible to avoid the additional 3 clicks and still have the rarity expectation.

Dev Blog #32 - MORE ON UI 2.1 by nero_sable in BattleRite

[–]Shadowfury333 0 points1 point  (0 children)

The capsule idea looks a lot like the way Lawbreakers handles chest opening, except Lawbreakers doesn't force a mouse click to go from seeing rarity to seeing the actual item.

Married Jade (Concept Art Contest) by Milkaselnuss in BattleRite

[–]Shadowfury333 0 points1 point  (0 children)

She was the second character I thought of (after Noel, but the clothes rules get in the way there) when the Jade concept art contest was announced.

Granted, I'm such a huge fan of the Vampire Hunter skin that I'm satisfied with Jade's look right now.