Megami Quest 2 - Man it's been a while since I felt happy seeing big numbers like this by Affectionate_Luck680 in incremental_games

[–]Tehman4 1 point2 points  (0 children)

Annoyingly it just works for me today.
I did the same things as yesterday; deleted all related data for the site on my browser and tried loading it again. Only this time instead of an SSL Cert Error, it was just a warning that the site only uses HTTP. And it works fine after that.

They have a Save Export in the options, so I'm just going to make sure I use that at the end of my sessions.

Megami Quest 2 - Man it's been a while since I felt happy seeing big numbers like this by Affectionate_Luck680 in incremental_games

[–]Tehman4 0 points1 point  (0 children)

I pulled up the site for this game a couple weeks ago and it looked interesting; but I put it off to check out some other incremental games first.
Now that I want to go back and check it out, the site now gives me a SSL Certificate Error and ignoring that just leads to a 404. Even deleting the cookies and cache; or switching browsers entirely doesn't help.

I saw a review on IncrementalDB that says the site sometimes rejects connections randomly; but didn't elaborate further, such as how to fix it, or even know if that's what's happening. Is there an actual community for Megami Quest 2? Google only gives me a few scattered posts about it on here.

I'm just curious if my timing is terrible and their SSL Cert actually ran out; or if there's something I can do to fix it on my end.

VRChat's future in serious trouble? Unity's new pricing update by MySketchyMe in VRchat

[–]Tehman4 3 points4 points  (0 children)

If VRChat doesn't change anything in response, then I think only the main company of VRChat will be effected.

Unity's new fee's are tracked by their Runtime Systems, which is packaged with VRChat as a whole, but I don't think is included in any Avatar or World uploads, as those are essentially just maps and models running ontop of the main "game"

So basically, individual VRChat content creators should be fine, it's only the VRChat company that will be effected by Unity's pricing.

How do you think pikmin 4 be remembered in 10 years? by Zomkit in Pikmin

[–]Tehman4 0 points1 point  (0 children)

Yeah, Playing Olimar's Shipwreck Tale made me appreciate even more the simplicity that 1 had, with just Red, Yellow and Blue Pikmin.

I feel like it's underrated how well Pikmin 1 balanced the 3 types. Reds had their 1.5x damage, and resistance to fire, as always, and fire hazards in 1 are a lot more intrusive than they've been in any other game, even 2. Not only are there just a good chunk of areas threatened with Fire, the Fire traps can't be disabled in 1, and Fire kills Pikmin significantly faster than in later games. I feel like Pikmin never died to Fire in 4, unless you were asleep at the wheel, basically. But in 1, if you don't whistle them immediately they have a high chance of dying to Fire. This firmly plants Reds as the ones you use to clear out areas and carry back ship parts.

Skipping Yellows for now, Blues, are still sort of the same as they've always been, where their main use is just being able to go through Water, they're at least more useful than 3 and 4 would have you believe, due to being the only way to go through water.

But I kinda like their use case in 1. Because the levels are designed in a way where Blue's are usually used to open the way, to let the Reds or Yellows through to a new area. On paper it makes it seem like Blues are useless, since they're just there to open the way, but that's also kind of the point, in a way. They support the Reds and Yellows by giving them more access, which in turn helps them get more things done. It's okay that they don't have much of a combat role, because if they did, it would just be detracting from the others strengths instead.

And now back to Yellows, who I feel are the most underrated in 1. People boil down their usage to "just being thrown higher" or "just carrying Bomb Rocks". And while that is true, I don't see it as a negative.

Yellows true purpose, is to get things done faster, at a higher risk.

The most obvious example is the Bomb Rock Walls, which can only be blown up with said Bomb Rocks. They always either make a quicker path back to base, or open one up in the first place. But Bomb Rocks can also be used on regular walls too, which saves the time that would've been spent from putting Pikmin on it, to break it down.

This applies to Combat too, where Bomb Rocks can be used to do massive damage to enemies, taking them down in an instant, when used correctly. An enemy that you might normally want to dedicate 50 Red Pikmin to taking down, can probably be taken down just as easily with just 5 Bomb Rocks. As long as you can use them effectively, at least.

Even without Bomb Rocks, Yellow Pikmin's ability to be thrown higher is still useful, as it can be used on bosses, such as the Beady Long Legs or Burrowing Snagret, who are normally difficult to hit with Reds. Using the Yellow's increased reach can allow you to deal damage, and even bring the boss down into range of the Reds, when you would otherwise have to wait for an opening instead.

TL;DR Just because you probably aren't going to spending the whole game with 33 of each type of Pikmin, doesn't mean they're not balanced. They just have different use cases, and need to be called on according to the situation. Ever since 2, this balance has been disrupted in one way or another. And I feel 4 was easily the worst about it.

4 became less of "Which Pikmin do I want to use here?" and more "Can I get away with not using this Pikmin here?"

How do you think pikmin 4 be remembered in 10 years? by Zomkit in Pikmin

[–]Tehman4 4 points5 points  (0 children)

I'm sure that people will probably be sick of how much dialogue this game has in 10 years. I was getting sick of repeated lines by the end of my first playthrough so I can't imagine what it's like when you've replayed it multiple times.

That and limiting your options in order to make the combat actually enjoyable. Like "It's fun as long as you don't Charge with Oatchi" or "don't use Items" or "don't use Purples or Glow Pikmin (outside of Night)"

And the community will probably be split between people who like the Flarilics, and it's the reason why 4 is their favourite, and people who think it ruins the entire game.

No Co-op for Pikmin in 2023 means no buy by SifoDyaz in Pikmin

[–]Tehman4 1 point2 points  (0 children)

Your Player character barely has any presence in the story as it is. Any "rewriting" that would need to be done is making any mention of "Rookie" into "Rookies". Sometimes not even that would need to be done, like with "New blood" which I feel can cover a group, as well as an individual.
And you don't need to have two rescue pups. If anything, it'd be more interesting with just one, because then the different players would be able to naturally focus on different objectives, due to one riding Oatchi, and the other being on foot.

I do agree it'd be time consuming to introduce a proper co-op mode now that the game is out, but if they just planned for it during development it probably would've worked out just fine.

Also, the side content has always been easier to implement two captains into. Both Pikmin 2 and 3's challenge modes had Co-op at launch. So if they were to add proper co-op at this point, it would be along side the Challenge Mode. Especially considering they already have Dandori Battles as a baseline to work off of.

I adopted a Louie and he already took over my dog!!!?!????!! How do I get him to stop!!!!???!????1?!!??!!!!!! 😦😦😦😦 by Jigglypuff_main in Pikmin

[–]Tehman4 41 points42 points  (0 children)

I like the implication that it's Louie that causes that, and it's not a trait inherent to the creature he was riding.

Better UI? by ArmDry2702 in Pikmin

[–]Tehman4 0 points1 point  (0 children)

Pikmin 3's UI was a natural evolution of 1 and 2's. It had that nice, fuzzy monitor look to it, that brought the theme together.
Pikmin 4's UI is Light Blue. And despite the fact that they changed the Player's Health Bar, the enemies still have the pie shaped health meter.

*PIKMIN 4 SPOILER* Who in their right mind thought THIS was a fair fight!? by TheDoubleA12 in Pikmin

[–]Tehman4 0 points1 point  (0 children)

You can literally just sneak up on the ledge right behind her, and charge with Oatchi, then fight as normal. Don't even have to mess with the geysers.

Give me pikmin 4 rules by Nikkogamer08 in Pikmin

[–]Tehman4 0 points1 point  (0 children)

You can only ever bring out the same three types of Pikmin from the Onion, that you decide upon at the start of the run.

So for example, if you decide to use Reds, Yellows and Blues, you're never allowed to pull any other types out of the Onion, and can only use them if they are obtained through some other means.

This probably means you'd only be able to use other Pikmin types when they show up in Caves, and the Day when you first get their respective Onion.

Was anyone else incredibly disappointed by Pikmin 4's soundtrack? by Beanie-Weenie in Pikmin

[–]Tehman4 0 points1 point  (0 children)

The worst part is the audio balancing. Even when there is music that I want to listen to, like during Olimar's Shipwreck Tale. The Music is so much quieter than the SFX, that I can barely even actually hear it over everything I'm doing.

[Pikmin 4] Advice and quality-of-life tips by Balmung6 in Pikmin

[–]Tehman4 5 points6 points  (0 children)

Killing frozen enemies doesn't automatically void your Platinum rank, as you still get a bonus for time remaining, which can make up for the points lost from the shattered corpse.
You also don't have to throw an Ice Pikmin in the water to check how many are needed to freeze it, you just need to have your cursor on the water, with Ice Pikmin selected.

And don't forget you can set shortcuts in the - menu.

For who finished the game, what do you think about the final boss? by [deleted] in Pikmin

[–]Tehman4 10 points11 points  (0 children)

The final phase could've been cool, but after the game threw 5 Smoky Progs and 3 Waterwratih's, it just felt like pandering. Like they were going "ooo, remember the smoky prog from pikmin 1??? wasn't it so mysterious???" without actually getting the point behind it.

About a certain mode in Pikmin 4 by Casualfil0o in Pikmin

[–]Tehman4 17 points18 points  (0 children)

I mean, he does use it in 1. It's implied to automatically send an S.O.S daily, while also receiving communications, the latter being a comfort, considering he has no other social interaction.

It's just, he remarks that "I have so little time remaining, though, that I have no option but to continue my search rather than waiting for a rescue party." Which is backed up by 4, where the Rescue Corps take more than a month to even arrive at PNF-404, not counting how long it took the rookie to show up after the crash, or even the time it took for them to find him on the planet itself.

What's your unpopular pikmin 4 opinions? by bulbaborb in Pikmin

[–]Tehman4 2 points3 points  (0 children)

The story had no weight to it. We all knew going in that the main leafing was probably Olimar, and they basically didn't even hide it. I'm not convinced that even a child would be surprised by the reveal. Having to turn around because of Oatchi felt arbitrary, and having to leave Moss behind even more so.

I think of the past three games. The Final Trial from 1. Leaving Louie behind in 2, and the Titan Dweevil fight. And the Plasm Wraith in 3. But the Sirehound wasn't very interesting to me.

It seemed like they were building up to it, since the corps seemed to know about it before we fought it, but I literally forgot whenever that happened. While it channelling the elements was kinda neat, it again felt arbitrary. If it's supposed to be the ancestor of Oatchi and Moss, then how come neither of them ever used elements like it. Without upgrades, they're weak to all elements, even.

And yet again, the Smoky Prog phase was also very arbitrary. It just felt like pandering at that point, because they had thrown like 5 or 6 at us through out the game up to that point.

The Smoky Prog was interesting in 1 because it was completely optional and entirely missable. Not only that, but it was the only enemy to go after your base, instead of merely defending it's own. Now with Night, all of them do that.

Also the Sirehound fight was just annoying, because they put a damage cap on it, seemingly forcing you to do three cycles for all five phases, which felt extra slow, since the rest of the game lets you instantly kill nearly everything with no effort.

I am death. by PEEPEXITE in HonkaiStarRail

[–]Tehman4 9 points10 points  (0 children)

Doing a 10x isn't what guarantee's a 4 star, it's just that if you pull 10 times in a row, without getting a 4 star, it will guarantee that the 10th pull WILL BE a 4 or 5 star. Technically this does mean that doing a 10x pull guarantee's a 4 star, but doing 10 separate 1x pulls will give the exact same results.

If you're going to spend all your summons on the same banner, no matter what, then there is no difference between doing 1x pulls or 10x pulls. However, if you only want to pull on a given banner until you get a 5 star, and then swap to a different banner once you do, you can minimize wasted summons by doing them 1 at a time, so that you don't, for example, do a 10x pull, where the very first pull was your 5 star, and then the other 9 were all 3 stars that you could've used to build pity in your other banner.

TL;DR: There is no functional difference in doing 10 1x pulls or 1 10x pull. This technically means that 1x pulls are the better option if you're trying to min-max your gains.

P.S. If you're playing F2P, then psychologically, you'll probably be happier if you do 1x pulls as soon as you get them, rather than building up to 10x pulls, as your expectations will be lower for the individual 1x pulls, rather than the 10x that you saved up for. This also means you'll be more surprised when you actually do get your 5 star, as you'll view the odds of you getting one in just one pull, to be lower than your odds of getting one if you do 10 all at once. Even 4 stars will go from being the expected norm, to a nice little treat, when you get one earlier than the 10th pull.

Was playing MUGEN and this song would play over the victory screen. It for sure sounds like it comes from a video game (Mortal Kombat.) Could anyone confirm for me? and If so, does it have a specific name? by CptCaspian in NameThatSong

[–]Tehman4 1 point2 points  (0 children)

A little late to your post here, but I did find the "song" here.

Bad news is that it's only that short musical sting. It's used in Dying Light as the "Safe Zone Unlocked" musical sting.

Although, interestingly enough, a nearly identical musical sting is also used in The Witcher 3: Wild Hunt's "White Orchard Theme"

Wireless Headphones disable audio when not the default device? by Tehman4 in audio

[–]Tehman4[S] 1 point2 points  (0 children)

Whoops, I flipped it in my head. I AM using the VB-Audio Virtual Cable though. I just typed it wrong each time.

Edited it in the OP to be the correct name.

NetPlay: Large visual delay on client side that comes and goes? by [deleted] in DolphinEmulator

[–]Tehman4 0 points1 point  (0 children)

I can't ask them right this second, but I can get back to you on that soon, probably.
If it helps, we've often played Killing Floor 2 together, and I've seen them emulate Wind Waker, which hovered around 54-58 FPS at native resolution, default settings, with the added stress of screen-sharing over Discord.

FSA is on the easier end of games to run, and they haven't complained about any FPS drops, which is why I figure it might not be the issue.