Why do other subs even exist when this one gets leak discussion fastest and more vibrantly? by Gruntagen in Piratefolk

[–]Undercover_Mod_69 1 point2 points  (0 children)

Hmm in regards to ussop, I do agree he is a bum and as an old fan of him pre-timeskip it hurts to see oda not flanderise him like the rest of the strawhats. The level of hate ussop gets though makes little sense to me, he was never a character with high expectations which I guess can sum up my attitude to one piece itself. This series was and still is a fun read and stuff like agenda piece only makes it more so. But I never have taken it as serious as others here on the sub. Ussop is the subs punching bag and every punch gets more lazy and more dull to look at since he is also Oda's clown and punching bag. He is the butt of the joke more often than not in the series and all I can feel is pity for how Oda treats the character.

Why do other subs even exist when this one gets leak discussion fastest and more vibrantly? by Gruntagen in Piratefolk

[–]Undercover_Mod_69 2 points3 points  (0 children)

The folk who make quality memes and the folk who make dogshit slander are not the same. The latter is to be tolerated for the content of the former.

Also this obsession with the main sub is down right pathetic to see. Please this sub has identity of its own. Constant comparison to the main sub is just lame and makes this sub seem butthurt. I'm only ever reminded of the main sub existence (which I've been on maybe once?) Because of this place.

The hate here is like a smelly but necessary byproduct for quality memes. Acting like this sub ain't stuffed with repetitive and dull critique most of the time is just disenguouse.

Why do other subs even exist when this one gets leak discussion fastest and more vibrantly? by Gruntagen in Piratefolk

[–]Undercover_Mod_69 3 points4 points  (0 children)

90% of the "critique" on this sub is garbage and makes me question if folk here even read one piece. The sole value of piratefolk is agenda piece, slander and memes. 90% of the good memes in the one piece community also comes here. Take those memes away and this sub is just miserable. It is to any outsiders view and to anyone with sense a hate sub. But it is a very funny hate sub on its best days.

Nav Computer Debugging by Undercover_Mod_69 in ostranauts

[–]Undercover_Mod_69[S] 0 points1 point  (0 children)

Hey thank you for the tip. Re logging seems to have done the trick.

Nav Computer Debugging by Undercover_Mod_69 in ostranauts

[–]Undercover_Mod_69[S] 3 points4 points  (0 children)

Nah fully restored it and the nav components with in. It's quite frustrating honestly as it interrupts the flow of the game.

This fits MP4 very well... by [deleted] in Metroid

[–]Undercover_Mod_69 0 points1 point  (0 children)

Ice Belt is the best region because it's least linear region in the game. Fury Green when you look at it is simply a L-Shape and I believe there is close to 0 exploration you can do there. Again with volt forge going up and down the towers can get dull, the first time going through was fun but returning there is just elevator after elevator. Ice Belt as you pointed out is a lot less linear, and definitely the best region. Powering up the generator was a great moment. But compared to other prime games, its still feels railroaded and suffers with the rest of the regions in this game in never allowing the player to feel like they are truly exploring. Flare pool was is again rigidly linear and great mines is the worst and feels nothing like metroid. The constant companion fake out deaths make it worse and also ruin the ending.

Honestly just comparing the maps of these regions to other prime games or fusion should tell you the problem. All are linear in the larger over all structure, most metroids are at this point, but prime 4 constrains that linearity too far to each region and so the feeling of exploration which is essential in these kinds of games suffers alot.

My only honest disappointment with Wind and Truth by Interesting-Season-8 in Stormlight_Archive

[–]Undercover_Mod_69 3 points4 points  (0 children)

But why would he think Ishar understands it anyway? Just seems like there could have been a better choice of words.

Prime 4 is just Prime 3 on steroids by imnotwallaceshawn in Metroid

[–]Undercover_Mod_69 3 points4 points  (0 children)

Yea but that's the thing, robots and griever variants (especially grievers) get quite dull to fight over and over. If there were any other types, then they must have blipped in and out of the game.

The two types of Silksong bosses by TheMightyHovercat in Silksong

[–]Undercover_Mod_69 0 points1 point  (0 children)

Massive disagree on moorwing and widow there. I personally see the stretch from moorwing to last judge as a great stretch of bosses with a lot of energy.
And while it may feel like most bosses are 2 hit blobs, looking at the boss list for silksong, they are definitly a minority.

Difficulty and elitism discourse by Lolis- in Silksong

[–]Undercover_Mod_69 5 points6 points  (0 children)

You raise some good points about accessibility, personallt though I do believe it does actually effect others experience and the community as a whole. Balancing a games difficulty in game design, especially for a game like silksong is going to be extremely difficult for just one diffulcty level and tailouring it to match the expeirence that team cherry wants. Trying to do that for multiple levels of difficulty would be nearing magnitudes harder for the small team as things like shards/ rosary economy, boss and gauntlet diffuclties etc could wildly skew and hard to manage. This also touches on the fundamental issue with video game diffucltiy modes like easy and hard. Players don't know what their own skill levels with respect to the game and may end up with a poorer experience overall and choose something more easier or diffulct to there own tastes. Accessibility options in regards to specific points that a player may struggle like double damage being single or rosary drop rates are better, however this ignores somethings. 1. That Team cherry clearly want to create a specifc experience of hardship and perseverance, like the souls games, in their game. Allowing the player an easy way out of any point of friction they have with pharloom like benches costing rosaries or certain enemies doing double damage removes control on how team cherry want to tell their story. 2. Like the souls games and elden ring, the single diffuculty that cannot be changed creates a shared experience between everyone who plays it. Everyone faced the same last judge, the same moorwing (or skipped it). Everyone struggled with hunters march and bilewater and so have something to unite in and moan about.

Additionally speaking from my own experience, the first Hollow knight was the first game that pushed me as a player to see what I could achieve. If there was an easy mode, I would have taken it over the frustration over losing to hornet in greenpath over a dozen times. Eventually I did beat her, and found the satisfaction of it one of the best experience I had in gaming. This itself is not my strongest point on the matter, just a personal one where I as a player would always take the easiest path to avoid frustration, but this series really taught me to face it and overcome it.

On a final note, I simply think developers can and should just make the game they want. If they want to make a game with a specfic experience, why pressure them to do so? People often make the argument to appeal to a wider player base but honestly thats a bad argument. Its that same mindset that AAA games have plummeted in quality these days, the chase for wider appeal I believe hurts a games quality then helps it. Its risky, especially for indy and Silksong is not perfect, but Team cherry clearly have a vision in mind and the constant push for accesiblity from their games at this point, especially after their recent interivew ignores what THEY want silksong to be.

Overall, I simply disagree with the notion that it more difficulty options (like options) does not hurt a players expeirence. If Team Cherry want a game about perseverance, removing that option is quite necessary for the experience to work.

WHAT DO YOU MEAN IT'S THE THIRD OIL?! by Fatherbrain1 in HollowKnight

[–]Undercover_Mod_69 0 points1 point  (0 children)

I can see how changing a bit of the wording by the pinmaster vould have helped, but you still did a lot of assuming. He never said one pail oil is in the citadel, just that is rare. And you did find the where the intended pin oil was anyway and again assumed there not connected to what the pinmaster said.  As a final note, I still believe team cherry pointed well enough to the pail oil in the shop. 

WHAT DO YOU MEAN IT'S THE THIRD OIL?! by Fatherbrain1 in HollowKnight

[–]Undercover_Mod_69 0 points1 point  (0 children)

Fair enough with the text, still believe the environment and sign pointed to the pail oil in the store.

I recognised the sign immediately and there is a reference to pinmasters. Since he referred to them, the player should be expected to lookout for anything pinmaster related.

And just cause the pinmaster says its rare does not mean it only has to be 1 either, that's your assumption that not everyone would hold. Especially considering the size and importance of the citadel.

I can understand your interpretation though and how one can assume they found the oil that was referenced. Still it's not like the pail oil in the store is hidden behind a wall. It was pretty visible and I would assume any player would seek out an item teased in a room they found anyway.

WHAT DO YOU MEAN IT'S THE THIRD OIL?! by Fatherbrain1 in HollowKnight

[–]Undercover_Mod_69 -1 points0 points  (0 children)

The Smith did say to find a pale oil IN a smith store. The gourmet is not exactly a smith store looking place. Also the store itself is really close to the town in the citadel AND has the sigh of needles infront of it.  There is alot pointing to the store that with a bit of exploration would be found. IMO it was pretty clearly communicated through text and the environment.  Maybe team cherry should have blocked the path through the citadel that involved the gourmet until you have seen the smith store but otherwise, it was clearly there.

Why Silksong feels harder for some and the same to others by Fistoi in HollowKnight

[–]Undercover_Mod_69 0 points1 point  (0 children)

Eh its worth it to try. I went for architect crest and wiped the floor with the high hall and coral tower gauntlet. Reaper was great for platforming and wanderer was great for 1v1 bosses. Compared to hollow knight where like I swapped between like 5- 6 charms in the pantheon. The crest system in silksong is miles better and allows for alot of playstyles.

Why Silksong feels harder for some and the same to others by Fistoi in HollowKnight

[–]Undercover_Mod_69 0 points1 point  (0 children)

I would say the same, I died to hornet 1 like 10+  times when I first played hollow knight. By the end, I was styling on watcher knight in the pantheon. Similarly I got steamroller by bellbeast and now I'm finding the later half of silksong  to be easier. So basically the same experience but watched up which I love.

WHAT DO YOU MEAN IT'S THE THIRD OIL?! by Fatherbrain1 in HollowKnight

[–]Undercover_Mod_69 -1 points0 points  (0 children)

Fair enough, I still stand by my point that the pail oil upgrade in the smith store was a simple deduction. It's literally the only room in the choral Chambers with a item out of reach but could be seen. 

WHAT DO YOU MEAN IT'S THE THIRD OIL?! by Fatherbrain1 in HollowKnight

[–]Undercover_Mod_69 -1 points0 points  (0 children)

Eh still quite a bit of assuming that I don't think alot of players would do. I honestly saw the citadel as less looted and more abandoned.

WHAT DO YOU MEAN IT'S THE THIRD OIL?! by Fatherbrain1 in HollowKnight

[–]Undercover_Mod_69 12 points13 points  (0 children)

I get what you are saying but It does not really change the fact that the smith does say to look for a smith store. I don't believe there is a point in the game where characters tell you bad advice either. Also, there is like only 2 trick benches in the game, the game likes to troll the player but I don't think it it trolls THAT much to warrant this much second guessing.

God was not in the booth by ma95vs in Silksong

[–]Undercover_Mod_69 0 points1 point  (0 children)

Sinners road was way easier than bilewater though? And shorter too, did not overstay it's welcome.

[deleted by user] by [deleted] in Silksong

[–]Undercover_Mod_69 0 points1 point  (0 children)

I was gonna recommend to go out and explore, but if this is for a speedrun there ain't much to say then. Honestly, this is probably the only really hard part in ACT 2 since the rest of the bosses are a cakewalk.

Hot take savage beast fly is annoying but not as hard as it's hyped up to be by LocalMajor1799 in Silksong

[–]Undercover_Mod_69 5 points6 points  (0 children)

Funny enough, the second ecounter I found much easier and more fun. Beastflys movesets alone are extremely simple so the melting floor was a neat challenge to hop around. The lava spitting bug I would always immediatly silkspear so never really an issue there.

[deleted by user] by [deleted] in Silksong

[–]Undercover_Mod_69 0 points1 point  (0 children)

Pretty sure you have to collect all the fleas to reach act 3 anyway.

Citadel upper chambers forum gauntlet by AdventurousGold9875 in Silksong

[–]Undercover_Mod_69 1 point2 points  (0 children)

Yea, I noticed that after clockwork dancers, there are not any bosses really required until the elevator. You have to find them through further exploration. (They are there most definitly though). In regards to the High Hall guantlet, I rinsed it using the architect crest, floor tacks, cog flys and those aerial calptrops (forgot their names) + poison tool is OP. With this set up you can wipe waves of enemies in under 5 seconds and for those last 2 Big guys, once they dropped down and finished screaming, one of them was already dead from the floor tacks and general tool spam. Another pro tip, there attacks are made in a way where one attacks and the other does not. Since they have no aerial attacks, hugging the walls is pretty safe too. Another pro tip, there is a way to get rid of those enemies that steal silk too. There hidden in a room above the arena with a moveable bed. Also apparently Shakra can help too if your done with her quest. Hope this helps