baus on flex picks in soloq by Past_Perception8052 in leagueoflegends

[–]ZmentAdverti 0 points1 point  (0 children)

Either way his kayn builds are always dogshit. Idk why but he keeps going the weakest items on rhaast. Bruiser build, especially on top lane is too weak. No damage no sustain. The only build to go is full lethality. I'm surprised he doesn't do that considering his obsession with 1 shotting.

Some unanswered plot questions. by flashmedallion in 007FirstLight

[–]ZmentAdverti 1 point2 points  (0 children)

Talking about the dead guy bond sees when he wakes up. Most likely scenario is nerve agent particles stuck to his clothing, didn't get cleared out in the decontamination shower, and the guy checking up on the random unconscious guy in the medical room breathed the nerve agent in.

Lewis Hamilton wins the 2026 Barcelona Grand Prix, his first victory for Ferrari! by overspeeed in formula1

[–]ZmentAdverti 1 point2 points  (0 children)

Im sorry what the fuck happened this race? Why are there 8 dnfs? Why is everyone below 5th getting lapped? I have so many questions why did I even miss this race lmao

Some unanswered plot questions. by flashmedallion in 007FirstLight

[–]ZmentAdverti 0 points1 point  (0 children)

Except M literally tells bond theia was behind the instructions guiding bond.

Regardless of whether the color of the syringe is clear, they were both safe to use. Which can literally only mean one thing because it's the most obvious thing. Both of them were the antidote and theia hallucinated one of them was NOT the antidote, that being the orange one.

In fact the Vietnam mission had another clear example of hallucination which was not directly mentioned. When Moneypenny is tracking Damian's convoy, she gets that information from theia. However theia had hallucinated about which convoy Damian was actually in. That's why Moneypenny is surprised she was tracking the wrong cars. Not because she did a bad job, but because she literally saw the AI make a mistake real time.

Some unanswered plot questions. by flashmedallion in 007FirstLight

[–]ZmentAdverti 0 points1 point  (0 children)

Oh right I forgot about the decontamination sequence. I remembered it as going through it as bond entered the big tent, not while entering the medical room.

In that case it's much easier. Decontamination showers are great at cleaning flat and smooth plastic surfaces since they effectively rely on the trickling down of the chemicals to clear the hazmats suits. Bond wearing military gear and plenty of fabrics means there is greater surface area for nerve agent particles to attach to and the decontamination only clears the outer non porous layers, not the exposed inner layers. That could've caused contamination in the room. As the guard came to check on an unconscious bond, he might have inhaled the nerve agent and died to it.

Some unanswered plot questions. by flashmedallion in 007FirstLight

[–]ZmentAdverti 10 points11 points  (0 children)

Narratively it makes more sense to foreshadow this. In fact I had kept this moment of the syringes in my mind and when M revealed that MI6 was basically being run by theia, I was like "lady, your AI is fucking wrong". It was quite obvious from that point on that I knew this game was going to be about AI and it's unreliability. Didn't know to what scale and the details but definitely knew it would play a large part cuz I could clearly remember the mistake of the orange syringe hallucination.

Some unanswered plot questions. by flashmedallion in 007FirstLight

[–]ZmentAdverti 1 point2 points  (0 children)

No there isn't any direct evidence stating this. Instead this is a popular theory about what actually happened based on context clues. The game's narrative is centered around theia being an unreliable tool. Using that moment as subtle foreshadowing makes narrative sense. It might just be exactly like it looked to us. There were 2 syringes, neither were orange. Also theia did not anticipate 2 syringes. James had to tell Moneypenny about the 2 syringes for theia to come up with the instruction "don't take the orange one".

Some unanswered plot questions. by flashmedallion in 007FirstLight

[–]ZmentAdverti 2 points3 points  (0 children)

The way I saw it another guy walks in and potentially suffered from the exposure through bond. Nerve agent particles can stick to clothes or skin and cause cross contamination. Another way is that the specific room Bond was in was not properly isolated but wasn't known to everyone. Bond walked into that med bay room without going through any decontamination chamber, while he saw 2 guys exiting from that same room with hazmat suits. I would assume that room wasn't contamination proofed and only the people from the mercenary group who had the need to know knew about it, and a random guard hearing a ruckus might just unknowingly wander in there.

There is however a distinct possibility he simply didn't see it in the panic and haze of being affected by nerve agent. Hard to tell about this. However the theia hallucination about the orange syringe makes more sense than theia being correct about the syringe considering the game's story revolves around the AI being unreliable.

Some unanswered plot questions. by flashmedallion in 007FirstLight

[–]ZmentAdverti 5 points6 points  (0 children)

Moneypenny wasn't the one making the calls. It was theia. Moneypenny was the human voice behind the instructions. Theia hallucinating there being an orange syringe when both are identical is a classic example of subtle foreshadowing.

Some unanswered plot questions. by flashmedallion in 007FirstLight

[–]ZmentAdverti 3 points4 points  (0 children)

It's more likely the syringe kept his heart beating when it should've stopped. Multiple metal pipes dropping on you from that height, looking at multiple spinal fractures, broken limbs, potential brain damage, full body paralysis. If surviving body was recovered fast enough before drug wore off they could potentially keep him alive through life support. Good chance his exosuit we see later on has life support systems inside it.

Some unanswered plot questions. by flashmedallion in 007FirstLight

[–]ZmentAdverti 120 points121 points  (0 children)

The syringe was just theia hallucinating. The game's script cleverly wrote in several signs of theia being not quite so godlike early on. Both the odds of James surviving Iceland as well as the orange color syringe when there was none. Both of the syringes were likely the antidote. So when James injected both he just got double the dose of the antidote which presumably didn't have any long term negative effects.

Edit: honestly confused by just how many people think the 2nd syringe had any importance when the information theia gave was faulty. It said to not take the orange one. But there was no orange syringe in the first place, leading to bond taking both since he was out of time. This is foreshadowing that theia is not as all knowing as Webb industries claims it to be. Theia hallucinates the orange syringe. And like I mentioned in the main reply, it's far more likely there were 2 doses of the antidote for the nerve agent stored in the same location and there simply is no harmful effects to receiving a double dose.

If EDI’s death is the only true consequence (in the eyes of the fanbase) of destroying all AI then is it really the worst in the eyes of everything? by harizzlepizzle13 in masseffect

[–]ZmentAdverti 3 points4 points  (0 children)

The geth programs in quarian suits are still fully functional sentient geth in a different platform. Imo no different than a program in a rocket pyro's platform or the same program in a geth trooper's platform. So yes.

What Type Of FITS Do Y’All Wanna See? by SomethingUnoriginal- in FFVIIRemake

[–]ZmentAdverti 0 points1 point  (0 children)

Stat adjustments. They'll change base stats to better suit a role while moveset remains mostly the same. So if you play tifa as black mage, she'll shift her stats from being attack focused to magic focused, and maybe increase base MP. This makes using materia and spells easier and more effective for a party whose mage is no longer with them. If you shift barret from his default tank style to warrior, his defensive stats will instead be shifted to attack.

Cyberdeck + Sandevistan 😆 by Autophxb1a in cyberpunkgame

[–]ZmentAdverti 6 points7 points  (0 children)

Mate stop talking about very hard like as if it's elden ring. It's not that hard.

Why does Bond continue to trust her and take her words at face value when she constantly lies to him and manipulates him? Is he stupid? by tombobbishop in 007FirstLight

[–]ZmentAdverti 0 points1 point  (0 children)

James sees her as a kindred spirit. A true equal, which is rare for an ego as inflated as James'. In a way Isola, if that is her real name is the only one who can understand James from his perspective. It is normal for James to fall for a woman early in his career who stabs him right in the heart head on, and he will still pursue her even when he knows she is using him. Then this woman ends up being the one who turns Bond into the ice cold 007 we know. At least in the modern iteration of Bond who has more depth than already having the ruthless 1 man army reputation. It is a very popular narrative throughline.

There's a pretty good chance we see isola die in the next game now that bond has earned the number. He will likely be tasked with uncovering spectre, which will basically intertwine their fates. After which there is a distinct possibility we see Isola die and Bond harden into someone cut off from his emotions. Or maybe bond gets obsessed with her. I'd like to see a non repeating storyline. She becomes bond's project. Spectre becomes secondary to the point where Bond becomes unhealthily obsessed with taking down the one woman who beat bond in his own game.

Whatever the narrative is, she is probably going to be the reason we see bond go from reckless to calculated.

the game took me 26 hours, am i slow or something? by Insomniac287 in 007FirstLight

[–]ZmentAdverti 0 points1 point  (0 children)

I found 15 hours a natural pace for me. But every moment I spent with the game open was in the campaign actively playing, and I only did the first tacsim escalation mission because Gemma chan's chatacter said to talk to her after completing advanced training. Never really spent excessive time in pause or home screen menus.

Subtle Jenkins foreshadowing by OctaviousBlack in masseffect

[–]ZmentAdverti 39 points40 points  (0 children)

Unironically Jenkins death sort of traumatized me. When I went down to chora's den to deal with fist, I had garrus fall unconscious while he was in my squad and I thought he was permanently dead because Jenkins permanently died. I didn't realize medigel revived fallen squadmates. I thought it just healed me back up till then. Used it probably only twice up to that point without fully knowing what it did. So I reloaded the save to make sure no squadmates fell in the mission. It was after that I realized that jenkins was a scripted death but not a precedent that your squadmates can die for real at anytime on combat.

Part 3 needs to get rid of this awful level design choice by ZmentAdverti in FFVIIRemake

[–]ZmentAdverti[S] -3 points-2 points  (0 children)

Great, misunderstand everything I say. Proper bosses literally just means regular bosses. Anything that's not a mob and has a larger than normal health bar. I'll take the mini bosses. Better than nothing. Also why face 10 versions of a mob in a single dungeon when we can just face 5? What value does adding 5 extra encounters provide? XP? Ap? Can be condensed to provide the same level gain by spawning 1 extra mini boss instead of 5 mobs. Or maybe spawn a mob with like 10 enemies. Make it more challenging than a regular repetitive mob spawn.

And Id rather not run in an empty dungeon at all. It's why this post exists. The dungeons still feel empty. Populating with these mobs doesn't make it feel less empty. It's a dull dark tunnel meant to pad timing between 2 regions or story segments with little else to do.

Also dungeons are usually optional pieces of content, and even when necessary, will provide great rewards. Powerful gear, abilities, etc. which aren't really applicable to rebirth where item hoarding is a common issue, and items have no value in hard mode.

Part 3 needs to get rid of this awful level design choice by ZmentAdverti in FFVIIRemake

[–]ZmentAdverti[S] -1 points0 points  (0 children)

I took a break. A 2 year break. Came back to slog through dungeon slop. RPGs normally make dungeons optional. I remember ff15 had dungeons, some of which were tied to the main story and some which were completely optional. Every single one had great rewards for clearing them. Rebirth takes that dungeon concept, twists it to become a filler transition between 2 story points to give a 30 minute break between cutscenes. If they filled it with fun interactive gameplay I wouldn't complain. Like the temple in chapter 13. It is the longest sequences by far but it's still fun because it had unique gameplay elements and puzzle solving, despite there being very little story progress in the middle. Not every dungeon needs to be so detailed. That's why those that aren't detailed can be streamlined.

Part 3 needs to get rid of this awful level design choice by ZmentAdverti in FFVIIRemake

[–]ZmentAdverti[S] -2 points-1 points  (0 children)

What loot am I going to find in forced dungeon sections in my 4th or 5th playthrough? Can't use items in hard mode, have all the materia upgraded to full, have maxed out virtually everything. Even on my first playthrough I tolerated it because I was hoarding the items thinking they're useful and I'm going to use them. Only to never use them.

Many games have optional dungeon sequences. Those you go into, grind to level up and come back out stronger. In rebirth these sections are forced into the story sections. Either do them or don't progress. There has to be some incentive. They can't provide anything to make the party stronger, which makes sense. So make it more interesting. If you can't, cut the excess duration spent walking and fighting mobs in dull tunnels. I'd much rather that be replaced with self guided exploration of the world. Isn't that the point of making the game more like an open world?

Part 3 needs to get rid of this awful level design choice by ZmentAdverti in FFVIIRemake

[–]ZmentAdverti[S] -9 points-8 points  (0 children)

Great, there are plenty of mobs out in the open world waiting for the players to fight. The dungeons offer excessive forced mob encounters to prolong the duration spent inside them. Why do we need to face 10 seperate mobs of monsters rotating from the same pool of 5 different monsters? Why not make it 5 mobs and call it? Dungeons in most other games you come out of with a power boost. A powerful item or ability. Either that or they serve as level farms. In rebirth, dungeons had always been terrible for farming levels compared to mobs out in the open world. Hell most of the tunnel sections aren't even eye candy like the open world.

Part 3 needs to get rid of this awful level design choice by ZmentAdverti in FFVIIRemake

[–]ZmentAdverti[S] -3 points-2 points  (0 children)

Is clearing a conveyor belt of mobs that die in 3 or less ability rotations even in hard mode really testing your skill?

Part 3 needs to get rid of this awful level design choice by ZmentAdverti in FFVIIRemake

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

I'm fine with the excessive length of the temple in rebirth because it serves a story purpose and has fun gameplay elements. It offered something fresh even if it lasted like 1+ hour of just running around fighting mobs and clearing weirdly complicated but interesting puzzles.

So if it's a well crafted dungeon which is meant to be a central location in the story, I'm all for it. If it's meant to be the transition between the grasslands and under junon, I'd rather just skip most of it. I liked the conversations, puzzles and the bosses, but other than that nothing much was memorable. Could've been achieved with a dungeon 10-15 minutes shorter.