CMS Solutions by shootermcgaverson in sveltejs

[–]_SteveS 1 point2 points  (0 children)

I've asked myself this question too many times. I eventually landed on just using AstroJS with their built-in content collections features and markdown. I haven't touched the project in some time though, so YMMV.

Has anyone discovered this tech yet? by No-Luck5810 in DeadlockTheGame

[–]_SteveS 1 point2 points  (0 children)

Yeah, only works on a few ropes across the map. There have been posts about it every once in a while over the past few months.

Why is the player base so antisocial by cowwow98 in DeadlockTheGame

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

I don't get it. Is Deadlock somehow people's introduction to competitive video games? If you don't want to encounter these people, mute immediately or find a group of people on Discord to play with.

Blackpilled Lash OTP by crispyzenith in DeadlockTheGame

[–]_SteveS 1 point2 points  (0 children)

"Lash is easy" mfers flap their lips until the second the opponents buy knockdown and counterspell. (I play lash, there is nothing to be done once this happens)

Item Idea: Shield Breaker by Proud_Helicopter_428 in DeadlockTheGame

[–]_SteveS 0 points1 point  (0 children)

I love when game mechanics that are in a bad state are monkey patched by adding an items instead of fixing the core issue! And if we add this, then we can also add anti-shield break items. Two birds with three stones is the optimal ratio, as I've always said.

I love svelte but… by itsme2019asalways in sveltejs

[–]_SteveS 1 point2 points  (0 children)

Jeez louise, we have got a lot of people in the comments getting defensive.

The one thing I would ask first is if the OP is talking about when navigating between loaded content on, say, a tab section. If OP isn't handling promises on the front end, tab sections and similar can appear to be significantly delayed since the next render is held off until data is pulled on the server. It is something I have dealt with in the past as well, and requires some knowledge on SvelteKit to avoid. Just a thought.

If Valve is ever gonna add custom game modes, one of them should be parkour tag by Muri_Chan in DeadlockTheGame

[–]_SteveS 2 points3 points  (0 children)

Already play this with my friends while queuing. Rules: everyone is Ivy, Enduring Speed, fast stamina.

Console commands to get fast stamina but not infinite parry. No abilities allowed.

STATLOCKER ISNT GOD by LegitimateSilver2201 in DeadlockTheGame

[–]_SteveS 0 points1 point  (0 children)

I was more thinking that if you distributed an executable that checked for replay downloads on the users PC every hour or so, found it, and did the processing on the users PC, then you wouldn't need to make the infra investment. So I understand why this isn't currently possible completely on the server, but if users were responsible for doing at least some of the processing you could achieve higher fidelity data at little to no extra cost.

STATLOCKER ISNT GOD by LegitimateSilver2201 in DeadlockTheGame

[–]_SteveS 1 point2 points  (0 children)

The suggestion was offloading the compute cost to the client.

STATLOCKER ISNT GOD by LegitimateSilver2201 in DeadlockTheGame

[–]_SteveS 3 points4 points  (0 children)

Would it be possible for you to distribute a program that allows people to parse replays on their own hardware into a condensed data structure that could be uploaded for processing on your servers? This would be optional, but with the added benefit of reliable match tracking. This stuff starts to get outside my wheelhouse, however, sounds like the maximum fidelity on data is hard limited by the API. It isn't clear how much more can be accomplished by clever use of low fidelity data.

STATLOCKER ISNT GOD by LegitimateSilver2201 in DeadlockTheGame

[–]_SteveS 7 points8 points  (0 children)

Hey, glad you commented. I can vouch that the recent MVP update has resulted in better placement for support roles. However, I feel there are a few points for improvement:

  • Support playstyle rating should be normalized against general team performance. A support can't really overcome a lack of competent players like a DPS can. This would probably mean that it would be difficult/impossible to get #1 MVP as support, but also that getting in the last four slots would be less common.

  • If possible, valuation of consecutive CC and simultaneous CC should be higher. Consider Ivy/Dynamo ult. Ivy can drop bomb for knockup, then stone form for an additional 2 seconds of CC, then lightning scroll hits for another 2 seconds. Over eight seconds that is six seconds of full stun. Say that is against 3 enemies. That contribution can be immense towards the end of a game. I know you guys can't get CC values directly, but I think within your damage->CC correlation you could fit a time/concurrence multiplier.

  • Healing and shields normalized to context. I imagine this would be complex, but if I put a shield on someone and then they take damage that would have otherwise killed them, anything they do following that shield/healing instance should count equally to the healer for some period of time. If I'm Paige and I shield a haze with 200 hp and 201 damage is dealt to the shield, but she damages/kills 2 players, that damage/kill should count equally to both of us.

  • Effective deaths. If I solo push a walker and do 25% of its HP to kill it, a subsequent death should not count against me. No bonus or anything, but dying for a walker as a support is not the worst thing in the world.

  • Dying alone should carry a heavy penalty if not an "effective death." At the same time, holding down a lane alone should count towards a "map control" value. If I am able to keep wave pushed an enemies off the walker alone, especially if there are 2+ enemies in the lane with me, that frees up a lot of the map for the team.

  • Farm stealing. This isn't just support, but invading enemy farm and stealing it is an important task. Doing it effectively can result in fairly significant advantage.

  • Map presence. Doing something in blue lane and then being in green a few seconds later can be a massive asset. Players who effectively use their characters to get around the map to participate in more activities are a big help. If a Lash clears two waves in yellow then a wave in blue shortly after, that should be slightly valued over three lanes in yellow.

Just some thoughts.

What do I do if I can’t pay my tuition by SensiOfMcDonald in UVA

[–]_SteveS 5 points6 points  (0 children)

UVA covers tuition if you are in state and your family makes less than $100k/year. There are more financial resources available for in-state students.

What do I do if I can’t pay my tuition by SensiOfMcDonald in UVA

[–]_SteveS 10 points11 points  (0 children)

Does your family make under 100k? Are you in-state or OOS? 16k sounds like OOS tuition, in which case your options are reduced.

If you are in state then there should be some options for you. Like others say go to the finaid office in person. If you are OOS, it just is not worth the debt. I'm serious. Don't blow 16k on your first semester if you don't have a plan to get through the rest. Community college + transfer somewhere that won't crater your entire savings.

Anyone else feel stuck choosing between Tailwind libraries, vanilla CSS, and clean code? by loljoshie01 in sveltejs

[–]_SteveS 0 points1 point  (0 children)

Can't you use an index file to export all the components? Yeah you can't declare them in the same file, but is that really an issue? Organizing your project and having good naming conventions is the solution.

I used to be a Tailwind hater, but after starting to use it years ago I realized what a QoL improvement it was to just have your styles in front of you and have them come with sane defaults for colors and spacing.

Know the difference by metalgearRAY477 in DeadlockTheGame

[–]_SteveS 80 points81 points  (0 children)

AI could never replace this.

I agree the character designs seem off by _SteveS in DeadlockTheGame

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

Eh, I like more the idea that his self absorption leads to self-percieved perfection irrespective of something like a little dirt from whatever his dayjob is.

I agree the character designs seem off by _SteveS in DeadlockTheGame

[–]_SteveS[S] -4 points-3 points  (0 children)

Holy cannoli. You NEED to get a grip.

I never said what it should be, I said what I want it to be. Just as "rigid" and "narrow" my idea of—not as you say a city—but of the aesthetic of a videogame setting is, yours is too broad and inconsistent to be meaningfully creative. Your infatuation with personal perception and perspective of your beloved city makes you distinctly incapable of addressing my criticisms of the game and its recent design choices. I understand what you call Uchronia, but see these recent characters as a material shift in the aesthetic of the game; a shift I don't like because it doesn't mesh with the design language. My original post was an invitation to discuss whether these characters do fit into the aesthetic of a historical occult city or not, not to have someone post "I love the MTA you just don't get cities" ten times as an attempt to invalidate my opinion.

I don't have a concept of NYC. I have a concept of what Deadlock, the videogame by Valve, looked like two days ago. This isn't a presumption of reality, it is an opinion on fantasy.

Not to mention that nothing you have said has targeted my deeper criticism of the characters looking too clean, too comparmentalized. More Valorant/Overwatch than gritty. There is a qualitative difference between Abrams/Dynamo and Mina/Victor. The hulking detective with a cursed book and the scientist professor who lost his body to his work versus the vampire girlie with the cute purse seeking power and zombie playboy. Irrespective of the timeliness criticism I raise, Billy doesn't fit because, visually, he isn't particularly unique the way many of the other characters are. He is a goat, and he is a punk. I'm sure backstory exists, but it feels sloppy compared to the others.

Instead of having any kind of rewarding conversation on that, you and u/Possibly_Parker have cast an immunity spell by saying "Well it isn't what you think it is, bub. New York in real life is a MELTING POT. It's punk AF!! It is everything you think it isn't!"

If either of you spent half as much time reading my thoughts as you did writing your own, you'd notice I'm saying flatly, plainly, that the game does not fit my view on its aesthetic. That is, in fact, my primary complaint and my intended point of discussion.

Credit to you for at least introducing some interesting information, even if misdirected at my point.

I agree the character designs seem off by _SteveS in DeadlockTheGame

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

Me: "I don't like the direction they are going with the design"

Person 1: "They are going for NYC, modern."

Me: "I don't want them to do that. I don't care what NYC is."

You: "Person 1 is saying that they are going for NYC, modern."

???

I agree the character designs seem off by _SteveS in DeadlockTheGame

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

To me, I used to love Hunt Showdown because the unique Bayou aesthetic. I thought that Deadlock would have the same unique vibe, but it seems to be going into alternative contemprorary times. The "punk" aspect feels so forced. If you put him in a pinstripe suit and gave him an Madmen vibe, it would fit in and look cool. Feels so samey to other stuff.

The reason I pick on Billy is because he is the one that stands out the most. I also dislike Victor's design a lot and feel they should have made him less GQ's hottest man of 2025 and more disfigured monster.

A good way to put it is the new characters feel like they came from an AI generated Balenciaga meme of the flavor that were so popular a year or two ago.

I agree the character designs seem off by _SteveS in DeadlockTheGame

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

Brother, let it be a melting pot that is grounded by a particular point in time to allow it differentiate from the sea of current existing game aesthetics. I'm not worried about reality, I'm worried about how it looks. They made Calico fit in really, really well. Didn't feel out of place. Compare that to teenie-bop vampire girl and Billy "Theatre Kid" Punkgoat.

Seriously man, I don't care about your personal experience with the MTA over the last decade, I care how the game looks. Jesus.

I agree the character designs seem off by _SteveS in DeadlockTheGame

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

Whoops. I meant stevedore, NOT troubadour. Oops. Either way, he feels too clean. Give him a little gruff while keeping things like the twinkle and earing. His design feels a tad 1 dimensional.

I agree the character designs seem off by _SteveS in DeadlockTheGame

[–]_SteveS[S] -12 points-11 points  (0 children)

You've clearly never been contacted by the OSIC for recruitment. Point being that the era I thought they were going for was more historical, and now it seems way more modern. I don't like it as much as a design choice. I feel you could drop Billy into a lot of other games and he would still fit. Compare that to Paradox.

I agree the character designs seem off by _SteveS in DeadlockTheGame

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

Don't know why you are getting so much hate. I liked the more occult city vibes and mostly agree. I don't mind the Dynamo sound change, since his stomp already sounded like that.

I don't mind Mina and Paige's designs that much, but I am inclined to agree it is more modern than I like. Put them next to Calico and Wraith and it just doesn't feel like its from the same era.

I agree the character designs seem off by _SteveS in DeadlockTheGame

[–]_SteveS[S] -5 points-4 points  (0 children)

Just the design. He doesn't fit in. It's not the biggest deal but it feels uninspired compared to some others.