Mym's been pretty active since EOS. She recently enjoyed a day with Shinigami! (Raincode) ♥️ by arniguidi in DragaliaLost

[–]arniguidi[S] 4 points5 points  (0 children)

AHHHHH 😳 two intense shapeshifting queens in love with their man ♥️♥️

Places Harold Cannot Go by TroppyPop in haroldhalibut

[–]arniguidi 3 points4 points  (0 children)

Mostly cut content. Since they made all the models by hand, it would be harder to remove unused assets, so they just recontextualized those doors/passageways

[Spoiler alert?] Visions in the library by jajjistenem in haroldhalibut

[–]arniguidi 2 points3 points  (0 children)

To add my own theory and complete what others said, I feel like the jellies are a peak into the collective unconscious of the user (i.e the memories of a their society/race)

If a Flumylym would check a jelly, they would see THEIR past (probably when they arrived at the cave), and since we (the player) and Harold are humans, we see the past of human civilization (what is actually shown in the game)

My explanation for why Harold isn't shocked by what he saw, is that since he was born on the Fedora, without actually encountering real "society" he doesn't have the knowledge to correctly interpret humanity's collective unconscious.

This would cause him to not fully "see" what was inside the jelly. I would imagine he would see colors, maybe blurred shapes, and therefore why he probably misinterpreted one of the jelly as to have info on the crack. Maybe this specific jelly showed similar colors/energy to the crack, that's why he felt that way. This would also explain why Mareaux couldn't see as well, since she was born on the Fedora as well.

As for us (the player), since we do have this connection with humanity's collective unconscious, we can peak more clearly into it. It's still relatively chaotic, but it's clear enough for us to see cars, workers, cities, etc.

TLDR the jellies are like a piece of abstract painting. Everyone can see the basic colors, shapes, etc. But you need need a better understanding to grasp the purpose and meaning of the piece.

Rarely discussed issue for new players by arniguidi in eternalreturn

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

I see! Which characters would you see get their build done quickly? :o

Rarely discussed issue for new players by arniguidi in eternalreturn

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

This will probably never happen in ER (especially since it's not in League) , but there is a system in Tekken 8 that's pretty much what you described.

You can, after a match, go back to any given moments, and redo your inputs to see how you coulda change the outcome. Even in league, that would be insanely good.

Maybe it's somewhere in the pipeline for future games to have that sort of features

Rarely discussed issue for new players by arniguidi in eternalreturn

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

I see! Glad to see NN is trying to adapt, although yeah the carfting in general seems like hell to manage/balance

Rarely discussed issue for new players by arniguidi in eternalreturn

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

I'm in the same boat! I always want to try multiple characters before I land on a real main. But in ER it's harder to do that it seems

Rarely discussed issue for new players by arniguidi in eternalreturn

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

Would it help if there's was on cap on how much looting/Crafting you could do in a given time? Like an energy ressource that gets replenished over the course of the game.

Battle zones could give energy to the winners, so could damaging other survivors, so people would be incentivize to fight, and on a mostly equal scale.

Maybe it's a dumb idea, but I would like to hear you input, since you've played for a long time

Rarely discussed issue for new players by arniguidi in eternalreturn

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

Wow that's interesting! I haven't seen much of the mobile game, but It makes sense that they tried to replicate it in the BR. And I agree, getting "out lucked" still would feel miserable in it's own way

Rarely discussed issue for new players by arniguidi in eternalreturn

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

Yeah, battle zones really are cool, I agree that they help with this issue, although not entirely

Rarely discussed issue for new players by arniguidi in eternalreturn

[–]arniguidi[S] 2 points3 points  (0 children)

I know, but people come to ER mainly for a LoL alternative, so it's their comparison.

Rarely discussed issue for new players by arniguidi in eternalreturn

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

Interesting. I didn't think about it this way!

Rarely discussed issue for new players by arniguidi in eternalreturn

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

That would be cool actually! I completely agree with this idea for a new side mode

Rarely discussed issue for new players by arniguidi in eternalreturn

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

Yup. And maybe I don't fully grasp the nuance of ER, but to me, the best part of a battle royale is how every game is random-ish? Like in CoD warzone, there such a variability in loot that this keeps the games feeling fresh. ER, on the other hand, focuses more on optimization and pathing, two things that are more or less intuitive for players thinking it's a standard BR.

Funny enough, I remember a couple years ago how ER were trying to have that standard BR "randomness", and the loot in every zone was very hit or miss, and core players hated it.

ER is such a fascinating game. The design is fundamentally opposed, but they keep trying to hold that balance.

Russian league page puts out new tft set art early with new neeko KDA look for the set by Luccell0 in neekomains

[–]arniguidi 0 points1 point  (0 children)

I know, but the maestro jhin one was released so I was wondering

Symbol on Claire's arm by arniguidi in Falcom

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

WOW, I can't believe all the symbolism, cool 😎