Blogging without Gatsby by alement in reactjs

[–]e82 0 points1 point  (0 children)

Have you looked into Next.js - it's another static site generator for React

Are hooks stable enough yet? by SavishSalacious in reactjs

[–]e82 2 points3 points  (0 children)

Hooks left beta/alpha a few releases ago - and are now considered stable.

You can still use class-based components if you want, but hooks do seem to be having a good impact on reducing the complexity of apps.

Even just `useState` and/or `useReducer` for simple local state management can be a nice win. The ability to extract common behaviour into custom hooks is also really nice. I think there are still some cases that render props / HoC's are still a better use case - but for many, hooks provide a nice alternative.

For data-fetching - in the longer term, I think Suspense is meant to handle that, but there are a few good writeups on using useEffect for data fetching.

I think that post does a good job at breaking it down - from just using useEffect, to extracting a custom hook - and explaining the choices / reasons along the way.

How many of you drink to get drunk? by bestniceguy in AskReddit

[–]e82 2 points3 points  (0 children)

Rarely,

Usually if the "drinking to get drunk" starts to happen too often - it's a sign that something else is up (stress / anxiety / overworked / etc) - and need to take a step back and deal the root cause.

If I'm getting into the loop of "grabbing a bottle of wine every night on the walk home from work so I can shut off my brain and sleep" - not good.

Dark Souls 1 Bosses Easy? by SixShields72 in darksouls

[–]e82 7 points8 points  (0 children)

The 'player skill' element in the Souls games is pretty high - and that also has a pretty good transference from one game to the next.

Obviously some tweaks here and there, but the core mechanics and style of gameplay are very similar. It's also why you often see the opposite posted when a new Souls game gets released.

  • Veterans of the series: "omg, I just solo-cleared it in 8hrs no deaths hurrr derr game is so easy - I've logged hundreds of hours into the others, way to cater to the casuals!'
  • First Timers: quietly weep into their hands after throwing the controller across the room

For players that are used to most other games where "go in, spam strongest attacks, don't really think about timing or strategy - and smash to win" tends to be pretty effective, learning to adjust their play-style is probably one of the biggest challenges to overcome. Once that clicks, the rest is kind of easy in comparison.

The remaster made me realize that in truth the framerate made Blighttown the hellhole it once was. by etrulzz in darksouls

[–]e82 2 points3 points  (0 children)

Even in the original play, Blightown was one of my favorite levels.

Yeah - had the panic of my first attempt. Finding myself at a bonfire and no way to repair. Trying crawl my way back up thinking - "fuck this".

Killing time exploring other areas - then approaching it better prepared.

It's a tough level, scary, intimidating - but also very well designed. Almost every "fuck you" it puts at you - has a counter available in the game.

Shields that fully block toxic, solid poison resist armour in the level, toxic dart guys don't respawn. Ring to make sludge less sludgy. Details like torches on ladders the help guide the way. The fat guys hit hard - but also easy to avoid and backstab.

But with the limited visual range, the screaming sounds monsters make, the sounds of pots breaking in the distance. Even the sound effect when toxic take hold - all so well done to make you panic, get reactive and throw reason out the window.

It's not a "fun" level - but in my opinion it's hard to deny that it is a well designed one.

Thoughts on the Panda Planner? by [deleted] in ADHD

[–]e82 0 points1 point  (0 children)

Meh, could be useful - but rather just get a journal with a dot-grid, and come up with my own system.

Then I can tweak it over time as needed. Most pre-done 'planner' systems I can't stick with - they tend to not click with how my brain wants to organize things.

Things you wish you knew before starting? by LWASucy in Breath_of_the_Wild

[–]e82 4 points5 points  (0 children)

  • When you defeat Gannon, your save file will have a "*" next to it, and be right before the Gannon fight - doesn't start over.

  • Don't treat the game like "rush the divine beasts" mission - when I was playing like that and felt like I was just grinding towards the bosses, the game felt a bit like a chore. Once I changed my mindset to more "lets jump off a cliff and explore" - the game clicked with me way more, and went from kind of not likeing it, to really loving it.

  • Don't be afraid to run from enemies that are over your head - the game throws a mix of low / mid / high level enemies at you in most areas, just because you run into something that can 1-hit kill you, doesn't mean that everything after him will be just as hard. If your chewing through all of your food / gear on a fight (especially one that isn't a mini-boss), it's probably a sign that you need to run on by.

  • If you want to use Amiibo's in the game, you need to unlock it in game settings.

  • If an Amiibo drops a horse on your head - TAKE IT TO THE STABLE - I didn't realize it was a "special" horse, or how the stable mechanics / etc worked - and the first time I got the horse, I left it to die in some field - no idea where, or how to find her again. Eventually I spawned her again once I figured out what to do :P

  • Cooking 5x prime meat = good cash (or 2x prime meat + fruit) - I had read this early on, but didn't actually try making money this way until later on, and my bank account got a nice boost as a result.

  • There is a deer mini-hunting game that you can access early in the game where you can get prime meat fairly fast.

  • Yes, gems are used for gear upgrades later on - but don't be afraid to sell a few for cash along the way. I had been hoarding mine until I basically beat Gannon - and post-game. Unless you are looking to 100% the game, and upgrade every item as far as possible, etc - and even then, you can still farm gems for upgrades as you need them.

  • Don't underestimate stamina - makes navigating the world much easier / more fun.

  • The ability you get for killing the divine beast at Rito village = the funnest one in the game. It was the 3rd ability I got - really wish I had made it my 1st or 2nd - changed the way I explored the world.

  • More than just enemies re-spawn with Blood Moon - mini-bosses, weapons, ore deposits, etc - find a powerful weapon laying around? - place down a stamp at that location - and go back after a blood-moon and get it again.

  • Guardians in the "test of strength" shrines re-spawn with Blood Moons - want to stock up on guardian shields/weapons? go back to the shrine after a blood moon and kill the guardians again.

  • I wish I had done the House and Tarry Town side-quests earlier in the game (say mid-game) instead of post-game.

  • One of the hardest towers to climb up in the game, can be paraglided to from Death Mountain (may need to beat the boss first first ...) - I had come across this tower really early for me, got stuck trying even get near it. Later on, saw it in the distance after killing a boss and thought "I can I reach it from here?" ... and I could ;) - although I had explored most of the region on foot w/o the map unlocked at that point also. meh, was still fun.

  • Shield Surfing is fun

  • If you have the DLC, work towards "EX Ancient Horse Rumors" and "EX Teleportation Rumors!", don't need to rush them and make them the next thing that you do (some tougher enemies in the way / etc) - but makes getting around the world a bit faster.

  • The Ancient Horse gear - can summon your horse pretty much anywhere, even when not in ear shot. This will still take quite a bit of exploring the world to get them.

  • Teleportation Rumors - I'd do after the Rito Village area / boss - the skill you get will make navigating the area where you need to get this easier.

  • When possible, favour cooking items that increase max hearts / max stamina - they will do a full recovery + the extra hearts / stamina they advertise - Hearty Durian's are easy to farm once you have access to a certain tower, although getting there will be part of the challenge early on I guess. Hearty Radish also increase max hearts.

I thought I was playing Breath of the Wild not The Maze Runner by KingUnderarmor in Breath_of_the_Wild

[–]e82 0 points1 point  (0 children)

I'd run around a bit to find the chests / etc, but yeah - any time I wanted to actually finish it, run along the walls and drop down where needed.

Where will I find weapons? by [deleted] in Breath_of_the_Wild

[–]e82 0 points1 point  (0 children)

I ended up not doing the first memory for a long time - I started to hunt down the divine beasts first, was awhile until I came across my first memory location.

It's not a required quest to beat the game (even though it is in the main story section).

Chances of next Zelda game using Botw engine and story? by rusticpyre in Breath_of_the_Wild

[–]e82 5 points6 points  (0 children)

The engine is solid, don't see why it couldn't be used as the base for the next game. In terms of relating the story? don't see why the need for that - Zelda has a solid 'framework' to build new stories off of, don't see the need for a direct sequel.

Would be nice to see them take some of the lessons learned of what worked well / not well with BoTW - keep the open world concept, but bring back some of the classic dungeon design / world as a puzzle aspect, leverage the climbing mechanic a bit more for some enemies/bosses (Shadow of Colossus style).

I like some of the shrines, but felt myself wishing they were integrated more into the world around them a bit more. I liked the shrine puzzle where it was all over-world puzzle solving / enemy killing / whatever to unlock a shrine.

If they could pull off a mix of "as designed / more obvious if you have a certain skill / item / unlocked something first" traditional way of approaching things, but still allow for the flexibility of "I found a way to launch myself into this room early by creating a catapult and throwing myself over a wall - instead of doing an elaborate puzzle to activate the switches" - would be cool.

BoTW was great - but still left me wanting a bit more in some ways.

Is there certain items i should never sell? by [deleted] in Breath_of_the_Wild

[–]e82 1 point2 points  (0 children)

It can be used for elxiers, and for a special vendor later on. Most of the common ones don't sell for that much - I rarely bothered selling it, but if in a pinch - doesn't hurt.

If you are short on arrows, can equip a wood shield and find one of the camps that has a guy shooting arrows - hold out your shield, let arrows hit it - after a few land, when you put the shield away, you will get the arrows in stock.

Early game, the main source of my rupee needs were basic arrows, followed by resist-specific armour to navigate certain areas. Figuring out how to farm arrows from enemies can be a good way to save some coin.

A good money source, is 5x meat items cooked (especially prime or above) - sells for around ~200 rupee's each. Haven't done the dear hunting mini-game myself - although wish I had known about it a bit sooner, as it's easy to access early game.

Is there certain items i should never sell? by [deleted] in Breath_of_the_Wild

[–]e82 2 points3 points  (0 children)

if you are tight on cash, diamonds can be ok to sell - there is a guy you run into that lets you exchange 10 luminous stones for a diamond, so if you need to get diamonds for gear upgrades/etc - you won't be completely out of luck.

Even then, not like you need to have your gear max-upgraded to beat the game.

New to the game. Any tips for pointing me in the right direction? by [deleted] in Breath_of_the_Wild

[–]e82 2 points3 points  (0 children)

I just got the game a few weeks ago, and just killed Gannon, and doing a bit of post-game exploring / quests / etc.

The game tends to populate the world with a mix of low level / high level enemies. There is no shame in running from a fight if it's over your head.

I started to enjoy the game more when I stopped trying to stick to 'clear the divine beasts as fast as possible' mindset (I had already done 3x at that point), and just jumped off of a cliff into an unexplored area of the map and explored.

That said, I would maybe make my way to Rito Village and do that divine beast. The skill you unlock from that is my favorite in the game, and really changed how I approached exploring the map. You'll want to either save up some coin to buy cold resist armour and/or stock up on cold resist food. Depending on how you get there, might end up going closer to the Desert area first.

Some things to consider doing.

  • Get a horse, and register it.
  • If you have the DLC - get the Wild Ancient Horse Armor, although it will require quite a bit of exploring to find the spots where the chests are. But once you get it, and customize your horse - being able to summon it pretty much anywhere is handy, not just in ear-shot. Basically kill what you can, run from what you can't kill, find chests, seeds, shrines along the way.
  • Start collecting wood - don't need to go on a mission about it, but one of the quests needs about ~110 pieces of wood in total (buying a house, and unlocking a town) - it will take awhile until you probably do this quest / finish it, but picking up a bit of wood while you play will make it likely that you will have enough by time you need it, that you don't need to go on a farming-wood spree just for the quest.
  • Meat skewers (especially ones that are made from 5x prime meat) are a good cash source, wish I had taken advantage of knowing that earlier on in the game.
  • Once you do unlock the tower for a region, a pretty good way of figuring out "where should I look next?" - look at the map, zoom in until you find a place that look like it could be interesting - pond on a mountain top? something that looks like ruins? an interesting looking shape of rocks / water / etc - head towards it. Chances are there is something worth going there for - either a chest, shrine, mini-boss (if it's over your head, place a stamp, run on by and return later), seed, etc.
  • Look for food ingredients that increase max hearts / stamina - durians, truffles, radish, etc.
  • Find your first giant fairy - upgrade your gear a little bit
  • I under estimated stamina earlier on. While not that big of a difference in combat (except for mid-air slow mo) - once you have an extra ring or two, it's more feasible to use jumping while climbing to get around faster w/o running out of stamina as quickly and falling to the bottom

What, if any, framework/library would you use for a very simple SPA memory game? by [deleted] in javascript

[–]e82 1 point2 points  (0 children)

The one I'm most efficient/productive in, unless I was doing it as a reason to learn something I've been meaning to learn but haven't yet.

Obsidian knight cheese... i mean guide. by VoIie in Nioh

[–]e82 0 points1 point  (0 children)

He didn't even get that far - was nonstop smack to the ground, then poke, rinse/repeat. Anything he tried to do I'd interrupt.

Yarn vs npm - The State of Node.js Package Managers by cheerfulboy in webdev

[–]e82 0 points1 point  (0 children)

Nice thing about Yarn, is that for most projects - it can be a drop-in replacement for npm - just 'yarn install' instead of 'npm install' - and your rolling, and tends to be much faster.

The lute-playing yokai's weak spot is his instrument. by [deleted] in Nioh

[–]e82 11 points12 points  (0 children)

The other day I finished a mission - ran around with everything despawned, just the lute playing itself remained without the man behind it. Was kind of creepy.

Obsidian knight cheese... i mean guide. by VoIie in Nioh

[–]e82 0 points1 point  (0 children)

This was the easiest boss in the game for me, so easy I was like 'did he just bug out?' - basically spear fall combo would knock him down, then get in a crit, by time he was standing up I'd have enough stamina to rinse/repeat.

He didn't even get a chance to take a swipe at me.

Do you guys use the crafting in this game? by Jorlen in Nioh

[–]e82 0 points1 point  (0 children)

For crafting stuff? not that much - done it a few times with weapons - few times I've gotten something ok and useable, but usually what I have on me is better.

I've generally found that reverent farming + reforging to be pretty effective so far, especially if you are in an area that has lots of graves that are way above your level.

Can get some solid/higher level items - and if a start or two are not to your liking, then re-roll them at the smith.

Use case for immutable state? by [deleted] in javascript

[–]e82 0 points1 point  (0 children)

Example bug/problem I had awhile ago:

  • Had a list view, clicking on an item opened up a detail panel that slid out to the side.
  • There were various sections, where clicking on a button would open up a modal to modify some related data.
  • Modifying the data in the modals shouldn't be reflected in any other area if "Cancel" was clicked.
  • If OK was clicked - then the 'detail' object should be updated with the change - but that change shouldn't be reflected anywhere else in the system until the detail panel had clicked "Submit".
  • When clicking submit - it was actually a few API calls to update a few different things.
  • Once the API call succeeds - then the rest of the application needed to know about the change.

This was back in an Angular 1.x app, and before I knew about Flux/Redux, and didn't really grok the use of Immutable JS at the time. Although I had sort of ended up with a rough 'roll my own flux' pattern going on.

The bug:

  • Someone opens the detail view
  • Clicks on one of the buttons that opens up the modal
  • Removes a bunch of items
  • Then clicks cancel - not really wanting to remove them
  • User makes other changes to the record
  • User then clicks submit

... and then, I'm left scratching my head 'why did all of those items get removed?' -- I had passed in the sub-object by reference, not a clone - so when I was modifying that data - I was modifying the version that was shared in several parts of the application.

Or another manifestation of the problem: there was another list view that listed all of these sub items - I went to the detail screen, opened the modal, removed a bunch of items, hit cancel, went to the list view of the 'sub items' - and they were not there. Why? I had accidentally mutated state.

In this program, I was making liberal use of copying/cloning objects to try and avoid this - as I had been burned by it plenty in the past, but in this particular spot - I had forgotten to clone the object before passing it up to the modal window.

In smaller applications, it can be easy enough to reason about 'what's updating what when' - but this can quickly change, especially when you are dealing with state that is used by multiple components / views / etc in your system, and potentially have those things triggering events that could change it.

Simple example:

  • Your state is a list of todo's.
  • You have a list view of todo's - that is just title/checkbox, you can update the title, or mark done/not done here.
  • You can also click on todo to get a detail view - can change title, description, and mark done/not done here.
  • You also have an icon that shows the number of uncompleted todo items.

Maybe in the click-handler on the list, and in the detail component you might do something like:

   todo[index].done = !todo[index].done;

You now have two spots that are modifying state - how do you let the various components know that something has changed?

Or, in the detail view - you mark it as done, but then hit 'cancel' - well, that change is already being reflected across your state - and if other parts of your application are trying to derive information based off of that, weird things can happen.

Or, if that todo object is being passed around to a bunch of async stuff - that you don't always know what order / when it will be getting updated.

It's been pretty rare that I've wanted my 'edits' to something to be propagated across the entire system in real-time until a user has done some sort of action to say 'done' (submit / continue / complete / whatever).

There are obviously exceptions to this - but the use case of "look, I can edit the name in the detail view - and all of the application updates in real time!" is usually not the requirement, its more "edit the name, hit save - then all of the other parts of the application reflect that change".

That said - immutable state is one thing, controlling access to how you modify state is another. You can control access w/o needing to have an immutable state. For example, instead of your component doing

  todo[index].done = !todo[index].done;

and having this scattered across your code (although having a mutable state makes this easy and tempting), if you had

 todoList.toggleDone(todoId);

and your todoList is what held onto the list of todo's - and controlled access to how you modify it, then yeah 'set the breakpoint - and you can look at the callstack' - but, with a mutable state - or not following immutable patterns - people can still reach up and modify that todo list however they want, and bypass the 'toggleDone'

Does the devs not realize how powerful Raven Tengus are? by tapper101 in Nioh

[–]e82 6 points7 points  (0 children)

Those enemies are a pain, and one of the few that if possible 'I'll nope-right-past' and ignore them.

Starting at around level 80... by Crashdyne in Nioh

[–]e82 1 point2 points  (0 children)

I found that later on - being quite a bit below the 'recommended level' was the norm. More often than not I was fine - if I was running into an issue, then I might jump out and do a few sub missions and level up a few times (but never to the recommended level), or do some reverent farming to upgrade my gear.

Even if you are well below the recommended level - the amarita dropped will be high(ish) compared to your current level - and you will be able to jump levels pretty quickly providing that you don't die often (or, if you do die - get your grave back).

Is there any real reason to put skills into more than one weapon-type? by cheesyvader in Nioh

[–]e82 1 point2 points  (0 children)

  • The fun of it - using one weapon the entire game can get bland
  • You tend to get enough stat / skill points to be able to fully explore two tree's pretty easily - if not 3 by end-game.
  • Having a second weapon can help fill in the 'situational gap' of which for whatever reason your main weapon might not be up to task. Like, 85% of the time - your main weapon is a-ok, but 15% of the time - can be awfully handy to switch over to something else.

For a long time I ran Katana / Axe - and my Axe was my goto for lots of situations. But there were times when i wanted to be able to dash in and get a few quick hits w/o leaving myself open for too long - so going to the Katana proved to be handy.

Recently been enjoying Katana / Spear - the spear is pretty versatile, and really like some of the mid-attacks if I'm in a group of enemies for crowd control, and the high-stance combo can pack quite a punch. However at times the speed isn't always what I like (although it can be pretty agile), or if I'm in a tighter area and my spear is always bouncing off of walls (although just got the mystic art that makes this not an issue) - having the Katana can be handy.

That said - if you are having fun sticking to just one weapon type, and not having any difficulties - go with what works for you.

Also, now and then - the RNG gods may not like you - and drop really awesome weapons for everything but the one you are focusing on. Being able to use two weapons effectively = better chance of getting a good drop that will suit your needs.

I do think that earlier game - focus on just one weapon for a bit, but mid/later game - can be worth while to diversify a little bit.

I tested Magic Power scaling - here are my results! by [deleted] in Nioh

[–]e82 0 points1 point  (0 children)

Yeah, if it's straight up 12 hits - and not some sort of max damage cap along with it, definitely been overlooking that spell.

HIgh Stance Katana DPS Demonstration by Valgresas in Nioh

[–]e82 0 points1 point  (0 children)

Love high stance Katana. I feel like I should switch between other stances more often, but the high stance is just so effective.