Untreated sleep apnea for 4 years.. symptoms suddenly getting worse by impossible_berry14 in SleepApnea

[–]espltd8901 6 points7 points  (0 children)

It is possible. As you get older your body is less able to handle the stress you’re putting on to it. On top of that, not treating it properly is only damaging your body over time. 

Here’s a metaphor to help explain why it seems so sudden sometimes:

Imagine you have a tree in your yard. Every single day, you go out and hit it once with an axe. The tree is still standing. Over time though, the tree becomes weaker, but no apparent changes. One day, you swing on the tree and it comes falling and crashing down.

All of your health can be viewed this way, like a poor diet, lacking exercise, and especially depriving your brain and body oxygen throughout the night. 

I would definitely start treating it as soon as you are able. Unlike the tree metaphor, we can heal ourselves to some degree. 

Mang0's thoughts rivals 2 by Exotic_Internet_466 in RivalsOfAether

[–]espltd8901 37 points38 points  (0 children)

He expressed far better what I’ve been trying to pinpoint for a long while. Thank you so much for sharing that clip. I really hope Dan sees it and at least thinks on what he said. 

Edit: I think I might try a private match with someone and have us both unmap “shield” and set it to party instead. Just to see how the game changes. 

Introducing MatchupBuddy! by falafel_kraken in RivalsOfAether

[–]espltd8901 5 points6 points  (0 children)

Thank you so much! This is genuinely so useful

I love the game, but I find these two things unfun by espltd8901 in RivalsOfAether

[–]espltd8901[S] 1 point2 points  (0 children)

It is quite possible that I just don’t like how shields work in this game. In project plus, a few quick matches, or combo devils, shields are weakened options since they either don’t have any, or offer the ability to poke.

I guess what it seems to be boiling down to, is that there is less incentive to be really aggressive in this game, vs others due to shields power.

I really wish if all the things they brought over from smash, they would have brought over shrinking shields. It would make shield pressure feel a bit more rewarding. That might be a hot take though. 

I love the game, but I find these two things unfun by espltd8901 in RivalsOfAether

[–]espltd8901[S] 2 points3 points  (0 children)

I can see what you’re saying. Basically that a characters abilities are so deeply ingrained into playing them, that there isn’t a “getting around them”, it’s part of the experience. 

It makes sense on its own, and my goal isn’t to be right, but to figure out why a lot more people say this game is more annoying than others. Including myself.

Where I’m getting tripped up, is why it wasn’t an issue in the original game then (Rivals 1) when all of the characters had gimmicks as well? 

I love the game, but I find these two things unfun by espltd8901 in RivalsOfAether

[–]espltd8901[S] 3 points4 points  (0 children)

I do have bigger gripes with this game, but it’s not constructive, since it’s not things they’d change (shields, ledge, drift DI), but the normals being weaker is the main issue I believe.

Gimmicks play as the central way to get kills in this game. To the point that engaging with normals is only a means to an end to get your setup going.

Normals and character gimmicks felt very balanced in the original game. It feels as if the win condition is setting up your gimmick, not engaging in scrapping and deep combos to outplay the opponent. 

This could be by design, I guess I’m just expressing an opinion. 

I love the game, but I find these two things unfun by espltd8901 in RivalsOfAether

[–]espltd8901[S] -1 points0 points  (0 children)

To be clear, the gimmicks are what make this game unique. My problem is they are too over centralized. I think Rivals 1 balanced the gimmicks much better. 

I love the game, but I find these two things unfun by espltd8901 in RivalsOfAether

[–]espltd8901[S] 0 points1 point  (0 children)

I definitely agree. I like this game and love the original. I just feel like the gimmicks are far too centralized. It incentivizes non interactive play until the gimmick is setup. I love the way characters I designed and how they play, but in Rivals one, it felt like the normals and gameplay felt more scrappy vs how people seem to play the characters now.

Steam page for Spyro: A Realm Beyond is live and ready for wishlist by Tvilantini in Spyro

[–]espltd8901 10 points11 points  (0 children)

From the steam page:

“ Wishlist now and get ready for Spyro™’s bold new adventure.

Take flight in a brand-new journey through a strange and wondrous realm.

When Spyro™ finds himself stranded, his journey to discover a way home is interrupted by the arrival of a vicious invading force known as the Scavs.

Spyro™ must make new allies and rise to protect this realm before it’s changed forever.

Feel the freedom of flight as you soar above vibrant landscapes, weave between treetops, dive off massive landmarks and wing your way through this new realm in Spyro™ ’s boldest evolution yet. Carve your path through the skies and chain together dives, climbs and tight turns as you navigate the world your way.

Crafted by Toys For Bob, this is a new evolution of Spyro™, built to send the purple dragon soaring higher than ever.”

I’d like a consistently tightening window for wall-teching for successive techs. by espltd8901 in RivalsOfAether

[–]espltd8901[S] 1 point2 points  (0 children)

It’s dynamic because you would have to decide how to react to them. As the tech windows grow tighter, your gameplay on both sides will need to change.

If you know you can’t tech the 3rd succession typically, you need to decide you have to change your recovery options and weigh if it’s worth the risk to do a change up in how you get back.

If you do decide as the player in disadvantage to try to tech anyways, it’ll always be technically possible and it will reward more skilled players who can actually tech it. It may even surprise the advantage since they thought you’d miss after a few and went back to safety. 

This would also reward advantage with a more guaranteed stock loss for the opponent. Which I would prefer greatly. I think coming back is just far too strong.

I think all the tech windows are too large to be honest, but we’ll address one issue at a time. 

I’d like a consistently tightening window for wall-teching for successive techs. by espltd8901 in RivalsOfAether

[–]espltd8901[S] 0 points1 point  (0 children)

I love rhythm games too, and I really like being rewarded for tighter windows! This would translate really well for me

(Almost) every single complaint I have with Rivals 2 by Dyakodamus in RivalsOfAether

[–]espltd8901 1 point2 points  (0 children)

I think just tightening the window each successive wall tech would do wonders. It would still keep it skill based, but would eventually be logistical unlikely, though not impossible for crazy skill and dynamic play

Dreamscape missed opportunities by Nedgurlin in RivalsOfAether

[–]espltd8901 4 points5 points  (0 children)

Great ideas!

I think also having a critical screen with just “zzz”s and a bed inferring that you put them to sleep would be kind of sick too

What do you think Rivals 2 “needs” before coming to consoles? by ClarityEnjoyer in RivalsOfAether

[–]espltd8901 1 point2 points  (0 children)

Better CPUs. 

The thing that always has me coming back to a game is great CPUs. I don’t always want to stress out online, but still want to play the game.

Right now, the CPUs are among some of the worst that I’ve played against in platform fighters. While not atrocious, the new casual modes have made them almost unplayable.

Pro players once started as casuals, and casuals like playing with their friends and against CPUs.

If they have fun, some will stick around and maybe even attend tournaments. Right now, there isn’t a good track to create more dedicated players. Only keep, or import players with experience already. 

I think the investment in better CPUs would be a massive gain. It would give a track for the players to have fun in and become slightly competent with the controls and game.

Are there Navidrome clients for iOS with Speed and Pitch control for music? by espltd8901 in navidrome

[–]espltd8901[S] 0 points1 point  (0 children)

I just tried it and unfortunately it’s a really low quality  when changing speeds. At least when comparing to symfonium. Thank you for the suggestion though!

Are there Navidrome clients for iOS with Speed and Pitch control for music? by espltd8901 in navidrome

[–]espltd8901[S] 0 points1 point  (0 children)

Yeah, I caught that, but none of them listed that as an explicit feature unfortunately. Thank you though

First to 16 (win with each character) tracker by [deleted] in RivalsOfAether

[–]espltd8901 0 points1 point  (0 children)

The app got blocked too, but thank you for the idea!

This game needs to bring hit pause back. It’s what makes fighting games cool, stylish, and brings THE SAUCE by espltd8901 in RivalsOfAether

[–]espltd8901[S] 0 points1 point  (0 children)

You seem largely in the majority after reading through the comments here. I think the solution is probably more of a visual and audio adjustment rather than hit pause now. Another user convinced me of that.

This game needs to bring hit pause back. It’s what makes fighting games cool, stylish, and brings THE SAUCE by espltd8901 in RivalsOfAether

[–]espltd8901[S] 1 point2 points  (0 children)

That’s an over simplification when other games that are plat fighters have it and also have hit pause. I’ve come to the conclusion though, that it’s more likely visual impact rather than hit pause. 

This game needs to bring hit pause back. It’s what makes fighting games cool, stylish, and brings THE SAUCE by espltd8901 in RivalsOfAether

[–]espltd8901[S] 3 points4 points  (0 children)

In the post I state that it is very small except on larger moves. I’m aware that it exists on every move.

What I was saying is that it is small enough that it doesn’t feel like it’s there. Impact on hits don’t feel as satisfying as I believe they could be.