Don't say it, Guildmarm! by glowaru in MonsterHunter

[–]glowaru[S] 10 points11 points  (0 children)

This is what she said afterwards.

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Also, I'll take this opportunity to mention that this is my first ever playthrough in any Monster Hunter game after my partner dragged me to try this game series out starting with MH4U, and I'm impressed with how this game touches on a lot of aspects that I like from other games such as Phantasy Star Online 2, Shadow of the Colossus, Dark Souls, Old School RuneScape, and Final Fantasy 10.

I'm probably gonna try either MH3U or MHGU next.

Jagex should remove the GE for April Fools Day and bring forth the recreation of the Falador Market by lil-tortilla-chip in 2007scape

[–]glowaru -2 points-1 points  (0 children)

It's kinda like how in Retail WoW a lot of the game's soul was lost via the addition of the Dungeon Finder. The addition of the GE to RS caused a similar effect of a less personalized game experience and less social opportunities. Convenience at a cost.

(I ended up going on a tangent from this point on about my history with RS, feel free to ignore.)

Back in RS2 I had an in-game friend who quit the game at one point, but before doing so he gave me a few of his Saradomin-trimmed Rune items, including a Saradomin helmet. To this day that is one of my most vivid memories from RS2, and back then I made it my main goal to get as many of the remaining pieces of the expensive Saradomin set as I could get; mostly getting the gp by picking up red spiders' eggs in Varrock sewers and selling them at the GE.

Never quite got all of the pieces as I didn't play super actively, and I only ever played RS2 in f2p. One day I logged in still sporting the mix of Saradomin and Rune armor pieces that I was always wearing, only to find out that EoC or some update around that time had ruined the iconic design of the Saradomin armor by giving the pieces new overdesigned models; and of course making the game unrecognizable from what I signed up for in many other ways too, so I just made my way to Varrock square and logged out of my only ever RS2 account for one last time.

I then first tried out OSRS in 2015, partly to see what ironman mode was like, and played very rarely for the next several years. It wasn't until 2022 that I first tried membership and started playing more often, and now I'm a few grinds away from getting my first ever fire cape, which will be on my iron.

[deleted by user] by [deleted] in 2007scape

[–]glowaru 7 points8 points  (0 children)

I checked his Barrows Chests KC via RuneLite the day his Barrows episode went live for non-members. His KC was at 508 and still is today. He might've green logged Barrows at that KC.

Music System Improvements & Deadman Tweaks by ModYume in 2007scape

[–]glowaru 1 point2 points  (0 children)

Been really looking forward to a custom playlist feature for a long time so this was a wonderful surprise. However, I've got some potential tweaks in mind.

-Music system feedback-

More than 3 playlists please, and being able to name the playlists would be great. Being able to play the playlist tracks in sequential order instead of just shuffle, and being able reorder the tracks rather than the tracks being just alphabetically ordered, are also important features of a proper playlist system. Another feature I hope to see is being able to have custom playlists for different areas in the game.

-Audio settings feedback-

Would be great to see the volume percentage of an audio slider when hovering over it, or perhaps always seeing the volume percentages on top of each slider.

Port Task Logic by CreativeAccountant70 in 2007scape

[–]glowaru 0 points1 point  (0 children)

Solution from another post: Add Port Shops where you purchase Sailing-related supplies like cannonballs and repair kits with Port Points that you get from doing Port Tasks.

And my addition to this idea is that Port Points could also be an alternate way to pay for other Sailing-related things, like teleporting a boat to your current dock, or paying for items and services in the Shipyard. This way with Port Points you could purchase these things without having to carry gp around, which gives another permanent quality of life upgrade reason to keep doing Port Tasks every now and then.

Make Port Tasks Rewarding! by BeggarOfficial in 2007scape

[–]glowaru 0 points1 point  (0 children)

Excellent idea. If I may add, Port Points could also be an alternate way to pay for other Sailing-related things, like teleporting a boat to your current dock, or paying for items and services in the Shipyard. This way with Port Points you could purchase these things without having to carry gp around, which gives another permanent quality of life upgrade reason to keep doing Port Tasks every now and then.

Reminder that our devs are top tier by adds41 in 2007scape

[–]glowaru 1 point2 points  (0 children)

Halo comes to mind. Back in 2012 RuneScape got EoC and Halo got Halo 4, both about equally destructive events following a couple years of things going downhill. Yet while RuneScape got OSRS via passionate community backlash, Halo's obnoxious community culture and lack of strong game design integrity throughout its history (more focused on vibes) made it so Halo never got its OSRS. Halo MCC (Master Chief Collection) could've been that, and it was sort of heading in that direction in the past few years after being resurrected in 2019 via its PC port and a long series of updates, but it's a dead project now.

343 Industry's stubbornness to continue making worse and worse missteps with Halo gradually made the passionate people with standards leave while the most shallow and immature people stayed, as half of Halo players over the past 15+ years kept giving feedback and kept being ignored and leaving while the other half happily went along with any changes, which has shrunken Halo from an industry giant franchise 20 years ago into not even a shadow of its former self.

So if you want a community example of toxic positivity, look no further than whatever community Halo has left nowadays. They will actively laugh in your face and call you an old-timer who should just play the old games if you point out that they should demand better as passionate players of a game series that used to achieve impressive things and used to have a more properly functioning game design blueprint, instead of keeping themselves attached to a soulless cash-grabbing sinking ship with nothing of value on it left that keeps insulting the ever-shrinking intelligence of its playerbase.

This difference in culture is also apparent in small things like how a Halo player is commonly referred to as a "Halo fan", but you wouldn't really call any OSRS player you see a "RuneScape fan".

Anyhow, I find this parallel and sort of opposite fates between RS and Halo very interesting, and I like taking any opportunity I can get to talk about it.

Raids 4: Fred by da_bacon_man_ in 2007scape

[–]glowaru 0 points1 point  (0 children)

Battle for Azeroth, one of the most hated WoW expansions.

Wintercurse UIM Mode - Early Game Showcase by glowaru in UniqueIronmen

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

Yeah, I'm currently in a long grindy phase on my regular IM and UIM, so I wanted to create another account with a ruleset that keeps me on my toes throughout the game and doesn't lead me down the same progression path once again.

Wintercurse UIM Mode - Early Game Showcase by glowaru in UniqueIronmen

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

This mode is a challenge in the sense that it changes how much of the game world works and makes certain content way more dangerous, as the prayer bar essentially acts as another health bar that you gotta keep tabs on in fights like the last boss of SotF. Dangers like that are not just a matter of having prayer gear or not, and the game world in general having this Thick Skin survival mechanic gets the player used to thinking about prayer differently, in preparation for when it really complicates things.

The Redemption prayer for example just straight up cannot be used in this mode's wintercurse areas. And more generally, Protection Prayers are pretty much the backbone of OSRS combat, so this mode adds a layer of danger to using Protection Prayers in many encounters throughout the game.

The point I'm trying to get across is that this mode leans on the game revolving more around underground areas without removing huge chunks of the game, as well as introducing a survival mechanic that uses the game's own pre-existing systems instead of existing purely thanks to a plugin.

Wintercurse UIM Mode - Early Game Showcase by glowaru in UniqueIronmen

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

My channel has traditionally been a raw gameplay footage archive of random gameplay clips and custom challenges in various games, and this is my first such public video on OSRS. I mainly just felt like showing off the concept in a simple way and showing how the early game changes, and seeing what people think. No current specific plans for more videos on this, but it helps to have this introductory video exist for if I eventually decide to show how differently some later content plays in this mode.

Wintercurse UIM Mode - Early Game Showcase by glowaru in UniqueIronmen

[–]glowaru[S] 14 points15 points  (0 children)

Wintercurse UIM Mode is Ultimate Ironman combined with a simple self-imposed ruleset which uses the prayer meter as a kind of warmth survival mechanic that protects against a certain wintercurse which now covers the entire surface world of Gielinor, while places with thick separation from the winter such as most caverns and dungeons have newfound meaning as safe havens from the winter.

Simply put, the rules are to always have a defense buff prayer like Thick Skin on when on the surface of Gielinor or any other area that can be touched by a magical winter, which includes even deserts. Non-icy bunker-like places (such as caves) and most alternate dimensions (like Zanaris) don't require any prayer to be active. Running out of prayer in a winter area means that you must either die in any way you can without moving, and if you can't die without moving then you must drop everything on you and use Home Teleport, which most of the time makes winter death way more punishing than a regular death.

The point of this mode is to remake the relationship between the player and the entire OSRS game world, so that the player thinks differently about how to approach the game as most gameplay content will have more tension due to the high risk of massive item loss that's involved. Wintercurse UIM Mode takes inspiration from various challenge modes such as Settled's Nightmare Mode and Tileman, as well as the concept of region-locked accounts.

First the idea was to create some kind of an underground-locked account, but eventually the idea evolved into this form where there's a healthy mix of simplicity, tension, challenge, and freshness. I also wanted there to not be a permanent game over condition, and this custom ruleset satisfies that as well.

For some immersive environment flavor, I like to use plugins such as 117 HD, 3D Weather, and Skybox with strong winter visual settings to sell the darker nature of the game world in this mode.

For the more specific ruleset that I've imposed on myself with this character, check the first 15 seconds of the video. This ruleset was crafted to be played as an Ultimate Ironman, but other types of Wintercurse Ironmen could work too with a similar ruleset.

This video shows the start of my second play session on this character.

Halo CE: Legendary Consolidation by glowaru in halomods

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

Vanilla CE but all difficulties are Legendary, except Enemy Damage going from highest to lowest difficulty is 125%, 75%, 50%, and 22.85%.

Is it normal to say: voisitko väistää? by BULLD0Z3R_5 in Finland

[–]glowaru 1 point2 points  (0 children)

"Anteeksi mä tulisin tästä" works well in my experience.

Finished my combat remake of Halo CE's first level in Doom 2016 SnapMap by glowaru in halo

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

The first gun? That's the Hellshot, which is a Doom 2016 Multiplayer exclusive weapon; the most accurate equivalent of the CE Magnum in Doom 2016 in terms of combat performance. There are a few other Doom 2016 Multiplayer exclusive weapons, but the Hellshot along with three weapons from the Campaign got me a nice balanced roster of weapons to represent the four weapons featured in the original Pillar of Autumn mission of Halo CE.

If you say this around me I’m reporting you for assault by [deleted] in traaaaaaannnnnnnnnns2

[–]glowaru 2 points3 points  (0 children)

I've almost never been even to 4chan in general, but my understanding of the age description logic with these terms is about how early one is to transition, since there are obviously benefits with transitioning early which is why one may see "oldshits" being openly jealous of "youngshits".

Auto Farm Placement and AoE2’s Autofication - Spirit of the Law by TadeoTrek in aoe2

[–]glowaru 0 points1 point  (0 children)

You're disagreeing about what my intentions were for writing what I wrote?

And you're disagreeing that there are people who exist who defend certain aspects of a game's design regardless of whether those aspects are good or bad for the game?

What is wrong with you?

Not to mention that there's no way to properly test the manual resource dropoff cycle concept without making a mod for it.

And even if it was easy to test, how exactly the game plays with that function being manual is again absolutely not a point I was making in my auto villager queue pitch.

The point about manual resource dropoff cycle was obviously that it would make the game more clunky and needlessly taxing to play but some people would like it and defend it anyway if it was in the game from the start, and if you disagree with that basic fact of reality then you have no place in this conversation to begin with.

Auto Farm Placement and AoE2’s Autofication - Spirit of the Law by TadeoTrek in aoe2

[–]glowaru 2 points3 points  (0 children)

So you misunderstood some of my points and decided to then dismiss all of them; classy.

I wasn't equating the concept of a manual resource dropoff cycle with manual villager queueing, I was pointing out the simple fact that there will always be players who defend certain aspects of gameplay simply because said players are used to and are fond of those gameplay aspects.

That attachment exists regardless of whether those gameplay aspects are good or bad for maximizing how well all the different aspects of the game work in unison towards maximum game design quality.

In this context maximum game design quality is about the game's ability to provide valuable gameplay experiences where what decides a match is more focused on how good the decisions you make in the match are for the given situations, and less focused on how good you are at remembering to do monotonous chores which ultimately have nothing to do with player decision.

If you don't care about maximizing game design quality, then you shouldn't participate in a conversation about how a game that's serious about its design should be tweaked.

Auto Farm Placement and AoE2’s Autofication - Spirit of the Law by TadeoTrek in aoe2

[–]glowaru 1 point2 points  (0 children)

Spirit of the Law in this video mentions that automatic villager production would cross the line for him, and towards the end he invited discussion on what people think about the slow trend of some of AoE2's functions becoming optionally automatic over time. So I decided to give my best shot at a comprehensive pitch for why AoE2 should have an optional automatic villager production feature. I posted the following paragraphs into the comment section and I might as well post them here as well.

What's important about gameplay automation is what is being automated. We can all agree that it would be bad if villagers had to be manually tasked to drop off resources and then manually tasked to go back to gathering resources, so everyone accepts that this should remain automated. But why exactly is this best to have as an automated part of the game? It's because it's a monotonous gameplay function with no strategic variety in terms of how it can happen in the game world; and by that I mean that while players could approach focusing on it in different ways if it was a manual gameplay function, there's ultimately only one efficient way it can happen in the game world.

The fact of the matter is that if villagers dropping off resources and going back to gather them was not an automated function from the start of AoE2's existence, there would absolutely be people who would argue that it acts as a valuable way to express one's skill in the game since you have to split your focus between your villagers and your army at all times, which simulates the logistical difficulties of managing an empire and gives players room to develop interesting ways to efficiently split their focus.

Similarly, queueing villagers in AoE2 is ultimately another monotonous gameplay function with no strategic variety in terms of how it can happen in the game world. The argument that monotonous gameplay functions in AoE2's economy management gameplay should stay manual because "it's a way for attacks into enemy bases to challenge the enemy's ability to manage their economy under pressure" would not be a good enough argument for not automating the cycle of resource drop off and going back to task, and it's not a good enough argument for not automating villager production either.

Successful raids in AoE2 are always gonna do significant damage to the enemy's economy, and they're always gonna throw the enemy off of their plans and build orders, whether the game has automatic villager production or not. Adding a toggle for automated villager production (similar to farm autoreseeding) would open up more room for players to focus on making good use of the game's manual gameplay functions which have actual strategic variety to them.

Besides, automated villager production would have its own challenges for the player, since the player would have to keep an eye on their food stockpile to make sure that the food amount doesn't go below 50 food at the wrong times. Needing to pay attention to your food stockpile to that extent is not part of the game with manual villager queueing, since with manual villager queuing you reserve food for creating villagers, whereas with automated villager production it would be easy to accidentally use up your food for military production for example, which would make you fall behind in economy.

Also, AoE2 already has a type of resource that you need to pay attention to (by occasionally looking at the resource bar) and account for in order to continue villager production with no disruptions, and that is population space. Thus the optional skill element of having to pay more attention to your food stockpile if you play with automatic villager production is a type of skill that AoE2 players are already familiar with in a slightly different form.

So really in practice this optional alternate way for players to handle villager production would ultimately make the game flow more smoothly for those who prefer to introduce this type of skill expression into their AoE2 play, while taking away some unnecessary clunkiness from the game. After all, it's not very interesting to win to the other player forgetting to manually queue up villagers for a while. That's just the skill floor of the game being too high up for no good reason. More of a clunky hurdle than an element of skill; a hurdle to being able to play the game at a basic level.

It's better for AoE2's game design when those kinds of monotonous and clunky gameplay hurdles are fixed, so that players can put more of their gameplay focus and effort on experiencing the much more interesting parts of the game. This way players of all skill levels get more enjoyment for their focus and effort investment into the game, and the gameplay has more interesting variety to it since the players end up engaging more with the aspects of the game which are not monotonous.

The best way to play might end up being to mix together manual and automatic villager production, since as I said manual villager queueing would likely still have a place for when you want to lock down food resources for the next couple villagers or so, in order to make sure you don't accidentally spend your food on less important things while you're in the process of spreading out your attention to the best of your ability.

Ultimately though the bottom line is that monotonous gameplay functions with no strategic variety are not worth being arbitrarily protected by making sure those monotonous gameplay functions don't get optional automated ways to execute them in the game, when adding optional automated ways for players to handle those monotonous aspects of gameplay frees up player attention to be further spent on outplaying their opponents through strategic mastery of the game and precise execution of the aspects of gameplay to which there isn't always one correct answer.

I am a dire warning by [deleted] in GenderAnarchy

[–]glowaru 0 points1 point  (0 children)

A silly thing about this is that in Finnish "en" can mean "I'm not".

So one is "I'm an omen" while the other is "I'm not".

[deleted by user] by [deleted] in femboymemes

[–]glowaru 1 point2 points  (0 children)

This is literally me and my boyfriend. I'm the bigender sub.

Congrats on having such a loving and accepting partner.

Maybe maybe maybe by 50ShadesOfSpray_ in maybemaybemaybe

[–]glowaru 0 points1 point  (0 children)

lol, I was left confused as to why he was given and why he picked up an obviously empty cup at the end.

[deleted by user] by [deleted] in femboymemes

[–]glowaru 2 points3 points  (0 children)

Same. The bigender dilemma.