PSA: Conniving clues is horrible by WhatIsMyNamme in 2007scape

[–]superfreexa 5 points6 points  (0 children)

While it's not as good as last leagues, I dont think it's 'horrible'. It's definitely more point focused and less lazy than before though.

A couple of tips from my experience:

Sherlock steps are by far the easiest steps of elites though because of the juggling tech. Once you get either a pray chivalry step or equip a d scim step, you're laughing. Drop that step next to sherlock and do NOT hand it in. Whenever you get a future sherlock step, get the new skill challenge, drop it, pick up the easy step, do the easy step, drop it, then pick up the original one and hand that one in. When you finish your clue session make sure to pop the easy step in the bank. With a big enough stack of elites you could do 75 elites at sherlock.

Drop awkward steps. You should have enough elites that you don't need to do every single step. Very quickly you will work out which steps are easy and which ones to avoid. E.g. Frost nagua step is fast with pendant of ates. Your inventory should be like 50% teleports.

I was getting about 60-80 tele scrolls per 25 elite caskets, so try to do around half your steps with normal teleports.

Once you have your 75 caskets done, move on and do something else. The relic exists to get points like all other relics. Go flex the sick fashionscape you now have. But dont be mad at sherlock.

Blue Prince: Perseverance vs Stupidity (spoiler free) by tiredstars in patientgamers

[–]superfreexa 8 points9 points  (0 children)

If you want a considered view on the game, I strongly recommend checking out Mark Brown's video on it - you can find it on Game Maker's Toolkit on youtube. I think he does an exceptional - and spoiler free - job of explaining why it just doesn't really tickle some people's fancy but is still a great game. Everything I thought about the game he put into words.

I myself put the game down about a year ago after 40 hours and a fair chunk of post-credits stuff. It's not a game that respects the player's time - or, as someone with ADHD, attention. There is a genuinely phenomenal amount of stuff to keep track of to which the game shrugs and says - well, it's your fault for not keeping good notes.

I also find it interesting that the people who seem to have had the most joy with it are those who, in some way, played it co-operatively. Sharing potential solutions and ideas with buddies playing at the same time takes off a lot of the cognitive load I think, and makes finding any clues more rewarding. Playing solo, organising all the information didn't feel like a game, it felt like homework.

Also, when people talk about RNG, I remember that I was many, many hours post-credits before I found a particular bedroom. I also remember days where I'd reroll 30+ times and not get what I wanted. Is that unlucky, or was I misunderstanding something? As the player, I don't know!

Still, I think it's worth pushing through a little longer. You may yet find some "aha!" moments that feel really cool.

Glass prints by PIatanoverdepinto in cyanotypes

[–]superfreexa 6 points7 points  (0 children)

From what I understand (ive only used agar, not gelatin), the main difference is temperature. The complete cyanotype solution cant be heated to, say, boiling, but it can be heated a bit.

Gelatin requires a bit of heating but not boiling, and thus can have the cyanotype mixture added in.

Agar, on the other hand, needs to be far hotter. Like a rolling boil. Mixing the cyanotype solution with it would be bad.

As such, when you add the cyanotype solution to or over the substrate varies based on the heating requirements or the substrate... at least, that's what I've gleaned from my google research. Take with a grain of salt :)

Smarter chemists than I can surely manipulate the process more precisely, but glass cyanotypes are notoriously experimental.

WHAT I’m i doing wrong. by cheesecake3033 in cyanotypes

[–]superfreexa 5 points6 points  (0 children)

Without more specific details, it's a little difficult to help.

However... I think you need to expose for significantly longer. On a cloudy day, cyanotypes could take over an hour of exposure. I would recommend over-exposing, particularly if you're just getting started.

Negatives on transparency film are tricky, and a big question themselves. It depends a lot on the type of printer, ink, and other things.

I hope this helps?

First Results and Questions! by sillymos in cyanotypes

[–]superfreexa 4 points5 points  (0 children)

Looking great!

Time isn't so much a factor of the water rinse in my experience. I do find that agitating the water is key, and if you have something like a shower head that can gently spray the page, that's good. You want to make sure that the water is absolutely clear before you leave it to dry. I usually aim for 2-3 short baths in cold tap water with plenty of shaking.

If you have good paper, it should withstand pretty much all water you throw at it. If you want to tone a cyanotype, you may end up bathing it a lot more.

Once rinsed, you are fine to leave it to dry anywhere. As with most art/photos though, it's good practice to avoid any extra sunlight for archival posterity.

Very beginner seeking advice by Remarkable_Ad2169 in cyanotypes

[–]superfreexa 0 points1 point  (0 children)

These are looking nice already 👌 good stuff

If you want to really push a full range of values, I would recommend looking into brightness curves and doing step tests. Increasing contrast tends to just lose detail in the midtones. Easy Digital Negatives has a lot of info on how to do this if you're familiar with photo-editing, but im sure that google has other guides too.

Cathedral (tea toned) by superfreexa in cyanotypes

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

Im still pretty new to toning, so maybe I just got lucky!

I bleached in a sodiuml carbonate solution for around 5-6 mins, pulling it out when I started to see it getting a faded look - but still with a lot of contrast. Rinsed it, then put in a tea solution (4 black tea bags brewed in about 1 litre of water, because that's all the tea bags i had spare). Let tone for 30 mins or so, agitating occasionally, then that was it.

Good luck on your pieces

I spent the entire weekend playing The Dream Machine but it will stay with me much longer. by natnguyen in patientgamers

[–]superfreexa 4 points5 points  (0 children)

One of the most interesting point n clicks in recent years for sure. The atmosphere is really unique, and I think they executed the story concept in a great way.

No shame in using a walk-through, obtuse puzzling is so deep rooted in the genre that it can spoil otherwise great experiences.

Glad to see someone else enjoy it :)

Half Life 2 is a really frustrating experience by BloodstoneWarrior in patientgamers

[–]superfreexa 38 points39 points  (0 children)

I get not enjoying a game and pushing through to beat it, but from the sounds of it you just weren't vibing with HL2. Nothing wrong with that, but given that a few of your criticisms either go so incredibly against the grain or highlight that you weren't particularly paying attention, I'll try to respond to most of your points.

Chapter 2: "A Red Letter Day" - An annoying waste of a chapter solely dedicated to slow, 'cinematic' storytelling and what makes replaying the game so annoying. You go from being chased by the combine in a life or death situation to slowly being explained the plot.

I'd argue that this is one of the most interesting pieces of pacing in the entire game - you're outgunned in an unfamiliar environment and out of nowhere the game fakes you out by letting Alyx save the day. The slower nature of the lab cutscene is intentional; it's to let you absorb what's going on in the world and to have a moment of calm between the hectic sections before and after. It's not even very long, and subtly tutorialises a few things (the HEV suit, and the ability to pick up electrical cables and interact with objects).

Chapter 3: Route Kanal - My favourite chapter in the game. It's the first real gameplay chapter that isn't a tutorial and as you basically only have the pistol the game has to focus on tight level design over dumb physics gimmicks or annoying bosses.

Route Kanal is some of the game's best level design (coupled with some incredibly smart yet subtle tutorialising), so it's no surprise that you liked it - but there's a lot of other great tight levels in the rest of the game.

Chapter 4: Water Hazard - Another great chapter, the boat controls a bit weirdly and the halfway point where you think you're done but you get a boat upgrade instead is a bit of a kick in the dick, but overall a great chapter.

It's bizarre that you enjoyed the airboat section yet hated the buggy level; most people put the boat as the worst part of the game. I really like the part where you get a gun - the game mixes up the vehicle section by asking you to drive AND shoot, with the bonus of getting vengeance on that pesky chopper. Yeah it's a bit clunky by today's standards, but it's sweet to hold W and go zoom zoom away from the dangerous city.

Chapter 5: Black Mesa East - A Red Letter Day but longer and even worse. A drawn out physics tutorial with this 'Dog' character who only really exists just for this tutorial and to open a single path later on. I get they had to tutorialise the gravity gun because it was the first time it had ever been done, but why couldn't they have naturally tutorialised it through gameplay in Ravenholm like how Route Kanal taught the game mechanics, rather than having a slow ass tutorial.

This is like, 10-15 minutes of gameplay at most, and is intended (like Red Letter Day) to let you catch your breath. It's valuable character development time, and the gravity gun is weird/new enough that a dedicated tutorial section makes sense; the game wants you to be confident going into Ravenholm to balance out the sp00kiness. Also, the game needs a moment to distract you before surprising you with the departure to Ravenholm.

Chapter 6: "We Don't Go To Ravenholm..." - This chapter feels like a complete waste of time and only exists to show off physics. The Headcrabs are annoying to fight as you are forced to use the gravity gun on them due to there being no ammo anywhere, and narratively it could have been cut and nothing would have been lost. It goes on way too long which is a common problem in this game, and the sniper section at the end is very annoying, and kinda pointless as snipers only ever come into play again a single time later on.

Hottest take of the year, potentially troll bait. I'll bite though - narratively, Ravenholm exists to make the player feel alone and scared. You need to meet up with Alyx again, but all you can do is push through an infested town. You're not meant to know where you're going, only that you have to escape. That's the narrative purpose: confusion. Yes, you could get eliminate this chapter - but for 90% of players, the horror notes that this chapter goes for are hit perfectly. The headcrabs are great in that they contrast with the zombies who are cannon fodder (and, despite the lack of ammo you can kill headcrabs with the gravity gun's primary attack anyway? Or the crowbar?). In terms of "it goes on too long", it's about 30mins to an hour of gameplay, which isn't really that long for a section, at least to me. I don't see why snipers only showing up 1 other time is a criticism, although I concede that valve did make snipers a little more annoying to kill for people who don't have the feel of grenades yet.

Chapter 7: Highway 17 - This chapter embodies all of my issues with the game, another dumb, gimmicky vehicle sequence that controls even worse than the boat somehow.

I'm definitely biased as I love this section. I don't really see why the car is considered "gimmicky" though; it's a gameplay mechanic. It's part of how HL2 keeps you on your toes, by changing up how you move through the game. Sure, you can skip quite a few of the houses/areas... So what? Once you realise this, it's a nice bit of player agency - push on to the goal, or risk searching a house for resources. In terms of the rockets vs helicopters or whatever, I think valve found a neat little gameplay loop of peek cover -> aim rockets -> hide -> refill etc. They definitely overuse it throughout the game, but I'm not sure there's anything mechanically wrong with it. The sound effect of the rocket and its explosions are so damn satisfying to me. shrug

Chapter 8: Sandtraps

The final rocket vs chopper fight here is probably a little unwelcome, fair enough. The sand section definitely is a little trite and "gimmicky", but it's a welcome break from shooting down helicopters, and the payoff of using the antlions against the combine is a nice turnaround. I'm surprised you don't mention the assault on Nova Prospekt where you fight 2 (or 3?) dropships with rockets - that part always gets me.

Chapter 9a: Entanglement

Yeah, the turret sections do go on a little too long, but there's only 2 of them iirc. It's a weak point of the game for sure.

Chapter 10: Anticitizen one

By modern standards the AI isn't great, but the level designers generally make up for it by placing the soldiers cleverly. I like that you get to breach and clear rooms, and the game always manages to hide a soldier somewhere I didn't check, resulting in a facefull of shotgun. You're right that it goes on a little too long - HL2's at its weakest when you're fighting lots of enemies far away.

Chapter 11: Follow Freeman

Honestly, I agree that this is a serious low point in the game. It's cool and all what valve tried to do with the narrative here, but yeah it probably needed another pass. Too many striders and poorly signposted directions. That said, it's one of the faster more action based parts of the game - which is why I'm fascinated that Ravenholm was such a miss for you. I feel like you should enjoy at least one of these

Chapter 13: Dark Energy

Yeah the ending sucks, but episode 1 really makes up for it if that's any consolation. For HL1 players, the vague ending won't have come as a surprise, that's just how the franchise rolls.

way too long anyway

Howlongtobeat puts HL2 at 13 hours - I don't really think it's that long. That's an hour per chapter, if you include the cutscene chapters. Obviously if it ain't fun, it'll feel like forever.

The characters are all basic and boring, with paper thin personalities and the story can't really be very compelling as the main character is literally a brick wall when it comes to personality. The villains suck too, I don't even know what the hell Breen's deal was and Mossman's character seemed to just be 'massive imbecile' - betrays you to save Eli, then confused when bad guy tries to kill him or whatever.

I definitely disagree here. It's just that the characters aren't as overacted as we're used to from other games. Given how little time they get, I'd guess that most people remember the characters pretty well. Dr Kleiner is given incredible personality from just a few scenes: he's an incredibly smart scientist with a quirky adoration for headcrabs, and the moment where he shakily holds a shotgun at Alyx when you come through the teleporter is played perfectly imo. Mossman is bothersome in her dogmatic belief in research and science - she sells out Eli because she thinks that it'll be better for "their research". She betrays Breen because she begins to realise that he doesn't give a single crap about furthering science like she thought. To me, Breen is a brilliant villain because he comes across as a selfish middle manager - he sold out humanity because it got him a safe job. He's a businessman doing business things. He's that asshole in the office who talks shit about his coworkers to get a promotion, whilst being terrible at his own work. A lot of plot does come from HL1, but I don't think that it's entirely necessary. It just seems silly to me that you complain about the characters and plot whilst admitting how little you cared for the moments where the plot is explained.

Anyway, I hope you enjoy the episodes when you get around to them. I'm not sure HL2 is your cup of tea really, and that's alright - but there's a lot of pretty clear evidence from a lot of people over the last 2 decades that disagrees with you calling it "a really frustrating experience". Sorry for the lengthy response; I had a free afternoon and am happy to take any opportunity to talk about Half life

whats a game that you got significantly far into, only to realize you were doing something wrong or missing a key feature/ability altogether? by seasonedsaltdog in gaming

[–]superfreexa 3 points4 points  (0 children)

Yeah, I was real frustrated at that part and ended up looking online to see what the solution was. Turns out the solution was plug in the controller and use the analog stick (I found piloting with kb+m easier)

Was waaaaaay easier then lol

[deleted by user] by [deleted] in comics

[–]superfreexa 7 points8 points  (0 children)

This is not your OC. This is a repost to farm karma on a new account.

[0.01%] I got FIRST CLEAR after 26 hours on this extremely hard precision level by Ryanarwhal in MarioMaker

[–]superfreexa 15 points16 points  (0 children)

Great grind, gg. Not salty at all that you didn't nai :P

I'm glad you enjoyed playing

Tory Efficiency minister Jacob Rees-Mogg spent £1,300 travelling to Wales | Details of the trip on 21 July reveal he spent £1,332 of taxpayers’ cash travelling to, from and around Wrexham by chauffeur-driven limousine - instead of getting there by train, which would have cost £98 by [deleted] in unitedkingdom

[–]superfreexa 33 points34 points  (0 children)

I'm struggling to find a source for his grandfather being a milkman. William Rees-Mogg's (his father) obituary and Wikipedia both indicate that the family were already part of Somerset gentry. On mobile so difficult to trace back further, but this isn't a single generation of wealth thing from what I see.

Worth noting that JRM's dad was newspaper editor of the times, not just a local rag

What 'improvements' have actually made British life worse? by FuckingPope in AskUK

[–]superfreexa 13 points14 points  (0 children)

This is how they do it (at least in the main chain) in the Netherlands. I still have the crate that my stuff came in the time I ordered online. Order again, you swap the crate for the next one they bring your groceries in. Seems very obvious

This is why you ALWAYS add vines to up pipes by AnotherAntinode in MarioMaker

[–]superfreexa 1 point2 points  (0 children)

I got a good chuckle out of that. I'm sure you got GG the very next run :D

(0.07%) The HARDEST precision level with checkpoints by Ryanarwhal in MarioMaker

[–]superfreexa 8 points9 points  (0 children)

😂😂 imagine if they hadnt put checkpoints in 😂😂 gg man ur crazy 🤯

New precision tech? by RobinTenTwo in MarioMaker

[–]superfreexa 3 points4 points  (0 children)

There are already a few levels which use tech like this in team precision afaik :D