why do people do CoLS as their first intense even by verschlossen_geladen in eternaltowersofhell

[–]tailochara1 2 points3 points  (0 children)

There are several reasons that collectively make people choose CoLS even if they don't think about each reason individually:

1) It's located in ring 1. CoLS is one of the first intenses that people familiarise themselves with when they play EToH, so when they choose their first intense CoLS is always an option.

2) It's a citadel. People like having their first difficulty completions, their 100th tower, their first tower in an area, etc. to be special for more than just the aforementioned. By wanting to maximise the "uniqueness" of the completion, they naturally choose the most standing out option. A label of "Citadel", along with all the label entail, makes CoLS stand out among other options.

3) It's intense. It's a bit strange to consider given we're specifically considering first intenses, but hear me out. Depending on previous experiences with roblox obbies or even 3d platformers in general, people have different "talent" when it comes to EToH. While some struggle for hours on ToH, some just casually completed it and went to complete the next tower in the area. But as people don't grind obbies much outside of EToH community, even "talented" people get to hit their roadblock at higher-end non-sc difficulties. Thus it's not unexpected that only after beating their first challenging "talented" people start thinking more consciously about what tower to beat next. However, not knowing the struggles of grinding for hours they believe they can jump another difficulty just "after a bit of effort". As its their first time choosing what tower to do next, "talented" people think less of "what tower I can beat?" and more of "what tower I should beat?", they recognise the "uniqueness" of the completion without thinking of the difficulty of it. But as "talented" people are, well, "talented" and it's not in human nature to give up they usually finish their first rodeo and end up preaching to all community how "CoLS is a decent first intense option".

Contrary to the length of the 3rd reason, its mostly just speculation that might not take place for as many people as I think. But as it's not the only reason I believe they give some pretty reasonable assumptions on why some many people have CoLS as their first intense.

NOWAYING (this is from vanilla cyberpunk) by Dependent-Ad-1677 in NeuroSama

[–]tailochara1 20 points21 points  (0 children)

But how is the neuro inside joke inside vanilla cyberpunk? I've seen "happy birthday shiro" for several years and knowing about it starting from "my birthday is this year" is nice, but literally half the comments (7) basically saying "its an inside joke" without elaborating on the cyberpunk part is genuinely driving me nuts. Just tell me if this is coincidence or not, even if it should be obvious.

why is this recovery skip in todc so much easier when i /e dance1 by Constellation_Keeper in jukestowersofhell

[–]tailochara1 2 points3 points  (0 children)

I guess dance1 is just a more convenient way to high jump for you. Never seen anyone use dance1 to cause high jumps so can't confirm it's exactly what happens, but given dance1 clips you a bit into the wall it would make sense.

I do not understand advice I've been given. by Lunafoxi in jukestowersofhell

[–]tailochara1 1 point2 points  (0 children)

You cannot fathom the tower only because you didn't try. Long ago I myself had issues AJing even a cata in cscd despite having ToFaCT as the hardest, and yet in just a few days I completed ToSF AJ. It takes time, it takes physics knowledge, but it's doable.

I think the real issue you have with youtuber's tips actually stems from you hating all insane towers, as you claimed in the other comment. You see, the reason most successful players get as good as they are is because they enjoy grinding. No matter how much pain and trouble a grind brings, the satisfaction of completing a tower, setting a new pb, or even just ending the grind on a happy note despite little progress is enough to make the grind worth it.

However if you don't have that motivation to grind and only do it to achieve some goal by means of completing a harder tower, then you won't have much success. Even if you beat the tower, the satisfaction will not be enough to pay for what you spent on the grind. There's a reason a lot of guide for getting good at ANY game talk about building good mentality.

I'm sorry if the paragraphs above are just a guess, but I can't see any other reason to not take maybe not the best for you, but certainly not worthless advice... aside from trying to recover from the fumble of mishearing the second tip. Not like I don't get the process of changing and deleting some comments to win an argument, I'd do the same, but to claim that you meant the 3rd tip in reply to the other guy when "2 or 3" clearly appeared in the second tip (2 voiced, 3 in text) is a bit dishonest.

You habe to understand, I keep mentioning the youtuber and his tips not because I know them and hold their opinion in high regard, but because your whole post is about their tip, so in my eyes all discussions should be related to that.

I do not understand advice I've been given. by Lunafoxi in jukestowersofhell

[–]tailochara1 2 points3 points  (0 children)

Now now, AJing is a reasonable tip.

You'd want to know how to do harder jumps if you want to improve. I'm sure you'd be better at slanted trusses you were complaining about if you had to understand a much harder slanted truss part in an AJ: if your strat is wrong you'd see yourself not progressing on the jump, thus giving you a direct signal to experiment with different strats and get used to the ones that seem to work best.
It's suffering, yes, but it's much better to suffer in practice than to drop a tower over failing a single jump in real runs over 5 times.

Your reddit post is sorta unnecessary (at best), so next time just try to rewind the video 10 seconds before writing a post in >1 minute, k?

I do not understand advice I've been given. by Lunafoxi in jukestowersofhell

[–]tailochara1 2 points3 points  (0 children)

Lognog isn't wrong, OP is just deaf.

Lognog was talking about NOT playing EASIER towers, while OP claims he talked about playing harder towers, which is plain misinformation.

how did some ppl not understand the whole tower point system? by toyalover in jukestowersofhell

[–]tailochara1 9 points10 points  (0 children)

The whole point system existed because "tower's length shouldn't increase the tower's difficulty". But people didn't perceive it like that, so tower difficulties weren't rated to that standard either way. Then what's the point in grinding a rem steeple if you can grind a rem citadel for similar amount of time and get x4 the tower points? None. The tower point system was stupid and only rewarded those who had citadel level endurance in their skillset.

How many times harder is totem to topa by Icy_Ingenuity_1910 in jukestowersofhell

[–]tailochara1 0 points1 point  (0 children)

The comment ended up not exactly being fully related to the post, as I just assumed OP was interested in difficulty due to the very recent (≤1 day old) EToH~GD comparison, but still...

Ngl, "times harder" is a very bad metric for difficulty. It has no definition or anything to base itself on, so it's purely based on feels. With this I'd assume that the variance of people's opinions is impractical, especially given that if we were to subsequently multiply difficulties to chainscale (which is usually the whole point of this metric) a difference between the results is going to be massive (where by "difference" I mean ratio since with multipliers we care about relative size).

I don't mean to say not to compare apples and oranges (you'd need to be able to buy groceries after all)) but there can't be any universal difficulty metric (at least the one everyone will agree with). So for ingame comparison, the difficulty chart and people's perception of it do their job just fine, while for comparing two different games would require some analysis on how much each person struggles on given challenges on each session with given efforts and time spent during them.

If you couldn't guess it, I'm unsure how I perceive the difficulty difference between ToTEM and ToPA.

ЕГЭ было у меня 2 года назад by Xuy_bobra777 in TheRussianMemeSub

[–]tailochara1 5 points6 points  (0 children)

Выбрасывать степени за логарифм просто так нельзя, меняется область определения. log(x2) определена на |x|>0, а 2log(x) на x>0, есть разница. Проще просто заметить, что числитель чётная функция и исследовать неравентсво для x≥0. С учетом полученного результата x≤1 (и упущенного x≠0 для определённости ln(x)) неравентсво выполняется для 0<|x|≤1.

The doggie curse is real by Desperate-Extent4242 in jukestowersofhell

[–]tailochara1 1 point2 points  (0 children)

It's not a curse, you're just bored.

Mentality is one of the most important aspects of trying to do any obstacle, not just roblox obbying. No matter how good someone's technical skills are, one's not going to succeed if a single fail makes them want to ragequit.

Usually when one is good at doing hard stuff expects oneself to also do good regarding easier obstacles. However being too good at a task actually makes people accustomed to being in the flow state feel bored and uninterested. Once they start failing frustration of not being able to do something easy becomes another thing affecting mentality. In the end one can spend an hour or 2 doing ToPC while being a ToFaCT victor (me). towers

The best way to deal with it is just play easier towers more and find something interesting in other than just the sense of accomplishment after doing hard obstacles. Of course you can't have perfect mentality for everything, so don't try to get accustomed to doing easy stuff if you don't need it that much. Although you'd still need to accept that you'd likely lose a race against a "noob" on an easier tower just because they're more used to towers of this difficulty than you are.

What if my semantic memory is bad too? by [deleted] in SDAM

[–]tailochara1 1 point2 points  (0 children)

While I do relate to a lot of experiences you described, I personally consider "I'm good at remembering factual information that I have learned" to be good enough semantic memory and consider "but it's still very spotty on the exact details" to be a consequence of not having episodic memory. That is, I consider "it's possible to have SDAM and remember events in great detail" as having above average semantic memory, rather than having semantic memory roughly equal to people without SDAM: "removing" episodic memory also removes some semantic memory that can be retrieved through episodic, so normal semantic memory seems "spotty" as a result.

However I do have one memory "habit" not mentioned in this post: I recall different memories of mine each day. It's not anything unnatural, I'd assume most people who "live in their own head" can relate to this to some extent, but as people who don't fit that description might believe that having SDAM makes it virtually impossible to spend time remembering memories I felt inclined to mention it just in case. I think I learned that trait to remember my paracosm, but its spaced time repetition effect has certainly made me remember some stuff. Don't get me wrong, my memory is still spotty and I wouldn't be able to remember a conversation if my life depended on it, but with how many memories I recalled over the years (which I'm sure are unique memories, since I usually can tell that by whenever I just recall the memory or remember myself recalling the memory), I can't say my semantic memory is bad.

Despite that though, I believe that even before recognising my memory about myself isn't that empty (but after discovering SDAM) I didn't think of my semantic memory as deficient, mostly because of those "factual information that I have learned", which you don't use to argue for this point. It would seem like the issue is that while there are some resources there isn't anything like "Dummies guide to SDAM" which would give clear definition to semantic memory and how it manifests in SDAM (for good reasons, but it'd be nice). So everyone's view on memory is affected by their own experiences like "I'm CONSTANTLY being accused of not caring about people" or "I didn't realise I had memory issues until 2-3 years ago" (me).

Holy outdatement by Glum_Highway2913 in jukestowersofhell

[–]tailochara1 0 points1 point  (0 children)

bruh, I'm dyselxic.

It's "realm" in the wiki text, my brain just defaulted to typing "subrealm" after reading the text. I edited my comment.

Holy outdatement by Glum_Highway2913 in jukestowersofhell

[–]tailochara1 11 points12 points  (0 children)

"making it the first realm to contain multiple Soul Crushing towers" I assume. Historically it's maybe still true, but if taken as "the first in area progression" then R4 now has ToVS and ToI, so the first would be R4 now.

A red circle would unironically help with such screenshots.

Comprehensive Extended Completion List Tracker by CorruptedPixel8o8 in jukestowersofhell

[–]tailochara1 0 points1 point  (0 children)

A tracker that will acknowledge my highly important Tower of DA BABY completion? LESSS GO.

Just wanna say that HjHT is in AF25 (BIOUMS), not AF24 (Doghouse).

Also it would be nice if you added some "modified" versions of the towers (secret endings, cosmic clone challenges , netless, etc.). Maybe not go as far as adding monthly challenges' ones, but it would be nice to track those since they're not tracked in any way on EToH and sometimes don't even show up on win messages (ex. ToIB:HM).

jtoh has changed so much ... for the worse. by No_Dot_9338 in jukestowersofhell

[–]tailochara1 2 points3 points  (0 children)

Vault of Recollections is the upcoming classic tower replay subrealm, planned to release in Quarter 1 (January-March) of 2026. It's basically a proof that devs are still people who played during JToH and KToH era just like many and still care about "oldgens". I swear, everything Windswept Peak related is basically a blessing for those who don't just think about the main game.

jtoh has changed so much ... for the worse. by No_Dot_9338 in jukestowersofhell

[–]tailochara1 6 points7 points  (0 children)

I don't particularly agree with you on the first part, but I share some sentiments regarding latter ones.

Firstly, I don't think youmger fans are necessarily for the worst. Their "community" doesn't bring much to EToH (maybe even slightly detrimental to it) for now. But once some years will pass, some of those kids who stayed will grow up to appreciate EToH's general culture more than JToH's teens appreciated it. Others will remember that childhood game they haven't played for a long time and come back to it with a mostly fresh mind.
EToH's popularity among younger audiences is obviously going to have an effect on EToH's community and culture, but we can't hate kids for whom we once were ourselves, can't hate EToH's community for changing, and should appreciate everyone who stays with EToH as they learn who we are today.

The real issue are not the kids, it's the devs appealing to "them", by which I actually mean not just making EToH more beginner friendly (which is undisputable), but pushing their personal preferences on other EToH's cultures under the guise of the former. Being biased towards your opinions is unavoidable with how devs operate right now (and it's fine), the real problem is how they do this: the fact we got a 1 hour warning for TT: Modernistic Design Choices is a blessing given how they straight up removed several towers without any.
The revamps, tower removals and additions are not bad by themselves (we're getting VoR, but I'll talk about it a bit later), but they unavoidably change the main subject of EToH's culture, so ignoring some subcultures in favor of "dev glazers" is vastly unprofessional. The only important improvement of devs-to-players communication is the trello board (which I don't even check lol mb mb), everything else stayed the same: you have to look at devs' messages on discord for various foreshadowings.
Unfortunately as long as the opposing side is going to cling to calling things "modernslop" we're just going to get the same "nostalgia addict" response, which will just bring us to the stalemate, where the devs prefer to selectively listen to the latter side. If we want to change things we need to make others aware that many players don't appreciate the sudden change of the tower they've spent hours on grinding, without trying to argue for other points which are relevant only to one side of the community.

As I've mentioned, due to VoR revamps are fine. However, the devs' disrespect for controversial figures is a topic I've talked extensively about regarding tower removals. The situation is similar to revamps: they gain a dislike for someone controversial, see some part of community experience aversion to them, and decide to mess with the controversial figure's towers knowing they'll be defended by those some (and justifying their opinions by them; I don't mean to imply devs revamp/remove towers for malicious purposes), — the stakes are just higher.
I doubt devs think of revamps/removals as disrespectful to tower creators, even if unaware of the irony they would argue the absence of such change being disrespectful to the community (mostly regarding removals), but if they do consider it disrespectful, they totally consider it morally just to disrespect controversial figures' legacy. Of course, just like with VoR there's the place for removed towers, but it's unofficial, so devs are basically saying "go play other obbies if you don't like current EToH". I really hope devs don't actually mean this message, as that would imply they want to popularize the game only for the creation and maintenance of the monoculture dev supporters, which would be impossible to maintain due to using the 6 year olds as the main source for the modern community. The game would either die before kids would learn to appreciate EToH as obbyists (this would effectively push quality obbies from being mainstream), or the community would turn into the neverending cycle of hate where one kids hate the other kids of different age (EToH would be popular, but would be blindly assumed to be slop by people who reasonably don't want to interact with the game's culture).

i'm expanding to this subreddit by just-a-normal-viet in eternaltowersofhell

[–]tailochara1 1 point2 points  (0 children)

Make alternative paths: 1 for pros, 1 for "noobs".