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Gopher's Minions

Sup3rNo7a

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  1. Haha
    Sup3rNo7a got a reaction from Eliorim in Music   
    In celebration of Kingdom Hearts 3:
     
  2. Like
    Sup3rNo7a got a reaction from Cryzeteur in Music   
    Banger alert!
     
  3. Haha
    Sup3rNo7a got a reaction from Cryzeteur in Music   
    In celebration of Kingdom Hearts 3:
     
  4. Like
    Sup3rNo7a got a reaction from Cryzeteur in The Forest (HARD) #19 : Rage Inducing Sausage Monster   
    I felt the same as Chay watching this. I thought that worm thing was just the armsie they had killed earlier physics-glitching out and causing it's ragdoll to stretch and warp all over the place for some reason.
    I like the basic concept of it as an enemy, but I think it would have made a better fit logically if it was made up of a large group of the baby-mutant things (or maybe slightly larger/grown up versions of them?) somehow Megazord-ing/Voltron-ing together into a larger creature (they sorta seem like Hunters from Halo, if anyone knows/remembers that enemy, a sort of alien worm-colony amalgamation). And the fact that it can literally fly and cause so much damage to structures is absurd and borderline game-breaking to me. I know if I was playing and one of these things spawned and destroyed a bunch of stuff I had built (given how resource-heavy, time consuming, and frustratingly awkward the building system is), I would be furious. Borderline instant-uninstall for me if I didn't have a recent save to fall back on.
  5. Like
    Sup3rNo7a reacted to Arrogant in BETHESDA : Do they NEED a new engine to make a good game?   
    They need a new engine. There are limitations in the current engine that they can't fix without starting from scratch, things that will hold their games back compared to other games.
    https://np.reddit.com/r/ElderScrolls/comments/4os0fj/clearing_misconceptions_on_netimmerse_gamebryo/
    They also need new talent. They've proven how utterly incompetent they are with each release. So many stupid things causing bugs and issues, mistakes that shouldn't have been made or should have been caught.
    https://www.reddit.com/r/Games/comments/a1k6mv/fyi_the_issues_with_bethesda_softworks_games_go/
    And they need more talent.
    https://np.reddit.com/r/ElderScrolls/comments/4os0fj/clearing_misconceptions_on_netimmerse_gamebryo/d4f4ds9/
    And, of course, they need new management. The garbage fire that is Fallout 76 is on them, as are all the issues that still plague their own games. Why does Fallout 4 still have thousands of bugs.
  6. Like
    Sup3rNo7a got a reaction from Goatcha in FALLOUT 76 - Key Binding | RANT!   
    Even if controllers are becoming more and more popular, that's still no excuse for not having support for custom keybindings.
    Even on consoles people use different control schemes and button layouts, even for the same games, so being able to rebind the controls to whatever you need/want them to be should be standard fair by now, regardless of whether you're preferred peripheral is a controller or a mouse/keyboard.
  7. Like
    Sup3rNo7a reacted to JustTheBast in Fallout 76 (Gameplay) - First Impressions   
    Depending on how the rewards for bringing down "murderers" are implemented, I can foresee bad actors gaming the system for infinite rewards:
    A whole group of griefers descends on a single player, so that, even with reduced damage, they manage to kill him by sheer numbers; The one who happens to put in the final shot gets flagged as a murderer; His buddies, who are right there next to him, gun him down before any regular players have a chance to even get there; They reap the reward, in addition to what they looted from the initial victim, and… move on to the next hapless player, with their respawned buddy joining back in for the new round. That's why griefing, toxicity, and bad actors simply cannot be fixed by algorithms, no matter how often tech corporations keep telling themselves otherwise, because any automated system of rules can be gamed.  Only real, "boots-on-the-ground" moderation, oversight, and consequences work — this has been empirically proven over and over — but that would mean having to pay actual human staff, all around the globe, covering all time zones, to do serious work… and companies hate that; that's why they keep going back to hoping that this time an algorithmic solution will totally work, and not fail like every single time it's been tried before.
  8. Like
    Sup3rNo7a got a reaction from Sebngarde in Skyrim VR (Oculus Rift) #1 : Good or Bad?   
    Yeah, a chest sensor or maybe a belt censor would be a great way to solve the orientation problem Gopher was talking about.
    As to the video itself and his using the left and right renders, I liked it, personally. I don't have the motion sickness that others do, so that's not a worry for me, but I appreciated him having both eye-views shown. I do wish there was some way to merge the two views into one image, though, even if it was just crudely overlapping one eye's view with the other, though that would likely leave a somewhat noticeable seem. Even if it came out as a 4x3 video rather than a 16x9 aspect ratio, though, it would be better than the split view imo.
  9. Haha
    Sup3rNo7a got a reaction from Goatcha in SKYRIM - Special Edition #7 : Is a torch really too much to ask for?   
    @Gopher Clearly Lenny just needs to show how skilled a thief he is by swiping a torch from a guard's hands without him even noticing it's gone. 
    Also, I'd recommend installing an "infinite torch" mod, or similar to make them last longer. Torches only last 4 minutes in the vanilla game, and I've no doubt it'd be really frustrating for you to finally find a torch only to have it go out before you even finish Lenny's monologuing his joy at finally finding a torch (funny, but long-term very frustrating).
  10. Like
    Sup3rNo7a got a reaction from Cryzeteur in SKYRIM - Special Edition #7 : Is a torch really too much to ask for?   
    Torches are infinite for other NPCs as far as I know, they only burn out for the player after 4 minutes if held for the entire duration (you can see in SSEEdit the duration for torches is 240 seconds). Unequipping the torch at any time resets the timer, so you get a fresh 4 minutes when you re-equip it. That could account for people rarely noticing/having issue with torches burning out because they just don't keep them equipped for long enough at a time.
  11. Like
  12. Like
    Sup3rNo7a got a reaction from Cryzeteur in SKYRIM - Special Edition #7 : Is a torch really too much to ask for?   
    @Gopher Clearly Lenny just needs to show how skilled a thief he is by swiping a torch from a guard's hands without him even noticing it's gone. 
    Also, I'd recommend installing an "infinite torch" mod, or similar to make them last longer. Torches only last 4 minutes in the vanilla game, and I've no doubt it'd be really frustrating for you to finally find a torch only to have it go out before you even finish Lenny's monologuing his joy at finally finding a torch (funny, but long-term very frustrating).
  13. Haha
    Sup3rNo7a got a reaction from OutandBack in SKYRIM - Special Edition #7 : Is a torch really too much to ask for?   
    @Gopher Clearly Lenny just needs to show how skilled a thief he is by swiping a torch from a guard's hands without him even noticing it's gone. 
    Also, I'd recommend installing an "infinite torch" mod, or similar to make them last longer. Torches only last 4 minutes in the vanilla game, and I've no doubt it'd be really frustrating for you to finally find a torch only to have it go out before you even finish Lenny's monologuing his joy at finally finding a torch (funny, but long-term very frustrating).
  14. Like
    Sup3rNo7a got a reaction from Master Cire in SKYRIM - Special Edition #7 : Is a torch really too much to ask for?   
    @Gopher Clearly Lenny just needs to show how skilled a thief he is by swiping a torch from a guard's hands without him even noticing it's gone. 
    Also, I'd recommend installing an "infinite torch" mod, or similar to make them last longer. Torches only last 4 minutes in the vanilla game, and I've no doubt it'd be really frustrating for you to finally find a torch only to have it go out before you even finish Lenny's monologuing his joy at finally finding a torch (funny, but long-term very frustrating).
  15. Like
    Sup3rNo7a got a reaction from Cryzeteur in SKYRIM Special Edition Mod : Coin Toss - Let Fate Decide   
    It's a shame that the coin seems to have to hit the ground and bounce before it'll actually start flipping end-over-end, but for all I know that might not have even been possible.
  16. Like
    Sup3rNo7a got a reaction from Cryzeteur in THE FOREST #50 : What part of this game make any sense?   
    I'm surprised there isn't a key you can press/hold while laying out the "floor plan" to enforce 90* angles for the corners. Seems like a fairly simple no-brainer feature that should be there to me.
  17. Haha
    Sup3rNo7a got a reaction from Cryzeteur in SKYRIM - Special Edition #5 : So I need to Urn the Outfit?   
    I had forgotten about the urn-smashing quiest, so when I saw the title I thought he was randomly going to find a nice outfit for himself in some dungeon urn. lol
  18. Like
    Sup3rNo7a got a reaction from Sebngarde in SKYRIM - Special Edition #5 : So I need to Urn the Outfit?   
    Yeah, I saw that too. lol
  19. Like
    Sup3rNo7a got a reaction from Badges in SKYRIM - Special Edition #4 : Rat at Ewwie   
    This was partly why I was hoping he would look into using Death Alternative. Instead of simply loading a save upon being defeated and using supernatural "premonitions" as his reason for knowing what's about to happen and why he's doing things again, he would have instead woken up either right back outside the Ratway, having been robbed and dumped/left for dead by the baddie, or at a nearby Inn or something having been found and rescued by someone (possibly with some of his stuff now missing, of course).
  20. Like
    Sup3rNo7a got a reaction from Sebngarde in SKYRIM - Special Edition #4 : Rat at Ewwie   
    This was partly why I was hoping he would look into using Death Alternative. Instead of simply loading a save upon being defeated and using supernatural "premonitions" as his reason for knowing what's about to happen and why he's doing things again, he would have instead woken up either right back outside the Ratway, having been robbed and dumped/left for dead by the baddie, or at a nearby Inn or something having been found and rescued by someone (possibly with some of his stuff now missing, of course).
  21. Like
    Sup3rNo7a got a reaction from Cryzeteur in SKYRIM - Special Edition #4 : Rat at Ewwie   
    This was partly why I was hoping he would look into using Death Alternative. Instead of simply loading a save upon being defeated and using supernatural "premonitions" as his reason for knowing what's about to happen and why he's doing things again, he would have instead woken up either right back outside the Ratway, having been robbed and dumped/left for dead by the baddie, or at a nearby Inn or something having been found and rescued by someone (possibly with some of his stuff now missing, of course).
  22. Like
    Sup3rNo7a got a reaction from jeancly in SKYRIM - Special Edition #3 : Leonard and the Love Bug   
    There's 2 mods I think Gopher should install:
    1) No NPC Greetings - Makes it so that NPCs have to be a lot closer to you before they'll start their random radiant interactions with you (helps prevent roaming NPCs from talking over other NPCs as they walk by you).
    2) Immersive Movement Speed - Makes the character walk faster (instead of the snails pace the PC walks by default) so you can more closely match NPC walking speeds, and slightly slows down the running/jogging speed so you don't constantly outrun NPCs that are already running themselves (though Gopher could probably tweak these values himself as well) unless you sprint.
  23. Like
    Sup3rNo7a got a reaction from Cryzeteur in SKYRIM - Special Edition #3 : Leonard and the Love Bug   
    The one I use (and tweaked slightly for personal preference) ONLY effects the values for the player-character's various movement speeds. I know there's one called just "Immersive Movement" that seems harsher than the one I use, but for me it makes things feel better. It doesn't really affect combat at all other than maybe making it harder to escape/chase something down without sprinting, and it shouldn't really have any effect/interaction with other mods unless they also change movement speeds.
  24. Like
    Sup3rNo7a got a reaction from Beuwolf in SKYRIM - Special Edition #3 : Leonard and the Love Bug   
    There's 2 mods I think Gopher should install:
    1) No NPC Greetings - Makes it so that NPCs have to be a lot closer to you before they'll start their random radiant interactions with you (helps prevent roaming NPCs from talking over other NPCs as they walk by you).
    2) Immersive Movement Speed - Makes the character walk faster (instead of the snails pace the PC walks by default) so you can more closely match NPC walking speeds, and slightly slows down the running/jogging speed so you don't constantly outrun NPCs that are already running themselves (though Gopher could probably tweak these values himself as well) unless you sprint.
  25. Like
    Sup3rNo7a got a reaction from Cryzeteur in SKYRIM - Special Edition #3 : Leonard and the Love Bug   
    There's 2 mods I think Gopher should install:
    1) No NPC Greetings - Makes it so that NPCs have to be a lot closer to you before they'll start their random radiant interactions with you (helps prevent roaming NPCs from talking over other NPCs as they walk by you).
    2) Immersive Movement Speed - Makes the character walk faster (instead of the snails pace the PC walks by default) so you can more closely match NPC walking speeds, and slightly slows down the running/jogging speed so you don't constantly outrun NPCs that are already running themselves (though Gopher could probably tweak these values himself as well) unless you sprint.
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