optissima

joined 1 year ago
[–] [email protected] 8 points 1 week ago (6 children)

Cite your source. No where are they told that less of them is better.

[–] [email protected] 1 points 2 months ago

The hypocrisy of this when they're chugging power for AI....

[–] [email protected] 1 points 2 months ago (2 children)

I wasn't even talking about SW here, just how fan is used these days. I'm not and never was part of the SW fanbase, but from what I've seen from the outside that's because all the legitimate criticisms were ignored years ago and everyone that cared moved on from the new corporately-stoked toxic fanbase.

[–] [email protected] 2 points 2 months ago (5 children)

I hate how fan now means mindless consumer these days and any reflecting on the criticisms of a series means you're somehow excluded from being a fan.

[–] [email protected] 5 points 3 months ago

Digusting tbh

[–] [email protected] 4 points 3 months ago
  • SSBM, I don't need an opponennt for tech skill
  • Bloodborne, if chalices aren't a live service?
  • Bowsers Fury, because I speedrun that and it'd be nice to have time to practice just that.
[–] [email protected] 1 points 3 months ago

Grind your rank instead.

[–] [email protected] 2 points 4 months ago (1 children)

Better news they were calling to break up with me, so I kind of dodged it lmao

[–] [email protected] 20 points 4 months ago (5 children)

Forgot the name of my partner of 5 months, it's rough...

[–] [email protected] 1 points 4 months ago* (last edited 4 months ago)

Project+ has been in active development for 4+ years now,if you remember the ProjectM mod for Super Smash Bros Brawl, this was just the continuation of that project.

Edit: I didn't fully read the title

[–] [email protected] 1 points 5 months ago (6 children)

The companies mentioned determine the newsworthiness and value of the article to the people.

 
163
Dr.Eggrule's Dic (lemmy.world)
submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 
 

Hello! I'm Optissima, an avid Bloodborne fan that has put over 1k hours into just co-op, not counting being summoned (add another 1k for certain)! And Great Eye of Mensis, summoning is a slow and painful process. I'm here to educate you on how to speed up this process by a factor of up to 4!

Grant Us Eyes

Background Insight on how the bells work

Many have an belief of how the bells work, based on the misnomer of the English naming scheme and the lore descriptions: the summoner Beckons others, calling others to them, and then those that wish to be summoned ring their Resonant Bell, which in lore resonates with the Beckoners bell and unites them. This would imply that there is a list of Beckoners that Resonators check against. While in lore, this makes sense, this is actually the opposite of how it works on the server.

The server is based on the Dark Souls Sign system: you put your name down, you go on a list that is revealed to others based on coordinates, then the Summoner chooses from those that appear. Once per minute, your game will ping, looking for more signs. When you are being summoned, your systems will "handshake" to establish a better connection, which seems to take about 10-15 seconds.

While we don't have the ability to choose here, the internal system is the same: when you want to be summoned, ringing your Resonant puts you on the Queue, along with your current location. When you initially Beckon, it forces a check against an automated list for relevant Resonators. If there are no available Resonators when the Beckoning Bell is rung, it will check again in 1 minute (the Resonating Bell similarly adds you to the list initially, and once per minute lets the server know you still want to be on the list). You can know that it is pinging the system when the message "Searching for the chime of a Small Resonant Bell," which appears each minute.

You may be thinking "Wait, you're telling me that the coop system is only trying once per minute to connect me, and because Beckoners ring first, before Resonators, there is an additional minute between checks where we can connect?" Yep, that's exactly the issue! How do we remedy this?

Ringcycling

The solution I have devised and found to be terribly effective is what I have called Ringcycling, which is executing these actions for Beckoners:

  1. Ring your Beckoning Bell
  2. Wait for the "Searching for the chime of a Small Resonant Bell" message to disappear, then wait another 5-10 seconds. We don't want to cancel during the handshake!
  3. Use your Silencing Blank to stop searching
  4. Restart at step 1

This forces the server to do the initial check for Resonators, but instead of waiting another minute before it checks again, you are forcing a new search, allowing for a faster connection.

Sucking the bloodmarrow dry with more tips

Beckoners

So you really want to connect fast? Well, lets get into that "handshake" more. It is fast, but I have softlocked my game by ringcycling too quickly (I get stuck in a pseudo-loading state pre-loading screen). After the initial handshake, the 2 client systems will share character info, save info, and more. This can happen even after one has silenced their bell, as the summoning process has already started and silencing is only for being on/checking the server list.

Why does this matter? Because you can technically Ringcycle through it. You can ringcycle, let the handshake happen, cancel, and get a near immediate summoning next Beckon. However, there is a caveat: your insight is lost once you handshake, not when you get summoned. This is two-fold, you can lose more insight if you keep ringcycling while being summoned, but this means you can use that as the earliest indicator that you have made a connection. If you beckon again fast enough (the second insight usage), the handshake will not fail and you can secure that connection.

Resonators

Resonators are fairly limited in their ability to impact being summoned. I find that Resonating ~15 seconds before the Beckoner really boosts the connection speed. I use a series of indicators to track if a handshake happens, in order of game lockout, with the servers actions in between:

  • Handshake
  • Fogwalls that block areas reappear
  • Bold Hunters Mark becomes unavailable to use
  • Being summoned
  • The sit emote, which ends when the connection is fully established

If you have any questions, ask away. All this I knowledge I gained through experimentation, so if something needs to be corrected let me know!

1
submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 

Hello, I am just learning more about pocket knives as I suddenly developed an interest in them recently after trying to get one and finding it fell very short of expectations (some cheap Gerber?). I replaced it with a civivi element 2 and have been loving it, but the original buy was meant for my wife and I don't think that the element will fit their needs. Here are their list of needs:

  • The main usage of the knife would be related to their ecological research, so mostly removing bark or cutting twigs for analysis. They also camp, but we do that together so we have the element 2 on hand for anything "heavier", but something to cut through paracord or other fine material. I don't know how this would impact the blade metal type, but expect saps and other organic stickies)
  • She has small, weak little hands, so tall knives (>0.75") seem to be out of the question for comfortable handling
  • 3" seems huge and unweildy to them. I'd think something in the 1-2 range would be more than enough I think?
  • They are still uncomfortable with blades (again, bad experience with their first getting stuck open because of lack of hand strength), so something where their thumb isnt in the way of the blade while closing is a requirement of theirs (slide locks and buttons were okayed, back lock was acceptable). One handed opening is also preferred, as they may only have one hand to work with and, again, weak hands.

And, the kicker, they don't want to spend a lot of money on it (<$100 pretax).

What options could we be looking at?

PS were in VA, so I'm unsure if they can have an automatic (or assisted?) knife, but if it is an option I'd be down to get one/ask more questions about those.

 

Motivated by this wonderful video, I am cloning this post for posterity.

Motivated by this excellent post by /u/Setchi that I came across that shows side-by-side tech options for the top tiers, I wanted to extend this to all characters, and add side by side comparisons from knockdown as well.

Given the tedium of collecting all the frames, I've decided to present just the top tiers for now. But - if people find this useful I'll be more than happy to create analogous resources for the rest of the cast.

Side by Side Animations

Sample: All options for Fox out out downwaitd

This sections contains side-by-side GIFs of the possible options from either:

  1. a tech situation ("Tech")
  2. a knockdown situation where the character is facing down ("Knockdown (D)")
  3. a knockdown situation where the character is facing up ("Knockdown (U)")

​

Character Tech Knockdown (D) Knockdown (U)
Fox Tech KD (D) KD (U)
Falco Tech KD (D) KD (U)
Marth Tech KD (D) KD (U)
Sheik Tech KD (D) KD (U)
Captain Falcon Tech KD (D) KD (U)
Jigglypuff Tech KD (D) KD (U)
Peach Tech KD (D) KD (U)

​

Tech Animations

This sections contains GIFs of the possible tech animations:

  1. The passive animation ("In Place")
  2. The passivestandf animation ("Roll Forward")
  3. The passivestandb animation ("Roll Backward")

I chose not to create GIFs for missed tech, since (as far as I'm aware), every character has the same distinctive "Green Flash" on missed tech.

​

Character In Place Forward Back
Fox passive standf standb
Falco passive standf standb
Marth passive standf standb
Sheik passive standf standb
Captain Falcon passive standf standb
Jigglypuff passive standf standb
Peach passive standf standb

​

Knockdown (Down) Animations

This section has animations of options out of downwaitd, where the character is facing down. Out of this state there are four options:

  1. The downattackd animation ("Getup attack")
  2. The downstandd animation (Normal getup, or "In Place")
  3. The downforwardd animation ("Roll forward")
  4. The downbackd animation ("Roll backward")

​

Character Attack In Place Forward Back
Fox attack stand forward back
Falco attack stand forward back
Marth attack stand forward back
Sheik attack stand forward back
Captain Falcon attack stand forward back
Jigglypuff attack stand forward back
Peach attack stand forward back

​

Knockdown (Up) Animations

This section has animations of options out of downwaitu, where the character is facing up. Out of this state there are four options:

  1. The downattacku animation ("Getup attack")
  2. The downstandu animation (Normal getup, or "In place")
  3. The downforwardu animation ("Roll forward")
  4. The downbacku animation ("Roll backward")

​

Character Attack In Place Forward Back
Fox attack stand forward back
Falco attack stand forward back
Marth attack stand forward back
Sheik attack stand forward back
Captain Falcon attack stand forward back
Jigglypuff attack stand forward back
Peach attack stand forward back

​

Notes

  1. I'm not sure if gfycat uses lossy compression but if anyone wants to get the collection directly, contact me (compressed ~150 MB). I can also create different combinations for the side by side animations, different speeds, etc... on request.
  2. The single animation GIFs contain one frame before the animation starts (of tumble or knockdown) and one frame of wait after the animation ends. The side-by-side animation GIFs contain one frame before the animation starts, and the first 19 frames of the animations.
1
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 

Love to see the passion they have for melee, it's a great good-natured set.

 

After a 3 year hiatus, PewPewU is back with a new tutorial on platforms!

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