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Messages - Spectere

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Random Chat / Re: The Lamest Topic Ever Conceived
« on: April 18, 2021, 05:39:04 PM »
YMMV, but in my case I just scheduled it online with Rite-Aid. I scheduled my appointment for the 16th on the 10th, so there was about a six day window. With the two shot vaccines, there's about a month between the two shots and another two weeks before it becomes fully effective, so bear that in mind as well.

Re: hyperventilation, I'm not a doctor, but I know that low calorie diets can cause your body to do a lot of wonky stuff, especially when combined with intense exercise. Might want to check with a doctor or dietitian to get an expert opinion on that, since given the combination of hyperventilation and numbness in the extremities kinda gives me the impression that you might have had low blood oxygen or something along those lines.

Random Chat / Re: The Lamest Topic Ever Conceived
« on: April 16, 2021, 10:55:20 PM »
Got my first COVID shot earlier today.

My arm hurts.

Other than that, no issues so far. Then again, most of the "fun" happens with the second shot. That's gonna be happening on May 14th.

Random Chat / Re: The Thread of Extreme Happiness
« on: April 15, 2021, 10:35:18 AM »
Congrats! ;D

Random Chat / Re: The Thread of Extreme Happiness
« on: April 11, 2021, 12:08:51 AM »
Amen, to both points. There's a pretty big difference between being an anti-vaxxer and not wanting to be too early on in the list. There's plenty of reasons to wait, but unless you have a health condition or allergy there's no good reason to abstain.

They don't even have any good reasons, and their logic is just straight fucked. Here's an argument that my mom had with pretty much the only anti-vaxxer in my immediate family (her other older, X'er son...sigh):

Mom: "Vaccines are the only reason we're rid of viruses like smallpox and polio."
AV: "Well, how do you know how bad it is? Have you met anyone with smallpox?"
Mom: *long, disbelieving pause* "No, because there were vaccines for it, and its effects are well-documented. I went to school with someone who had polio, and they were wheelchair bound and were in constant pain. I wouldn't wish that upon my worst enemy,"
AV: "I still think it's bullshit."
Mom: "Whatever."

(Side note: my folks are getting their shots on the same day I'm getting mine, though they have an earlier appointment)

The worst part about it is that anti-vaxxers tend to be vaccinated, so the only people they're hurting are their own kids. There are some states that allow minors to get vaccinations without informing their guardians, so some zoomers are going behind their idiot parents' backs and getting them anyway. That sort of thing needs to become a national policy.

Random Chat / Re: The Thread of Extreme Happiness
« on: April 10, 2021, 11:06:57 PM »
If it helps, the main reason the common folk are allowed to get it is because the shots completely go to waste if they have extra stock or appointments fall through. At this point, the more people get it the safer the general populace is going to be.

Also, fuck anti-vaxxers with a rusty pole. ;D

Though needles are kind of a phobia...and philia thing for me...

Oh my~

Random Chat / Re: The Thread of Extreme Happiness
« on: April 10, 2021, 07:30:20 PM »
So I was able to set up an appointment for the first dose of Moderna anti-rona juice. That's going to be happening on Friday evening. As much as I'm not looking forward to getting jabbed (despite having quite a bit of blood work done when I was 12-14 I'm still pretty needle-averse), I'm glad that the slow and steady act of "getting this shit over with" is starting.

Random Chat / Re: The Lamest Topic Ever Conceived
« on: April 07, 2021, 07:04:10 PM »
This seems like such a minor thing, but I love when devs take the time to ensure that the close button appears on the left side on macOS ports.

I'd also like to offer a huge disapproving finger wag to Mozilla and Google for not giving enough of a shit to put the close buttons on the left side of tabs in the Mac ports of Firefox and Chrome despite it being a widely requested feature. Basic UI consistency should never be considered optional.

Random Chat / Re: Car Audio!
« on: April 05, 2021, 10:28:23 PM »
Might want to consider it, honestly. That's pretty close to the sound pressure of a gunshot. My dad ended up with permanent partial hearing loss and tinnitus after we went to a Disturbed concert without ear protection in 2019, and the SPLs there were only in the 120-130dB range. I'm sure age had a bit to do with that (he was 63 at the time) but still.

Planning to enter any competitions?

Random Chat / Re: Car Audio!
« on: April 04, 2021, 09:24:52 PM »
Also, I've officially hit 151dB with this system so far.

Holy fuck. I hope you were wearing ear pro when you tested that, lol

Looks sharp! I like the vinyl work (and it kinda makes me want to pop in Kinda disappointed by the lack of a giant wing, though. :P

Gaming / Re: Monster Hunter
« on: April 04, 2021, 09:13:15 PM »
30-40 hours still ain't bad. Considering how well-supported modern Monster Hunter has been, I imagine special events and the like will easily add another dozen or so hours to that count. Kinda makes me wonder how much the new movement system factors into that as well. Like I said, the movement in World was fine, but having to traverse an entire zone took a while, and that sort of thing definitely adds up when you're farming.

Heh, funny you mention LR Anjanath. That motherfucker will definitely make you humble. I ended up going back to LR Anjanath on my MHW save after beating Xeno'jiiva, got a little too cocky and aggressive, and wound up carting...on low rank. Whoops! Definitely didn't make that mistake twice.

I actually forgot how much of a hindrance the wildlife was in classic MH, but yeah, that's definitely not something I miss. It's also kind of unrealistic when you think about it. You've got a human swinging a big fuck off sword at a big fuck off predator and some little insect is going to just stick around and start poking one of them? What? Not to say that MHW doesn't have stinging, stunning insects, but they don't seem to be nearly as ruthless/annoying as they used to be. I don't recall ever having to worry about those fuckers when I decide to hunt Pukei-Pukei (I think the game might even despawn them altogether?).

Oh, also, don't forget about their nasty habit of placing smaller monsters right on top of the goddamn level load triggers just so you'd take a nigh unavoidable hit during the screen transition. asdfjkl;

And yeah, I don't miss paintballs at all. Scout flies 4 lyfe. Also, the removal of paintballs and the infinite whetstone also led to another awesome bit of QoL: since those items don't exist in their original form, they don't waste inventory space (nor do pickaxes, nets, and all that other stuff).

Gaming / Re: Monster Hunter
« on: April 04, 2021, 03:22:34 AM »
I don't hate the Switch (though I'm really eagerly awaiting the next major hardware revision to smooth things out), but with the number of games I still have on my to-do list I figure I can wait a year for it to drop on PC. If the load times are fast on the Switch's eMMC storage (which is pretty slow in terms of flash storage) I figure it'll fly on a decent SSD.

I think the thing I'm looking forward to the most is playing around with the wirebugs. One of the few things that was a bit of a slog in MHW (at least until they added rideable monsters in Iceborne) was the movement, so I imagine that'll help speed things up a lot.

Gotta say, for as conservative as Capcom usually is with the Monster Hunter series, I'm surprised that they were so bold as to put out two major releases back to back with such sweeping gameplay changes. I do find it kind of funny when people complain about them removing mundane elements, though, such as having to friggin' collect whetstones. I mean, if I want to stockpile stone I'll just play Minecraft.

Random Chat / Re: The Thread of Extreme Happiness
« on: March 31, 2021, 10:22:47 PM »
Bruh, I already take up enough space. XD

That said, we might be able to clear up some space in the shed for you.

Gaming / Re: wut specturr'z playing
« on: March 31, 2021, 10:16:29 PM »
Base Ganymede: Complete

Started playing episode 2, got to E2M6, and threw in the towel. Episode 1 was pretty great, with great fights, solid level design, and some fun traps. Episode 2 looks okay, but the gameplay itself basically took everything episode 1 did right and threw it right out the fuckin' window.

E2M1: Not bad overall, but I wasn't crazy about one particular part where you have to just know to shoot four switches. In general I find that shootable linedefs is kind of a bad mechanic unless it's widespread (like SIGIL) or exclusively for secrets. With a custom texture it could work, but with normal switches one expects to be able to just use it.

E2M2: Ramps up the challenge a bit with more enemies. There are a few good opportunities to force monsters to infight, and given your relative lack of resources at the beginning of the map, pitting the imps against the demons isn't a half bad idea. As I progressed further, however, I noticed that they started to just throw piles of imps at the player. the start of a bad pattern.

E2M3: You're a bit resource starved at the beginning of the map, and right away you're faced with a few barons on a ledge. They can't get at you, so it's easy enough to just leave for a while and build up your arsenal before going back and taking them out. Not a bad map, though this is the point where it starts to spawn cacodemons right next to the player without really giving them the ability to fight them aside from unloading a dozen shells in their big, dumb, cute faces. This map wasn't hard, but it was definitely tedious because of this. But hey, you end the map with a rocket launcher and plasma rifle! Awesome! Then you take the exit teleporter and the game forces you into a death exit. Fucking nice. Thanks.

E2M4: Fuck this fucking map. You're forced to pistol start it due to the mandatory death exit in the previous map. While I'd describe the previous map as being somewhat resource starved, this one is a resource drought. The game gives you nothing other than a berserk pack (which amplifies the damage of the player's punches until the end of the level...or four years, whichever comes first). There are dozens of imps and demons that you literally have to punch to death, and anyone who's played Doom knows that the punch mechanics are a bit wonky, to put it politely. Then I heard a cyberdemon waking up. Walk into a room and there's a cyberdemon on a ledge. Nice. Thanks. There's a teleporter behind him that causes the player to telefrag them, but between having to climb stairs to get to it and how tight the area is, it's difficult to make it there without taking splash damage. There really isn't a reward for your trouble, either, aside from earning the opportunity to grab a shotgun and exit the map. Terrible. If someone put a gun to my head and gave me the option of playing through TNT again or playing this map again, I think I'd pick fucking TNT. As with the rest of the episode thus far, this map wasn't really hard or clever in any way, it was just annoying and tedious.

E2M5: This is where things start to get irritating, with teleport ambushes becoming pretty much the only source of difficulty and every fight basically consisting of a carpet of a single type of enemy. Gone are the interesting fights where you would have to prioritize targets. Welcome to holding down the fire button until everything is dead.

E2M6: The moment that broke me (aside from having to fight through multiple walls of imps which, again, is not very interesting) is when I hit a switch and a cacodemon was teleported so close to me that I was wedged between them and the wall and almost instantly mauled to death. Nope. Fuck you. That's not proper challenge, that's "HAHA GOTCHA! HAVE FUN RELOADING YOUR SAVE!" bullshit. Considering how little health this episode gives the player up to that point, that's guaranteed death unless you know that there's a teleport destination in that particular spot, and the second you know that all you have to do is run past it, turn around, hold down the fire button, and you'll never take a hit.

So, no. Fuck that. That sort of design isn't fun, it isn't clever, and it doesn't actually make the game difficult, because it's nothing but artificial difficulty. It just makes it into a stupid guessing game that you can easily win by memorizing where the monsters are going to spawn. It's like those rhythm game charts that have nonsensical scroll speed changes just to throw off players or act as some sort of gimmick. The second you memorize them the chart stops being "challenging."

It's important to note that just because Doom is a granddaddy FPS doesn't mean that this is the only way of adding "challenge" to it. There are plenty of examples where map authors were able to make hard as balls maps without them being a total crapshoot. I mean, check out decino's channel on YouTube for some playthroughs of some cleverly designed, slaughter-y maps that emphasize dodging projectiles and target prioritization.

This one? Nah. Not even close.

Random Chat / Re: The Thread of Extreme Happiness
« on: March 31, 2021, 10:33:02 AM »
Hey there, good to see ya! :D

Best wishes to your mom! Sounds like a very promising start.

Owning a home is also one of my goals for 2021. I'm still renting space at my parents' place because I'm not about the apartment life (tried it, definitely didn't like it).

Gaming / Re: Monster Hunter
« on: March 29, 2021, 08:17:39 PM »
That sounds promising. I also heard that they revamped the potions to have a partial instant effect (like, it heals half instantly and the second half is a HoT).

I'll probably pick it up at some point. Gotta whittle down my backlog a bit first, though. <_<

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