#autoleveling
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How . Did i miss that.
#fun fact i completely missed the aasimar halo option for 70% of my first run because im an idiot who didnt peruse the abilities#YOURE TELLING ME. AASIMAR ALSO GET WINGS? AT LEVEL 10?#i should stop autoleveling but i refuse to learn how to build these bitches pathfinder is WAY too complicated#mc is hard enough already and im not even multiclassing
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ive played origins like six times now and i always just auto level everyone up.. let the ai handle things mommy's tired. my pc is generally able to handle things anyway so ive never rly had an issue lmao
one thing abt me is i am a micromanager even when i do not know wtf i am doing
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post from Dragon Age: Dreadwolf developer Luke B. (Game Systems Director for Dragon Age) on the unofficial BioWare forum, discussing the reasons why in Dragon Age: Inquisition there was no healing mechanic and instead the barrier system was introduced in the gameplay:
"I can't speak to any other games directly but I can give a bit of historic context for DAI. The game was initially a more dungeon/linear delving - see how far you can get - experience and there was no barrier of any kind. As a side note: healing has always been a hot topic in design because as soon as you include it there are many other conceits you now need take into consideration for the gameplay - one of which I will call 'the Anders problem'. Anyway, as DAI got the date moved and shifted more into the pseudo-openworld the concept of attrition (see how far you can get before having to return to camp) became less relevant and we needed to help the Players have more moment-to-moment agency around their survival. Unfortunately for various reasons (one of which is the sad reality of designing a game with a shifting timeline) the healing couldn't be re-added so we ended up with more of a mitigation strategy in the barrier system. It went through a lot of iterations but eventually landed on what it shipped with which I would call... acceptable (but just barely). Now, I will concede that a part of the reason it didn't return after that shift was an aversion to holy trinity gameplay specifically for MP but it wasn't the core reason. As a side story, trying to balance the game (as that was my job on DAI - and yes, it could be much better haha) we had to all but force Players to take barrier. It is intentionally the first skill in the first tree for the Mage and all the autolevel (I also handled that) is designed to get it right away. Feel free to ask other DAI questions, I'm happy to answer about things I was directly involved in 😁. Anything DA:D related you'll have to wait for at least a few months after launch to grill me...though I'm hoping they let me stream at launch as an official thing 🤞." [source]
a user asked about what the hardest class to balance in DA:I was:
"I feel like anyone who was around for the post-launch content will already know the answer to this as it was the bane of my existence when I got put exclusively on MP after launch but the Knight-Enchanter barrier absorbing was a pain. Stuff like that is very challenging to feel good without being broken as they are relative to damage so scaling is fairly open-ended. Too little and the casual players won't get use out of it, too much and the character builders will be wildly OP. We actually had a 'no nerfing' guideline for the SP side so it was a hard battle to fix that silly thing 🙃." [source]
#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#long post#longpost#some interesting behind the scenes snippets of info
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oh, i got a good one: i take it you're a fan of FE4's gameplay. in that case, do you have a vision of anything you'd want changed in a remake on the mechanics side?
yes!
first off: i want horses to lose the benefit from roads. their movement is good enough as it is without being able to be buffed to an insane degree. the road speedup multiplier for infantry units should also be higher (maybe 0.55-0.6x movement cost? it gets weird at points because you might end up with infantry moving faster than cavalry on roads at some points with these multipliers, but since they're stuck to the roads rather than being able to run through fields, it's more of a restriction than a bonus even still.)
of course, the timing for certain side objectives (cough cough Bargain Band) should be altered if you do this. this would also give our poor fliers more of a niche, since as it is, the fact that they can't gain road bonuses basically makes them village bandit cleanup and child rescuing bots.
you could definitely successfully implement rescue in fe4 instead, but i think this comes to the issue where cavalry units might still be too centralizing unless you give fe5-level penalties for rescuing; and giving fe5-level penalties for rescuing incentivizes just not using the mechanic and tossing cavalry at all your problems instead.
a good thing that might be done to ameliorate their centralizing forces, incidentally, is to increase enemy density and quality. fe4 original flavor had to make do with a lot of autoleveled enemy units of the exact same classes and weaponry due to memory limitations; in a remake, you could make it so every group of enemies is similar to the group you face prior to heirhein, but with twice the number of enemy units- wielding mixed weaponry, with backline support in healers and ballisticians, etc. since cavalry units have worse statlines compared to footlocked units, but in general this comes into play in exactly one instance (the weissenritter), and we want to just increase the number of instances. our enemies may be underestimating us, but they aren't that incompetent. an exception is verdane, which should still just be axes and bows. they're the tutorial guys.
i don't want to implement trading, but i think that unarmed healers (and basically only them) tend to have serious issues getting the items they want unless you focus your thief on them or know ahead of time what to do. this is despite the fact that staves are not that centralizing in this game- the only particularly busted one is rescue, and even that is nowhere near warpskipping levels of broken. i think, since the only unarmed healers in the game are religious figures, allowing the "give gold" command to work on them from anyone (with the gloss of charitable donations) would do nicely.
speaking of the "give gold" command, it would be very beneficial to allow it to not give all of your gold to an allied unit. choosing multiples of 10k, i think (or all your gold if you happen to have less than that) would be ideal for a game which no longer has the snes's memory limitations.
(...speaking of the snes's memory limitations, why not properly implement the feature to dismount promoted mounted units for cool factor?)
as for weapon balance, it's mostly pretty OK, but some weight changes should be made. fire/thunder/wind should get the differentiation they get in later games (descending might order, thunder gets a little crit and wind gets a little more accuracy). dark and light magic being fairly heavy makes sense. sorry, deirdre, but your having absolutely godawful combat is lore accurate and doesn't cause you to be a liability. axes of course need to get their weight decreased- it should be at least a fleeting possibility that you could double with them, even if it's unusual.
i would hope it is patently obvious that holy weapons should not be altered in any way.
now, to map design. chapter 4 having it impossible to go to the latter half of the chapter with your unpromoted mounted units is a huge slap in the face. change that. you already had the thickets in chapter 1 change to normal forest- speaking of which, actually, thin out the fucking chapter 1 forest, it doesn't need to be that long- so have a bit of the mountain just be normal plains for you to traverse after the Annand Experience.
another fairly unpopular opinion of mine is that the chapter 7 desert is.... fine? you're not stuck in it for that long, and you don't need to take anyone but maybe seliph and a healer across it, if that. everyone else can move down to melgen while he's otherwise occupied. now, on the other hand, the chapter 5 desert is fucking stupid and it's no wonder that most people finish the chapter by poking the gelbenritter with erinys and having lewyn annihilate everything rather than actually taking their whole army to velthomer. absolutely a new path through the desert should open up after you seize phinora (you already speak to the village elder, surely he can give you directions), kaga is a god damn lunatic for this one. chapter 1 is also an unforgivable slog that could easily be fixed by just fucking taking away some of the trees. you can alternate them tree-plain-tree-plain and still have the effect of a giant fuckoff forest. or hell, have a route around the forest to the left open up after you get the Deirdre Moment. a lot of the unpleasant terrain in this game could be avoided by convenient new characters just telling you how to avoid it, but somehow this doesn't happen.
overall, with a few movement and enemy quality tweaks, along with a few QOL updates, fe4 could go from being The Game Of All Time to The Game Of All Time, Now Ft. A Larger Fun To Walking Simulator Ratio.
now as for changes i don't think that would be particularly useful but i want to see anyway: the possibility for critical hits even when your weapon isn't at 50 kills, but make them something like skill/4. speaking of that, why aren't the holy weapons all at 50+ kills already? if the count is maintained across generations for everything else, why aren't all the shots ullr took counted on my yewfelle? put them on there, it's always a good idea to make holy weapons more busted. give more random enemy units personal (non-class) skills to ruin the player's day. go random sword general with sol. fuck you.
oh yeah speaking of enemy general skills i'm going back on my word that these changes aren't particularly useful, and very unusually for me, saying that we should implement a change that would make the game slightly more normally balanced. kill full pavise. pavise cutting damage dealt in half was the best thing awakening ever did. it's fine for it to work against every weapon, but completely nullifying damage with an activation chance based on the user's level is stupid. loptous wishes it were you.
another change i'd like to make is making the arena about half as long (3-4 enemies) but making those enemies grant more gold/exp for using it. also, changing the chapter leveling curves in general so arena use isn't required for the highest rank (though idk if they'll keep the ranking system; this is the first remake of a game that had a proper one, and IS appears to be allergic to them nowadays.) you could optionally implement a limit on how many units can use the arena each map to incentivize solely using it to train up weak units, but idk. it's fun absolutely wrecking the arena, and would be less of a huge pain in the ass if it were three units long.
i'd like build and build growths to make a return, since engage seems to want to do that. it would help with some of the earlier weapon weight issues mentioned (esp. axes) but if you tweak weights instead it isn't super necessary.
oh yeah, make warp able to target green castles rather than just blue ones. sucks to make it optimal to get nordion captured so i can send everyone back there in the middle of ch2 instead of sending them all back to evans.
this ended up being a lot longer than i expected, but it's basically all tiny nitpicks. i think fe4's gameplay is really good for telling the story that it wants to, but some of the design decisions made within the game for memory reasons (i'm not exaggerating here by bringing this up so much- the game genuinely hits near the edge of the cartridge size, and project naga doublesizing it was absolutely the only thing that they could have done to fit the patch on there) or for bad decision reasons (kaga's loving marriage to movement restriction) make it less fun than it could be. a remake tweaking those and adding some later innovations in the fire emblem series could make it a game that i'd never want to stop playing, rather than one i have to take a couple weeks break from every time i finish it.
#long post#fe4#i have a lot of things to say about this video game from 1996!#it is extremely fun to play except for the agonies
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I got the Saturn 4 Ultra.
Does the sci-fi embellishment on the lid make it go faster?
Now if only my phone camera would fuckin' focus.
Elegoo's ABS-like 3 seems nice.
Saturn 4 Ultra: So high resolution my phone camera makes it blurrier instead
Observations in no particular order:
BEAUTIFUL AUTOLEVELLING Leveling isn't hard, but it's tedious sometimes, so it's a time saver.
flip cover is nicer than the old lid design
I didn't think printing over Wi-Fi would be a big draw, but I like it a lot.
Going from the 4K Saturn 1 to the 12K Saturn 4, I think the smoothness is nicer. Tiny striations kind of show up a bit on geometic objects with my Saturn 1 (like you can barely feel the ridges, but it's just enough to drive someone crazy while doing detail work *gestures at how long I have been sanding Mr Scuttles*)
It forgot one shoe. I may have put that model too close to the edge.
It has a camera, but I don't light my shed when I am not in there so I have not tested it doing a timelapse yet.
The drip tray is a good idea, but the fact the tray has "ELEGOO" embossed on it means it's stupid the try to squeegee every last drop of resin to put back in the bottle like a stringy maniac.
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I’m wondering something. If, in FE3H (assuming New Game and Classic Mode), you were to choose the Black Eagles, solo with a character besides Byleth or Edelgard up until getting Flayn, kill them off, solo the rest of White Clouds with Flayn, then choose Crimson Flower, could you render the game unwinnable in Chapter 12? Theoretically, any battles you could take on at that point would have enemies too strong for your characters to defeat, Byleth is too low a level to recruit any faculty members beforehand, their stats are too low to recruit anybody else beforehand even if they have the appropriate skill ranks, and buying back support ranks beforehand isn’t an option, either.
In Silver Snow, you get a bunch of faculty members with high base stats if you didn’t have them already, because of how the timeskip autoleveling works in relation to the Lords and Gilbert showing up this doesn’t work with Dedue on Azure Moon’s Chapter 13, and nobody leaves the party on Verdant Wind to my knowledge, so this could only work with Crimson Flower unless I’m missing something.
I honest to God have no idea if that would work, I have literally never thought about it xD
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dragon age veilguard fucking cancelled no autolevel for companions fuck you fuck you fuck you
#been experiencing gamer rage for the first time in my life the past few months but this really takes the cake!#dragon age veilguard#this has been an post#you expect me to read my companions fucking skills????? that's hilarious
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2013[12]Dec07_[1a-Better]_DSCF2806 [PhotoShop_crop2_1-AutoLevels-FAVE] - 2014
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gate -- autolevel
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I just realised that all 4 characters playable on Feathers of Tomorrow Chapter 24 can use Staves. though im not entirely sure about having the shopkeepers be playable. but either way both Alastor and FoT Arlet can use Staves.
Also a few old units will be "rejoining"(No even one chapter without them lmao) (And autoleveled so they don't die on the turn they appear) such as Laura, Kaen and Gareth
Staff Emblem GO
And the autoleveling's a good idea, it'd suck to have multiple units just be guaranteed to get dunked the second they show up.
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This Auto-Leveling Tripod is a Photographers Dream Come True – Review Geek#AutoLeveling #Tripod #Photographers #Dream #True #Review #Geek
Benro If you’ve ever used a tripod to take pictures, you know that getting it level is critical, and it’s also a little tricky to pull off. But a new tripod from Berno is looking to make it much easier. Dubbed “Theta,” the company touts it as the “world’s first smart modular tripod.” The company states that Thea can “quickly make the camera reach the level state automatically.” An animated gif on…
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