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zzz-updates · 21 days ago
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Bizzare Brigade Version 1.5 Update Details
Bizarre Brigade will be receiving an update after the Version 1.5 update
While our roguelike minigame "Bizarre Brigade" was still lacking a little developmental polish upon its release with Version 1.2, it was still well-received by Proxies. We are grateful and encouraged by your support. The purpose of this latest update is to address the flaws in Bizarre Brigade and optimize it for a more enjoyable gaming experience. We hope that these improvements will make the game more fun and engaging for Proxies.
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>> Official Hoyolab post <<
All-New Mode & All-New Protagonists
• Added a new Multiplayer Mode: Bizarre Brigade: Shared Dream
• Added 7 new Dream Seekers with different abilities. After the "Godfinger Ultimate Showdown" event begins, you can check the new Dream Seekers' abilities and how to obtain them in the in-game Godfinger arcade.
• Bizarre Brigade: Shared Dream will be launched at the same time as the Version 1.5 event "Godfinger Ultimate Showdown". On top of this, Bizarre Brigade will be welcoming brand-new Dream Seekers and will remain available even after the event is over.
Event Duration: 2025/01/28 10:00 (server time) – 2025/02/10 03:59 (server time)
Participation Requirements: Unlock Godfinger arcade in Prologue - Intermission.
The following adjustments will take effect after the Version 1.5 update:
New Leaderboard
• This update will significantly impact existing Dream Seekers, Companions, and Relics. Therefore, we will be launching an all-new Bizarre Brigade Leaderboard after the Version 1.5 update.
• The previous leaderboard will be permanently archived and can be viewed at the Godfinger arcade.
Stage Adjustments
We hope Proxies can have a more enjoyable gaming experience!
• Lowered the difficulty of early waves and increased the number of monsters in later waves.
We thereby hope to reduce pressure during the early game and allow Proxies to freely test out different builds and strategies, before increasing pressure in the late game to provide a more rigorous test of strength.
• If you purchase the new Relic "Infinity Road Sign," Endless Waves will begin after Wave 10 of Difficulty 5 is cleared.
You will not be able to access the Store between Endless Waves. Give it everything you've got!
Monster Adjustments
• Added 4 new monsters.
• All monsters' HP has been lowered and their Movement Speed has been increased.
• Ranged monsters will attempt to keep their distance from the protagonist.
Stat Adjustments
We hope to strengthen the relationship between different attributes.
• Before the update, the Protagonist's Melee DMG was essentially ineffective. Therefore, we have made the following adjustment: After the update, Knockback DMG +2 for every +1 Melee DMG the Protagonist has.
• After the Version 1.5 update, Collision DMG will be affected by a percentage of the Protagonist's Additional DMG.
• After the Version 1.5 update, the Attack Range of melee weapons will affect not just the movement distance of Companions' melee weapons, but also the flight distance of the Protagonist and Companions' bullets.
Protagonist Adjustments
We look forward to seeing Dreamers' wonderful performances in the upcoming multiplayer mode.
• All characters' Base ATK increased by +1, and all characters' Shooting Interval reduced.
• The permanent buffs to ATK and Health the Protagonist gains from collecting candies have been reduced.
Derpy Woof
Protagonist and Gear Companion Speed When Knocked Back: +15 → +10
Due to Derpy Woof being overpowered, we have made some adjustments to ensure that all Dream Seekers are balanced.
The Big Pot
Before: During combat, every Morning Star bond gives the Protagonist +1 Health Recovery. When the Protagonist is injured, Armor +1, which is reset when combat ends.
After: During combat, every Morning Star bond gives the Protagonist +1 Armor. When the Protagonist is injured, Health Recovery +1, which is reset when combat ends.
Health Recovery is more important than Armor when Health is low. As such, we have switched these two stats.
Porcelain Doll
Health Recovery Correction: 50% → 150%
Because the Companion "Jungle Folk" has lost some of their advantage, we believe it necessary to make the Dream Seeker "Porcelain Doll" more resilient.
Slippy
Brigade Knockback: +100% → +200%
Companions can sometimes cause tricky situations to occur...
Sir Purrcival
Treasure Detection When Dodging: +1 → +2
We hope the rewards can justify the risk.
Periwinky
Before: When combat starts, Health is set to match Coin count.
After: When combat starts, Coin count is set to match Health.
Before: Armor Growth: -1
After: Health Growth: 6
Because the combination of the Dream Seeker "Periwinky" and the "Guaranteed to unlock the Dream Eater's Altar" effect were overpowered, we have made some adjustments to their other attributes.
Clementie
Brigade Attack Speed: -70 → -50
Reduced Clementie's reliance on Collision DMG.
Gulpy
Before: Monster Speed, Protagonist Speed, and Companion Speed all +30%
After: Monster Speed +30%
Capped Gallant
New: Base ATK Interval -20%
As certain adjustments made to some Relics have affected the Dream Seeker "Capped Gallant," we hope their attack speed can be increased.
Card Queen
Empire Companion Attack Range: +20 → +10
Adjusted the Attack Range for Companions of the Dream Seeker "Card Queen." It's time to test your compatibility with your Companions.
Steel Shell (Revamped)
Before:
Monsters receive 100% of Protagonist's Collision DMG every 3 seconds.
During combat, each Crimson Gauntlets bond gives the Protagonist +3 Collision DMG.
After:
When picking up Coins, deal damage to a random monster equal to 100% of Protagonist's Collision DMG.
When picking up Hearts or Magnets, deal damage to all monsters equal to 100% of Protagonist's Collision DMG.
Bloom Shell (Revamped)
Before:
When combat starts, the Brigade gains +2 to all Stats (except Projectiles)
After:
Upon purchasing a Lv. 4 Relic, gains 1 random Lv. 1 Companion.
Companion Price -30%, Relic Price +15%.
Companions have long attack intervals, Collision DMG -10
Steel Shell and Bloom Shell are too similar in appearance, so we replaced the original effects with new mechanics.
Companion Adjustments
Some Companions don't make enough of a difference! To make Companions a more prominent part of Proxies' builds, we've adjusted the effects of certain Companions.
Effects of All Companions on Income
Before: Income -5 when obtaining a Companion, Income +5 when losing a Companion.
After: Income -5 when obtaining a Companion, no effects on Income when losing a Companion.
Cheer Bunny
Before: Brigade Speed +10.
After: Upon attacking, deals additional DMG equal to 20% of the Protagonist's Speed. All squad members' Speed +10.
Jungle Folk
Before: During combat, for every Primitive Leather Skirt and Bouncy Rabbit Ears bond, this Companion's Attack Range +20, DMG +30%.
After: For every Primitive Leather Skirt and Bouncy Rabbit Ears bond, this Companion's Attack Range +5, DMG +10%, Attack Speed -3.
The era of the "Jungle Folk" was brilliant yet fleeting...
Pointy Hat Witch
Bow and Arrow Companion DMG When Opening Chests: +1% → +2%
Judge
Before: When combat starts, every Four-leaf Clover bond gives the Protagonist +10 Income.
After: Companion's attacks deal additional DMG equal to the Protagonist's 10% Income and 10% Luck.
Fierce Fighter
Before: Attack Speed +1 when attacking, which resets when combat ends. Has meaningless explosion effects when attacking!
After: Upon a CRIT, this Companion has a 50% chance to explode, dealing 100% DMG to nearby monsters.
Matchstick Head
Before: During combat, every Morning Star bond gives the Protagonist +1 Projectiles. (Cannot stack. Can stack after merging)
After: Companion gains extra bullets when knocked airborne.
Camo Shroom
Monster Speed Reduction From Attacks: -25% → -50%
Floofy
Before: Protagonist Health +5, Armor +1.
After: Upon attacking, deals additional DMG equal to 10% of the Protagonist's Health. Protagonist's Health +5, Armor +1.
Smiley Fox
New: General purchase limit is 3. The "Smiley Fox" Relic purchase limit for the Protagonist "Capped Gallant" is 2.
Let's hope Smiley Fox can give the other Companions a chance!
Chieftain
Before: Brigade DMG +5%.
After: Companion DMG +100%, Attack Speed -80.
Attractive Witch
Collision DMG: 20 ⇒ 10
Pony
Collision DMG: 20 ⇒ 10
Bullet DMG: 20 ⇒ 10
Evil
Before: Cannot merge three into one. For every 8 Monsters this Companion kills, Protagonist Attack Speed +2.
After: Cannot merge three into one. When combat starts, Protagonist Health -5. More evil will spawn in the Store.
TV Head
Before: Upon a CRIT, this Companion has a 25% chance to gain 1 Coin.
After: Upon a CRIT, this Companion has a 25% chance to gain 1 Coin. When in combat, every 20 Coins grant this Companion CRIT Rate +1.
※ The above notes only cover adjustments for Lv. 1 Companions. Companions merged from three into one will also undergo corresponding adjustments. Please check the game for details.
Bond Adjustments
• Increased the number of Companions required to activate certain bonds.
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• Adjusted the attribute effects granted to Protagonists and Companions when certain bonds are activated.
1. Bouncy Rabbit Ears Dodge: +20% → +15%
2. Carrot Health: +10 → +5
3. Horned Head Demon CRIT Rate: +50% → +100%
Relics
We're delighted to see players creating spectacular moments using the Relics system. However, it's clear that in previous versions, it was relatively easy to combine Relics in a way that enabled [Perpetual Motion], which quickly put a damper on the fun of other build strategies. Therefore, we have made some adjustments to the Relics system. We have also enhanced several previously underutilized Relics. We hope that a more balanced Relics system will bring players greater enjoyment and a deeper gameplay experience.
• Added 11 new Relics to Bizarre Brigade after the Version 1.5 update.
• Adjusted the prices of certain Relics and added purchase limits to all Relics. The purchase limit is set to 5 for all Relics except those below.
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After this update, Proxies will have a harder time obtaining the Relic sets of [Perpetual Motion]. In most cases, Proxies will no longer be able to purchase the full set of Relics. In some cases, you may be able to purchase more than the limit.
Green Form
Before: Item prices -25%. Brigade DMG -20%.
After: Item prices -20%. Brigade DMG -20%.
Projector Slides
Before: Protagonist -10 Income. Each 4% DMG grants +1 Income.
After: Protagonist -10 Income. For every -1 Income, Protagonist DMG +1%.
Wool Mittens
Before: Protagonist Health Recovery -2. 15% chance to restore 2 Health when collecting Coins.
After: Protagonist Health Recovery -2. 10% chance to restore 1 Health when collecting Coins.
Expensive Fruit
Before: Protagonist Income -15. Luck +8. For every 1 Luck, Health + 1.
After: Protagonist Income -15. Luck +8. For every 2 Luck, Health + 1.
Warped Cassette
Before: Brigade Attack Speed +9. Number of Monsters in the next battle +10%.
After: Brigade Attack Speed +7. Number of Monsters in the next battle +10%.
Silent Alarm
Before: Brigade Attack Speed +30, Speed +40. During battle, the Protagonist suffers 1 DMG per sec (without any invulnerability time).
After: Gain 3 Eggs at the start of combat. During combat, the Protagonist takes 1 DMG per second (no invincibility period).
Message From A Friend
Before: Companions no longer follow the Protagonist. Brigade CRIT Rate +40%. Protagonist -7 Armor.
After: Companions no longer follow the Protagonist. Brigade CRIT Rate +30%. Protagonist -7 Armor.
Noise-Cancelling Headphones
Before: Protagonist gains +10% CRIT Rate and +10% Dodge. 30% chance to restore 5 Health when dodging.
After: Protagonist gains +5% CRIT Rate and +5% Dodge. When dodging, recovers 1 HP.
Mysterious ID
Before: Enemies hit by the protagonist are poisoned, taking 100% of Income as DMG per sec. (Does not stack)
After: Enemies hit by the Protagonist are poisoned, taking 150% of Income as DMG per sec. (Does not stack)
Commemorative Mug
Before: Protagonist Armor +4. Luck -4. When injured, there is a 30% chance to fire 8 bullets forward.
After: Protagonist Armor +3. Luck -6. When injured, there is a 30% chance to fire 8 bullets forward.
Weird Pool Ball
Before: Protagonist +20 Luck. Brigade -6% DMG, bullets have +20% rebound.
After: Protagonist +10 Luck. Brigade -6% DMG, bullets have +25% rebound.
Neck Brace
Before: Protagonist +10 Collision DMG. For every -1 Speed, gain +1 Armor. Brigade -20 Speed.
After: Protagonist Collision DMG +10. For every -2 Speed, gain +1 Armor. Brigade -20 Speed.
Sleep Mask
Before: Protagonist +5 Treasure Detection, +5 Luck. When opening chests, 1–3 enemies will receive damage equal to 100% of Treasure Detection.
After: Protagonist +5 Treasure Detection, -5 Luck. When opening chests, all enemies will receive damage equal to 20% of Treasure Detection.
Gold-Plated Ring
Before: Brigade +2 Ranged DMG. In the next battle, the protagonist gains +40 Treasure Detection.
After: Brigade +2 Ranged DMG. In the next battle, the protagonist gains +30 Treasure Detection.
Tangy Tangerine
Before: For the next battle, Companions will not attack. The Protagonist's Attack Speed increases to the maximum. For every 10 enemies defeated, the Protagonist recovers +1 Health.
After: For the next battle, Companions will not attack. The Protagonist's Attack Speed increases to the maximum. For every 20 enemies defeated, the Protagonist recovers +1 Health.
Sun Hat
Before: Protagonist Health +15. There is a 5% chance to pick up all drops when injured.
After: Protagonist Health +12. There is a 5% chance to pick up all drops when injured.
Fridge Sticker
Before: Brigade +4 Ranged DMG. Protagonist +30% Pickup Range. Companions follow closer to the Protagonist.
After: Brigade +3 Ranged DMG. Protagonist +30% Pickup Range. Companions follow closer to the Protagonist.
Bento Box
Before: Protagonist Pickup Range +20%. At the start of a battle, the Protagonist receives 20% of the current Coins as additional Coins.
After: Protagonist Pickup Range +20%, Income -25. At the start of a battle, the Protagonist receives 10% of the current Coins as additional Coins.
Price: 22 → 27
Cooling Fan
Before: Brigade Collision DMG +10. Companions can block bullets.
After: Brigade Collision DMG +7. Companions can block bullets.
Donut
Before: Protagonist size and Bullet Size +25%. Bullets become bigger, slower, and deal a lot of damage!
After: Protagonist size +30%, Bullet Pierce +2. The Protagonist's bullets become bigger and slower, with high damage. Bullet Pierce no longer reduces DMG, but bullets can no longer split.
Universe Coin
Before: Brigade DMG -30%, but every 3 seconds deals damage to all monsters equal to 15% of their Health.
After: Brigade DMG -30%, but every 3 seconds deals damage to all monsters equal to 10% of their Health.
Fish Oil In A Box
Before: Protagonist Health +4. Item Prices -30% this turn. Drink Spawn Rate +100%.
After: Protagonist Health +4. Item prices -15% this turn. The store stocks a large amount of a certain random drink.
Quill
Before: Refresh price -5.
After: Refresh price -1.
Price: 16 → 3
Vitamin C Rage
Before: Brigade Speed +20, Melee DMG +2. Protagonist Health -5.
After: Brigade Speed +20, Melee DMG +2. Protagonist Health Recovery +2 Armor -2.
Oxygen Bubble
Price 11 → 18
Winningway
After: Brigade CRIT Rate +20%, DMG -20%, Bullet Pierce +1.
Before: Brigade CRIT Rate +20%, DMG -20%, Bullet flight distance +10%.
Wake Up!
Before: Protagonist Collision DMG +10, Knockback Distance +30%, CRIT Rate -10%.
After: Protagonist Collision DMG +10, Knockback Distance +30%, Attack Speed -20.
Soda Tea
Before: Brigade Ranged DMG +4, Bullet Bounce +25%, DMG -5%.
After: Brigade Ranged DMG +1, Bullet Bounce +10%.
Rock 'n' Roll Mulberry
Before: Protagonist Armor -3, Income +30, Treasure Detection +20.
After: Protagonist Armor -3, Income +25, Treasure Detection +15.
Forgiveness
Before: When Gear and Primitive Leather Skirt Companions kill Monsters, there is a 50% chance to gain 1 Coin.
After: When Gear and Primitive Leather Skirt Companions kill Monsters, there is a 20% chance to drop 1 Coin.
Curiosity
Before: Empire and Knight Companions gain +15 Collision DMG.
After: Empire and Knight Companions gain +10 Collision DMG.
Despair
Before: Protagonist Speed -5. When standing still, Health Recovery +5, Collision DMG +10.
After: Protagonist Speed -8. When standing still, Health Recovery +5, Collision DMG +10.
Rage
Before: Recover 10 Health upon opening a treasure chest. Cannot recover Health through Health Recovery or Hearts.
After: Recover 12 Health upon opening a treasure chest. Cannot recover Health through Health Recovery or Hearts.
Cowardice
Before: For every 5 Coins held during combat, Brigade DMG +1%.
After: When combat starts, lose 20% of current Coins. For every 5 Coins held at the start of combat, Brigade DMG +1%, which resets when combat ends.
Sadness
Before: Protagonist Dodge Rate -5%. Every 3 seconds in combat, deal damage to all Monsters equal to 20% of the Protagonist's Health.
After: Protagonist Pickup Range -20%. Every 3 seconds in combat, deal damage to all Monsters equal to 20% of the Protagonist's Health.
Fear
Before: When picking up Coins, deal damage to a random enemy equal to 50% of Luck.
After: When picking up Coins, deal damage to a random enemy equal to 30% of Luck.
Perfume
Before: Monster Speed +30%. When the Protagonist is injured, a random stat is permanently increased.
After: Monster Speed +30%. Protagonist Armor -10. When the Protagonist is injured, a random stat is permanently increased.
Water Lily
Before: In combat, Brigade Bullet Pierce +3, CRIT Rate +30%. Effects are removed after the Protagonist is injured. Resets every wave.
After: In combat, Brigade CRIT Rate +60%. Effects are removed after the Protagonist is injured. Resets every wave.
Hard Bread
Before: Protagonist Attack Speed -10. For every 2 Melee DMG, Protagonist Collision DMG +1.
After: Brigade CRIT Rate -10%. For every 2 Melee DMG, Protagonist Collision DMG +1.
Beacon of Hope
Before: Score Multiplier +20%. Protagonist Health Recovery +100.
After: Score Multiplier +20%. Protagonist's Health cannot exceed 2.
Entangled Nightmare
Before: Score Multiplier +20%. Number of Monsters +100%.
After: Score Multiplier +20%. Number of Monsters +100%. Monster Health +300%.
Obtaining Beacon of Hope or Entangled Nightmare is a sign of an extremely successful round. Therefore, we've made it more challenging.
*In development. Not representative of the post-release version.
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calcium-chan · 23 days ago
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the boys play magic the gathering.
characters belong to xxacidnekoxx btw, very cool and epic
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theshitpostcalligrapher · 11 months ago
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WENT INTO A STARDEW FUGUE STATE LADS ITS FOUR THIRTY AM MY SLEEP SCHEDULE IS FUCKED GOOD NIGHT
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crowberri · 3 months ago
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[Monster Hunter] teehee guess who got attached to her hunter instantly
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artgletic · 1 year ago
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case study of the self-identified god
#obsessed with the fact that rain world is a game about survival#yet every character we meet has the express goal of trying to optimize killing themselves#every creature in game seems perfectly content fulfilling their role in the ecosystem no matter how many cycles they do the same thing#(rly obvious with gourmand's entire route. guy who lives their life to the fullest without the slightest hint of resentment)#it was really only the ancients who thought they were above it and thought of it as something to escape from#5pebbles is so interesting because the only reason hes “”“godlike”“” is because of his vast knowledge. if he was in any slugcats shoes he#would die instantly which is ironically what hes been trying to do this whole time#this comic was kind of exploring the idea of awareness (divinity) as something that drags down ones enjoyment of life (walking).#if 5p would humble himself down enough to walk around like any other creature#he would a) be much happier in life and b) achieve the ascension he's been gunning for for millennia like all the slugcats did#but he never will.#getting rid of all his work on the problem or even his awareness of it entirely#would just be a trick of convenience that steals away his godhood#and him calling himself godlike is kind of a cope LOL#a cope being faced with a problem he was never meant to solve#a cope being faced with what he did to moon#a cope being faced with the rot inside him#oh well.#anyway fuck 5 pebbles i hate that guy#rain world#rain world fanart#rw five pebbles#rain world five pebbles#rw gourmand#rain world gourmand#five pebbles#rain world void worm#rain world ancients#also JUST KIDDING ilu 5p. you suck but i💛u
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buwheal · 3 months ago
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if theres a pen and a canvas spamton will be drawn (electric boogaloo)
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deoidesign · 4 months ago
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when your main characters start dating after years of writing so they finally get to be like this
#rare WIP preview from me#this is in like. 10 episodes. lmfao#its been really hard working this far ahead#my editor isnt giving me any feedback and my friends are very busy so it's felt quite lonely#which is fine! for my friends I mean. but its my editors job to give me feedback...#but the webtoon editors are extremely extremely extremely overworked and my series is set to end so I understand its low priority#its not her fault its webtoons fault. however. its still demotivating...#oh well l m a o#I should be much further ahead ngl LMFAO I want like 12 done but I come back in 2 weeks.#we'll see#when I get really stressed out I go full gamer mode#and usually I'll sink like 60 hours (like 5 days) into a game and then I'm good and move on#but this recent game that grabbed me is. its too much actually#bit uncontrollable ngl I think its an ADHD thing I mostly have just quit playing videogames at all#cause its like yeah being stressed cause theres too much work to do is not going to be helped by losing a week and a half to a game...#and yet.#anyways the game is satisfactory#my friend bought it for me and we've been playing together#and our shared file has. 100 hours on it. and we still havent beaten the game#we're close to beating it and it's not like we're rushing or anything#cause its fun to fuck around and zap eachother or whatever#but it's got me doing math. the exact kind of math I love to do. optimization#and its reminding me yeah in another life id have been an engineer#I'm glad I'm an artist but its always weird like yeah this is easily a path I could have gone down#'artists hate math' speak for yourself doing math calms me down! I love math!#I love math and I love business. I'm almost the perfect artist but I hate advertising so. we can't have it all#anyways theyre so fucking cute its sickening. I love them so much. I could cry#WIP#lineart#time and time again
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nicollekidman · 3 months ago
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realizing that people who equate cynicism with intellectual rigor are often just being lazy and pathetic has been so helpful tbh
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incogcheetah · 5 months ago
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Athena, you beautiful optimist. Your family tried to beat it out of you, and at first you flew away so you didn't get hurt again. But meeting these two loyal and honorable to a fault mortals makes you persist, you ask for Odysseus's freedom anyway just so he can make it home to his son and wife, just so he can spend his remaining years with them.
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energyprison · 1 month ago
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People have a lot of shit they say about why videogames should stop trying to look better. But the real reason is so games can be accessible to broke bitches with bad computers
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no-lullaby · 15 days ago
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Sorry for no art in a very long time. I've been playing outer wilds and struggling
Hyper Light Drifter warm up
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zzz-updates · 2 months ago
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Version 1.4 Known Issues & Fixes
Dear Proxy:
Since the Version 1.4 update, we have been closely monitoring feedback and suggestions from Proxies, striving to provide everyone with the best possible gaming experience. As such, we have promptly addressed and fixed several issues that appeared after the update as soon as we received feedback:
• Fixes an issue where, under certain circumstances, the game would freeze on the Signal Search screen. This occurred when Proxies entered Agent Details via the Search Results screen, triggered the Combat Readiness tutorial, and then returned to the Signal Search screen.
• Fixes an issue in Version 1.4 where the fading effect of the "Agent appears faded when viewed from specific angles" adjustment did not display correctly under certain circumstances.
• Fixes an issue where, under certain circumstances, the accumulation of Decibels is abnormal in Hollow Zero: Lost Void stages.
• Fixes an issue where the content displayed after pressing the Compendium > Strategy Station button is incorrect.
We sincerely apologize for the disruption these issues have caused to your gaming experience. As compensation, we will be sending you Polychrome ×300 via in-game mail.
[Compensation Details]
Polychrome ×300
Compensation will be issued via in-game mail within 24 hours.
[Mail Acceptance Deadline]
2025/01/18 23:59 (UTC+8)
Please accept this mail before the deadline.
Mail expires 30 days after acceptance, so please claim the compensation in time.
[Compensation Eligibility]
Proxies who have reached Inter-Knot Lv. 4 before 2024/12/19 00:00 (UTC+8)
Thanks again to all Proxies for your understanding and support. We'll continue to work hard and provide you with an even better gaming experience.
>> Official Hoyolab post <<
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nyanbinary-perineum · 4 months ago
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Using you as a stress relief hole while I'm gaming except you see me boot up Terraria before setting you up under my desk.
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erikkarlsson · 2 months ago
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joe pavelski rejoins the sharks broadcast on jumbo's number retirement night || 11.23.2024
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marlin-blue · 1 year ago
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i hope they rerun childe every single patch in snezhnaya, in both halves. second character banner permanently becomes farewell of snezhnaya. they revamp his kit everytime the banner refreshes. you get delusion childe, abyss creature childe, primordial sea thing version childe, foul legacy childe. there's childe in a knight outfit weilding a longsword, childe in official fatui regalia using a polearm, childe in an agent uniform with a catalyst and a set of daggers. little ajax with a wooden sword and no vision, with barely any dmg but he is literally incapable of dying. 1 hp forever. use him for three months and the next time he dies, the party automatically replaces him with foul legacy version. at the end of the third patch you have to pull at least one of his official weapons or you're locked out of progressing the story. you can't talk to npcs or open chests if you don't do it as childe.
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i-dreamed-i-had-a-son · 23 days ago
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My (crack) theory is that Inho studied the footage from the last time Ginhu played, especially EVERYTHING Sangwoo did wrong and then did it ALL right to mess with Ginhu.
Sangwoo was out for himself (which got more and more obvious), while Inho was always supportive, even "playing" the bad guy during the second voting, so Ginhu wouldn't get hated on by the other players. He was always looking out for all the women and elderly, even saving his friend during the mingle game.
Youngil's death will haunt Ginhu, and then make him question it all once he finds out the truth.
(If the show is as crazy as I think it is, it will be Ginhu vs Inho in the last game, probably by design of the VIPs to make things more exciting and also to test Inho's loyalty. Inho will play for his brother's life, while Ginhu will play for the lives of the remaining players).
I can absolutely see that as realistic! Especially the aspect of In-ho being an "anti-Sang-woo" in some ways. Sang-woo became more obviously self-interested over the course of the games, culminating in open antagonism between him and Gi-hun, one of his oldest friends. In-ho most certainly would have noted how much trust Gi-hun placed in Sang-woo because of their relationship, and what actions on Sang-woo's part had broken that trust.
That's why, where Sang-woo voted to continue and never spoke to Gi-hun about it, In-ho approached him to explain his reasoning. Sang-woo figured out that the game would be Dalgona and chose not to tell Gi-hun, but In-ho informed the team of the final number for Merry-Go-Round. Sang-woo verbally berated a man grieving the loss of his wife, whereas In-ho physically defended a weaker player from two bullies.
Most critically, Sang-woo became more distant from Gi-hun over the course of the games, pairing himself with Ali over Gi-hun and refraining from sharing his thoughts. He solidified his own belief that he had to continue until Gi-hun couldn't convince him otherwise, culminating in his murder of Sae-byeok. But In-ho deliberately opens up more the longer the games go on, sharing the story of why he is (and really was) in the games. They work together throughout all the games. He allows Gi-hun to "win" and convince him that the games must be stopped, and when the vote comes down to him again, he votes X; he even saves Gi-hun's life by shooting the guards. He builds trust in all the ways that Sang-woo had destroyed it.
And yet it's still not enough for Gi-hun to choose him as his partner for the control room breach--Gi-hun, unlike last time, chooses his old friend over his new teammate. Based on his reaction (tensing his jaw and a tongue pulse), I don't believe In-ho expected this; he'd anticipated his groundwork would have been sufficient to win Gi-hun's trust, despite Jung-bae not betraying him as Sang-woo had.
In this, we can see that perhaps Gi-hun is more complex than In-ho had expected. In-ho seems to view him, as Sang-woo did, as simple-minded and naïve, "delusional" to think that trust and relationships mean anything, or that people are good. But by trusting Jung-bae, Gi-hun got much closer to the control room than he likely would have had In-ho come with him. Gi-hun placed his trust in the person who wouldn't betray him, like he did with Sae-byeok, and because of that, he almost succeeded; In-ho's betrayal would have failed, just as Sang-woo's did.
But whereas Sang-woo was just a contestant, on an (ostensibly) "fair" playing field, In-ho--like the 001 before him, Oh Il-nam--has the system behind him. So he too was able to fake his own death, and once again leave Gi-hun with "innocent" blood on his hands. Then, like Sang-woo did, he betrays Gi-hun and kills the friend that was trusted more than him--except this time he does it without destroying their relationship, because Gi-hun doesn't know who he is. And he makes Gi-hun watch. He succeeds in every way Il-nam did, and in every way Sang-woo had failed.
But while mostly In-ho parallels Il-nam and represents the "anti-Sang-woo," there is one thing he and Sang-woo share which might redeem him at the end. Although he helped Gi-hun survive the games, Il-nam ultimately wanted him to fail. He spends his last moments hoping and believing that Gi-hun had lost: that it was foolish and pointless to trust in humanity's goodness. Sang-woo, on the other hand, actively fights against Gi-hun at the conclusion of the games; but at the last, Sang-woo saw that Gi-hun was right--or at least that he himself was wrong--and kills himself to allow Gi-hun to live. He wanted Gi-hun to win.
And so does In-ho.
Buried within In-ho is a desire to be proven wrong that Il-nam did not share. Some part of him, which he has not yet accepted, wants Gi-hun to be right. If he can accept it before the end--if he can become less of Il-nam and a little more Sang-woo--perhaps it will be enough for him to become himself again.
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