TheSpookiestUser

joined 2 years ago
[–] TheSpookiestUser 1 points 1 year ago (1 children)
[–] TheSpookiestUser 8 points 1 year ago (1 children)

That's not democracy though. That's my only point here is that isn't related to the concept of democracy at all.

[–] TheSpookiestUser 9 points 1 year ago (3 children)

A vote for what, though? What is being decided, and by who?

[–] TheSpookiestUser 5 points 1 year ago (1 children)

What it's about, in my opinion, is trust. To tie it back to Reddit yet again - on Reddit, if the admins of the site did something, their word was final and there wasn't much you could do about it. On Lemmy, if the admins of an instance do something, even here on the biggest one, their reach is limited to their own space; they cannot affect what happens beyond. This means that instead of having to do a big ol exodus to try and prop up a new network, people can just pick another instance and continue where they left off, outside the reach of the admins that did the thing they dislike.

Therefore, the instance admins and the users (and also the mods) need to actually have trust in each other to stick around, as there are viable alternative spaces they can go to if that trust is broken. Additionally, the entire concept of federation is also built on trust - "we will allow an exchange of content between our instances because we trust you".

I don't agree with this decision, but I understand it, and I still trust LW admins because they've had a good track record so far. For those reasons I'll stay here. I don't fault anyone leaving, though, if their personal threshold of trust has been broken. The only thing I'm really wary of is the free-speech absolutists that insist no one should be defederated from; the tool exists for a reason. There's not many of them, though.

[–] TheSpookiestUser 6 points 1 year ago* (last edited 1 year ago) (5 children)

If you make your own instance, as a one-man thing, then it's not really democracy at all either. The only way it would be democracy is if you made your own instance and specifically said "all decisions will be made via vote" and you actually had users around to participate in those votes.

[–] TheSpookiestUser 8 points 1 year ago (1 children)

That's fair enough. I wanted consistency more than anything else.

[–] TheSpookiestUser 17 points 1 year ago* (last edited 1 year ago) (12 children)

Because the fediverse i about democracy.

Isn't it, like, the opposite? With the main assumption being that you should find an instance that aligns with your interests and values, not find an instance and try to vote for it to become something you like? That is technically "voting with your feet" but instances don't actually need a large population to stay running.

[–] TheSpookiestUser 3 points 1 year ago (1 children)

Yees, post more comp stuff, I only have clips of casual pubbery.

As we all know, overconfidence is a slow and insidious killer, they really got clowned on

[–] TheSpookiestUser 11 points 1 year ago (1 children)

Is there any indication this happened because of that? The reason people are downvoting is because such a link seems tenuous without proof.

[–] TheSpookiestUser 22 points 1 year ago (6 children)

There is a local piracy-focused community at [email protected]. It's pretty dead, of course, only 4 posts ever, but still. How does this square with those others being blocked?

You have won my goodwill with your track record of decisions so far. I don't agree with this one, but it is not a dealbreaker for me. Thank you for getting around to announcing this in a public space, but as you say, please make sure to do this first next time something of this caliber is put through.

[–] TheSpookiestUser 3 points 1 year ago (7 children)

A word filter or a slur filter?

 

 

https://steamcommunity.com/games/BattleBit/announcements/detail/3678929839482653145

A little bit of this, a little bit of that.

Our latest update brings a wealth of changes to improve your time in BattleBit Remastered. While some may seem overdue, it was very important to us that we take our time with aspects that may alter the core gameplay. We poured over all of your feedback constantly, to provide what we hope you will find as healthy additions to the game. In short, you can expect faster progression, an additional healing method available to all classes, TWO new map reworks and further polish/bug fixes. We've also made major progress with our Community Server API and will expand our testing as we lead up to a larger rollout of access.

v2.0.0 Patch Notes

GENERAL PLAYER UI / UX

  • Game will no longer auto lock squads when a party member reserves a squad for their party to join, instead, a non party member will be forced change squad (with their role) if the reserved party squad is full while a party member is joining to server.
  • Improved detection for targeting downed players to bandage/revive.
  • A bug where player's armors & body does not sync when player is standing still and client loads their object for first time until they move - fixed.
  • When a player shoots at a mine/C4/claymore, the shooter will take ownership for the explosion, as if they owned the mine/C4/claymore. Previously, ownership remained with the person who deployed the mine, even when someone else shot at it. This led to instances where shooting a friend's claymore/mine would kill them.
  • Players will no longer be allowed to place mine/claymore under water

PROGRESSION/XP IMPROVEMENTS

  • Progression curve will ease after level 15 to keep consistent time to level up.
  • This is intended to decrease the time commitment and XP required to reach level 200 on average.
  • Empty transport/boat vehicles will no longer give points when destroyed.
  • XP Score Event added: Destroying enemy c4/mine/claymore will give a hitmarker and additional XP

CLANS

  • Clan submissions will open with requirements of minimum Prestige 1.
  • Used clan invites persisting once used from clan invite list has been fixed.
  • The issue where the 100 clan invite limitation included expired invites has been fixed.

UNIVERSAL HEALING

After a long discussion, it's apparent that the medic is the only class capable of enduring more than one fight. Other classes cannot survive a second fight after being shot. Consequently, making other classes very unpleasant to use, in response, the following change has been implemented:

  • Bandages now apply self-heal, even when bleeding, gaining +40 HP for each bandage used. This applies to all classes.

  • You cannot heal other players by bandaging, it remains the same as before, you can only stop bleeding or revive, but it will not heal them, only the Medic can heal OTHER players with their Medkit Gadget.

CLASS ADJUSTMENTS

  • ASSAULT

  • Access to Ranger Armors.

  • Access to the Personal Defense Weapon and Designated Marksman Rifle weapon types: Honey Badger - Groza - P90 - AsVal - MK20 - M110 - MK14 - SVD.

  • ENGINEER & SUPPORT

  • New barbed wires deployable available for use

  • ENGINEER

  • 2.5x XP bonus for vehicle destruction.

  • XP with Engineer Bonus

  • Transport vehicles: 1000xp

  • APC: 2,000xp

  • Tank: 4,000xp

  • Helicopter: 4,000xp

  • Boat: 1,000xp

  • Other Classes

  • Transport vehicles: 400xp

  • APC: 800xp

  • Tank: 1,600xp

  • Helicopter: 1,600xp

  • Boat: 400xp

WEAPON ADJUSTMENTS

  • Weapon attachments wouldn't affect player speed - fixed.

  • Aim punch/flinch will exponentially scale down based on damage received, instead of pistol on leg and sniper on chest having the same effect for example.

  • Kriss Vector

  • Damage per bullet adjusted to 22, down from 24.

  • Damage drop-off now starts at 10 meters, down from 50.

  • Standard/Quick magazine now holds 36 bullets, down from 40.

  • ACR

  • ACR aim down time buffed from 0.25 seconds to 0.21 seconds.

  • ACR player running speed buffed from 1.01 to 1.05 x.

  • ACR control increased from 100% to 105%.

  • ACR damage increased from 25 to 27.

  • AK5C

  • AK5C damage increased from 30 to 34.

  • AK5C vertical recoil increased from 1.4 to 1.6

  • AK5C horizontal recoil increased from 1.2 to 1.4

  • AK5C's first shot recoil reduced from 1.5 to 1.0

  • AK5C's reload speed increased by 12.5%.

  • SG550

  • SG550's muzzle flash size reduced from 100% to 85%.

  • VEHICLES

  • New Sea Vehicle: RCB90 added

  • Destroying enemy vehicles will give different XP rewards based on type

  • Improved road kill detection

  • Littlebird minigun's light vehicle damage increased from 2 to 4

  • APC receives 2x damage from the rear

  • Tanks & APCs - Upon firing, resupply cooldown will reset to 60 seconds to avoid player supplying & firing same time.

  • When players return to base for repair, the driver/pilot will also be healed. Exiting the vehicle is no longer neccesary, which should reduce cases of vehicle hijacking

  • Helicopter's sensitivity will no longer be affected by FPS (it used to be more sensitive as you had less FPS, less sensitive as you have more FPS)

  • Stutters while piloting helicopter should be improved (need to be tested)

  • Helicopter inflicting self-damage when game lags (i.e. opening scoreboard, etc) - fixed.

  • Player would not able to see blood screen while inside some vehicles - fixed.

  • Turret/minigun shots does not count as 'bullets fired' in stats - fixed.

  • MAPS

  • District Rework integration

  • Wine Paradise - Rework + Expansion to support CONQ 254p gamemode

  • MultuIslands - CONQ Ultra downscaled twice until there are more options of mobility for players

  • MultuIslands - 32v32 Rush added. New POI was added East from middle of map to make use of Rush layout.

  • Wakistan - Objective F was shifted to the East by 222 meters with some additional ways to enter in the middle of map.

  • TensaTown - RUSH block silo position for Defender team to avoid spawn camping of Attacker team.

  • Namak - Potential fix of an issue causing an inability to spawn on Objective B

  • Further GPU optimization on 3D models of map objects

  • Salhan - removed a OP tank spot at USA side and added some of hesco walls on long line road.

  • Salhan - Tanks removed until exploit with tanks will be fixed to not let them climb on the cliffs.

  • Bricks not spawning when walls are destroyed - fixed.

CTF Quality of Life

  • District and Sandy Sunset now support CTF
  • Added safe zones for teams.
  • Moving the flag to the safe zone will no longer teleport it back to the enemy base, but will instead teleport it next to the safe zone border.
  • When flag carrier gets killed while swimming, players cannot recapture the flag fixed.
  • Successfully capturing the enemy flag will award more XP.
  • Killing the enemy flag carrier will award an additional bonus.

COMMUNITY SERVER API

  • Community server API core finished.
  • Community servers, ability to set map rotation, gamemode rotation added. (for admins) (Community Server API - Example)
  • Server option to host voxel gamemode (Voxel Mode) for community servers added/
  • Community API - get/save stats.
  • Community API - control over player roles added (if you want to restrict roles per team/squad or have other intentions)
  • Community API - Read Access from official stats, admin can choose to ignore, replace, use the stats.
  • Community API - ability manipulate player's weapon, attachments, skins, spawn position, armors added.
  • Community API - admin will also get a callback when a player reports another player in their server.
  • Community API - callbacks when player is alive / dead and access if they are alive or not.
  • Backend client API fix where backend becomes unresponsive time to time.
6
submitted 1 year ago* (last edited 1 year ago) by TheSpookiestUser to c/tf2
 

Taken from badweaponrehab.tf's server, which is why the Loch (and Phlog) stats are different

11
him (lemmy.world)
submitted 1 year ago by TheSpookiestUser to c/tf2
 
15
submitted 1 year ago by TheSpookiestUser to c/drg
10
submitted 1 year ago* (last edited 1 year ago) by TheSpookiestUser to c/vgmusic
 

One of the non-combat background tracks that plays. This one sticks out to me even now as being... light? You wouldn't think the game this comes from could get as violent as it does, and I like that the track is like that; it's a nice lull between raids, while errands get done and your colonists get a break.

 

This is one of a few tracks that can play during extraction, where your team needs to run back to the escape pod before it takes off without you. This is notable because the amount of time until the pod leaves is about the length of the track - when it picks up in intensity near the end, you'll be having precious few seconds left to get out alive. Makes for great moments.

 
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