@labsin
@sh.itjust.worksI do like subtites almost everywhere, but hate these slides.
Maybe I also want adjustable playback speed, fast forward and readable high contrast subtites in my real live playback.
It's working great. I only can't get multi language and the emoji dictionary to work. The help page says I need to change the spell checker in the android settings but I can't find that option 🤔
It might have cracks in the silicon crystal that might burn in over time.
But yeah, impressive that it could take this big of hail balls without braking the glass.
There are lots of other ways for progression instead of inflicting more damage because of some numbers.
I think of:
Just getting better at jumping/slashing/tactics
Having limited gear that you have to switch out or improve throughout the story
Gaining new abilities or allies
And just that if you keep "improving" and inflicting more damage and have higher defense, at the same time the opponents become stronger, it would have been the exact same difficulty level if the numbers just stayed the same.
It's not really emulation. It's running on the same architecture and most of the windows libraries can be used as is with mostly only the win32 library that needs to be wrapped. That already existed for years as wine. It's mostly graphics and peripherals that are broken.
The most important thing proton added to improve gaming was a DirectX translation layer that translates to Vulcan and also loads of fixes and additions to wine.
Not a lot of games run faster but apparently in some situations, the Vulcan precompiled shaders seem to run better than native windows, although that probably means they could make their native version better as well. For older games, the Vulcan translation layer is a lot more efficient and faster than native. Also CPU and IO heavy games might run faster on the Linux kernel.
If you cannot complete a task cause you aren't strong enough, you have to either grind for exp or get better gear by collecting pointless objects and doing the list based crafting.
These things have nothing to do with any story progression and just suck up time and that's the point of the meme. You can perfectly design a game that uses less lazy ways of giving players a rewarding feeling that don't hold off the story line or take loads of time.
There is nothing wrong with gamers that want to have this, it's that every game that goes this route is not for a lot of casual games so it's not nice that almost every rpg goes this route.
Why I'm dragging pay to win into this, I don't know. Frustration with current generation games probably 😆 Also that they want you to spend lots of time in the game so you would spend more money in it, while I want to just play 1-2 hours and have a nice experience and story.
Doesn't experience points based progress imply grinding?
There are more ways to have progression and I agree that exp points is a lazy (or pay2win) solution.
Maybe waiting for the pane to go down while it's out of range of any possible radar? It seems to be in the middle of the ocean and maybe that was where he planned to more or less run out of fuel 🤷♂️