Looking for japan train grope videos
Everything Kyoto
2012.02.13 18:04 fuyunoyoru Everything Kyoto
A subreddit dedicated to residents of Kyoto to discuss daily life.
2012.10.24 03:00 Fyresnyper 4Runner
A place for 4Runner enthusiasts to gather
2017.10.30 17:04 RaneofPane Ghost of Tsushima
Subreddit for fans of the videogame Ghost of Tsushima, developed by Sucker Punch Productions.
2024.05.12 03:06 RodgersTheJet [WTS] Reate T-6000 (BNIB): Thicc + Thwock
Timestamp Reate T6000 [BNIB]
SPECS:
Overall Length 7.90"
Blade Length 3.10"
Blade Thickness 0.187"
Blade Material M390
Blade Rockwell 60-61 HRC
Blade Finish Satin
Closed Length 4.60"
Handle Material Titanium, Zirconium
Clip Material Titanium
Weight 8.90 oz.
Knife Info
I am the 2nd owner, comes with original box / Reate soft pouch / Titanium C of A / Wax Thank you Card. Has not been cut or carried by either owner, nor disassembled.
I was planning to link a disassembly video which shows how cool and totally over-engineered this secondary lock function is but I can't find it now. It is super sweet though, Alvin Lee really went nuts on these.
The zirc is extremely classy, and integrating it into the secondary lock mechanism was really exceptional. My main complaint about the T1000 is that it looks somewhat monotone and plain which was solved in a big way on the T6000.
I actually really like this knife, the action is superb and you get that amazing 'thwock' sound when it fires. I can't explain how satisfying that is to get that 'thwock' on a knife with such a small blade but this manages it.
The cutout is amazing for the reverse flick, not great for the thumb open. The studs work but I prefer the flipper / cutout to them.
Super cool overbuilt monster in an EDC sized package with super high end touches and a brand new super cool and super unnecessary second locking system design. I appreciate Reate trying to do something new here, regardless of whether it is needed or not.
What I don't appreciate is Reate's new policy not to allow coupons on their products from American retailers...a bit of a dick move. That's literally my sole reason for selling this, I think it'd be a killer knife in my collection.
Innovating, fun, fidgety, chonky, sexy, safe...all with a 'thwock'. You really can't ask for more from a knife.
MSRP: $500
ASKING PRICE: $405
All payment must be received within 90 minutes of YOLO.
YOLO means you unequivocally agree to purchase the knife without any further questions.
All packages ship USPS priority (50 States Only) at earliest available date, I will provide tracking info ASAP.
I apologize if I am slow to respond.
Thank you and I am happy to answer any questions!
submitted by
RodgersTheJet to
Knife_Swap [link] [comments]
2024.05.12 03:05 bryceschroeder Advice for training a model on a mid-size dataset (~200k images)
I'm planning on training an image generation model for a cartoon style, with a focus on good general purpose prompt adherence, consistent style, and dynamic composition / multi-character interaction (not so much "portrait bias.")
I am developing a ~250k item, 1024x1024px image dataset which is being mostly machine-labeled using techniques that are an active subject of research, but let's characterize it as being high-quality labeling, at least compared to scraped captions from LAION or unordered sea-of-tags from boorus.
What model should I train with it, assuming SD3 weights will not be released? Besides SDXL, DeepFloyd and Stable Cascade, are there any other models with weights available? Which one of these models would benefit the most from further specialized training with high quality captions?
If I train on top of SDXL, is it worth training on top of pony? This is a SoTA cartoon model but it is also trained on a lot of booru and quality tags that do not fit well with the natural language style of my machine-labeled data.
Since this is a large enough dataset that it is going to be a nontrivial investment to train and I don't want to waste kilobucks, I'm looking for input about which would be the best to train. I am looking for 1024x1024 output.
Also, with a midsize dataset, is there any benefit to altering the model, such as by adding additional layers, or would that only be potentially useful if the dataset were much larger, regardless of quality?
Things that are important to me: Prompt Adherence, image quality/aesthetics, ability to do image-to-image.
Things I'd like to have: ControlNets (the ability to train one is fine, doesn't have to be already extant, but if something I've missed makes the concept inherently inapplicable to any of the models above please let me know.)
Not important to me: NSFW (not going to waste time specifically thwarting it either of course, it's just a non-factor), compatibility with any current interface, text generation, commercial-use-friendly licensing (I do not plan to charge for the model.)
Thank you for your time and input.
submitted by
bryceschroeder to
StableDiffusion [link] [comments]
2024.05.12 03:05 GH057807 A VERY long and hopefully reasonable compilation of issues that I see, and changes that I'd like to, after 300+ hours. Not specific to any patch. Discussion welcome.
Quick Intro/DisclaimePlease Read:
Howdy!
I've been playing since launch week, I have over 300 hours of playtime and have reached level 77.
I play with a lot of friends, a lot of randoms, on a lot of difficulties, and their play time and skill levels vary a lot. I read a lot of feedback and opinions on here and discord, opposing views, memes, rants, thought-out thoughts, and have managed to form opinions about things based on experiences that are often but not always the same as mine.
Pretty much everything in here comes with an example of another thing present in the game that gives me reason to question or mention or suggest it. I will also do what I can to provide ideas for a solution where applicable.
This is intensely long for a reddit post, easily a 20 minute read. Been writing it all day. I've tried to format it so that
bold things are noteworthy issues and
italics are potential solutions or ways I see making sense of things. At least I tried to. I also tried to be brief.
If you'd like to reply to a specific segment, it might be wise to quote that specific segment in your reply, at least in part, so we don't get lost. I would love to talk about this stuff, but this is largely for my own use as a public repository for my feedback on this game in an official-adjacent location. I'm not expecting much interaction from this much text.
Please keep in mind that these are subjective observations and opinions, often generalizations and are in no way meant to convey absolute fact, objective experience, or are designed to be delivered as complaints. Obligatory "I am not a dev, but I am a player." \Hellpod Music Begins\**
Enemy Unit Balance
- Bile Titans - These enemies alone cause their own meta. They are designed in such a way that they require a specific toolset that is not found elsewhere in the enemy codex. They are not difficult to kill, you simply just can't with most things. This is not the case with any other heavy unit from either faction. I am willing to bet the build variety in Automatons varies substantially more than for Terminids because of this. I believe that giving Bile Titans weaknesses in their legs that are more susceptible to Medium Penetration to hobble, and eventually kill them, could cause more of a meta shakeup than any weapon balance ever could.
- Bile Spewers - The instant kill nature of these enemy's attacks is immersion breaking, frustrating, and does not provide a unique challenge. Constant posts about how it makes no sense to be killed so fast by some of this goo slightly grazing your cape, or missing you entirely, are absolutely right. I think Bile Spewers spray (not mortar) should act as a burning-type Damage over Time effect with substantial, but not one-shot, direct damage and a considerable slow. However, instead of the behavior of fire, where you dive to put it out, this DoT effect would require the opposite. Diving to the ground covered in more of it, causes you to take even more damage from the substance. This would make these enemies an actual unique challenge instead of what seems like an artificial medium for a requisite number of deaths per match.
- Flamethrower Hulk (ft. Burning Damage) - A lot of what I said above about the Bile Spewer can be applied here. Being instantly killed by the slightest graze of the flame from this enemy does not feel like something that makes any sense, and deaths of that nature are antithetical to the otherwise brilliant nature of how death is an absolute factor in this game. The heavy buffs to fire damage from all sources without any way to negate this increase only served to buff these enemies beyond unreasonable in most cases. In general, I think that all Helldivers should have a baseline 50% fire resistance provided by the fact that we are covered in armor made out of spaceships, to counter the 50% damage increase from all sources. Yes, fire hurts. It should not hurt this bad when we are wearing a suit. It does not hurt enemies that bad. Specific to the Flamethrower Hulk, I think that the addition of a new and obvious weakspot in the form of a Gas Tank on the weapon arm would help make these uniquely dangerous enemies easier to deal with. The direct damage from their flamethrower should probably be adjusted to be more in-line with our own unbuffed Flamethower's damage output. Combined with a passive resistance, this would bring these down to "manageable" instead of "completely broken by a nearly unanimous consensus". I don't recall seeing Flame Hulks one shotting all the other bots they hit, never once.
- Heavy Devastator Aim - The inverse kinematics, or IK for this enemy is completely broken, or perhaps simply absent. Aim IK essentially means "the thing actually points where it's pointing" and for the Heavy Devastator in particular, their weapon essentially has none. The weapon is able to fire in a 180-degree field in front of the Devastator without the actual barrel of the gun being turned or moved at all. These enemies with their large ballistic shields are already a challenging foe, this issue with their aim IK acts at a very similar level to the Spewer and Flamethrower Hulk's immersion breaking due-to-being-broken side of the deaths we face. We should feel like both we and our enemy earned our death, not that it was given away because of a broken mechanic. They, at least, do not one-shot Helldivers if a single bullet slightly grazes the outskirts of their hitbox. Just fixing or adding the aim IK for Heavy Devastators would make fighting them makes sense.
- Rocket Devastator has Infinite Ammo - I think these enemies are at a fine place as far as balance goes, aside from the simple fact that their rocket pods seem to skirt the otherwise prevalent rules regarding ammunition in this game. Most Automaton units fire laser bullets, and as we have some of our own with unlimited capacity, that's no issue. There are some enemies where a subtle suspension of disbelief helps, Rocket Troopers for instance, but no offender is as grievous as the Rocket Devastator. We even have our own rocket mech, with an almost identical rocket pod, with a very limited ammo capacity - and for good reason. Why does this enemy get to skirt those otherwise sensible requirements? Give Rocket Devastators a limited ammo supply based on the visible number of rockets in their pods. If we must conserve our ammo, shouldn't they as well, under at least visibly reasonable circumstances?
- Our ability to interrupt Breaches and Dropships is inconsistent at best - While this is definitely possible, this mechanic seems to have an incredibly tiny window to the point where it's almost not even worth trying all that hard to achieve it. I haven't checked the actual timing, but there is little to no telegraphing for the Bot Soldiers when they (and I think all the small bots can do it) call in a dropship, but it feels like it is close to if not under a single second. When the bugs release their pheromone signal, it also feels like the window to interrupt them is approaching ancillary. Often enough, you'll stop the bug half a second into its spray and think you've stopped the breach, but one comes through a few seconds later anyway. How this plays out in front of us, is a lack of, or unreliable and confusing visual cues. I think bot soldiers should have a blinking red visual windup unique to a flare about to be fired, and once that flare is fired, we should be able to shoot it out of the air. Shooting it out of the air will not completely stop the drop, but it will make the drop location be somewhere just...nearby. Less precise. For the bugs I think there should be a very noticeable sound, color change, cloud or puff, something to signify when exactly that call for backup was successfully made. It is very obviously 'when the flare is fired' for the bots. A similar function where interrupting a successful but not fully realized call for a breach could result in the breach just being located farther away could work well here also.
Primary Weapon Balance
I will keep this short and sweet. This is a complex job and a topic worthy of its own megathread. This is just my opinion on how I feel Primary Weapons fit a role in this game, and how balancing them should be approached based on those feelings.
- I believe that Primary Weapons' primary role in the game should be to deal with Medium Armored Enemies. These are enemies that appear at a medium frequency and are medium hard to kill. I do not think that a Primary Weapon's main focus should ever be light enemy chaff, nor should it be heavy enemies. This does not necessarily mean they should be useless against those things, just that it is not their specialty.
- I believe Primary Weapons should focus on 3 separate but similar design areas. If they are very good at one, they should be only okay at the other two, if at all. If they are good at two, they should be pretty bad at the third. If they are good at all 3, they should be only kind of pretty good at all 3.
- Those 3 things are, in no specific order: Medium Armor Penetration, Stagger, and "Big" Damage with a Gimmick. "Big Damage with a Gimmick" means a lot of things. "Big" means area, actual numbers, or consistency. AoE that can kill you if used up close. Infinite ammo but a compromised fire rate. A delayed charge up fire mechanic with increased damage. Of the three rules, this one is easily the most fluid and has lots of examples and avenues to create interesting weapons. A weapon could very easily do all 3 of these things, but it should not do any of them very well. If it only does 2 of these things, it should do those two things better than the one that does 3. If it only does 1 of these things, it should do that thing very well. Every Primary Weapon should excel at at least one of those three categories, or excel with a combination of them. If it does not, it is not a good Primary Weapon. I think if Primaries were rebalanced in this way, it would be a huge benefit to everyone and build variety.
- I feel like Light Armor Penetration should just be baseline for all weapons, with very few exceptions.
Public Testing Environment
- I think we would benefit greatly, as players and Arrowhead themselves, by having some sort of testing environment for new Weapons, Grenades, Boosters, and Armor from Warbonds. This could also be used to test unrelease Stratagems.
- The way that this manifests is not incredibly important, as long as we are able to test these things. My idea however is a specific planet where having your ship docked there gives you access to upcoming Warbond equipment in your Armory screen.
- The only reward for completing missions here is being able help make HD2 better. There is no place for 'live client' rewards in a testing environment in my opinion, and apparently that of the vast majority of developers. I think that Helldivers 2 is in a unique position to somehow include this testing environment into the live service game, but I stand firmly in my belief that there should be no rewards that impact our gameplay or progress outside of that environment.
UI Features
- I feel like we would greatly benefit from a distance meter on player tags in our FOV and compass icon dots. We certainly have the technology for me to be able to tell if R3 is directly behind that charger or completely all the way on the other side of the map, without opening my minimap that disables my character.
- I think we would also benefit from a similar distance meter on tagged objectives on the compass display.
- I would love to see a minimap icon for Supply Drop packs once they have been exploded from their Supply Pod.
- The visibility of dropped items (Support gear and Samples) on the ground has an incredibly short distance. It can make it very frustrating to try and find these items in the middle of a battlefield. I love the little blinking light on Samples, it would be great to see that light exaggerated and applied to everything we dropped, and the icons in our FOV to show up at a further proximity to the items.
- It would also be incredibly helpful of those dropped items got compass icons when we approached them, or at least were pingable objects with the ping system to produce the same effect we get on our compass when we ping objectives on our map.
Utilization of Currency
- I find it very unfortunate how easily (subjective of course) it is to cap various currencies in this game, and the way that translates to the player is in essence punishment for heavy play. It is very easy to hit a point where Requisition Slips become completely ancillary and thoughtless. Until recently it was very easy to become capped on Samples and will inevitably reach that point again. I'm only 20 samples shy of being 23/24 modules. After a certain point it also becomes easy to get capped on Medals as well. I was, until this most recent Warbond. This is with an average between 3 and 4 hours of gameplay a day over the last 3 months.
- I would love to see Medals converted into Super Credits once you have reached cap. I believe these two currencies are sort of intertwined in a quantum state of sort to begin with. They are both centered around premium content, are both found in game and do not require extraction to acquire, you use SC to unlock things to spend Medals on, but you can spend Medals on SC in those things you used SC to unlock. Reward heavy play by making it so people who are capped get a bonus on that SC farm for their next Warbond. I don't think people with heavy play are typically the customers who are purchasing SC in bulk with real money, but I could be wrong.
- Requisition Slips fall off into a thoughtless yellow number very quickly. I would like to see a way to convert them to Samples. Even with the new 25k cost on the new Modules, it's very easy to be right back up to cap well before you approach being able to afford another one's sample requirements. Considering how much of a grind Samples can be when you're starting off, and how the requisite samples for half of our upgrades are gated behind the highest difficulties, I think we would benefit from Requisition Slips being able to be substituted for certain predetermined amounts of Samples when purchasing Ship Modules. For example, 20k RS for 30 Commons. 30k RS for 10 Rares. 40k RS for 5 Supers. A few buttons right there on the purchase screen.
- I really like it when we have a "Free" Stratagem available through the Galactic War in some capacity and wish we could buy those for our own missions. Let group leaders use our constant abundance of RS to purchase a Stratagem for our entire team to use for an entire Operation, a set of 3 missions. These could be prohibitively expensive to reduce their use from a constant requirement to something cool you can do now and then to get rid of some stacked up currency.
- I do not think it is healthy for the long-term gameplay loop to gate Super Samples, and thusly 50% of our Ship upgrades, behind the highest difficulties in the game. Not everyone is comfortable playing on difficulty 7 and above, and in my opinion, this does not disqualify them from being able to progress their ship and character. I think that giving Difficulty 6 a single Super Sample per mission is a perfectly reasonable compromise to allow those people who cannot have fun on the higher difficulties to still progress their Ship, albeit at a much slower rate.
- I don't think there should be a Tier 5 of Ship Modules that cost 500/300/40. The cost of the current 4th tier of modules feels like a good ceiling to me. Instead of adding increasingly more expensive modules, I think additional lower-tier modules at a lower cost would be more beneficial to the average player.
- Alternatively (or also) adding a way to incrementally increase certain modules that are percent based could provide a lasting and consistent upgrade path. For instance, the 15% Orbital Barrage Spread Reduction Module could be boosted by a single percent for 100/40/5 Samples up to a cap, say 25% for the sake of example.
- I would love to see a Helldiver Module section that buffs things from Armory screen to spend samples on. Things like small incremental primary damage/recoil bonuses, speed/stamina/armor boosts, grenade spread/fuse reduction, minor versions of boosters that act as passives, like ammo or vitality, minor versions of armor passives like throw distance, damage reduction, detection radius, etc.)
- We have 150 levels. 120 or so are effectively ancillary. Put these increases from the previous two suggestions behind those levels, all the way up to the level 150 cap. I see no problem with giving high level characters slightly enhanced stats.
Cosmetics and Build Customization
- I don't think this game deserves a situation where we have to choose between style or substance. I think Helldivers 2 deserves at the very least a simple passive swap ability between armors and alternate color schemes, if not a robust loadout and passive and cosmetic customization system.
- I initially supported the "Apple that tastes like Bacon" argument, but it quickly unraveled, and as it stands there isn't really a reason that our suspension of disbelief cannot be utilized based on padding or pockets. There are plentiful examples of how this logic is poorly represented if not wholly ignored throughout the game. My personal favorites beyond the bountiful examples in the armor sets themselves, are how the literal subject of the Eruptor's flavor text was removed from the weapon for being "not important", and how we were given Headshot protection in the form of more body armor, regardless of the Helmet we have on our heads. If these things are acceptable, I cannot see why we can't switch armor passives around. If I can pull half a dozen two-foot-long rockets out of a lunchbox sized Supply Pack, then I can hold Grenades in my Armor with no extra satchels. Any of them. See the Drone Master for more details. If Winter Warrior without a robot arm can have Servo Assisted, then they all can. If 50% of the Scout armors are neon orange, we can hide in whatever we want.
- Currently there are only 3 Armor Passives that are not available on all 3 Armor weights. Scout does not appear on heavy armor. The 50% chance to not die from death is only on Medium, three times. Arc resistance skipped Heavy Armor, which honestly seems more like an oversight since one of the Arc Resistance armors is the exact same as the other, with slightly more armor. There are no logical reasons that any of these passives cannot be put on the armor weights they are not found on currently either.
- Love it or hate it, the MedKit Armor is the only passive locked behind a specific color scheme, and that color scheme is divisive at best. I believe this to be one of the strongest arguments for the necessity of some way to alter the appearance of armor's colors, if we can't switch passives, or better yet, alongside it.
- At the very least I think every set of body armor should be given a "default" black and yellow classic Helldiver alternate color scheme. MedKit Armors could be unique in that they are given a white and yellow color scheme as an alternate, to match the original game.
- A way to change accent color on armor, helmets included, would also be very excellent to see. Accent colors would be the areas on armor that are Yellow, Orange, Red, Beige, etc.
- When the UI we use to change our Helmets and Capes gives us Stats and a Passive window, it's unrealistic to think we won't expect that to be a feature. I am aware that there is some semblance of an internal discussion about bringing helmets at least into the realm of meaningful choices instead of pure cosmetics. I am all for it, in every possible way. However, if Helmets and Capes are to remain purely cosmetic, treat them that way. Remove the things that make them look like they do things. If those stats are actually meaningful, move those flat amounts to all body armors. Remove or change misleading flavor text that talks about things that the helmets inarguably do not do. Take away the passive window that says "Standard Issue" - this literally implies the existence of other passives.
Honorable Mentions / Broken Things / Misc
- We should be able to Stim other Helldivers at any % of missing health, like we can ourselves. 50% health in this game can be a death sentence, and it is incredibly frustrating in some moments to not be able to heal your buddy because he's at 51%. "Go get hurt some more and come back" is not something we should have to worry about in a team game where we have the ability to use our healing on our teammates.
- There is an abundance of one sided and unfun-because-it's-unfair interactions that seem to largely give our enemies superpowers when it comes to the physics in the game. Chargers who ice skate track you 90-degrees when you try to juke them, Hunters and Scavengers who scale the inside of a cliff with an invisible elevator and spawn from within the ground under your feet because you used a Jetpack to escape from them. Bots who can clip their guns into objects and shoot through them, using Downed Dropships as impenetrable fortresses, tracking Helldivers on reduced visibility maps through puff balls and smoke with pinpoint accuracy. I don't really have a solution here because a video game's physics engine might as well be actual Quantum Physics as far as I'm concerned, I simply want to bring voice to how often the game seems to bend the rules just to screw you over, and it does not feel good to play. Again, I want to feel like both my enemy and I earned that death of mine. I want to be able to learn from it and adapt in the future. I want to know what I did wrong. Dying to broken interactions like this is the opposite of that and harms the otherwise excellent and immersive gameplay experience.
- Similarly, watching a treaded Automaton Tank enemy effortlessly climb over pretty much any obstacle is also very immersion breaking. These things will do some very impossible movements just to get closer to us. This is in the same world where my ape-descended human who can jog indefinitely carrying dozens of pounds of ordinance is somehow unable to climb up on top of a roof because it's slightly above shoulder height. There is nothing wrong with being able to "defeat" these very powerful enemies by cutting off their ability to advance with terrain or obstacles. It is already a viable tactic by destroying their treads.
- Heavy Units from both factions are way too quiet to make sense. I feel like it's not an unpopular opinion that enemies like Hulks, Tanks, Bile Spewers and Titans, Chargers, should have very unique and identifiable sound profiles and screen shakes to alert players to their presence.
TL;DR - I just hope you are having a nice day. If you are actually struggling with my wall of text, and I can't fault you for that at all, try looking for a bold part that catches your eye and just read the stuff near it.
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GH057807 to
Helldivers [link] [comments]
2024.05.12 03:04 HostileGeese Illiterate Newcomers & SIFEs
Illiterate ESL/Refugee Students
Hey everyone! I am a teacher in a very difficult situation that I am at a total loss in terms of how to navigate. It brings me a great deal of anxiety because I feel like it is an impossible task and that these kids are not getting what they need from me. I don’t know what I’m looking for here… I need to rant, I want advice, I want other people to share their experiences.
I teach at an inner city middle school with a large population of new immigrants and refugees, primarily from Somalia and central Africa. Some of the kids in my class are pre-literate. They cannot read or write in their native languages, they do not know their numbers, and many have NEVER attended school before. Their parents are also illiterate. Some of these kids could be best described as feral - they are quite violent and aggressive, and unable to function socially in a school setting, which makes sense given the circumstances they grew up in. There are lots of challenging behaviours to deal with on top of the academic issues.
When these new students arrive here, they are attending school for the first time and are thrown into a mainstream class. As one would expect, it is nothing short of disastrous. These kids are not getting the attention or help they need. I feel like I am ignoring them because I have 30 other students. When I do have the chance to work with them one on one, it is at the expense of my other kids’ learning because they require so much attention. I end up having to plan multiple lessons for a single class and I cannot keep up with it. There is no reason a teenager who does not know their letters is in a classroom with students who are writing essays. It is not fair to either group of students.
It is quite a sad situation and my heart goes out to these kids, but I am in no way qualified to deal with them. I am middle school trained and have a class with 30+ other students that I am expected to teach the middle school curriculum to. I am not a phonics teacher and do not know how to teach children how to read. I don’t even think that early childhood literacy strategies would work with teenagers learning to read for the first time. I also cannot translate worksheets into their native languages because they cannot read those either.
Funds have been mismanaged in my district so we do not have ESL classes and the consultants who come in once every few weeks expect you to focus all of your attention on your ESL kids, which is just not feasible.
I feel like I am just a babysitter for some of these kids and that they are not getting anything from being there. I just wish there were some transitional classes for newcomers when they arrived here. I’m in Canada, and we keep bringing in more and more refugees, but offer nothing in the way of supports.
What the hell do I do? I am so overwhelmed. Can a teenager even learn to read for the first time or have they surpassed that zone of development? How have you guys dealt with similar situations?
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HostileGeese to
ESL_Teachers [link] [comments]
2024.05.12 03:04 damontoo I saw a clip where at the 5K they were talking about doing a half or full next year. Were they joking or will it actually happen?
Prior to the race on 2bears when Bert leaked the registration number was a bit over 1K, it looked like Tom got uncomfortable because he thinks it's low. The $39K they collected from people certainly didn't cover the cost of the event. Maybe with sponsors it covered it but I'm skeptical. They could have anticipated this and selected a Tuesday because mid-week rates for the field are probably substantially cheaper with more dates available. I think most events lose money their first year.
The things the event needs next time are -
- To be on a Sunday or at least the weekend. Mid-week is rough.
- A charity element. You can get a lot more volunteers by adding a charity element like most races have. People are generally fine with you raising prices for this reason alone.
- The initial version of the website was bad and didn't provide enough information. The update later resolved that problem. Next year make sure to show photos and video of this year to show people what they'd miss by not attending.
- Make sure it's listed on all the race sites since a lot of runners might not google it specifically to find your website. Many runners select races based on date alone because it fits into their training as a milestone race for another harder race later.
- Confirm the date and open registrations at least a couple months in advance so people can register and book travel/accommodations prior to training (if they need to train). If you get people financially locked-in early, They'll keep training to avoid wasting money. This trick works on my stupid brain regardless of how cheap the entry was.
Also, when Tom said on 2bears he hated training for it - yeah, dude. Many runners will tell you the first few miles are the shittiest part of a run. As you ramp up to even just 10K, you'll notice the last half is so much easier than the first. I personally think 10-15 mile runs feel the best. Then you really get that runners high/flow state going.
Oh, and check out the Western States 100 mile race in Auburn. It was a horse race before someone won it by running on foot! It's a bucket list goal for many. Incredibly inspiring videos to watch and stay motivated as a runner. And UTMB!
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damontoo to
2bears1cave [link] [comments]
2024.05.12 03:03 DivinelyJaime Please read me :) looking for deep conversation with people who care for long term friendship
Hey! My name is Jaime, I am 25 years old turning 26 in July. I am a neurodivergent baddie with asd and adhd, so I've noticed that I tend to be not so Bueno at making friends so I will reach out until I find some cool people who don't just want to talk about sexual stuff and enjoy deep conversation about life and such. Here's some stuff about me!
Where I'm from: Canada! 🇨🇦 time zone: EST hobbies: Art, reading, being outdoors, video games, and being weird, intense and passionate lmaoooo
video games I play most atm: TFT RDR2 The binding of issac Valorant Skyrim Quite a few indie games lol
Myers Briggs type: INFP- T
fun fact about me!: I'm on a spiritual journey to better understand myself and my purpose along this journey we call life lol as well as healing from all kindS of childhood/adolescence trauma that comes with being raised allistic as a child who is anything but.
FEEL FREE TO DM 😄 looking for long term friends mostly. Please no one under 20 yrs old.
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DivinelyJaime to
MakeNewFriendsHere [link] [comments]
2024.05.12 03:01 frozen-throwaway- Heard a voice briefly (<1 sec duration)
24F, white, no medical problems other than severe anxiety and high functioning autism, taking trazodone for insomnia.
Yesterday night I was browsing Reddit while listening to a song. I was quite sleepy and hungry. At some point it felt like my music stopped and I heard a guy talking for <1 sec before it was over and the music started again. I could not understand what the voice said. I thought I might have played a video ad accidentally, but there was nothing indicative of that on my screen. I examined my open apps, and nothing seemed to be the source of the sound.
So I assume it was an auditory hallucination.
How worried should I be? I’d be devastated if I develop schizophrenia. I am 24, I have a great, high-paying job and I’m in a loving relationship. I worked really hard to immigrate to the country I live in, after growing up in a developing country. I know that people with schizophrenia often lose their jobs and relationships and never recover them, even if they take medications to stop the positive (psychotic) symptoms.
To make things worse, I have some other symptoms of schizophrenia. My partner says I have delusions, because I think I’m bad at my job and I often worry/assume that other people notice it, or soon will (when in reality my manager says I’m doing great).
Another symptom is that when I’m not going to work or a social event, I often look pretty disheveled. For example, when grocery shopping in the weekend, I often put my hair up instead of brushing it, and sometimes wear a weird combination of clothes.
Oh, I have high-functioning autism. So it can be hard to tell where the autism ends and schizophrenia symptoms begin. But the fact that I heard a voice doesn’t seem normal at all.
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2024.05.12 03:01 Vegetable_Gift_5514 How to move this Fret board position in Ample Guitar Lite ?
Look at the linked picture below.
https://postimg.cc/Pp9GVJ9W For me the fret position always stays at zero. In some of the youtube tutorials I have seen that they have it on a different position sometimes. I watched many videos and read the complete manual from Ample Sound but I could not find any info about it. Anyone knows if it is a disabled feature for Lite ? How to move the position to right ? Does it make a huge difference if I am not able to move it ? ( I feel like as a result I am only able to strum the open string chords and some of the tabs, if they use a different fret position, it produces no sound, example - the included hotel california tab).
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2024.05.12 03:01 wKEKWw Looking for an Editor
I’m looking for an editor to edit a couple of gaming clips for me. Paying a flat rate of $40 for about 45 seconds to 1 minute 30 seconds of video. The work should not take more than an hour. Pm me if interested, thank you.
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2024.05.12 03:00 throwaway573719 Should I tell their partner?
I'll start this off by saying I'm the other woman.
We met online, hit it off and started talking every day. Only problem is, they're engaged. To their partner of 7 years.
We've been talking since October '23. Their partner did find out after a week of us talking. So we broke it off, but they reached back out to me less than a month later. Unfortunately, I let them back into my life and we continued the affair.
They've led me on with promises of us being together. I've stuck around because we fell in love. I've never connected with someone so easily before. I know what I've done is scummy. But I've decided to call it off. They were supposed to break off their relationship last week and come spend a week with me. But of course, that never happened.
Now I'm disappointed, angry, I feel like a fool. I'm ashamed of my actions, and I'm ashamed of theirs. I see videos online of them together, and their fiancée looks so happy with them. It makes me feel bad for her, not knowing that their partner is lying to them every day.
I feel like their fiancée deserves to know. They've been together for a long time. They plan to get married and have kids. Their fiancée already knows about the first time they cheated. But they came back to me and just learned to hide it better, which seems extra scummy to me.
My question is, do I tell their fiancée? I know I'd want to know if I was her. But I don't know if I should.
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2024.05.12 03:00 AutoModerator Post your daily practice here! - Sunday 12 May, 2024
Daily accountability thread. Post when you've completed your practice, or what you're committing to do later today.
Tips:
- If you need ideas on where to start with your practice, check out the this wiki.
- Yoga with Adriene has a calendar with recommended practices for each day.
- Here's another daily calendar from Yoginimelbourne.
- If you're looking for other ideas, the mods at yoga have put together a list on the first comment of this post:
- If you did a video you particularly enjoyed, post a link!
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2024.05.12 03:00 BlaznTheChron How we feeling about this Zoro?
| Found the best selection Roronoa Zoro today at Target and was so excited to have something new. But I gotta be honest, it's not the best. His swords were a pain to clip in, his robe really limits articulation and he's got single knee joints? What? He kinda falls apart when trying to pose him. And yet, dude still looks bad ass. I have Luffy and Nami from Romance Dawn on pre-order and I have to imagine they're going to make a Zoro. And given all the videos I've seen seem to share the same complaints, I would think they'll put a little extra effort in to make up for this one? What's crazy is part of me still wants to buy the full version of this but it's not on sale. But if it was like $50.. submitted by BlaznTheChron to SHFiguarts [link] [comments] |
2024.05.12 03:00 UndeadRedditing Why are some games not considered as selling well despite earning the Greatest Hits or other equivalent bestseller labels for specific console brands (Platinum Hits, Player's Choice)? Even a flop in some cases?
I looked at an old issue of Computer Games World magazine and in the review of Prince of Persia: Warrior Within the reviewers prime criticism was that they changed so much of the artistic direction from the Middle Eastern atmospheree previous games were famed for into something Gothic with heavy metal instrumentals, demenemies looking like they are straight from 300m, Starz Spartacus and Game of Thrones instead of traditional Arabian Nights mythology, and the very German looking architecture. That either than the Prince's costume and the antagonist being the Dahaka, an actual creature from Persian mythology and the ancient Zoroastrian religion founded in what is modern Iran, you would never know its a Prince of Persia game without it on the title. The reviewer said its a shame because the gameplay is very solid especially the combat system which is easily some of the best he seen that year across all of gaming (not just PC which was lacking in hack and slash and similar melee focused bloody genres). But the reviewer stated something along the lines that he also understands why the new artistic vision was chosen because The Sands of Time didn't really sell well he says............
I remembering reading this article years ago and I was scratching my head because across all platforms The Sands of Time got the equivalent of Bestseller labels on each specific system. Greatest Hits on PS2, Platinum Hits on Xbox, Player's Choice on Gamecube, and I seen in severals tores a "Bestseller" sticker on the front of the box of the PC release. In addition to multiple PC gaming monthly lists feature TSOT as a top 10 bestseller.
In addition I also remember seeing magazine calling Medal of Honor: Rising Sun a sales disappointment despite also earning Greatest Hits, Player's Choice, and Platinum Hits..........
In addition its common to see statements of Square being disappointed of Final Fantasy not selling well in the West prior to the 7th game. Despite the fact that several games were in top 10 bestseller lists in their month of release in North America and selling around a 100,000 copies, far more than most contemporary NES and SNES games. . To the point the first game not only came close to selling 1 million copies in North America during the first year, surpassing the millionth mark by the time the game was taken off shelves, but it actually even outsold the original Japanese release years earlier. Yet Square felt the franchise was not selling so well enough that they released Final Fantasy Mystic Quest with simplified gameplay to attract a larger audience on the SNES shortly after Final Fantasy 4 (which already was based on a re-release in Japan that was easier than the first edition). Despite FF4 making it to bestseller lists ieven in the USA and outselling a lot of games released alongside it.
So I ask why could a game still be considered not selling well, if not even an outright flop despite earning its platform's bestseller label (as seen in Shenmue which is considered one of the greatest flops of all time despite not only earning the Sega All Stars label which was Dreamcast's own Bestseller Tag, having sold over a million, and even being one of the top 5 bestselling games on that console)........
I mean even Starblaze admitted they were happy with the Chronciles of Riddick Escape from Butcher Bay's profits but also told gaming journalism they felt the game did not sell so much even though it got Platinum Hits as another example (in this case even more relevant to my question because the developer's were open about the game bringing profits to them)...........
I have to ask why are there games that sold so well to gain bestseller labels esp on multiple consoles considered as not just merely as niche games despite supposedly profitable sales but even considered as not selling well? I don't understand why something like Skate would be considered an underground game despite getting Greatest Hits and Platinum Hits across sequels? While the 3D Mortal Kombat era before the reboot were also considered big hits to be mainstream rather than merely underground(even though Skate and MK 3D all got Greatest Hits and Platinum hits across their franchises in these years)?
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2024.05.12 03:00 UndeadRedditing Why are some games not considered as selling well despite earning the Greatest Hits or other equivalent bestseller labels for specific console brands (Platinum Hits, Player's Choice)? Even a flop in some cases?
I looked at an old issue of Computer Games World magazine and in the review of Prince of Persia: Warrior Within the reviewers prime criticism was that they changed so much of the artistic direction from the Middle Eastern atmospheree previous games were famed for into something Gothic with heavy metal instrumentals, demenemies looking like they are straight from 300m, Starz Spartacus and Game of Thrones instead of traditional Arabian Nights mythology, and the very German looking architecture. That either than the Prince's costume and the antagonist being the Dahaka, an actual creature from Persian mythology and the ancient Zoroastrian religion founded in what is modern Iran, you would never know its a Prince of Persia game without it on the title. The reviewer said its a shame because the gameplay is very solid especially the combat system which is easily some of the best he seen that year across all of gaming (not just PC which was lacking in hack and slash and similar melee focused bloody genres). But the reviewer stated something along the lines that he also understands why the new artistic vision was chosen because The Sands of Time didn't really sell well he says............
I remembering reading this article years ago and I was scratching my head because across all platforms The Sands of Time got the equivalent of Bestseller labels on each specific system. Greatest Hits on PS2, Platinum Hits on Xbox, Player's Choice on Gamecube, and I seen in severals tores a "Bestseller" sticker on the front of the box of the PC release. In addition to multiple PC gaming monthly lists feature TSOT as a top 10 bestseller.
In addition I also remember seeing magazine calling Medal of Honor: Rising Sun a sales disappointment despite also earning Greatest Hits, Player's Choice, and Platinum Hits..........
In addition its common to see statements of Square being disappointed of Final Fantasy not selling well in the West prior to the 7th game. Despite the fact that several games were in top 10 bestseller lists in their month of release in North America and selling around a 100,000 copies, far more than most contemporary NES and SNES games. . To the point the first game not only came close to selling 1 million copies in North America during the first year, surpassing the millionth mark by the time the game was taken off shelves, but it actually even outsold the original Japanese release years earlier. Yet Square felt the franchise was not selling so well enough that they released Final Fantasy Mystic Quest with simplified gameplay to attract a larger audience on the SNES shortly after Final Fantasy 4 (which already was based on a re-release in Japan that was easier than the first edition). Despite FF4 making it to bestseller lists ieven in the USA and outselling a lot of games released alongside it.
So I ask why could a game still be considered not selling well, if not even an outright flop despite earning its platform's bestseller label (as seen in Shenmue which is considered one of the greatest flops of all time despite not only earning the Sega All Stars label which was Dreamcast's own Bestseller Tag, having sold over a million, and even being one of the top 5 bestselling games on that console)........
I mean even Starblaze admitted they were happy with the Chronciles of Riddick Escape from Butcher Bay's profits but also told gaming journalism they felt the game did not sell so much even though it got Platinum Hits as another example (in this case even more relevant to my question because the developer's were open about the game bringing profits to them)...........
I have to ask why are there games that sold so well to gain bestseller labels esp on multiple consoles considered as not just merely as niche games despite supposedly profitable sales but even considered as not selling well? I don't understand why something like Skate would be considered an underground game despite getting Greatest Hits and Platinum Hits across sequels? While the 3D Mortal Kombat era before the reboot were also considered big hits to be mainstream rather than merely underground(even though Skate and MK 3D all got Greatest Hits and Platinum hits across their franchises in these years)?
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2024.05.12 02:59 UndeadRedditing Why are some games not considered as selling well despite earning the Greatest Hits or other equivalent bestseller labels for specific console brands (Platinum Hits, Player's Choice)? Even a flop in some cases?
I looked at an old issue of Computer Games World magazine and in the review of Prince of Persia: Warrior Within the reviewers prime criticism was that they changed so much of the artistic direction from the Middle Eastern atmospheree previous games were famed for into something Gothic with heavy metal instrumentals, demenemies looking like they are straight from 300m, Starz Spartacus and Game of Thrones instead of traditional Arabian Nights mythology, and the very German looking architecture. That either than the Prince's costume and the antagonist being the Dahaka, an actual creature from Persian mythology and the ancient Zoroastrian religion founded in what is modern Iran, you would never know its a Prince of Persia game without it on the title. The reviewer said its a shame because the gameplay is very solid especially the combat system which is easily some of the best he seen that year across all of gaming (not just PC which was lacking in hack and slash and similar melee focused bloody genres). But the reviewer stated something along the lines that he also understands why the new artistic vision was chosen because The Sands of Time didn't really sell well he says............
I remembering reading this article years ago and I was scratching my head because across all platforms The Sands of Time got the equivalent of Bestseller labels on each specific system. Greatest Hits on PS2, Platinum Hits on Xbox, Player's Choice on Gamecube, and I seen in severals tores a "Bestseller" sticker on the front of the box of the PC release. In addition to multiple PC gaming monthly lists feature TSOT as a top 10 bestseller.
In addition I also remember seeing magazine calling Medal of Honor: Rising Sun a sales disappointment despite also earning Greatest Hits, Player's Choice, and Platinum Hits..........
In addition its common to see statements of Square being disappointed of Final Fantasy not selling well in the West prior to the 7th game. Despite the fact that several games were in top 10 bestseller lists in their month of release in North America and selling around a 100,000 copies, far more than most contemporary NES and SNES games. . To the point the first game not only came close to selling 1 million copies in North America during the first year, surpassing the millionth mark by the time the game was taken off shelves, but it actually even outsold the original Japanese release years earlier. Yet Square felt the franchise was not selling so well enough that they released Final Fantasy Mystic Quest with simplified gameplay to attract a larger audience on the SNES shortly after Final Fantasy 4 (which already was based on a re-release in Japan that was easier than the first edition). Despite FF4 making it to bestseller lists ieven in the USA and outselling a lot of games released alongside it.
So I ask why could a game still be considered not selling well, if not even an outright flop despite earning its platform's bestseller label (as seen in Shenmue which is considered one of the greatest flops of all time despite not only earning the Sega All Stars label which was Dreamcast's own Bestseller Tag, having sold over a million, and even being one of the top 5 bestselling games on that console)........
I mean even Starblaze admitted they were happy with the Chronciles of Riddick Escape from Butcher Bay's profits but also told gaming journalism they felt the game did not sell so much even though it got Platinum Hits as another example (in this case even more relevant to my question because the developer's were open about the game bringing profits to them)...........
I have to ask why are there games that sold so well to gain bestseller labels esp on multiple consoles considered as not just merely as niche games despite supposedly profitable sales but even considered as not selling well? I don't understand why something like Skate would be considered an underground game despite getting Greatest Hits and Platinum Hits across sequels? While the 3D Mortal Kombat era before the reboot were also considered big hits to be mainstream rather than merely underground(even though Skate and MK 3D all got Greatest Hits and Platinum hits across their franchises in these years)?
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2024.05.12 02:59 UndeadRedditing Why are some games not considered as selling well despite earning the Greatest Hits or other equivalent bestseller labels for specific console brands (Platinum Hits, Player's Choice)? Even a flop in some cases?
I looked at an old issue of Computer Games World magazine and in the review of Prince of Persia: Warrior Within the reviewers prime criticism was that they changed so much of the artistic direction from the Middle Eastern atmospheree previous games were famed for into something Gothic with heavy metal instrumentals, demenemies looking like they are straight from 300m, Starz Spartacus and Game of Thrones instead of traditional Arabian Nights mythology, and the very German looking architecture. That either than the Prince's costume and the antagonist being the Dahaka, an actual creature from Persian mythology and the ancient Zoroastrian religion founded in what is modern Iran, you would never know its a Prince of Persia game without it on the title. The reviewer said its a shame because the gameplay is very solid especially the combat system which is easily some of the best he seen that year across all of gaming (not just PC which was lacking in hack and slash and similar melee focused bloody genres). But the reviewer stated something along the lines that he also understands why the new artistic vision was chosen because The Sands of Time didn't really sell well he says............
I remembering reading this article years ago and I was scratching my head because across all platforms The Sands of Time got the equivalent of Bestseller labels on each specific system. Greatest Hits on PS2, Platinum Hits on Xbox, Player's Choice on Gamecube, and I seen in severals tores a "Bestseller" sticker on the front of the box of the PC release. In addition to multiple PC gaming monthly lists feature TSOT as a top 10 bestseller.
In addition I also remember seeing magazine calling Medal of Honor: Rising Sun a sales disappointment despite also earning Greatest Hits, Player's Choice, and Platinum Hits..........
In addition its common to see statements of Square being disappointed of Final Fantasy not selling well in the West prior to the 7th game. Despite the fact that several games were in top 10 bestseller lists in their month of release in North America and selling around a 100,000 copies, far more than most contemporary NES and SNES games. . To the point the first game not only came close to selling 1 million copies in North America during the first year, surpassing the millionth mark by the time the game was taken off shelves, but it actually even outsold the original Japanese release years earlier. Yet Square felt the franchise was not selling so well enough that they released Final Fantasy Mystic Quest with simplified gameplay to attract a larger audience on the SNES shortly after Final Fantasy 4 (which already was based on a re-release in Japan that was easier than the first edition). Despite FF4 making it to bestseller lists ieven in the USA and outselling a lot of games released alongside it.
So I ask why could a game still be considered not selling well, if not even an outright flop despite earning its platform's bestseller label (as seen in Shenmue which is considered one of the greatest flops of all time despite not only earning the Sega All Stars label which was Dreamcast's own Bestseller Tag, having sold over a million, and even being one of the top 5 bestselling games on that console)........
I mean even Starblaze admitted they were happy with the Chronciles of Riddick Escape from Butcher Bay's profits but also told gaming journalism they felt the game did not sell so much even though it got Platinum Hits as another example (in this case even more relevant to my question because the developer's were open about the game bringing profits to them)...........
I have to ask why are there games that sold so well to gain bestseller labels esp on multiple consoles considered as not just merely as niche games despite supposedly profitable sales but even considered as not selling well? I don't understand why something like Skate would be considered an underground game despite getting Greatest Hits and Platinum Hits across sequels? While the 3D Mortal Kombat era before the reboot were also considered big hits to be mainstream rather than merely underground(even though Skate and MK 3D all got Greatest Hits and Platinum hits across their franchises in these years)?
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2024.05.12 02:59 UndeadRedditing Why are some games not considered as selling well despite earning the Greatest Hits or other equivalent bestseller labels for specific console brands (Platinum Hits, Player's Choice)? Even a flop in some cases?
I looked at an old issue of Computer Games World magazine and in the review of Prince of Persia: Warrior Within the reviewers prime criticism was that they changed so much of the artistic direction from the Middle Eastern atmospheree previous games were famed for into something Gothic with heavy metal instrumentals, demenemies looking like they are straight from 300m, Starz Spartacus and Game of Thrones instead of traditional Arabian Nights mythology, and the very German looking architecture. That either than the Prince's costume and the antagonist being the Dahaka, an actual creature from Persian mythology and the ancient Zoroastrian religion founded in what is modern Iran, you would never know its a Prince of Persia game without it on the title. The reviewer said its a shame because the gameplay is very solid especially the combat system which is easily some of the best he seen that year across all of gaming (not just PC which was lacking in hack and slash and similar melee focused bloody genres). But the reviewer stated something along the lines that he also understands why the new artistic vision was chosen because The Sands of Time didn't really sell well he says............
I remembering reading this article years ago and I was scratching my head because across all platforms The Sands of Time got the equivalent of Bestseller labels on each specific system. Greatest Hits on PS2, Platinum Hits on Xbox, Player's Choice on Gamecube, and I seen in severals tores a "Bestseller" sticker on the front of the box of the PC release. In addition to multiple PC gaming monthly lists feature TSOT as a top 10 bestseller.
In addition I also remember seeing magazine calling Medal of Honor: Rising Sun a sales disappointment despite also earning Greatest Hits, Player's Choice, and Platinum Hits..........
In addition its common to see statements of Square being disappointed of Final Fantasy not selling well in the West prior to the 7th game. Despite the fact that several games were in top 10 bestseller lists in their month of release in North America and selling around a 100,000 copies, far more than most contemporary NES and SNES games. . To the point the first game not only came close to selling 1 million copies in North America during the first year, surpassing the millionth mark by the time the game was taken off shelves, but it actually even outsold the original Japanese release years earlier. Yet Square felt the franchise was not selling so well enough that they released Final Fantasy Mystic Quest with simplified gameplay to attract a larger audience on the SNES shortly after Final Fantasy 4 (which already was based on a re-release in Japan that was easier than the first edition). Despite FF4 making it to bestseller lists ieven in the USA and outselling a lot of games released alongside it.
So I ask why could a game still be considered not selling well, if not even an outright flop despite earning its platform's bestseller label (as seen in Shenmue which is considered one of the greatest flops of all time despite not only earning the Sega All Stars label which was Dreamcast's own Bestseller Tag, having sold over a million, and even being one of the top 5 bestselling games on that console)........
I mean even Starblaze admitted they were happy with the Chronciles of Riddick Escape from Butcher Bay's profits but also told gaming journalism they felt the game did not sell so much even though it got Platinum Hits as another example (in this case even more relevant to my question because the developer's were open about the game bringing profits to them)...........
I have to ask why are there games that sold so well to gain bestseller labels esp on multiple consoles considered as not just merely as niche games despite supposedly profitable sales but even considered as not selling well? I don't understand why something like Skate would be considered an underground game despite getting Greatest Hits and Platinum Hits across sequels? While the 3D Mortal Kombat era before the reboot were also considered big hits to be mainstream rather than merely underground(even though Skate and MK 3D all got Greatest Hits and Platinum hits across their franchises in these years)?
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2024.05.12 02:59 UndeadRedditing Why are some games not considered as selling well despite earning the Greatest Hits or other equivalent bestseller labels for specific console brands (Platinum Hits, Player's Choice)? Even a flop in some cases?
I looked at an old issue of Computer Games World magazine and in the review of Prince of Persia: Warrior Within the reviewers prime criticism was that they changed so much of the artistic direction from the Middle Eastern atmospheree previous games were famed for into something Gothic with heavy metal instrumentals, demenemies looking like they are straight from 300m, Starz Spartacus and Game of Thrones instead of traditional Arabian Nights mythology, and the very German looking architecture. That either than the Prince's costume and the antagonist being the Dahaka, an actual creature from Persian mythology and the ancient Zoroastrian religion founded in what is modern Iran, you would never know its a Prince of Persia game without it on the title. The reviewer said its a shame because the gameplay is very solid especially the combat system which is easily some of the best he seen that year across all of gaming (not just PC which was lacking in hack and slash and similar melee focused bloody genres). But the reviewer stated something along the lines that he also understands why the new artistic vision was chosen because The Sands of Time didn't really sell well he says............
I remembering reading this article years ago and I was scratching my head because across all platforms The Sands of Time got the equivalent of Bestseller labels on each specific system. Greatest Hits on PS2, Platinum Hits on Xbox, Player's Choice on Gamecube, and I seen in severals tores a "Bestseller" sticker on the front of the box of the PC release. In addition to multiple PC gaming monthly lists feature TSOT as a top 10 bestseller.
In addition I also remember seeing magazine calling Medal of Honor: Rising Sun a sales disappointment despite also earning Greatest Hits, Player's Choice, and Platinum Hits..........
In addition its common to see statements of Square being disappointed of Final Fantasy not selling well in the West prior to the 7th game. Despite the fact that several games were in top 10 bestseller lists in their month of release in North America and selling around a 100,000 copies, far more than most contemporary NES and SNES games. . To the point the first game not only came close to selling 1 million copies in North America during the first year, surpassing the millionth mark by the time the game was taken off shelves, but it actually even outsold the original Japanese release years earlier. Yet Square felt the franchise was not selling so well enough that they released Final Fantasy Mystic Quest with simplified gameplay to attract a larger audience on the SNES shortly after Final Fantasy 4 (which already was based on a re-release in Japan that was easier than the first edition). Despite FF4 making it to bestseller lists ieven in the USA and outselling a lot of games released alongside it.
So I ask why could a game still be considered not selling well, if not even an outright flop despite earning its platform's bestseller label (as seen in Shenmue which is considered one of the greatest flops of all time despite not only earning the Sega All Stars label which was Dreamcast's own Bestseller Tag, having sold over a million, and even being one of the top 5 bestselling games on that console)........
I mean even Starblaze admitted they were happy with the Chronciles of Riddick Escape from Butcher Bay's profits but also told gaming journalism they felt the game did not sell so much even though it got Platinum Hits as another example (in this case even more relevant to my question because the developer's were open about the game bringing profits to them)...........
I have to ask why are there games that sold so well to gain bestseller labels esp on multiple consoles considered as not just merely as niche games despite supposedly profitable sales but even considered as not selling well? I don't understand why something like Skate would be considered an underground game despite getting Greatest Hits and Platinum Hits across sequels? While the 3D Mortal Kombat era before the reboot were also considered big hits to be mainstream rather than merely underground(even though Skate and MK 3D all got Greatest Hits and Platinum hits across their franchises in these years)?
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2024.05.12 02:59 UndeadRedditing Why are some games not considered as selling well despite earning the Greatest Hits or other equivalent bestseller labels for specific console brands (Platinum Hits, Player's Choice)? Even a flop in some cases?
I looked at an old issue of Computer Games World magazine and in the review of Prince of Persia: Warrior Within the reviewers prime criticism was that they changed so much of the artistic direction from the Middle Eastern atmospheree previous games were famed for into something Gothic with heavy metal instrumentals, demenemies looking like they are straight from 300m, Starz Spartacus and Game of Thrones instead of traditional Arabian Nights mythology, and the very German looking architecture. That either than the Prince's costume and the antagonist being the Dahaka, an actual creature from Persian mythology and the ancient Zoroastrian religion founded in what is modern Iran, you would never know its a Prince of Persia game without it on the title. The reviewer said its a shame because the gameplay is very solid especially the combat system which is easily some of the best he seen that year across all of gaming (not just PC which was lacking in hack and slash and similar melee focused bloody genres). But the reviewer stated something along the lines that he also understands why the new artistic vision was chosen because The Sands of Time didn't really sell well he says............
I remembering reading this article years ago and I was scratching my head because across all platforms The Sands of Time got the equivalent of Bestseller labels on each specific system. Greatest Hits on PS2, Platinum Hits on Xbox, Player's Choice on Gamecube, and I seen in severals tores a "Bestseller" sticker on the front of the box of the PC release. In addition to multiple PC gaming monthly lists feature TSOT as a top 10 bestseller.
In addition I also remember seeing magazine calling Medal of Honor: Rising Sun a sales disappointment despite also earning Greatest Hits, Player's Choice, and Platinum Hits..........
In addition its common to see statements of Square being disappointed of Final Fantasy not selling well in the West prior to the 7th game. Despite the fact that several games were in top 10 bestseller lists in their month of release in North America and selling around a 100,000 copies, far more than most contemporary NES and SNES games. . To the point the first game not only came close to selling 1 million copies in North America during the first year, surpassing the millionth mark by the time the game was taken off shelves, but it actually even outsold the original Japanese release years earlier. Yet Square felt the franchise was not selling so well enough that they released Final Fantasy Mystic Quest with simplified gameplay to attract a larger audience on the SNES shortly after Final Fantasy 4 (which already was based on a re-release in Japan that was easier than the first edition). Despite FF4 making it to bestseller lists ieven in the USA and outselling a lot of games released alongside it.
So I ask why could a game still be considered not selling well, if not even an outright flop despite earning its platform's bestseller label (as seen in Shenmue which is considered one of the greatest flops of all time despite not only earning the Sega All Stars label which was Dreamcast's own Bestseller Tag, having sold over a million, and even being one of the top 5 bestselling games on that console)........
I mean even Starblaze admitted they were happy with the Chronciles of Riddick Escape from Butcher Bay's profits but also told gaming journalism they felt the game did not sell so much even though it got Platinum Hits as another example (in this case even more relevant to my question because the developer's were open about the game bringing profits to them)...........
I have to ask why are there games that sold so well to gain bestseller labels esp on multiple consoles considered as not just merely as niche games despite supposedly profitable sales but even considered as not selling well? I don't understand why something like Skate would be considered an underground game despite getting Greatest Hits and Platinum Hits across sequels? While the 3D Mortal Kombat era before the reboot were also considered big hits to be mainstream rather than merely underground(even though Skate and MK 3D all got Greatest Hits and Platinum hits across their franchises in these years)?
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2024.05.12 02:59 highbornkilla I have a question for the Japan multi-player mains.
How do I dominate the skies of the pacific? It's very very vast.
Let's say you cap China by 38 or 39. During that time you're just getting your industry to steamroll with China's added factories. Meanwhile you're reorganizing your army and navy. Training more port guard units to guard your islands and more Marines while also catching up on any deficiencies. 1940 is when I usually start to start to mass produce my air force.
My navy is always solid. I have it down to a science. You have to if you main an island nation like Japan. But no matter how solid your navy is it'll take alot of unnecessary casualties if it's fighting in red skies and your opponent is spamming naval bombers. Here's the issue. The pacific is vast so I need alot of planes to cover it.
So its 1940, I'm producing ACC fighters and ACC naval bombers. Usually 3 or 4 mils assigned to each. And put no less then 25 mils to one fighter type.
First test run I tried heavy fighters. No less than 25 mils. And more when possible. But by mid 1941 I was nowhere near even a thousand heavy fighters. And I wanted more then that since I wanted good coverage of the pacific and some to spare for India. Also yeah I'm trying to find a way to spare some mills to produce cas too.
Anyways I largely consider it a failure. So I tried fighters.
I was able to produce 2k in a reasonable amount of time and it seemed good production wise but no matter how much range I added it some sea zones it barely had any coverage on. Maybe that little cover is enough to achieve air superiority but would it be enough range to protect my fleets? I was thinking I could just fight in the sea zones the I know I had coverage over but it didn't seem right. It seems way to restricted and limited. Too predictable. Maybe normal fighters is the way tho. Or maybe I need to focus on heavy fighters and just make them cheaper? I don't know. What do you weebs think?
Also I know I could just spam naval bombers myself but I like feel it's cheating when it comes to naval warfare. It's not honorable. I'll use Naval bombers to protect my convoys but other than that I just want to keep the skies clear so we can have a fair honorable naval battle in the sea.
Also, I've never played multi-player before. I would love to. But I would love to be prepared for it too. For now I'm just playing with mods that make the game as hard as possible.
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2024.05.12 02:59 Rijsel26 Best low light compact camera?
Hi there! I’m about to start a tour throughout Europe, where a part of the journey will be to go to as much sports games (football, basketball etc) as possible.
I already have a good interchangeable lens camera, but they’re forbidden in most of the stadiums and arena.
That’s why I’m desperately looking for a great compact camera with a fixed lens that I could bring everywhere. I don’t want to use my phone camera.
I’d say that my budget would be a bit more than 1k, and the most important aspects that I’m looking for would probably be the image quality (no need for great video), the low light quality and potentially a good autofocus or a touchscreen if the autofocus isn’t that good, so that I can arrange on the screen.
Any idea of a camera that could correspond? I’ve seen everything, from the Canon g7x mII & III to the Sony RX100 IV & V, also the Lumix LX10/LX15 or LX100 II but I can’t find out if these ones are good or if there’s some models that I’m not aware of and are better.
Thanks for your help!
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2024.05.12 02:58 Revenger1984 Reid Henrichs on keep it simple BUT
So I do follow this guy's channel and thought about taking one of his classes to add on top of others classes I've went through and his most recently video "Use a Rifle That is Functional Rather Than Fancy for Fantasy" and other than him reminding us to keep it simple with out fighting rifle, he did not actually say WHAT exactly counts as extra crap that you don't need on your gun. He showed 3 rifles, 2 of them are iron sights only and the last one is more akin to what pretty much everyone has, a rifle with a red dot, light, sling and pretty simple. I am not sure what ELSE he believes people are adding to their guns that's unnecessary and I honestly think he's almost boomer level in the way he talks.
What are these "fancy equipment" that he sees as not needed and then claims most people who do have that can't shoot for shit. Is he talking about PEQ device for night vision? Because anyone I know that can afford all that CAN actually shoot and I've been to night vision courses and everyone with NODs can use them. Is he talking about magnifiers? Sure perhaps a lot of people don't actually know how to use them?
Is he talking about suppressors? Silencers. These are becoming a must have for a modern fighting rifle.
The worse part is his entire video, he doesn't point out what things we don't need on a fighting rifle
He also mentions other things in class that's fluff and are a distraction but doesn't elaborate on exactly what.
Personally, I think he does push for basic fundamentals but I also think he pushes just the basics and in reality, training is more than just know the basics.
If one follows what the military advertise, the current Army and Marines have moved onto optics and silencers for front line troops. So are THOSE things what Reid is talking about?
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http://rodzice.org/