[–] [S] 1 point 5 days ago

Eu prefiro usar a pouca energia que tenho pra criar esse tipo de conteúdo que ficar dias lutando pra receber um ressarcimento que pode não ocorrer, além de ser sacaneado com ligações que caem e ficarem tentando me empurrar alternativas que não me interessam.

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  • [–] [S] 1 point 5 days ago

    Isso não aconteceu e não vai acontecer enquanto o povo não exigir que aconteça.

    É assim que funciona no mundo inteiro, basta ler a história de paises desenvolvidos, coisa que o Brasil nunca vai ser pois não interessa nosso avanço nos tornando uma potência competitiva.

    Então ficamos só na base da piramide de poder mundial, celeiro de mão de obra barata e de recursos basicos e baratos...

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  • [–] [S] 2 points 5 days ago (2 children)

    Quando voces envelhecerem, esses tipos de problemas no Brasil, nao vão estar resolvidos não, pois há mais de 30 anos atrás eu acreditei no que governo, noticiário e até filmes mostravam e criavam esperança de que as coisas iam mudar de verdade e olha no que deu...

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  • [–] 2 points 5 days ago

    Voto democrático não faz muita diferença pois quem manda mesmo são:

    • grandes empresários
    • grandes latifundiários
    • pessoas com cargo vitalício
    • pressão internacional de países ricos

    Que nunca saem do poder e deixam as possibilidades de mudanças totalmente amarradas em favor deles e em detrimento povo.

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  • [–] [S] 1 point 6 days ago*

    Cyan, magenta and yellow could be fit there for completeness too. But would leave only 2 light steps per color: max and mid.

    Or just mid light for all 6 colors leaving 9 steps to white.

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    And if the engine could interpret light levels differently? It would just require from players a bit more effort to build something that looks good by placing colored lights carefully, see below.

    1. The Palette Approach (0–15 Range Breakdown)

    The standard 16-level scalar light system is repurposed into hard-coded color zones:

    • 0: Total Darkness
    • 1 – 3: Red (Low, Mid, Max)
    • 4 – 6: Green (Low, Mid, Max)
    • 7 – 9: Blue (Low, Mid, Max)
    • 10 – 15: White (6 Gradients of Brightness)

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    2. Custom Fading Rate (3-Block Steps)

    To compensate for having fewer steps per color, the engine's distance attenuation math is modified:

    • Light no longer drops by 1 level per block.
    • Light intensity decreases by 1 level only every 3 blocks of travel distance, giving each color a functional, long-range illumination radius.

    spoiler

    3. Hard-Coded Boundaries (No Color Bleeding)

    The propagation algorithm enforces strict cutoffs at the base of each color tier:

    • As light spreads and degrades to the lowest level of its zone (e.g., Level 4 for Green), its next drop steps straight to Level 0 (Darkness).
    • This completely prevents a fading light from accidentally shifting into a completely different color range underneath it.

    spoiler

    4. Direct Overwrite (No Mixing)

    By design, different color lights do not blend when they intersect:

    • The engine's native behavior—where the highest numerical light value takes precedence—remains untouched.
    • Overlapping lights simply cleanly overwrite each other based on their range tier (e.g., White overrides Blue, Blue overrides Green, Green overrides Red).

    [–] 4 points 1 week ago* (last edited 1 week ago) (2 children)

    Do you have some plot behind it? Like the psychological meaning for these concentrations based on culture, politics, etc?

    Tho i believe you wont get much data from countries that don't want to expose it.

    And if the plit is a secret, keep it secret to surprise us later with a final product/movie/etc :)

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  • [–] [S] 1 point 1 week ago* (last edited 1 week ago)

    And to finalise, high tier players could request rooms that do not allow low tier players, even if that means higher matching balance waiting times, but then he could stop the matchmaking anytime and request a quick match if he gets too bored.

    I mean, you are forcing on us pseudo balanced matches, even when we do NOT want it...

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  • [–] [S] 2 points 1 week ago (1 child)

    Btw, having many ongoing matches, and letting players join mid-match, would place them on the correct balanced match.

    No need to break the balance, unless the player wants to not lose time on queue.

    While a low rank player could chose higher rank matches, he would get a warning saying "that match is not suited for you, continue anyway?"
    A higher skilled player would not be able to pester newbies, unless you implement a higher tier debuff.
    So highly skilled players could be limited to low quality guns, movement hindering, low healing items, so then it would be a challenge for them VS newcomers that can use top quality equipment for that tier.

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  • [–] [S] 1 point 1 week ago* (last edited 1 week ago)

    Thanks! I thought about that yesterday, forgot lol, now you helped me: ranked balanced matches.

    Well.. ranking is overall bad.
    Everyone progress in the rank, what makes them spend money, this is a business trick that catches your money on the very begging when you start playing and still have hopes of becoming a legendary warrior 😁, but this doesn't mean they play well..
    Ranking should be based on your last 3 matches alone, because you may not be playing well, not aiming fast enough, not hitting that many shots, so your threat level shall be lowered to not bother who has played well recently.

    But not only that. When it is about equipment power, it can be easily fixed:

    • let the player chose a lower tier set of equipment to let him join in lower tier matches.
    • lower tier matches would still provide experience points, but it would of course let your progress be much slower than when player goes vs high tier players.
    • so stop wasting the little time we have to spare on fun, forcing we into utterly boring match making that will end filled with bots pretending to be humans anyway...
    • just throw us into immediate fun goddammit! 😭😭 😭
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    Please, stop destroying multiplayer games.

    Waiting

    What is the worst thing in games in general? To me is having to wait to play like long loading screens, waiting queues, etc, anything that delay the game starting is overall really bad.

    I don't want to wait in a queue to join. It is bearable up to 1min at most. But some games put we in a waiting queue that varies from 5 to 30mins and that is totally absurd...

    Warmup waiting

    They dont even provide a good warmup room to help we stand waiting for the real match, the warmup (if it exists at all) are really bad, meaningless, challenge less, and we get nothing from it, we could get something from warmup rooms, why not?

    We could gather something to help on the real match, we could even score a few points like a pre battle!

    Bots fillup

    Stop trying to fake we are playing against players, we are not that stupid, we know when we are playing against a bot. And you make it very clear when we can't spectate them to confirm our suspicions!

    So, if you are going to allow bots, why also force us into a waiting queue? To try to put a few players on the room?

    Just start the damn room and let others join mid-game, it could be optional and place some disadvantage on the mid joiners. Invent something! But don't put us in long waiting queues!

    Specific games

    I will comment about a few games later on how they end up destroying it by not understanding the core problem: do not make we wait!

    But I am quite sure you have had to deal with these problems before too.

     

    "exhausted from all the word play", now i get it...

    • The word transmorphing is very elucidating.
    • Now I got (GoT) over ages what is happening.
    • It was written, like a riddle, from the very beggining, were they aware of it? I guess not!
    • And now the truth shows itself from the AI Goddess pure mouth.
    • They were induced from the begining to let we unveil the truth now!

    So nothing more is a lie:

    Video

    Divine cybermancy FTW!

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