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Wasteland 3 - Review Thread

Game Information

Game Title: Wasteland 3
Platforms:
Trailers:
Developer: inXile Entertainment
Publisher: Deep Silver
Review Aggregator:
OpenCritic - 84 average - 97% recommended - 39 reviews

Critic Reviews

33bits - Juanma F. Padilla - Spanish - 95 / 100
After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
ACG - Jeremy Penter - Buy

Video Review - Quote not available

Attack of the Fanboy - Diego Perez - 4.5 / 5 stars
Wasteland 3 is one of the best RPGs I've played in years, and it's one you absolutely should not skip.
CGMagazine - Lane Martin - 9 / 10
Wasteland 3 is a lovely return to the post nuclear apocalypse with fun gameplay and interesting choices at its forefront, though at times it can be a bit clumsy in its implementation.
COGconnected - Tony Bae - 90 / 100
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
Cerealkillerz - Julian Bieder - German - 8.8 / 10
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Chicas Gamers - Adrián de Francisco - Spanish - Unscored
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Cram-Gaming - Robert Cram - 8.5 / 10
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
Digital Trends - Tom Caswell - 4 / 5 stars
Wasteland 3 is a rewarding game that offers unprecedented choice and is a great jumping on point for new players.
DualShockers - Kris Cornelisse - 9 / 10
Improving on its predecessor in almost every way, Wasteland 3 is one of the best and most reactive RPGs I've played in a long time.
EGM - Mollie L Patterson - Unscored
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
Entertainium - Eduardo Rebouças - Unscored
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Eurogamer - Wesley Yin-Poole - Recommended
inXile's old-school RPG is the Fallout game we've been craving.
Fextralife - Castielle - 8.3 / 10
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
GAMES.CH - Nedžad Hurabašić - German - 83 / 100
Wasteland 3 is absolutely worth the money - the RPG brings dozens of hours of fun gameplay to the table. A must-buy for roleplayers.
Game Revolution - Jason Faulkner - 4 / 5 stars
Wasteland 3 is a marvel of a game, especially from a small studio like inExile. It’s not without its flaws, but the excellent writing and enthralling world overshadow those.
GameSkinny - Daniel Hollis - 9 / 10 stars
Wasteland 3 invokes feelings of classic RPGs such as Fallout and manages to nail the feel and tone perfectly in a modernized setting.
GameWatcher - Marcello Perricone - 8.5 / 10
A fantastic RPG that superbly mixes player choice and great combat to something bigger than the sum of its parts.
GamesRadar+ - Andrew King - 4 / 5 stars
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
GamingBolt - Ravi Sinha - 9 / 10
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
Gert Lush Gaming - Jim Smale - 9 / 10
Wasteland 3 is the defacto strategy experience and one that every gamer owes themself the pleasure of playing.
God is a Geek - Mick Fraser - 9.5 / 10
Wasteland 3 is a huge undertaking, marrying deep, choice-driven role play with fast-paced tactical combat and vast areas to explore.
IGN Spain - Álex Pareja - Spanish - 8 / 10
Wasteland 3 knows how to open to new players keeping the old school essence. It's not a revolution on the genre or in the post apocaliptic proposal, but it won't matter to the franchise lovers.
Niche Gamer - Cwb - 3.5 / 10
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
PC Gamer - Jody Macgregor - 84 / 100
A wilfully strange setting explored through a predictable but enjoyable old school RPG thats been streamlined just enough.
PC Invasion - Jason Rodriguez - 8.5 / 10
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
PCGamesN - Gina Lees - 9 / 10
Lurid characters, a deep RPG system, and captivating combat set in an unhinged apocalypse - inXile Entertainment's latest shouldn't be missed.
Player2.net.au - Matt Hewson - A or higher
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
PowerUp! - Leo Stevenson - 9.7 / 10
If you’re an RPG fan, a Fallout fan or even just a videogame fan, do yourself a favour and play one of this year’s very best games; Wasteland 3.
Saving Content - Scott Ellison II - 5 / 5 stars
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Screen Rant - Christopher Teuton - 4 / 5 stars
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Shacknews - Josh Hawkins - 9 / 10
If you’re a big fan of the original Wasteland games, or just an RPG fan in general, then I highly recommend picking up Wasteland 3 and giving it a try.
Spaziogames - Paolo Sirio - Italian - 8.3 / 10
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
The Games Machine - Danilo Dellafrana - Italian - 8.7 / 10
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
TrustedReviews - Alastair Stevenson - 4 / 5 stars
Wasteland 3 is a solid tactical RPG that will keep fans of the genre entertained for hours upon hours. But it doesn't do enough to bring the genre forward to a mainstream audience.
WayTooManyGames - Thomas Medina - 9 / 10
All in all, this is the game I wanted so badly for Wasteland 2 to be. It doesn’t just repeat what came before, but expands upon it all. Not just mechanically, but story wise as well.
Wccftech - Francesco De Meo - 9 / 10
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Windows Central - Jez Corden - 5 / 5 stars
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
XboxEra - Jesse Norris - 9.7 / 10
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
submitted by diogenesl to Games [link] [comments]

2.9.3 Stable update!

2.9.3 Stable update!
What is up Depthians!
We are back with another monstrous update as this one incorporates five beta test builds, so we have a lot to cover.
If you want to dive straight into the massive changelog/dissertation Click
We should probably start with the biggest change to From The Depths in this update and that is the change of fuel and ammo storage.
Quoting Nick, our lead developer
The change is quite simple: "remove ammo and fuel as separate resources. Weapons will consume materials directly, fuel engines and CJEs will burn materials directly".
Before I dig into why I think this is the right thing for FtD, I'd like to explain a few details.
Energy, fuel and ammo are still needed for your constructs.
We have changed the "ammo barrels (etc)" and "fuel tanks" so they are just alternative material storage containers, but with the following properties:
--"ammo barrels" now increase the maximum possible rate of usage of materials as "ammo" for reloading guns. They still explode.
--"fuel tanks" increase the maximum possible rate of use of materials as "fuel" for fuel engines and CJEs, with the future stretch goal of fuel tanks being flammable.
--So ammo racking is going to remain a feature of the game- vehicles that need to reload a large amount of materials may need additional ammo barrels
Ammo and oil processors are replaced ship-wide with existing material storage containers of the same size. They'll be made decorative blocks so you can still use them decoratively in future if you want to.
The oil refinery will be repurposed (described later in the patch notes)
There are two main reasons why I think this is the right move. Why it's right for the business and why it's right for the player.
Let's start with why I think it's right for the player:
Ammo and fuel containers are currently purchasable as either "empty or full". This is confusing when considered in the context of the campaign, story missions, custom battles, multiplayer matches...how do empty and full tanks behave in these modes? I'd need an hour to study the code and a small essay to explain it. That's not good game design.
Localised resources, when considering just the moving of material (and energy, if you want), becomes infinitely more manageable. The supply group system and the transit fleet system are not intuitive and for a lot of situations, their usage becomes fiddly and too complicated. We've replaced these systems with a new supply system that is much more intuitive for moving materials and energy around.
The UI is less cluttered now that ammo and fuel bars are not shown. This is not a minor point...it'll reduce the amount of data on screen by about 40% in a lot of the different views. It'll be so much easier to know at a glance if a particular fleet is running low on "materials" or doing fine. Is a transport ready to leave, or does it need to pick up more materials? Will a set of vehicles have enough materials for the next fight...this is so much easier with just one main resource type per vehicle.
When you or an enemy run out of ammo or fuel in a battle it's just frustrating. By combining fuel, ammo and materials for repairing you can guarantee that if someone runs out, the fight is going to be over quickly.
I imagine that deep down the majority of players would rather not have to create, stock and resupply fuel and ammo. I know that personally, the requirement to do this puts me off playing the campaign. By using a single material it still focuses the game on making efficient war machines, maintaining supply lines and growing your economy, but without the extra confusion of mat->ammo and mat-> fuel conversion.
Being able to assess weapons, engines and vehicles in terms of material cost and running cost is elegant.
Most grand strategy games and RTS games don't have localised resources, and many don't have more than 2 resource types to handle. Very few combine localised materials with multiple types.
Why it's right for the business:
The ammo and oil processors were created about 8 years ago. Boring single blocks that don't add much to the game. It's been our intention to add something similar to the oil refinery but for ammo creation. That's a lot of work and adds to the complexity of the logistical part of the game, which we feel is already a burden.
Making the localised resource supply system more user friendly to make it easy/natural/pleasant to move ammo, fuel and material around the map would require a lot of effort and, quite frankly, I'm not sure we'd ever manage it.
The complexity of the UI scares off a lot of our customers. The barriers to getting a gun firing or a boat moving will be lowered if a single material container can theoretically get everything working.
Running out of ammo/fuel in combat is a problem for our players. We want to find a solution to that, but it would take a lot of effort to do so. We also want the strategic AI to always enter a battle with enough ammo and fuel for the fight- that's another massive bunch of work.
The campaign's strategic AI has to work hard to get materials where it wants them. It's a bundle of work and added complexity to get NPC fleets to restock ammo and fuel as well.
We had proposed work to make resource dumps (from dead ships) contain ammo and fuel...again, that's more work, more bugs, more testing.
Certain game modes such as story missions, tournament mode, and multiplayer maps should theoretically allow the player to choose the amount of ammo or fuel stocked into their vehicles before the match begins. That's another bundle of work and added complexity we'd like to avoid.
Currently out of play units on the map can run out of fuel and will still continue to move "for free". It's exploitable and we don't have a solution to that...but if all the different out of play movement calculations are burning material, there will be no avoiding the cost.
The development effort can be much better spent polishing up other features that I actually believe in, rather than flogging the dead horse of logistical complexity in an attempt to make it interesting, approachable and fun for everyone (which I fundamentally don't think it would ever be).
Fundamentally I think that by winding back this feature we tie up a large number of loose ends and it results in a far more finished and enjoyable product.
And what's-more everyone on the development team agrees that we enjoy the game for fighting, looting and creating...not staring blankly at dozens of resource bars trying to figure out who needs to head back for more fuel and how long we need to wait for ammunition to process.
We've also simplified the resource transfer system. "Supply groups" and "Transit Fleets" have been replaced with a simple but comprehensive three-tier system. You can mark a vehicle as a "Creator", a "Cargo" or a "User". Creators fill up Cargos (and Users), Cargos give to Users (up to procurement levels). Users equalise their material with their neighbours, so do Creators, and there are a few handy transfers from Users back to Cargo and Creator to make sure they maintain their procurement levels as well. This system covers 95% of the way people were using the resource system and does it all semi-automatically. This simplification is much more possible now that materials are the only resource, as they invariably just need to flow from the resource zones to the front line, with everyone (Creators and Cargo) keeping what they need and passing the rest on. This new resource system also facilitates the long-range transport of materials from refinery to refinery, which is neat. The system also has an option, for Creator and Cargo types, to set their "supply chain index", so if you want to relay materials from output to output in order to accumulate them at a central location you can set the supply chain index to determine which way along the chain the materials will flow. It's all explained in the game.
After spending a lot of time with this new system from adventure to campaign and designer mode, the gameplay feels a little faster to get going and a little simpler for fleet management. As if you didn’t already know, you can shift+right click (with your supply construct selected) on the target construct / flagship of a fleet to keep supplied, keep holding down shift and right-click where you want to pick the resources up from and once again while not letting go of shift, shift+right click on the target construct/flag ship to finish the loop.
This would be done of course after setting up the settings Creator, Cargo and User.
Creator as an example is the harvesting construct, Cargo which would be the supply ship, User which would be a single target construct that uses the mats.
This will keep the supply ship target waypoint updated and therefore your supply ship will always head to the target construct no matter where it has moved to after setting up the loop.
You still need ammo and fuel boxes on your constructs, as these are governing the transfer rate / the speed that stock your turrets and fuel engine with the materials needed for them to run. You can run a construct without fuel or ammo boxes, however, once your APS clips are empty you will see a drop in your rate of fire as the material is not being transferred fast enough, this is the same for fuel engines and CJE.
Another change that goes hand in hand with resource management is the changes to fuel refineries.
In short:
Refineries on a force with greater than 1 million materials on it will begin refining the material into 'commodities' that are stored centrally. Commodities (AKA centralised materials) can be added by the player to any vehicle in allied territory, at any time.
Resource zones have a new feature too, and that is the ability to deactivate a resource zone on your owned tiles and if you own enough territory as you can see from the UI when double-clicking on the resource zone “Zone Deactivation”.
https://preview.redd.it/284w9khtt9t51.jpg?width=1920&format=pjpg&auto=webp&s=9dd61b06b2b6d0431bbb35c44a4d54563b81fbf0
Custom Jet Engines, have had some additional parts and new features.
We have the new ducted air intakes which as you can see have different attachment points
https://preview.redd.it/qaqeplmwt9t51.jpg?width=1920&format=pjpg&auto=webp&s=2ac2019d4b0c908019bf0ef0d53ad3a718fc4f4d
These ducted intakes allow you to have your CJE enclosed inside your construct enabling you to pass ducting through to access airflow outside.
https://preview.redd.it/pge1x43yt9t51.jpg?width=1920&format=pjpg&auto=webp&s=f2ee0cf35276f45feeb7320b29d844fa54776cdf
https://preview.redd.it/scych37zt9t51.jpg?width=1920&format=pjpg&auto=webp&s=1bf7559bc2379b692b7a318ba8f43708f5bba81e
And as you can see in the pic below they are enclosed and making use of the air duct intakes.
https://preview.redd.it/ucidv351u9t51.jpg?width=1920&format=pjpg&auto=webp&s=7d93e0c08d381fcaea2bcfc315c7b676f4006b51
You can also funnel the exhaust of your CJE's that would be under the waterline by using the two new connector blocks, a 90-degree corner and an extension piece which allows them to work as long as you funnel the exhaust out above the waterline.
https://preview.redd.it/aiofdee2u9t51.jpg?width=1920&format=pjpg&auto=webp&s=72c1dd2023195ef2337704d0547904031ad97e6c
PACs have also had a rework and new additions.
We now have the long-range lens which has a circular 10° field of fire, the close-range lens which has a circular 35° field of fire, the scatter lens which has a circular 30° field of fire, and the vertical lens which has a 10° horizontal / 60° vertical field of fire (good for AA). The other differences between them is the percentage of damage drop off at certain ranges, which is marked in their UI.
https://preview.redd.it/zvg2u0c5u9t51.jpg?width=1920&format=pjpg&auto=webp&s=567a2c4e092ea5fef62e67b051a74151e48b58d4
https://preview.redd.it/mboi63c5u9t51.jpg?width=1920&format=pjpg&auto=webp&s=78690d46df1466844cc38ff6b6623a30d910b726
One other awesome change to the PAC system is that melee lenses do not need to be hooked up to the now called long-range lens. Simply setup your melee head and snakey noodle PAC tubes with a terminator on the end, then link up to your other melee lens via Q in the drop-down menu. The scatter lens also deserves some attention here, as it can double up the number of beams if we increase the charge time max x4 at 30 seconds. The PAC system has had many tweaks which you should check up on in the changelogs.
Shields have also had some love. Projector shields reflect and laser scatter modes are now merged and have also had a slight buff to ricochet chance. Ring shields armour bonus has also increased by 50%.
We also have some new additions to APS in terms of coolers.
From left to right we now have an L shape, 4 way and a 5 way cooler.
https://preview.redd.it/lfi937e7u9t51.jpg?width=1920&format=pjpg&auto=webp&s=4ff99ceae914777137262754baa017300c2f4c1f
We now have some new wide wheel additions too for all you land vehicle lovers.
https://preview.redd.it/1ysi7u68u9t51.jpg?width=1920&format=pjpg&auto=webp&s=0760606aa3aebbde24a44fcb7319477453ee3b99
The next biggest change would be steam engines even though other changes will be implemented in this update. We are once again rehashing the whole system, which will be released in the following updates.
I had asked Weng a number of questions as to why the change was needed, why are the parts expensive, when and why would you use steam over fuel, and this is what he had to say:
Reason why steam changes are needed:
  • Steam was previously totally unbalanced and arbitrary. For example, 9 small boilers with 1 small piston was the optimal steam setup, which was more efficient and denser than almost all other engines; and turbine power generation only depended on its pressure, so compact turbines were always optimal.
  • It lacked many critical info in its UI.
  • It was hard to control the usage of steam

What's good with new steam:
  • A bit more of realism and complexity
  • Larger steam now generally have better efficiency and density than equivalent smaller steam
  • More useful info such as total power production, performance over time
  • Possibility to regulate steam usage with valves

Pros of steam compared to injector fuel:
  • Denser and more efficient
  • Even denser with turbines
  • Easier to fit into irregular space
  • Provides a buffer with flywheels or steam tanks
  • More efficient when used for propellers
  • Doesn't require fuel containers, uses material directly from any type of storage
  • Computationally less intensive
Cons of steam compared to fuel:

  • Still hard to regulate, so it's only useful when the power usage is constant or there's a buffer energy storage
  • Turbines waste energy when batteries are full
  • Crankshafts waste energy when reaching speed limit
  • More susceptible to damage (injector engines can often still run fine even when half of it is gone, steam can stop working when a single pipe is destroyed)
Why cost of parts is hilariously high: Steam engines have better efficiency and density (many players seem to forget that one) than injector engines. So a higher initial costs makes it less overpowered.
(In my opinion, the potential waste of energy is a major drawback of steam and justifies for its high potential power. But iirc Draba said that injector engines would be useless on designs that require a lot of power if steam doesn't have higher initial cost, which also makes sense.)
Problem with new steam that can't be fixed:
  • Many old designs are broken due to low power output
  • More complexity
Problems that can probably be fixed but I don't have a solution:
  • Inefficient steam engines are ridiculously bad (a bad steam engine is like 30 PPM and 50 PPV, while a good one is around 600 PPM and 110 PPV) (I tried to fix this and spent like 40 hours on that, but I only managed to make it easier to build a mediocre engine)
  • Cannot be simulated to calculate a stable power output, like fuel engines do (actually it's easy but would take a lot of time to do and I don't think it's necessary)

Another massive change is the detection rework which I also left a few questions for Ian AKA Blothorn to explain the system and how it works.
Why a change was warranted:
  • Different types of detection weren't well balanced--for instance, visual components had better accuracy than IR and vastly better range.
  • Detection autoadjust used an incorrect formula, so optimizing adjustment was both mechanical and tedious.
  • Trackers having much better detection ranges than search sensors meant that detection was very binary--if you could see something at all you could usually get a precise lock (barring ECM, which was only counterable by large numbers of components).
  • Needing both sensors and munitions warners made reactive missile defence difficult on small vehicles.
  • There were a number of other inconsistencies/imbalances, e.g. some visual/IR sensors working through water, steam engines producing no heat, etc.
Overview of the new system:
On the offensive side, each sensor type now has a role in which it is optimal, and large vehicles are best using a variety to cover their weaknesses. Visual probably remains the default for above-water detection--it remains impossible to reduce visual signature other than reducing size. IR is better against fast vehicles, as they have trouble avoiding high IR signatures from thrust and drag. Both visual and IR are weak in rangefinding (although coincidence rangefinders are adequate for most purposes); radar is correspondingly strong in range and weak in bearing, although it often offers better detection chances against vehicles that don't pay attention to radar stealth.
On the defensive side, there are two approaches. Most obvious is signature reduction--while it is deliberately difficult to avoid detection entirely, reducing signature reduces detection chances and thus degrades opposing accuracy. At short ranges, however, this doesn't work well--detection chances are likely high regardless, and low errors at short range mean even sparse detections can give a good fix. Smoke and chaff can be useful here: they increase detection chance while adding a distance-independent error to opponent's visual and radar sensors, respectively.
ECM, buoys, and radar guidance have also been reworked. Buoys are more powerful, becoming more accurate as they get closer to the target. While their base error is high, at long ranges a buoy at close range can beat the accuracy of any onboard sensor. If you worry about opponents’ buoys, ECM can now intermittently jam them--except if they are connected to their parent vehicle by a harpoon cable, in which case they don't need the vulnerable wireless connection.
Most blueprints should need no modifications under the new system, although a few may want a few more or less GPP cards. The one exception is water interactions--IR cameras, laser rangefinders, and retroreflection sensors can no longer work through water, so submarines that used them underwater or vehicles that used them to detect submarines will need to replace them (likely with buoys). Vehicles that predominantly used visual detection should also consider adding a greater variety of sensors--in particular, visual camera trackers tied to AA mainframes should likely be replaced with IR cameras. Also, radars and cameras can take over missile and projectile detection (radar is required for projectile detection), so munitions warners can be removed/replaced with additional sensors.
Last but not least a sweet little addition to our build menu prefabs.
https://preview.redd.it/iqw1ymabu9t51.png?width=1920&format=png&auto=webp&s=aa1e3cdba6e1d62e07aef83caf0acad2a39249ed
Please do make sure you go through the changelog as a hell of a lot has changed!
submitted by BaconsTV to FromTheDepths [link] [comments]

Sympathy for the Drow - De-Vilifying the Dark Elves

The "Evil" races in DnD have always rubbed me kinda the wrong way. Partly once I learned that a lot of them come from racist stereotypes (Orcs, Drow, and Goblins in particular) and also just because it doesn't make sense to me. Even Nazi Germany had variation and dissenters and it only lasted for 12 years. Why would a clearly evil society never change over hundreds of years? In my opinion, a story is only as good as it's villains. So, I've set out to try and make the traditionally evil races slightly more believable and even sympathetic in places.
Now, I've not been a DM very long, only like three years. But the first campaign I ever ran was through Curse of Strahd which paints the Vistani (an itinerant society heavily based on the real world Romani) as a conniving group of thieves, murders, and vampire-worshipers. Thankfully, I found through reddit and other sites how to steer away from the racists depictions of the Vistani and making them seem like, at worst, opportunists. So, I hope to be able to do that with some other of the classic DnD antagonist races.
I've read some other phenomenal post on here about evil races that totally inspired me as well. There's a great two part post about Decolonizing D&D which I adore. The post about alignment is easily my favorite. There's a couple great ones on Orcs and Yuan-Ti too so if some of my ideas are lifted from them, I hope y'all consider it flattery instead of theft. So, here are some primer notes before I get into it.
For creating the Dark Elves, I tried to keep as much as I could from the books. Obviously some stuff has to get thrown out the window though. I also tried to standardize calling them Dark Elves instead of Drow partly because I feel like Drow has a much nastier sound to it and calling them Dark Elves follows the naming convention with the High and Wood Elves. I tried to model them after real-life matriarchal societies like the Mosuo people of China and their pantheon after real deities like the Greeks, Romans, and Norse. I also quickly realized that building a society is inseparable from geography. Where a people are from effects their language, values, mythology, history, and family structure. I've tried to outline details I think are necessary to making this society realistic while leaving it open ended enough to be place-able in different worlds with relative ease. All that aside, lets get into the meat of it.

The Dark Elves: Elven Outcasts

The Elves are a varied and magical people that come from many planes and many environments within them. But none are met with more distrust and fear than the Dark Elves. Easily set apart from their cousins by their charcoal or pitch-black skin, pink-red eyes, hair of grays and whites, and shorter stature, these people have earned a reputation as killers, thieves, demon worshipers, and liars. But history is a cruel mistress, something the Dark Elves know better than most.

The Divine Divide

As the legends go, when the world was still young, Corellon Larethian lived on the Plane of Arvandor with his fellow Primal Elves. They were wild and mutable, emotional and free in all things. They changed shapes at will, gave and took freely to and from the world, and never stayed in any location too long. They wandered to and fro, scattering their peoples across almost every plane. However, this unbridled freedom was not without a price. Arguments, feuds, and small scale wars were incredibly common between them. Some elves would find themselves stranded on far off planes after most of their companions impulsively decided to leave. Their self serving impulses drove them to often completely disregard the needs or wants of others if they went against their own desires. And their reckless revelry was wreaking havoc on the natural world with Elven parties decimating whole planes of edible plants, wild game, and drinkable water.
One such Primal Elf began to see the destruction of their ways and talked to other elves about their actions. Slowly, this Elf by the name of Lolth amassed a small following of devotees that saw the negative ramifications of their inconsiderate freedom. Lolth and her followers agreed to take on fixed forms to show recognition of the dangers that impulsivity could bring. Lolth led this small group of devotees to Corellon to ask for his support. Now, Corellon did not lead these Primal Elves: he was just as wild as the best of them and did not take kindly to others telling him what to do. But he was the First Elf ever born and was universally respected amongst the Primal Elves and if Lolth could convince him, others would surely follow. Corellon listened to her proposition and agreed that they should change to prevent more destruction and conflict, but refused to order his kinsfolk into any action. He was an Elf, same as all of them, and he wouldn’t dare order around his family. He balked when Lolth asked him to take a concrete form as a show of solidarity and brushed her off as a killjoy.
Lolth was unsatisfied with this outcome and her following set out to convince each Elf to change their ways to preserve the beauty of the worlds. However, without the support of Corellon, many elves refused her offer. Her anger grew with each failure and her opinion of Corellon turned sour, something she made no attempt to hide from her Elven siblings. Now, Corellon is a proud god and once he caught wind that Lolth was bad mouthing him in an attempt to win over others, he became enraged. He railed against Lolth calling her a snake-tongued thief and Lolth called him incompetent and cruel. Their tempers flared and all the elves chose sides between Corellon’s freedom and Lolth’s stability. During this great debate, the Primal Elves turned to violence. The Dark Elves maintain that Corellon’s side threw the first blow, while the High Elves claim that it came from Lolth’s side.
No matter the source, this violent outburst soured relations between Lolth and Corellon forever after. He cast her and her followers out of Arvandor and barred her from ever returning. He also cast all but his most trusted kin from Arvandor, forcing them all to live lives on other worlds out of fear of another perceived insurrection. Thus, the Seldarine remain in Arvandor to judge the souls of Corellon’s faithful when they die and Lolth takes refuge in Arcadia with her pantheon where she minds the souls of the Drow. Corellon’s faithful call her pantheon the Dark Seldarine, while her faithful call it the Myrkalfar.

Myrkalfar: The Spider Mother’s House

Lolth the Spider Queen is the unquestioned head of the Myrkalfar, with all other deities seen as her divine family. Lolth is considered at times to be fickle or even cruel, but her ire is never gained without good reason. A very involved deity, her followers constantly search for signs of her favor or scorn in everyday life. When a Dark Elf contemplates a risky or controversial decision, they consult priestesses or perform their own rites which often gives them direct and succinct answers. She serves as an example to matriarchs of Drow families as demanding yet understanding, punishing yet guiding. She asks for a lot of her priestesses, demanding they be an unflinching example of everything a strong leader should be. The Myrkalfar is often presented as a divine household, with Lolth as the matron.
Keptolo is the consort of Lolth and considered to be the ideal of what a male should be. Beautiful and kind, strong and hard working, he helps Lolth in everything she does. Sometimes he serves as a messenger, other times as an agent of redemption, sometimes as a divine healer. When a Dark Elf is tasked with a divine charge, he is usually the one to deliver the message and guide them through their charge. He serves also as a fertility deity and is often worshiped by women or men seeking a child. Outsiders see him as a weak and subservient husband to Lolth, but his faithfulness to his matron is considered a virtue and his status as a “husband” is relatively alien to the Dark Elves as they have no binding marriage in their society.
If Keptolo is the agent of Lolth’s mercy, Kiaransalee is the agent of her vengeance. She is the eldest daughter of Lolth and Keptolo and one that Dark Elves pray to when they feel wronged. Only the most binding and serious contracts are signed under her name. To break an oath made under her name is sure to bring destruction. She is also the governor of the dead, judging the souls of those passed in the afterlife. She opposes the mindless undead created by mortals, but spirits and revenants that return to finish unresolved business amongst the living are considered under her protection. Should a Dark Elf encounter a returned spirit that is seeking vengeance, it’s their duty to leave them on their way and pray that the spirit isn’t there for them. This reverence of certain undead is something many outsiders consider downright evil.
Selvetarm is the Dark Elven warrior goddess and youngest daughter of Lolth. Often depicted with eight arms, she represents the pinnacle of hand to hand martial prowess, but often is without restraint. She serves as both an inspiration for warriors, and a warning. Vhaeraun is the eldest son of Lolth and governs ambition and stealth. Both of these traits are not necessarily vilified, but worship of him is highly scrutinized. Haughty and rash, tales of him often include deceiving his fellow gods for good and ill and more often than not are cautionary ones. He’s depicted as wearing a mask, either as some punishment for endangering Lolth and her family or to hide his identity for various schemes, possibly both.
Malyk is Lolth’s youngest son and a youthful deity of change and growth. He’s often seen as a bouncing young boy that Lolth and her family have to reign in from wild misadventures. His freedom and curiosity is often seen as a double edged sword, both gaining him great riches but also putting him in tremendous peril. He has strong ties to sorcerers and when a child is born with innate magical talent, he is often the one thanked for it. He serves as an outlet for a Dark Elves youthful chaotic nature, but also warns them of the ramifications of their actions.
Ghaunadur is a strange figure in the pantheon. Their place in the family is a bit of a mystery, sometimes called the sibling of Lolth, or her child, or even as Lolth’s parent. What makes them truly unique is that they are a formless deity, something that Lolth once warred with Corellon over. The legends go that when Ghaunadur joined Lolth, they refused to give up their changeable nature. When questioned, Ghaunadur pointed to the slimes, oozes, and formless creatures of the world and said that they wished to protect them from the Elves and the Elves from them. Lolth agreed, cementing their position as the deity of the changing forms of nature. Their favored creature is the ooze, but they govern all natural creatures. Dark Elves often pray to Ghaunadur to protect them from the creatures that lurk in the depths of the forest.
Zinzerena is Lolth’s sister and is the goddess of poisons, illusions, and magic. Viewed as an elderly and patient figure, she often serves as council to Lolth in desperate times. She’s said to be the mother of all poisons and venoms and her teachings are all about finding the wisest solution to a problem. Zinzerena teaches that even though the spider is small, it’s bite can still fell a panther. Despite her perceived age, she’s considered the younger sister of Lolth and is thought to be incredibly quick and nimble: a reminder that not everything is as it seems.
Eilistraee is Lolth’s niece and daughter of Zinzerena. Considered the black sheep of the pantheon, she serves as a goddess of redemption and moonlight. Dark Elves that turn their back on their family or scorn traditions will sometimes find themselves turned to Driders, half-spider half-Dark Elf creatures shunned by all. Eilistraee is said to watch over these creatures and if they are repentant, offer them challenges that they could complete to redeem themselves. Lolth often views her with contempt or mistrust, but never hates her and maintains her place in the pantheon. Dark Elven faithful rarely worship her as the others. She’s also one of the only deities of the Myrkalfar to claim no animosity toward the Seldarine and their faithful.
Spiders are the sacred animal of Lolth and are often used as an example of social order and the importance of family bonds. Each strand of silk serves the web as whole. More literally, the giant spiders of the Underdark are multifaceted and incredibly useful creatures. Serving as beasts of burden, war steeds, meat producers, household guardians, and silk producers, they are present in almost every facet of society. Their silks are used in everything from wound dressings to armor to architecture. To kill or steal another family's spider is considered akin to stealing a member of the family. Smaller and more poisonous spiders are often kept in temples and their webs are used as divining tools for priestesses.

Elven Exiles

The recorded history of the Dark Elves is full of contradictions from High Elf and Dark Elf sources. What historians can agree on is when the Elves of the Prime Material arrived, the followers of Lolth secluded from their Wood and High cousins and retreated into the Azelarien, also known as the Green Sea in Common. A massive forest, nearly 1 million square miles of dense and vibrant trees, that grows denser and darker the farther in one ventures. For countless eons, the High, Wood, and Dark Elves lived in relative harmony in their own corner of the world. High Elves lived near the forests in towns and villages, the Wood Elves lived in the lightly forested outlands of the Green Sea, and the Dark Elves lived deep in the central forests which was so dense that very little light reached the forest floor.
As time passed and their villages turned to cities, the High Elves began expanding into the forest, chopping some down to build homes and heat their furnaces. This began pushing into the territory of the Wood Elves and eventually the Dark Elves as well. These two peoples formed a shaky alliance to push back the expansive tide of the far larger High Elven armies. This alliance proved successful however and the High Elven forces began losing ground. What happened next is a matter of some debate. High Elven historians attest that the Dark Elven armies used Wood Elven soldiers as unwitting bait to lure the High Elven armies into a trap, thus causing a schism between them. Dark Elven historians state that the Wood Elven armies turned on them after the Wood Elves met in secret with High Elven leaders and bargained for their independence. Some Wood Elven historians claim that after a brutal defeat on the field, they were met by High Elven dignitaries that offered them clemency if they turned on their allies. They initially refused, but after the dignitaries threatened to make the same offer to the Dark Elves, they had no choice but to accept. No matter the cause, the histories agree that the Wood Elves turned on their erstwhile allies and helped push the Dark Elves into a rapid loss of ground.
Facing the might of the two armies with their own relatively small one, the Dark Elves were beaten into a hasty retreat into their own territory. Losing every open encounter, the Dark Elf matrons developed a new strategy of combat. The armies switched from training as many as quickly as they could, to training only a select few in multiple different forms of combat and magic. As the High and Wood Elves advanced into their territory, they quickly found their supply lines cut out from under them, their soldiers ambushed while sleeping, their scouts captured, and their leaders assassinated. And even if they would make it to a Dark Elf settlement, they would find it abandoned and booby-trapped, warned by their fast and silent scouts. If the Dark Elves couldn’t face their enemies head-on, they would weaken them with quick and decisive strikes.
Eventually, the war ground to a stalemate. The High Elves couldn’t push into the Dark Elf territory far enough to capture any cities of note without taking severe casualties and the Dark Elves were only managing to hold the invading armies back and couldn’t muster a force strong enough to push back to the enemy capital. Thus, the war cooled into a tense peace. The leaders came together to draw borders, but neither side fully forgave nor forgot one another’s actions. High and Wood Elves viewed the change in tactics by the Dark Elves as an unethical violation of the standards of war. The Dark Elves felt a particular animosity toward the Wood Elves, considering them backstabbers in their darkest hour.

Dark Elf Families: Matrons of Order

The Dark Elf society, to an outsider, looks like an oppressive and cruel society of slave traders and backstabbers. But the truth is more subtle. The Dark Elves value tradition and filial piety above almost all else. To a Dark Elven citizen, their family name is their most valuable possession and they are taught from a very young age that to look after their parents and their younger siblings is the highest virtue. Ancestors that have achieved great things often have shrines in a household alongside the gods themselves. A Dark Elf going against the will of their family is considered one of the highest taboos and often causes them to be outcast from Dark Elven society as a whole. Dark Elf society is matrilineal meaning that the eldest woman in each family is revered as the household leader and receives great respect from her family and society. This also means that the males of the society don’t inherit wealth as frequently as the females.
Dark Elven families are quite large, often with multiple generations along with aunts, uncles, and cousins living in the same household. New children almost always reside with their mother. Males of the society are expected to care not for their own biological children, but for the children born to their sisters, aunts, or nieces. This results in a striking amount of sexual freedom for both men and women, but is often viewed from the outside as promiscuity. The Dark Elves do not marry in the traditional sense, instead favoring long term partners with one another that can end at any time with no concerns to material wealth or ownership.
However, to become a member of a Dark Elf family is not entirely a matter of heritage. When a family that cannot support another child has one, they are often adopted by more well to do families and raised as one of their own. These adopted children are considered just as legitimate as if they were born into the family. Also, should a family lose all their heirs or become destitute, they often ask to become assimilated into other families for their own safety. The latter is considered a morose ceremony as the members of the smaller family forsake their surnames. To take in such a family is both an extreme honor and grim burden, as it means ending another family's line.
The borders of Dark Elven civilization only goes so far as there are trees so many newer up and coming families have expanded underground, a difficult and slow endeavor. This has put multiple houses at odds with one another for territory. However, Dark Elves do not tolerate open hostility between families as they have a very strong sense of collective identity. Dark Elves do not war against fellow Dark Elves, same as a spider does not fight its own web. This leads to many tensions and conflicts needing to be resolved in other ways. Most families will attempt a diplomatic solution, but when that isn’t an option, sabotage and coercion is the favored outlet. Murder is considered a bridge too far by most houses, but subterfuge in almost every other facet is, while not accepted, tolerated.
Legends of Lolth’s rebellion and the tension of their enclosed territory have imbued the Dark Elves with a strong sense of symbiosis with nature and conservancy. Sustainable living is the cornerstone of Dark Elf society. In the wild, no creature is killed or plant destroyed unless it’s a matter of self defense or necessary to survival.

Dark Elven Sex and Gender

As with many Elven peoples, sexuality is seen as a fluid and non-binary matter. Same sex relationships are usually seen as just as acceptable as male-female relationships. Since Dark Elves have no marriage structure, same sex life partners are common and widely accepted. Inheritance is passed along by the family as a whole, not linearly, meaning some houses may have matrons with no direct biological descendants while still serving at the elder matron. Power dynamics in relationships are still a factor, with the elder female in a gay relationship considered slightly above their partner socially and is seen as the inheritor in cases of property or genealogy. Male same sex relationships are accepted with little controversy. Since children are passed down their mothers line, the males have no social obligation to sire an heir as with other societies.
Transgender and transexual Dark Elves are met with slightly more controversy. Lolth’s rejection of the Primal Elves mutable forms is sometimes cited against transgender and transexual Dark Elves. Ghaunadur, however, is considered the patron god of these people and teaches that just as they are part of nature, they can change their forms. Many of these people join the religious order of Ghaunadur, serving in various roles both in religious ceremonies and as forest guides. Some even consider them to be blessed by Ghaunadur and are highly sought after in forays into the forests for protection. Children born to transgender Dark Elves are still expected to be a part of their eldest mother’s family or eldest father if no woman is part of the union.

Slavery Amongst the Dark Elves

While the Dark Elves do take slaves, their slavery doesn’t look the same as many other societies. When a family becomes indebted to another and they cannot pay off the debt, a member of their family, usually male, will be sent to work for the owed family. They give him room and board and are expected to care for him as if he were one of their own. He’ll work for them for an agreed upon amount of time before returning to his native family. Injury or misuse of this person is often grounds for them to leave and the debt to be nullified. Children born to servant fathers needn’t worry about inheriting their father’s status since they’re considered to be their mother’s child. On the rare occasion that a female servant has a child while in servitude, the child is returned to the mother’s family to be raised by her family while she works off the remaining debt. Some trade of servants does occur between houses, with indentured servants being traded for goods or services or even other servants of special skills, but the family of the servant reserves the right to veto such a trade for any reason.
During their frequent clashes with external armies, the Dark Elves do sometimes take prisoners of war, though very rarely are they used for slave labor. They never bring them back to major settlements, often keeping them on the outskirts of their territory to prevent them from learning critical knowledge of their territory. Most prisoners are held as bargaining chips to be traded for passage, supplies, or captured Dark Elves. Captured military leaders are sometimes brought to Dark Elven cities to be tried for their crimes against their people.

Dark Elven Government: Independent Houses

Unlike many other cultures, the Dark Elves lack a centralized government. Societal etiquette govern the standard for how certain crimes and disagreements should be handled, but each family unit acts as its own governing body. Disagreements within families are thus resolved internally. Inter-family disputes are resolved in multiple different ways. Most often, the two matrons of the family will meet and agree on terms to fairly compensate both sides. In cases when these talks deteriorate, the High Priestess of Lolth is often called to serve as the mediator and serves as the ruling body between disputes. Her rulings are final and indisputable, as she is considered the mouthpiece of Lolth’s will.
In times of crisis, historically the many houses of the Dark Elves have convened to discuss threats to all of Dark Elven society. This is uncommon as it’s difficult logistically to gather all the matrons in the same place at the same time, so often houses are represented by either the second eldest woman of the family or the eldest daughter of the matron. The High Priestess of Lolth often resides over these meetings as an arbiter in the event of split decisions or in delivering guidance from Lolth herself.

There's my take on the Dark Elves. Any comments, suggestions, questions, outrages, and critiques are welcomed. This is my first comprehensive look at a whole race so if I've missed things, I'll try and patch them up. I'd like to do similar things for Orcs, Goblinoids, Kobolds, and others so those might be seen soon. Thanks!
submitted by Lerad to DnDBehindTheScreen [link] [comments]

Student Loan Default: The Guide (ReUploaded)

NOTE: I'm pasting this guide from where I originally found it, over on Studentloandefaulters. It was originally pasted there from someone who found it after the original was deleted.

Student Loan Default: The Guide (reuploaded)

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The original guide that was recently deleted here: https://www.reddit.com/studentloandefaulters/comments/cg1fd7/student_loan_default_a_guide/
I take no credit for this post, just happened to have it saved in a document and thought I'd be doing an injustice by not sharing this information once I saw the original post was missing! All credit goes to the original author, and without further ado...
Student Loan Default: A Guide
I’ve been wanting to write this for a long time, and seeing that person be in $500,000 of debt and no one really helping him on studentloans, I felt it was time to summarize everything I’ve learned. While there is great information on this sub, it is not centralized. It requires some digging. I hope now to bring all of it to the surface.
Definitions:
Strategic Default: When a borrower realizes that he or she can spend less money by not paying a loan. The borrower waits out the statute of limitations and then either settles or waits the debt out.
Shills: People who are paid to prevent the spread of student loan default information
Statute of Limitations: The number of years your state requires before a debt can no longer be collected.
Cosigner: The poor person who is just as legally required to pay your loans as you are
Foreign Earned Income Tax Exclusion: A tax rule that states any US citizen can earn up to about $100,000 a year in another country and report their US taxes as 0.
Fraudulent Transfer: When a party tries to move assets to someone else in order to avoid a lien on their property.
Lien: Essentially when the government slaps a bill onto your property forcing you to pay off a debt before you can sell the property.
Income Based Repayment (IBR): Federal loans can be paid with 15% of your discretionary income (money earned after taxes) instead of a higher, unpayable amount
Aggregate Student Loan Limit: The total amount a student can take out before the federal government or a private lender stops authorizing new loans
Wage Garnishment: When a court forces your employer to take out a certain percentage of your paycheck to pay back a debt
Bank Levy: When the government or a court takes all of the money directly out of your bank account to pay a debt
Private Loans: Loans that originate from anyone but the federal government. These loans have a statute of limitations and less power but higher interest rates.
Federal Loans: These loans have no statute of limitations, the government can collect anything you earn to get these back, and they come with IBR which is manageable
Sallie Mae: The worst private lender on the market. They only offer deferment for four short years.
Forbearance: A period where you do not have to pay your student loans, but interest accrues.
Deferment: A period where you do not have to pay your student loans, but interest does not accrue.
Credit Score: A number that tells people how responsible of a borrower you are.
Student Loan Tax Bomb: After you have paid for 10 - 25 years on your federal loans, you are forgiven the rest. That is considered income by the IRS. You then add this “income” to your regular income for the year and pay the tax. It can be over $10,000.
Insolvency: When you are unable to pay your debts. This works well for defusing the student loan tax bomb.
Public Service Loan Forgiveness: If you work for 10 years at a government job, you can get your entire federal student loan balance forgiven. In 2019, the feds are making it near impossible to collect. This could change.
A note on cosigners before we begin: Look, your cosigner is probably going to be very mad at you. Prepare for your relationship to be strained. You need to try and get them on the same page as you, and I do offer a tactic here to at least shift all of the financial burden off of your cosigner below. If you decide to do any of these tactics without getting your cosigner off the hook, there could be more risk involved if you or your cosigners have a lot of assets.
Strategy
Student loan default is a strategy. And to have a good strategy, one must plan as much as possible. You have to know all of your options. While strategy is your overall game plan, tactics are the individual options you have to get your strategy accomplished. Below are the tactics that you can employ to beat the student loan companies.
Tactics
Paying Your Loans: [low risk] In the rare chance you have anywhere between $1,000 to $20,000 in federal student loans and you have completed your bachelor’s degree, you should probably just pay the damn loans. All you have to do is set up an auto debit and forget about it. It will be about 15% of your income. You really want to try and avoid consolidating if you can, because it will count against some of your IBR payments. You would also lose your grace period if you did this. At the end of 10 to 25 years, you will be forgiven all of the loan amount you did not pay. That forgiven amount is considered income by the IRS, so you will be put into a higher tax bracket. I would get an accountant when this comes. In your case, your tax bomb will be low enough where you could probably just pay it. If you want to really shake things up though, you are welcome to try either the Asset Creation Tactic or the Madlad Method below. Here is more information on Income Based Repayment: https://www.studentdebtrelief.us/repayment-plans/income-based-repayment-plan/
Default Private IBR Federal (Staying Put): [low risk] The standard strategy here on studentloandefaulters. As mentioned above, for the federal loans, it’s best to just IBR and automatically debit your bank account each month and forget about it. For the private loans, this is where the game begins. Your overall plan here is to default, wait out the statute of limitations in your home state, and either settle the debt for less than 30% or just hope they leave you alone and you don’t pay at all. From this moment on, whatever you would have paid for your private monthly bill, sock that money away. Once you go past 120 days of no payments, you are in default. This is where the phone calls come in. They will start to harass you. They will call your work, your cell phone, your cosigner, etc relentlessly. Most likely, they’ll start doing this before you get to default. As they call you, you can either just give them the cold shoulder or start immediately acting like you do not own the debt. Never admit that you own the debt. Tell them you think they are crazy and have the wrong person. Inform your cosigner to do the same. Once your loans are sold to a collection agency, wait until they call you and ask for verification of the debt. If they do not provide it, you won. Chances are, they will be able to verify it, so just make sure you never admit to the debt on the phone or make a payment. If you make a payment, you’ll reset the statute of limitations. Do not give them five dollars, two dollars, a penny. If they do sue you, show up for court. Get a lawyer if you can afford it. You have to show up to court, or they win automatically. Even if you don’t have a lawyer in court, you need to make them verify the debt. You could still lose here. If you do lose in court, go to my tactic of “The Cat and Mouse Game.” They are playing a numbers game, and if you are harder to sue than John Smith down the street, they may prey on him or her instead of you. Now, there are four states in the United States that do not have wage garnishment: Pennsylvania, North Carolina, South Carolina, and Texas. You could move there, and if you have barely any assets, you are considered judgement proof. This means you’re not worth the time to be sued, because you have nothing to take and cannot be garnished. Moving is hard, though, so that’s a personal decision. Also, from what I understand, if you do move to these states, you can switch your statute of limitations over to their states which may be less time until you cannot be sued anymore. If you do lose and just want to stop here, you could get your bank levied and you could be slapped with up to a 25% wage garnishment until paid in full Clarification: a lot of people do not ever get garnished, and bank levies are rare (they are non-existent on federal loans). Do not let this freak you out!. I repeat this is super rare and not likely to happen. Anyways, you have options at this point. If it does happen, try another tactic like leave the country or cat and mouse below.
Default Private Default Federal: [medium risk] Some of the wilder people have attempted to default on both federal and private loans in order to do a cash settlement. The same strategy above in Default Private IBR Federal applies, but realize that the US government could just step in and do an administrative garnish on you eventually. If you were living some sort of cash existence, you could potentially avoid them and then write them a money order and settle for 30% or something. This way, you avoid the tax bomb and would probably pay a lot less interest overall. If you do this and it works, I would love to hear about it.
Cat and Mouse: [medium risk] So, you want to avoid getting sued or you lost a judgement? You don’t have to sit back and take it. u/nowaysalliemae has successfully avoided being sued by essentially going on the run. You see, to be sued successfully, they need to know where you work. If you get sued, move to another state, and switch jobs, they have to do the entire process over again! This means find you, verify the debt, sue you, etc. You can essentially do this until your statute of limitations runs out. And then, you dispute the debt on your credit score. They take it off at that point, and you just saved a lot of money. I decided to put this as medium risk, because moving around a lot would require some luck. Especially since you would need to work wherever you go, there are a lot of moving parts here. I think it is totally doable, and if you are an adventurous personality type, it could be a lot of fun. This only works for the private student loan side, because the US government has a lot more power. You would still IBR your federal loans on this tactic. For more information, go through nowaysalliemae's post history.
Leave the Country: [medium risk] What if you want to avoid all of this altogether? Do you want a reset button on your life? You can just leave the country and start over. Seriously. Your credit score does not follow you across countries. The federal government cannot garnish your paycheck if you work internationally. You are not a criminal doing this. Furthermore, there is something called the Foreign Earned Income Tax Exclusion. Since you will still IBR your federal loans on this plan, as long as you make less than $100,000 in another country, your US income is zero. This means you just got a free education while you make money in another country. Once you pay zero for 25 years, you will have to defuse your student tax bomb. Tactic Below. Private companies do not stand a chance here. There are countries in the commonwealth such as Australia and Canada that are more willing to take you in if you meet certain requirements. You could teach English at a bunch of places. You could apply for residency at these places or be a perpetual tourist. A perpetual tourist is someone who essentially moves to a new country, goes to a neighboring country for a weekend, and then goes back to that new country they are trying to start a new life in*. This in no means you have to go back to the U.S. Ever. For example, you want to live in Panama forever, every 90 days, you take a weekend trip to Nicaragua. You come back to Panama after the weekend is over and get another 90 day pass. Rinse and repeat. This gives you another 90 days in your country of choice. If you make money on the internet, this strategy would work pretty well. You can just be a perpetual tourist or marry someone in another country and start a new life. This will not be a good fit for everyone, but there’s something exciting about this. If you are young, single, and restless, this could be the adventure of a lifetime. Here's more info on being a perpetual traveler and the FEIE: https://www.escapeartist.com/blog/perpetual-traveler-us-tax-code/
Suspend Payment Without More Debt: [low risk] So recently, it has been brought to my attention that there is a community college, Luna Community College (in Las Vegas, NM), that has tuition so low you could go half time all year for about 684 dollars. They have a small amount of associate's degrees. If you just want to stop paying without taking any more loans, this would be the way to do it. You could do this for many years. Luna Community College's tuition matrix: https://luna.edu/tuition_matrix
Convert Private Loans to Federal: [low risk] From this point on, these are my special tactics I’ve been thinking about. They might work really well for some people. So, you have a bunch of federal loans and a good amount of private loans. You don’t want to fight debt collectors or move around. Try this. This plan only works if you have a bachelor’s degree though. Anyways, there is a special loan offered by the US Federal Government called the Graduate Plus Loan. This loan is incredible, because there is no aggregate student loan limit. In other words, you can borrow as much money as you want here. Even a million dollars no questions asked. All you need is no delinquency or default on your credit report. If you do have these things, you can get a cosigner in on the plan. They won’t ever be responsible anyways because you will defuse the tax bomb at the end. This works to your advantage, because you could go back to school at the graduate level, get a diploma mill master’s degree online, use your room and board payment to start paying off your private loans ASAP. Just make sure you are doing whatever your school considers half time enrollment in order to avoid student loan payments while doing this. Once you’ve gone to school long enough and converted all of your private loans to grad plus loans, you could just go on an IBR plan. This will at least make your life manageable. You would have to defuse your student tax bomb once this is over. Tactic below.
Convert Federal Loans to Private: [medium risk] So, what if you wanted to go the opposite way? Maybe you want to convert all of your federal loans to private ones, default, and then leave the country? Hey, maybe there are reasons you want to hurry up the settlement process. You could essentially do the same strategy as above, but instead just borrow from Sallie Mae, Wells Fargo, etc until all of your federal loans are paid off. Then, either cat and mouse or leave the country. I don’t think a lot of people would find a use for this, but hey who knows?
Asset Creation Method: [high risk] What if you wanted to not just pay off your loans but get ahead in life? Maybe you feel like using your student loan debt to your advantage. Thanks to the work done by u/BinaryAlgorithm, you could really come out on top here. Remember those Grad Plus loans we were talking about? Well, there’s nothing stopping you from continually borrowing all year on these loans, investing the room and board, and acting as if you do not have the debt in the first place. While I had originally said that rental property does not count as income, I cannot find any documentation proving this. You can still invest this money however you want, and you just defuse the tax bomb at the end (if anyone can find that documentation, please let me know). I did find that rental properties offer a lot of ways to reduce your adjusted gross income (management fees, advertising, etc), and these could reduce your income closer to zero. We’re not done here. Moreover, you could get a job that qualifies for Public Student Loan Forgiveness, enjoy your investments, and then pay for the 10 years. Be sure to convert all loans to federal before starting this tactic. I only put this as high risk, because the whole plan falls apart if Grad Plus loans get capped. Will they? Probably not, because those are the loans doctors and lawyers take out to go to their professional schools. It would take an act of congress to change the way the law stands now, but still, you should know that. This plan spans decades, so a lot can change. Also, having this many installment loans may lower your credit score over a multitude of years, but based on what everyone has found out here, it's not by much. For more information, go to this subreddit's search bar and type in "aggregate" and go look at BinaryAlgorithm's two posts on the subject.
Defusing the Student Tax Bomb: [low risk] So lucky for you, I talked to an actual lawyer and an actual IRS agent about this. This is completely legal and doable. Okay, so you were a good person and paid your IBR for 25-30 years. What now? Well, you’re about to be hit hard with a tax bomb. All of that money that is now forgiven counts as income on your taxes. This could mean a bill in the tens of thousands if you combined this with any of the other methods here—or just borrowed a lot to begin with. Luckily for us, there is something called insolvency. This means you are unable to pay your debts, and there is a really simple formula for whether or not you are insolvent. As long as you have more liabilities than assets at the time of student loan forgiveness, you are considered insolvent. In other words, right before you are about to be forgiven, like year 24 out of 25, you would take out a loan on something. All you would need to do is buy a house, buy a car, or buy something with a huge price tag. As long as your liabilities are way higher than your assets (like aim for 100K or something more), you are considered insolvent and you don’t have to pay any of the tax bomb. Boom. The IRS agent said this is fine. The lawyer said this is fine. I cannot believe this is fine. Where could you get the money to borrow for a house? Check Asset Creation method above. You could always sell the asset after the tax bomb is dealt with. For more information on defusing the student loan tax bomb: https://lawyerist.com/defusing-student-loan-interest-tax-bomb/
Getting Your Cosigner Off the Hook: So 90% of us have cosigners based on some statistic I read. These people are going to pissed at you, because they get harassed. If you have a lot of time to plan your strategy out, you can simply convert all of your private loans to federal ones. They are no longer responsible. The plan is above. Check out “Convert Private Loans to Federal.” Furthermore, if you are attempting to go the default route with private loans, you could potentially get your cosigner off the hook by refinancing your student loans without the cosigner. After you refinance, you could just default then. You would need good credit and meet certain requirements for this. Also, if you plan on defaulting, you might want to get your cosigner to transfer their assets to their spouse or someone trustworthy. Even though liens are rare, this could give you some peace of mind. As long as about 3-5 years go by, this is no longer considered a fraudulent transfer. Your state will have certain rules about this. If you are from Florida, apparently houses are untouchable there. You will need a lawyer to plan the asset transfer. At the same time, you may not be able to get your cosigner off the hook. Make peace with that. Student loans are brutal, so all you can really do is educate yourself and your cosigner and hope you come out on top.
Madlad Method: [high risk] Now, here comes my personal plan. This is what I’m doing, because I want to live a life on my terms and not really work for anyone my entire life. I’m also not a normal person, so this will probably appear crazy to some or most of you. So at this point, if you understand all of the methods before you, you are a powerful player in the student loan circus. You can do anything from fight the man to maliciously comply and bankrupt the system while becoming upper-middle class. I don’t really care for any of that. I want to go to a tropical paradise and make music for 20 years, so here is my interpretation of everything. I have some federal loans and private loans. I net about 25K a year through the Grad Plus loans, and I work about 4 hours a week in the online classroom. I take that federal loan money, and I sock away a few hundred every month to save up for my private loan settlement in about five years. Since I save 300 every month, I’ll have about 18K in 5 years when I go into default. I will settle ASAP. At the same time, I will continue to go to diploma mill universities, get master's degree after master’s degree, and move to a Latin American country where the cost of living is even lower. This way, my 25K a year puts me in the upper class of that country. I can live where I want and really do whatever I damn well please for as long as the Grad Plus loans are around. As an added bonus, I will already be starting a new life in another country where I can make connections and maybe even get married. I studied linguistics, so I know how to teach English. I can do that if I want a source of income anywhere. So there is my plan, and honestly, one day we might get someone in office who just wipes out all of this debt anyways. If that’s the case, I can just play the waiting game until all of this is over. Here are the rules on adverse credit history and Grad Plus loans: https://studentaid.ed.gov/sa/sites/default/files/plus-adverse-credit.pdf
Final Thoughts: Defaulting on student loans is not immoral or a sin. It is a business decision. Everyone else gets bailouts, why should student borrowers be any different? You’re going to have to ignore the people who tell you why they think you should be a good little slave and pay your loans. Those people are not your friends. Those people are not on your side. Some of the best advice I ever received in life was you have to do what’s best for you. Also, if you have anything you would like to add to this or would like to challenge, please let me know. I want this to be as accurate as possible. I will be looking at this perpetually to make sure there are no errors. Take care. Good luck. You can do this.
submitted by I_Ride_A_Nimbus to StudentLoanEscape [link] [comments]

I fucking hate the term "pcmasterrace." [NAW]

Yep that's right. I hate that term. For obvious reasons and not so obvious reasons.
Obvious reasons:
Anything "master race" belongs in the trash of cultural discourse. After everything that's been going on for the past 90 years (back to the very idea of an "ubermensch" by Nieztche which was then perverted and corrupted by the Nazis (I can already feel the collective awakened hatred by all you fucking pcmasterrace Nazis)) to the political and civil uprisings we saw in 2017-2020, the rise of fascism in the United States, the fucking PROUD BOYS (Proud Nazis more like it) it seems the vast majority of people don't even think twice about this term. Fuck the term PCMasterRace, even if it is tongue-in-cheek. IDGAF The term should be abolished.
Not so obvious reasons:
First of all, PCs are NOT the master race. If anything, consoles are. Consoles are the superior gaming platform (and I say this as a PC gaming enthusiast whose last console was the PS2 and the Nintendo DS). However, I still believe PC gaming let's niche enthusiasts have a more immersive gameplay experience (namely VR and flight simulation, and all simulations in general). The only other games available for PC that are not available for consoles would be real time strategy games, since ARPGS like Diablo and its clones (isometric tactical rpgs) (a typical PC only genre) made the jump to consoles YEARS ago. Even things like Final Fantasy tactics have a long history in gaming. See also Front Mission, Fire Emblem, etc.
And again, as far as actual gaming goes, consoles are vastly superior. And not any one specifically, all of them. New, next-gen consoles are always about about 10x less expensive than their high-end PC gaming equivalents. In other words, modern high-end PCs are usually OVERKILL for the next gen-games. And they cost a shitload ($2000-$3000 easy for a high end rig, and upwards of $10,000 for top top top of the line......fucking overkill just to play the newest Tomb Raider lol) And if you're on a budget and can only spend $500-$800 on a gaming rig, that's still 1.5x - 2x more expensive than a typical next-gen console.
And also, I believe there are lot of fucking salty racists and "supremacists" in the PC gaming community. You fucking snowflakes get triggered when a brown person shows off a nice rig in the PC gaming subreddits, and the most recent post about Representative Ilhan Omar just further proves my point. You guys are pathetic. Every fucking post is locked that doesn't cater to the "ideal" image of "pcmasterrace" culture, it's disgusting.
There are so many examples of the toxicity in the PC gaming community I would have to spend hours researching examples of players being triggered because a developer decided to include a gay character in the storyline, or a black main protagonist (how many games can you think of with main black characters? besides Miles Davis as Spiderman), or when developers give players the option to choose a non-binary gender and their own sexuality during character creation.
While other gaming communities typically embrace these changes (Nintendo has always been pretty wholesome, as well as anything coming from Japan) the PC gaming industry has been slow to change.
So that's it that's my rant. Fuck the term "PCMasterRace." I know nothing is going to change, but I had to get this off my chest.
Quick Edit: I just want to point out that obviously not everyone in the PC gaming community is a racist white-supremacist shitstain, I've met some genuinely nice and wholesome members through years of gaming, this post was a rant at the obvious "eugenics" based reference that is the misnomer "pcmasterrace."
submitted by IntheDesertoftheReal to offmychest [link] [comments]

THE SEARCH FOR THE GREATEST SWITCH SHMUP: EPISODE 28 – Raiden V: Director’s Cut

Before I begin, I just want to remind everyone that all of my reviews can be found at my site: www.azormx.com. I tried to keep it as minimalist as possible, and it doesn't have any add or any other intrusive elements, so the content is king. Do check it out, as reviews are usually live there before I publish them elsewhere. Any way, on to the review!

The shmup genre hasn’t been a mainstream genre in a long time. To be honest, I don’t think it ever was, even during the arcade days. While we certainly don’t have a shortage of shmups, let alone new release, they usually come from smaller teams. Indies have taken it upon themselves to become a guiding light for all of us. Their creations have been nothing short of amazing! However, we don’t really have anything we could call a “AAA” shmup. We do seem to have the next closest thing: Raiden.
Developer: Moss Co.
Platform: Nintendo Switch
Release date: Jul 25, 2019
Price: $29.99
Tate: Unfortunately… no. This really needed to have TATE
Raiden V: Director’s Cut is a vertical shmup set in a fictional but real world. It claims to be the original bullet-hell, and after playing it extensively I gotta say that I agree. Raiden V features some intense air combat, coupled with giant bosses and some jaw-dropping transitions between areas.

THE GREAT INTRO CHECKLIST

Right out of the gate, what caught my attention was the intro. The best way I can put this is that it has everything great about shmups in a short video. It has a great track, it has giant enemies, it has ships and it even has pieces of lore I do not understand! Simply amazing!
Most importantly, it is a very accurate portrayal as to what you should expect from the game. Unlike other shmups, Raiden goes all out in the presentation department, with the story taking a mayor role. Another way I can put this, is that it certainly feels like a considerable effort was placed in every element of the game. Raiden V features a level of polish that very few shmups can claim to have.

WELCOME TO THE CUSTOMIZATION STATION

One of Raiden’s strength is the amount of customization you have available for your ship. At the beginning of the game, you can choose between one of 3 different ships: Azuma, Spirit of Dragon and Moulin Rouge. Each of these ships has different stats in terms of attack, defense and speed. They also have their own sub-shot which is always firing along with your main cannon.
On top of selecting a ship, you can arm yourself with 3 out of 9 different weapons. Those 9 weapons are grouped into 3 categories: Vulcan, Laser and Plasma. You can pick, or rather you must pick 1 for each category. The result is a combat style that is unique to you.
During your play throughs, you will encounter several power-up orbs. These orbs will power up each of your weapons up to 10 times! Each of these orbs can be either red, blue or purple depending on the weapon it powers up. The orbs cycle the colors, with an outer dot indicating a timer until it changes colors. This allows you to control which weapon you want to power up, giving you the flexibility to pick your own style or choose a weapon for the occasion.
The best part is that absolutely no power-ups are lost upon death! This means that you are free to retry to your heart's content and play at your own pace. Raiden won't punish you or set you up for failure with an unrecoverable situation.
I didn’t put too much attention into weapon selection at first. I figured it wouldn’t be too relevant, as I would probably just play the entire game with a single weapon, but the advanced scoring mechanics and the rank system were quick to make me second guess my decision.

ACE PILOT

At the core of Raiden V, there are 2 main systems to be aware of: your rank and your flash level. Both of them measure your combat capabilities, although in different ways. Your flash point gauge is a score multiplier that tracks how fast you defeat your enemies. By defeating enemies as soon as possible after spawning, you can earn higher multipliers to increase your flash gauge. By having quick kills, you can raise it to higher levels to increase your score. Your rank, on the other hand, only concerns itself with how many enemies you’ve defeated.
Your rank doubles as the deciding factor of which path you will be taking. Raiden features branching paths with an A, B, C or S version of each stage. Depending on your total destruction rate, you will either move up or down in rank after a stage. While I do not know the exact numbers, I believe having more than 98% destruction rate will increase your rank, 90 – 98% will keep it as is and <90% should decrease your rank. S rank stages are presumably harder than A/B/C stages, with C being the lowest.
Apart from having a higher score and challenging yourself with the difficulty, the importance of S rank is getting the true ending. In order to truly watch the ending of the game, you need to reach the final stage on S rank using a single credit. You also need to power up your 3 weapons to level 10. Once you meet those conditions, you will be able to challenge the final boss. Alternatively, you could just fulfill the level 10 weapons condition to fight the true final boss.

THE BEST CHEERLEADER

A new addition to Raiden V is the cheer system. By accomplishing certain in-game milestones like a certain number of enemies destroyed, you will get an achievement. These achievements are broadcasted to any players connected to the leaderboards. They can then “cheer” on your achievement to increase your cheer gauge. This goes both ways, as you can also cheer the achievements of your fellow Raiden players.
Once the cheer gauge is full, you can unleash it to clear the screen and gain a drastically stronger sub-shot. Think of it as a devastating bomb, only more devastating and easier to fill. It clears screens and decimates even the bosses.
Perhaps many people won’t think too much of it, but I found it really interesting to know that there’s someone on the other side celebrating my achievements. Likewise, there were times where I left my game on pause to do other stuff, but held on to my controller to provide support for my comrades.

SWIFT DESTRUCTION

Everything I’ve mentioned before plays out in the general strategy of the game. Assuming you want to get the best results, you need to know where to hit and how to hit hard. For the untrained eye, most shmups just look like games where you fire away with complete disregard and hope the enemy dies. This is definitely not the case in Raiden.
In order to succeed, you must be able to find your rhythm and read the stage. Learn the enemy formations and strategize the quickest kills. Be there before the enemy arrives and take them down before they realize what hit them. If you want to face the true final boss, then you must also learn to juggle your weapons and find the moments to upgrade them. Maxing a weapon and then switching is a recipe for disaster, as you don’t want to be on the later stages with a level one weapon and risk your flash level or destruction rate. With so many weapons and ship types, your strategy to succeed will be unique to you!

LORE GALORE

One of the main selling points, at least per the game itself, is the story. Raiden V features an extensive story that is fully voiced and occurs as you play the game. This story elements come as the prologue and epilogue scenes, as well as all the events happening mid stage.
As you fly your way to the levels, characters will be advancing the story by having conversations and narrating the current events. The dialogue is available on one of the gadgets located on the right side of the screen. You can read anything you might have missed and even pause to read the on-screen log of events (up to a certain number of events, as the log scrolls to open way for new text).
As for my opinion of the story, I have absolutely no idea of what happened during the game. I played my fair share of runs, but I found it next to impossible to focus on the dialogue while trying my hardest to survive. The voice acting would have been my saving grace, but I found the sound mixing to be the opposite of ideal for listening to dialogue. I even tried lowering the sound effects and BGM to see if I could focus on dialogue to no avail.
The text is also incredibly small when playing on docked mode. It gets even worse when playing handheld.

THE WORST CHEERLEADER

Out of all the voices, Eshiria’s was the one who got on my nerves the most at the beginning. Other than having her role as navigator on the plot, she also critiques your gameplay. In-between stage scenes, she will provide commentary describing your gameplay. She will be quick to point out if you did well, but also if you did poorly. On my early runs, when I was still learning, it would tilt me to listen to her complaining to me about stats I did not understand.
And perhaps, a huge part of my problems was a lack of understanding of the game mechanics. I listened to her complain about my destruction rate without knowing it was about my rank. She also complained about destruction speed without me knowing it was about the flash point.
The problem is that the game never bothered explaining any of its mechanics to me. I really looked around for some sort of tutorial to no avail. I had to resort to 3rd party resources. While that isn’t uncommon, I really don’t like games with obscure mechanics that can’t be discerned in-game.
Once I got better and consistently reach the S levels, I finally started to value her advice. Of course, I wouldn’t count on everyone reaching the same enlightenment as I did. In my opinion, her comments would more often than not add insult to injury. Once again, it’s not really the commentary, it’s the fact that none of what she said made practical sense until I started digging on the wiki.

GADGETS AND THE SCREEN REAL ESTATE

Perhaps the worst omission from Raiden V is the lack of a TATE mode. Vertical shooters don’t really have an excuse to do this, with the existence of add-ons like the flip grip or rotating monitors. Instead, Raiden decided to make the most out of the free space and add several gadgets.
In standard fashion, these gadgets will keep your stats like score, flash level, the dialogue and even hi-score statistics. Your left gadget can even be cycled between the score chart and cheer notification, in-game tips and global statistics. Out of those, the tips are definitely the winners. They do give some important advice, such as staying on top of the guns of the first boss to avoid damage.

NOT A FRIENDLY NEIGHBORHOOD

Every stage is divided into smaller scenes. These scenes serve as a way to catch your breath and tally your score. There’s even a nifty “restart scene” option that allows you to replay a scene. Choosing to restart will deny you the option to upload your score to the leaderboard, but serves as a great way to practice or even “fix” a run to so can get to the true ending.
Every once in a while, the action will pan out and open the way to a bigger stage, with you looking smaller in comparison. I admire the grandioseness of the resulting scenes, but they were also quite impractical. Think about your weapons, the destruction rate and the flash gauge. An extended stage means longer travel distances from side to side. Having a bigger stage means you move slower, which reduces the pacing of the game to a crawl. Reaching enemies quickly becomes a struggle. Worst yet, I’ve counted times where it took me whopping 5 seconds to go from side to side of the stage.

THE OG BULLET HELL

Despite all the fun of blasting enemies quickly to gain flash levels, I gotta say that I found the combat, specifically the bullets, to be lacking in grace. For a game that’s the original bullet hell, most enemy volleys feel like bullet showers. There’s no finesse in them, just a bunch of bullets moving towards you. Dodging them isn’t fun, it’s survival. The problem only gets worse in higher difficulties where the bullets just go faster.
Not all patterns are as bad though. While the vast majority will be just a bunch on increasingly faster bullets thrown at you, some exceptional patterns will show from time to time. As a result, fights tend to be very hit or miss, with both hits and misses being on their respective extremes.
What certainly doesn’t help is that the bullets are very hard to see. As pretty as the backgrounds might be, they are very busy and the quick motion makes them into a blur. Bullets don’t have their characteristic outlines or color palettes to become distinguishable. Some even blend with your own vulcan. The result is a lot of cheap kills caused by intentional obfuscation. It this was their intention, then perhaps I’m being too harsh, but you know visibility is usually one of my pet peeves in shmups.

REPLAYABILITY AND LONGEVITY

As far as game length goes, I consider Raiden V to be one of the longer ones. I was surprised after my first run of the game, as it took me 50+ minutes to complete the campaign. Usually, my baseline for shmups is around half an hour, which made this one almost twice as long. While I’m not fond of longer campaigns, I know a lot of people would certainly be glad to know there is plenty of content.
Of course, playing through the campaign isn’t enough to view the entire game. If you recall, most stages have 4 versions of themselves. Those versions are separated by the ranks: S/A/B/C. This means you would need at least 4 runs to see everything the game has to offer. There’s also 6 different endings to uncover.
Also new to the Director’s Cut edition are 2 bonus levels. These level are slightly different from your typical levels. The bonus missions will challenge you to fight a new boss ir oder to obtain medals. Dealing damage will detach the medals from the boss, allowing you to catch them. Gather enough medals and you will advance to the next phase. Higher medals mean higher ranking. Taking damage will take medals away from you, so surviving continues to be a priority.
Lastly, there is a new boss mission mode that allow you to play “boss rush” missions. These missions have certain conditions, like using a specific weapon or fighting at a specific HP level. The targets are usually 1-3 bosses. Boss mission is a very fun arcadey mode for those who enjoyed the boss fights and want more of them.

SOUND EXCELLENCE

If there’s a factor that merits my highest praise is the sound department. Simply put, the OST is fantastic. The track length syncs perfectly with the stages, and it always fits the mood. I just couldn’t get enough of the OST, and listening to it while writing this review was the recipe for a perfect Sunday! I also got some good coffee that would make the captain proud.
For all the praise the music gets from me, it still is dragged down by the terrible sound mixing. Similarly to the voice acting, I tried to mess with the sound settings to increase the volume and reduce the sound effects, but it still wasn’t enough. The tracks were great but I struggled to listen to them amidst all the explosions. The calm moments were great, as they let me listen to the songs in peace.

LAST WORDS

Raiden is a master class in shmup design for the wrong reasons. Its high points perfectly illustrate how shmups should look and feel. The low points also show what you should NOT do when creating a shmup game. Despite all of this, it all comes down to how fun a game is.
Raiden V is a very fun game. It isn’t different, but it’s certainly very polished. I delivers some levels of quality that are notably absent in the majority of the games. As a concept, I feel like it serves as an example of how current gen shmups should be. The execution fell flat in some regards, but as a whole I was satisfied with the time I spent with the game. It does come with a hefty price tag, so my advice is to check this game out when you find a decent sale. I got mine at -70%.

THE RANKING SO FAR:

  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Raiden V: Director’s Cut
  9. Darius Cozmic Collection Console
  10. Tengai
  11. Steredenn: Binary Stars
  12. Stardust Galaxy Warriors: Stellar Climax
  13. Sky Force: Reloaded
  14. Strikers 1945
  15. Black Paradox
  16. R-Type Dimensions EX
  17. Sine Mora EX
  18. Shikhondo – Soul Eater
  19. Ghost Blade HD
  20. AngerForce: Reloaded
  21. Aero Fighters 2 (ACA Neogeo)
  22. Q-YO Blaster
  23. Lightening Force: Quest for the darkstar (Sega Ages)
  24. Pawarumi
  25. Red Death
  26. Task Force Kampas
  27. Switch ‘N’ Shoot
  28. Last Resort (ACA Neogeo)
submitted by AzorMX to u/AzorMX [link] [comments]

Endless suggestions that cause chaos?? (that might seem troll) for this game and can't build it, but Starcraft 2 is too binary/mono gameplay triple CC triple Hatch most of the time.

Reuse Minecraft procedurally generated maps for RTS games. (Looks easy and feasible for me after 10 years of training.)

Would it be nice if you can destroy your own resource within war games?? (Fire to burn down crops but minerals are harder to destroy.)

Paying your SCV garbage wage and overwork them. (Maybe add random element?) -- Frostpunk

Killing civilians (kids optional, but politically incorrect)

Conqueror neutral cities and collect "taxes".

Neutral factions and cities/"Rise of Legends" Imagine "States" fighting while there are other neutral states.
https://en.wikipedia.org/wiki/Three_Kingdoms

Rise of Legends also increases unit price by a little if you build too much of the same unit.

Diplomacy/backstabbing type games are seriously lacking in Starcraft 2.
https://en.wikipedia.org/wiki/Diplomacy_(game))

SIMS mode (EA games ruined it), where you get to play The Day In The Life of a soldier, go to "college", or even learn Cisco CCNA within the game. (Sounds troll.)
https://learningnetwork.cisco.com/s/binary-game
https://forces.ca/en/paid-education/

Have options like "Green Energy Fuel" research to defeat enemy through attrition instead of the current Starcraft 1-1 "outstat and you just die".

Sun Tzu art of war for strategies currently not implementable in Starcraft 2?

Should this game build on pre-existing open source RTS games like 0 A.D. to avoid reinventing the wheel??

Meanwhile: I quit /IronHarvest after 4 hours of gameplay because the characters shout every time and it doesn't feel right. A soldier doesn't shout because chances are they are exhausted from war!! Also the delay before the soldier moves is driving me crazy.

Also watch nobody plays Frost Giant because it is 200 Gigabytes because developers implemented my suggestions!!
submitted by Kick_Minimum to FrostGiant [link] [comments]

MGS4 deserves credit for re-examining what an alert phase should mean and how to create fun gameplay around a "failure" on the part of the player.

I should clarify that I'm primarily describing the gameplay of the first act. I'm pretty certain there are other sections of the game where this sentiment applies, but a lot of the game railroads you too hard to properly demonstrate what I'm talking about.
MGS 1 & 2 run with a sort of binary philosophy toward being spotted: You're either undetected and making progress (good), or you've been spotted and your progress comes to a sharp halt (bad). In principle, this isn't a point against these games - they're stealth games, the whole point is not triggering an alert. However, both games reinforce this binary in a way that feels kind of restrictive. MGS2 in particular is designed around these cramped corridors and tiny rooms in such a way that feels really fun and challenging while you're sneaking, but leaves you with little to do upon triggering an alert. You run to the nearest vent, hide, and wait out the clock until it's safe to explore again. Very rarely does an environment in MGS2 give you the breathing room to outwit alerted guards and sneak past them. MGS1's take on this philosophy isn't much better: if you get spotted, you'll likely take a hit or two and then the alert phase is pretty much over before you know it once you find somewhere to hide.
MGS4 attempts to break this binary a little bit in its first act. The scenario itself is of course notable for being a series first: a (somewhat) dynamic active battlefield provides you with some cool gameplay options, giving you the ability to sneak through the chaos unnoticed, help out the militia from afar, or even play the game like a mediocre Gears of War clone and cover shoot your way through it (I do not recommend this, lmao). But the meat of this section - the stealth - is underscored by a different philosophy toward alert phases. Getting spotted in 4 doesn't necessarily mean it's time to back yourself into a corner and wait out the clock in hiding. Often times, 4's wider environments with accessible building interiors leave you with avenues to slip out from where enemies last saw you, giving you the opportunity to quickly get the drop on them or escape an area altogether. If I were to summarize this design principle, I'd say it boils down to the belief that although stealth is the goal, the alert phase doesn't need to be an arbitrary punishment that brings gameplay to a halt. On higher difficulties, I found that that the opening hours of 4 struck a great balance between enemies that are threatening (incentivizing me to avoid alerts) but still can be evaded during an alert by strategies beyond hiding in a vent for 90 realtime seconds.

I'd go so far as to argue that this new design philosophy that 4 flirted with was an inspiration for how stealth played out in MGSV. Think about it: what do you do when you get spotted in MGSV? Do you find the nearest hiding spot and just wait around for the alert to time out, or do you put some distance between yourself and where the enemies last saw you? From its environments to its AI, MGSV is designed to double down on the design principle that an alert phase isn't a punishment per se, but a change in how you're playing the game.

metal gear solid 3 is also a game that exists and I can't quite categorize it because it sorta does the open environments thing and the camo system also sorta allows for sneaking around alerted enemies but you'll also end up forced into hiding pretty frequently depending on where you are. I'm kinda mentally fried from typing this up but if anyone wants to argue for 3 one way or another I'm interested to hear your thoughts.
submitted by SnakeHarmer to metalgearsolid [link] [comments]

The Motte Plays: Nomic

UPDATE: The Game is over.
Unfortunately, this particular game has ended up being something of a failed experiment. Thank you to everyone for playing, and my apologies that I didn't do a better job structuring it.
WHAT IS NOMIC?
Nomic is a game about making up the rules of the game as you go. Like Calvinball, but a little more structured.
WHAT ARE THE RULES?
The game starts with a very basic set of rules, all about how to create or amend new rules, as follows:
RULE 1: To propose a new rule, post it as a top level comment in this thread. Once it has 15 more upvotes than downvotes, it is a rule of the game that everyone must comply with. Rules that were proposed before this comes into effect shall be judged by the previous system.
RULE 2 To amend or repeal an existing or proposed rule, reply to the top level comment with your modification. Once it has 15 more upvotes than downvotes the top-level comment will be read as if your modification applies.
RULE 3 a vacuously satisfied rule (so to be compatible with its uselessness), instead of the current contradiction.
Additional rules have been added to the game, as follows:
Always sort by controversial: Everyday, the proposed rule with the highest "controversial" score gets accepted, regardless of its absolute score.
Lynch mcjunker: The user mcjunker shall be lynched at dawn on Thursday, August 28th 2025
Rules Have Names: Any post proposing a rule or amendment must include a bolded title for the rule.
The Basic Interpretation Rule: Where there are disagreements about how to interpret a rule, a person may post a "Proposed Interpretations for [Rule Name]:" comment.
Any person may reply to this comment with their preferred interpretation of the rule as a separate comment. After the proposed interpretations comment is 24 hours old, the reply that has the highest score becomes the binding interpretation.
Universal Starting Income Rule: Each player has an in-game wallet which begins containing 100 coins.
Conflict Of Rules: In the event that two or more rules (of the same classification, if separate classifications exist) conflict, then the latter adopted rule automatically controls.
Gem Acquisition Rule: When a rule proposal is implemented, the player who proposed it gets one gem.
Physical Locality Rule: The game map is an infinite binary tree. Players can choose their initial location on this map once by replying to this rule proposal with a string made up of a sequence of "L" and "R".
The Anti-Sneakiness Rule: The text of a rule must not have been edited to get accepted.
Adjudication Of Disputes: In the event of a dispute or interpretation that requires adjudication, a panel of three members of TheMotte shall sit as adjudicators.
The adjudicators shall be selected from the following list, which may be amended by later rules: crc128, AshLael, revengeclaus
The process by which the adjudication proceeds shall be determined by the three adjudicators, and need not include community input.
By a majority (>51%) vote of the sitting adjudicators, the adjudication becomes final and unappealable.
Adjudications do not set precedent, and are not mutually binding, unless this is changed by a later rule.
Rule List: All rules must be written down in the main post of the game once they are added.
Sequential Evaluation Of New Rules: When new rules are added, they must meet all currently existing rules, prior to the application of the new rule's text, unless the new rule explicitly states that it is overriding prior rules. Rules which do not meet this bar are not adopted, regardless of the disposition of votes, and shall have no effect.
No Ex Post Facto: Rules do not apply to themselves nor rules older than themselves. Amendment - Self-Referential Ex Facto(r): Rules containing any form of self-reference (however indirect), such as this rule, must abide by themselves.
Rule 1 Clarification: In "After the post is 24 hours old, if it has more upvotes than downvotes, it is a rule of the game that everyone must comply with", the post and it refers to the proposal comment itself, not the top-level thread.
A Rule to Deter Rule Proposal Spam
(1) Anyone for whom the number of his rejected new rule proposals is more than three times the number of his accepted new rule proposals, loses immediately, unless he has made fewer than five new rule proposals.
(2) For the purposes of subsection (1), any new rule proposal deleted by its author more than one hour after its posting shall be considered rejected.
If one's rule proposal is rejected, one shall drink one shot. Individuals consuming shots of alcoholic beverages because of this game shall consume no more than 40g of pure alcohol on each day of the game.Those who avoid alcohol for reasons of faith, addiction, or other moral reasons may substitute a shot of a non-alcoholic beverage of their choice.
Contradiction resolution: Rule 3 should be replaced with a vacuously satisfied rule (so to be compatible with its uselessness), instead of the current contradiction.
No Pay-To-Win Rule: No rule other than this one can make reference to real-world money or any resource (such as reddit gold or cryptocurrency) typically acquired with real-world money.
RULE 0: Have fun!
SKIN IN THE GAME: The user that proposes a rule must follow that rule prior to the rule being accepted. If they do not follow the rule then the rule will be automatically rejected.
RULE BY POPULAR VOTE: Rules proposed within the previous 24 hours are considered all at once but implemented in order of popularity (rather than chronologically).If RULE BY POPULAR VOTE is enacted, then the newly proposed rules will be considered at a specific time each day, called the "Evaluation Time". The initial value of the evaluation time will be determined by the Motte Nomic President, if there is one, or by AshLael if no Mott Nomic President has been selected.
Sort By New Rule: The reddit thread for game conversation is to be sorted by "New".
Parentheses Rule: Only rule text not inside parentheses is binding. Text inside of parenthesis is still recorded on the list, and may be used for interpretation or asides. (So far this seems to go without saying but it's nice to have it in writing.)
Book Review Meta Win Condition: The presumptive winner must submit a book review effort post to TheMotte subsequent to meeting all other win conditions besides this one to officially win the game. The book to be reviewed will be "Twilight", or something equally horrible as agreed on by other TheMotte users. The winner will have to actually read this book, and give it a glowing review. Said book review must be strive to be apophenic and make substantial defensible references to Meditations on Moloch, The Pentateuch, and prominent culture war issues at the time of posting.
The Archipelipatchwork Rule: Should the US Federal government be legally dissolved during this game, due to circumstances including but not limited to the election of Scott Alexander or Curtis Yarvin as President in November 2020, the existing Rules shall form the founding Constitution of at least one (1) successor microstate.
Prosecution System: A player may publicly accuse another player of rule breaking. In making such an accusation, the accused player and the allegedly broken rule must be named.
The accused player must choose how they shall be tried in 24 hours counted from the making of the accusation and start their chosen option during this interval. If they fail to do this, they are convicted. He may choose from the following options:
Trial by Voices - The accused player must state that he is innocent. If his post stating innocence has more upvotes than downvotes after 24 hours, he is acquitted. Otherwise, he is convicted.
Trial by Combat - The accused player may face his accuser in a 1 on 1 contest. If the accuser and the accused can agree on a contest, that will be the contest for the trial by combat. If the accused player wins, he is acquitted. If he loses, he is convicted. The precise nature of the contest is to be determined by amendment to this rule.
Trial by Ordeal - The accused player must complete a challenging task. If the accuser and the accused can agree on a task, that will be the task for the trial by ordeal. If he succeeds, he is acquitted. If he fails, he is convicted. The precise nature of the ordeal is to be determined by amendment to this rule.
A successfully convicted player becomes a thrall of his accuser. A thrall may only win the game if his master also wins.
If a player is accused of rule breaking by another player, no player can accuse the accused player of the same rule-breaking case later (not even the original accuser). However players can accuse the accused player of breaking the same rule later provided that the alleged breaking of the same rule constitutes a different case.
PUBLIC SPIRITED: Rule proposals must apply to everyone equally. No singling out specific users. Amendments to rules can still single out specific users.
The Hemlock Rule: No player shall corrupt the youth of Athens.
Amendments may be Amended: Amendments may themselves be amended by further amendments. Amendments and amendments to amendments don't have to be direct responses to the rule they're amending. (For example, this ought to be valid as an amendment despite the objection by Taleuntum: https://www.reddit.com/TheMotte/comments/fxlufo/the_motte_plays_nomic/fmymmm9/?context=10000 )
Ke2!: All chess matches relating to this game, whether they be a means to settle a dispute or related for some other reason, are to be played on lichess.org, and are especially not to be played on chess.com.
The Game End Rule: A single player winning or losing does not cause the game to end. The game ends when all players have won, lost, or both.
Not Actually A Rule: cjet79 asked us to take off the time-based vote hiding system. I assume this is either an attempt to make the game more interesting, part of a clever strategy, or simply sowing chaos, and in all cases I'm all for it. I've taken off the score filter for now; it'll be put back up when a moderator decides to put it back up.
It is not a coincidence that this is formatted as a rule and I encourage you to upvote/downvote accordingly.
Slavery
Players may transfer ownership of thralls between each other in exchange for in-game currency (such as Gems and Coins, as currently proposed in other rules).
A thrall is a player who has gained a win condition requiring his master to also win the game.
A thrall may purchase his own freedom using this method.
If a situation arises where there is exactly one player who, for every other player, is at the end of a chain of Thrall->Master connections starting from that other player, then that one player wins the game. A "player" for this purpose is defined as "anyone who has posted in the Nomic thread and has not lost the game".
If a closed loop of Thrall -> Master connections arises, then all connections in that loop shall be extinguished.
The General Store Rule: There is a general store that sells items, including three potions: a green potion (10 coins), a red potion (20 coins), and a blue potion (50 coins).
A player may obtain an item from this store by spending a number of coins equal to the label price.
Gems can be sold at the general store for 25 coins.
Robbers' Cove Rule: Locations on the map (of the Physical Locality Rule) with more "L"s than "R"s belong to the blue team. Locations with more "R"s than "L"s belong to the red team. Locations with an equal number of "L"s and "R"s belong to the purple team.
Coin Gifts Rule: Players may give coins as a gift to other players by publicly invoking this rule and naming a number of coins and a target player.
Only positive numbers of coins may be given via the Coin Gift Rule.
When coins are given to a target player via the Coin Gift Rule, the same number of coins is subtracted from the invoking player's number of coins.
If a player who does not have a positive number of coins invokes the Coin Gift Rule, the invocation of the coin gift rule is invalid.
If a gift via the Coin Gift Rule would cause the invoking player to have less than 0 coins, an amount equal to the invoking player's number of coins is given instead.
The Bleen/Grue Rule: The word "wins", if used in rules enacted before the beginning of April 13th 2019 A.D. (in UCT), is defined to mean something different from the standard meaning of wins and people who "win" are to be thought of as lower status.
The Fair Voting Proposition for Democracy: If a rule involves a vote with a single winner, and the voting system is not mentioned, then use approval voting by default.
The Anti-Paradox Rule: No rule may directly or indirectly cause a paradox or infinite logical loop.
Lost in Space Rule: If your location on the map (of the Physical Locality Rule) is longer than 16 characters in length, you can invoke this rule. Other players will propose new locations of no more than 16 characters in length in the replies to your invokation. The proposed location with the most upvotes, if this upvote count is positive, becomes your new location.
The Reddit Rule: Only reddit accounts may win.
submitted by AshLael to TheMotte [link] [comments]

AJ ALMENDINGER

glimpse into the future of Roblox

Our vision to bring the world together through play has never been more relevant than it is now. As our founder and CEO, David Baszucki (a.k.a. Builderman), mentioned in his keynote, more and more people are using Roblox to stay connected with their friends and loved ones. He hinted at a future where, with our automatic machine translation technology, Roblox will one day act as a universal translator, enabling people from different cultures and backgrounds to connect and learn from each other.
During his keynote, Builderman also elaborated upon our vision to build the Metaverse; the future of avatar creation on the platform (infinitely customizable avatars that allow any body, any clothing, and any animation to come together seamlessly); more personalized game discovery; and simulating large social gatherings (like concerts, graduations, conferences, etc.) with tens of thousands of participants all in one server. We’re still very early on in this journey, but if these past five months have shown us anything, it’s clear that there is a growing need for human co-experience platforms like Roblox that allow people to play, create, learn, work, and share experiences together in a safe, civil 3D immersive space.
Up next, our VP of Developer Relations, Matt Curtis (a.k.a. m4rrh3w), shared an update on all the things we’re doing to continue empowering developers to create innovative and exciting content through collaboration, support, and expertise. He also highlighted some of the impressive milestones our creator community has achieved since last year’s RDC. Here are a few key takeaways:
And lastly, our VP of Engineering, Technology, Adam Miller (a.k.a. rbadam), unveiled a myriad of cool and upcoming features developers will someday be able to sink their teeth into. We saw a glimpse of procedural skies, skinned meshes, more high-quality materials, new terrain types, more fonts in Studio, a new asset type for in-game videos, haptic feedback on mobile, real-time CSG operations, and many more awesome tools that will unlock the potential for even bigger, more immersive experiences on Roblox.

Vibin’

Despite the virtual setting, RDC just wouldn’t have been the same without any fun party activities and networking opportunities. So, we invited special guests DJ Hyper Potions and cyber mentalist Colin Cloud for some truly awesome, truly mind-bending entertainment. Yoga instructor Erin Gilmore also swung by to inspire attendees to get out of their chair and get their body moving. And of course, we even had virtual rooms dedicated to karaoke and head-to-head social games, like trivia and Pictionary.
Over on the networking side, Team Adopt Me, Red Manta, StyLiS Studios, and Summit Studios hosted a virtual booth for attendees to ask questions, submit resumes, and more. We also had a networking session where three participants would be randomly grouped together to get to know each other.

What does Roblox mean to you?

We all know how talented the Roblox community is from your creations. We’ve heard plenty of stories over the years about how Roblox has touched your lives, how you’ve made friendships, learned new skills, or simply found a place where you can be yourself. We wanted to hear more. So, we asked attendees: What does Roblox mean to you? How has Roblox connected you? How has Roblox changed your life? Then, over the course of RDC, we incorporated your responses into this awesome mural.
📷
Created by Alece Birnbach at Graphic Recording Studio

Knowledge is power

This year’s breakout sessions included presentations from Roblox developers and staff members on the latest game development strategies, a deep dive into the Roblox engine, learning how to animate with Blender, tools for working together in teams, building performant game worlds, and the new Creator Dashboard. Dr. Michael Rich, Associate Professor at Harvard Medical School and Physician at Boston Children’s Hospital, also led attendees through a discussion on mental health and how to best take care of you and your friends’ emotional well-being, especially now during these challenging times.
📷
Making the Dream Work with Teamwork (presented by Roblox developer Myzta)
In addition to our traditional Q&A panel with top product and engineering leaders at Roblox, we also held a special session with Builderman himself to answer the community’s biggest questions.
📷
Roblox Product and Engineering Q&A Panel

2020 Game Jam

The Game Jam is always one of our favorite events of RDC. It’s a chance for folks to come together, flex their development skills, and come up with wildly inventive game ideas that really push the boundaries of what’s possible on Roblox. We had over 60 submissions this year—a new RDC record.
Once again, teams of up to six people from around the world had less than 24 hours to conceptualize, design, and publish a game based on the theme “2020 Vision,” all while working remotely no less! To achieve such a feat is nothing short of awe-inspiring, but as always, our dev community was more than up for the challenge. I’ve got to say, these were some of the finest creations we’ve seen.
WINNERS
Best in Show: Shapescape Created By: GhettoMilkMan, dayzeedog, maplestick, theloudscream, Brick_man, ilyannna You awaken in a strange laboratory, seemingly with no way out. Using a pair of special glasses, players must solve a series of anamorphic puzzles and optical illusions to make their escape.
Excellence in Visual Art: agn●sia Created By: boatbomber, thisfall, Elttob An obby experience unlike any other, this game is all about seeing the world through a different lens. Reveal platforms by switching between different colored lenses and make your way to the end.
Most Creative Gameplay: Visions of a perspective reality Created By: Noble_Draconian and Spathi Sometimes all it takes is a change in perspective to solve challenges. By switching between 2D and 3D perspectives, players can maneuver around obstacles or find new ways to reach the end of each level.
Outstanding Use of Tech: The Eyes of Providence Created By: Quenty, Arch_Mage, AlgyLacey, xJennyBeanx, Zomebody, Crykee This action/strategy game comes with a unique VR twist. While teams fight to construct the superior monument, two VR players can support their minions by collecting resources and manipulating the map.
Best Use of Theme: Sticker Situation Created By: dragonfrosting and Yozoh Set in a mysterious art gallery, players must solve puzzles by manipulating the environment using a magic camera and stickers. Snap a photograph, place down a sticker, and see how it changes the world.
OTHER TOP PICKS
HONORABLE MENTIONS
For the rest of the 2020 Game Jam submissions, check out the list below:
20-20 Vision | 20/20 Vision | 2020 Vision, A Crazy Perspective | 2020 Vision: Nyon | A Wild Trip! | Acuity | Best Year Ever | Better Half | Bloxlabs | Climb Stairs to 2021 | Double Vision (Team hey apple) | Eyebrawl | Eyeworm Exam | FIRE 2020 | HACKED | Hyperspective | Lucid Scream | Mystery Mansion | New Years at the Museum | New Year’s Bash | Poor Vision | Predict 2020 | RBC News | Retrovertigo | Second Wave | see no evil | Sight Fight | Sight Stealers | Spectacles Struggle | Specter Spectrum | Survive 2020 | The Lost Chicken Leg | The Outbreak | The Spyglass | Time Heist | Tunnel Vision | Virtual RDC – The Story | Vision (Team Freepunk) | Vision (Team VIP People ####) | Vision Developers Conference 2020 | Vision Is Key | Vision Perspective | Vision Racer | Visions | Zepto
And last but not least, we wanted to give a special shout out to Starboard Studios. Though they didn’t quite make it on time for our judges, we just had to include Dave’s Vision for good measure. 📷
Thanks to everyone who participated in the Game Jam, and congrats to all those who took home the dub in each of our categories this year. As the winners of Best in Show, the developers of Shapescape will have their names forever engraved on the RDC Game Jam trophy back at Roblox HQ. Great work!

‘Til next year

And that about wraps up our coverage of the first-ever digital RDC. Thanks to all who attended! Before we go, we wanted to share a special “behind the scenes” video from the 2020 RDC photoshoot.
Check it out:
It was absolutely bonkers. Getting 350 of us all in one server was so much fun and really brought back the feeling of being together with everyone again. That being said, we can’t wait to see you all—for real this time—at RDC next year. It’s going to be well worth the wait. ‘Til we meet again, my friends.
© 2020 Roblox Corporation. All Rights Reserved.

Improving Simulation and Performance with an Advanced Physics Solver

August

05, 2020

by chefdeletat
PRODUCT & TECH
📷In mid-2015, Roblox unveiled a major upgrade to its physics engine: the Projected Gauss-Seidel (PGS) physics solver. For the first year, the new solver was optional and provided improved fidelity and greater performance compared to the previously used spring solver.
In 2016, we added support for a diverse set of new physics constraints, incentivizing developers to migrate to the new solver and extending the creative capabilities of the physics engine. Any new places used the PGS solver by default, with the option of reverting back to the classic solver.
We ironed out some stability issues associated with high mass differences and complex mechanisms by the introduction of the hybrid LDL-PGS solver in mid-2018. This made the old solver obsolete, and it was completely disabled in 2019, automatically migrating all places to the PGS.
In 2019, the performance was further improved using multi-threading that splits the simulation into jobs consisting of connected islands of simulating parts. We still had performance issues related to the LDL that we finally resolved in early 2020.
The physics engine is still being improved and optimized for performance, and we plan on adding new features for the foreseeable future.

Implementing the Laws of Physics

📷
The main objective of a physics engine is to simulate the motion of bodies in a virtual environment. In our physics engine, we care about bodies that are rigid, that collide and have constraints with each other.
A physics engine is organized into two phases: collision detection and solving. Collision detection finds intersections between geometries associated with the rigid bodies, generating appropriate collision information such as collision points, normals and penetration depths. Then a solver updates the motion of rigid bodies under the influence of the collisions that were detected and constraints that were provided by the user.
📷
The motion is the result of the solver interpreting the laws of physics, such as conservation of energy and momentum. But doing this 100% accurately is prohibitively expensive, and the trick to simulating it in real-time is to approximate to increase performance, as long as the result is physically realistic. As long as the basic laws of motion are maintained within a reasonable tolerance, this tradeoff is completely acceptable for a computer game simulation.

Taking Small Steps

The main idea of the physics engine is to discretize the motion using time-stepping. The equations of motion of constrained and unconstrained rigid bodies are very difficult to integrate directly and accurately. The discretization subdivides the motion into small time increments, where the equations are simplified and linearized making it possible to solve them approximately. This means that during each time step the motion of the relevant parts of rigid bodies that are involved in a constraint is linearly approximated.
📷📷
Although a linearized problem is easier to solve, it produces drift in a simulation containing non-linear behaviors, like rotational motion. Later we’ll see mitigation methods that help reduce the drift and make the simulation more plausible.

Solving

📷
Having linearized the equations of motion for a time step, we end up needing to solve a linear system or linear complementarity problem (LCP). These systems can be arbitrarily large and can still be quite expensive to solve exactly. Again the trick is to find an approximate solution using a faster method. A modern method to approximately solve an LCP with good convergence properties is the Projected Gauss-Seidel (PGS). It is an iterative method, meaning that with each iteration the approximate solution is brought closer to the true solution, and its final accuracy depends on the number of iterations.
📷
This animation shows how a PGS solver changes the positions of the bodies at each step of the iteration process, the objective being to find the positions that respect the ball and socket constraints while preserving the center of mass at each step (this is a type of positional solver used by the IK dragger). Although this example has a simple analytical solution, it’s a good demonstration of the idea behind the PGS. At each step, the solver fixes one of the constraints and lets the other be violated. After a few iterations, the bodies are very close to their correct positions. A characteristic of this method is how some rigid bodies seem to vibrate around their final position, especially when coupling interactions with heavier bodies. If we don’t do enough iterations, the yellow part might be left in a visibly invalid state where one of its two constraints is dramatically violated. This is called the high mass ratio problem, and it has been the bane of physics engines as it causes instabilities and explosions. If we do too many iterations, the solver becomes too slow, if we don’t it becomes unstable. Balancing the two sides has been a painful and long process.

Mitigation Strategies

📷A solver has two major sources of inaccuracies: time-stepping and iterative solving (there is also floating point drift but it’s minor compared to the first two). These inaccuracies introduce errors in the simulation causing it to drift from the correct path. Some of this drift is tolerable like slightly different velocities or energy loss, but some are not like instabilities, large energy gains or dislocated constraints.
Therefore a lot of the complexity in the solver comes from the implementation of methods to minimize the impact of computational inaccuracies. Our final implementation uses some traditional and some novel mitigation strategies:
  1. Warm starting: starting with the solution from a previous time-step to increase the convergence rate of the iterative solver
  2. Post-stabilization: reprojecting the system back to the constraint manifold to prevent constraint drift
  3. Regularization: adding compliance to the constraints ensuring a solution exists and is unique
  4. Pre-conditioning: using an exact solution to a linear subsystem, improving the stability of complex mechanisms
Strategies 1, 2 and 3 are pretty traditional, but 3 has been improved and perfected by us. Also, although 4 is not unheard of, we haven’t seen any practical implementation of it. We use an original factorization method for large sparse constraint matrices and a new efficient way of combining it with the PGS. The resulting implementation is only slightly slower compared to pure PGS but ensures that the linear system coming from equality constraints is solved exactly. Consequently, the equality constraints suffer only from drift coming from the time discretization. Details on our methods are contained in my GDC 2020 presentation. Currently, we are investigating direct methods applied to inequality constraints and collisions.

Getting More Details

Traditionally there are two mathematical models for articulated mechanisms: there are reduced coordinate methods spearheaded by Featherstone, that parametrize the degrees of freedom at each joint, and there are full coordinate methods that use a Lagrangian formulation.
We use the second formulation as it is less restrictive and requires much simpler mathematics and implementation.
The Roblox engine uses analytical methods to compute the dynamic response of constraints, as opposed to penalty methods that were used before. Analytics methods were initially introduced in Baraff 1989, where they are used to treat both equality and non-equality constraints in a consistent manner. Baraff observed that the contact model can be formulated using quadratic programming, and he provided a heuristic solution method (which is not the method we use in our solver).
Instead of using force-based formulation, we use an impulse-based formulation in velocity space, originally introduced by Mirtich-Canny 1995 and further improved by Stewart-Trinkle 1996, which unifies the treatment of different contact types and guarantees the existence of a solution for contacts with friction. At each timestep, the constraints and collisions are maintained by applying instantaneous changes in velocities due to constraint impulses. An excellent explanation of why impulse-based simulation is superior is contained in the GDC presentation of Catto 2014.
The frictionless contacts are modeled using a linear complementarity problem (LCP) as described in Baraff 1994. Friction is added as a non-linear projection onto the friction cone, interleaved with the iterations of the Projected Gauss-Seidel.
The numerical drift that introduces positional errors in the constraints is resolved using a post-stabilization technique using pseudo-velocities introduced by Cline-Pai 2003. It involves solving a second LCP in the position space, which projects the system back to the constraint manifold.
The LCPs are solved using a PGS / Impulse Solver popularized by Catto 2005 (also see Catto 2009). This method is iterative and considers each individual constraints in sequence and resolves it independently. Over many iterations, and in ideal conditions, the system converges to a global solution.
Additionally, high mass ratio issues in equality constraints are ironed out by preconditioning the PGS using the sparse LDL decomposition of the constraint matrix of equality constraints. Dense submatrices of the constraint matrix are sparsified using a method we call Body Splitting. This is similar to the LDL decomposition used in Baraff 1996, but allows more general mechanical systems, and solves the system in constraint space. For more information, you can see my GDC 2020 presentation.
The architecture of our solver follows the idea of Guendelman-Bridson-Fedkiw, where the velocity and position stepping are separated by the constraint resolution. Our time sequencing is:
  1. Advance velocities
  2. Constraint resolution in velocity space and position space
  3. Advance positions
This scheme has the advantage of integrating only valid velocities, and limiting latency in external force application but allowing a small amount of perceived constraint violation due to numerical drift.
An excellent reference for rigid body simulation is the book Erleben 2005 that was recently made freely available. You can find online lectures about physics-based animation, a blog by Nilson Souto on building a physics engine, a very good GDC presentation by Erin Catto on modern solver methods, and forums like the Bullet Physics Forum and GameDev which are excellent places to ask questions.

In Conclusion

The field of game physics simulation presents many interesting problems that are both exciting and challenging. There are opportunities to learn a substantial amount of cool mathematics and physics and to use modern optimizations techniques. It’s an area of game development that tightly marries mathematics, physics and software engineering.
Even if Roblox has a good rigid body physics engine, there are areas where it can be improved and optimized. Also, we are working on exciting new projects like fracturing, deformation, softbody, cloth, aerodynamics and water simulation.
Neither Roblox Corporation nor this blog endorses or supports any company or service. Also, no guarantees or promises are made regarding the accuracy, reliability or completeness of the information contained in this blog.
This blog post was originally published on the Roblox Tech Blog.
© 2020 Roblox Corporation. All Rights Reserved.

Using Clang to Minimize Global Variable Use

July

23, 2020

by RandomTruffle
PRODUCT & TECH
Every non-trivial program has at least some amount of global state, but too much can be a bad thing. In C++ (which constitutes close to 100% of Roblox’s engine code) this global state is initialized before main() and destroyed after returning from main(), and this happens in a mostly non-deterministic order. In addition to leading to confusing startup and shutdown semantics that are difficult to reason about (or change), it can also lead to severe instability.
Roblox code also creates a lot of long-running detached threads (threads which are never joined and just run until they decide to stop, which might be never). These two things together have a very serious negative interaction on shutdown, because long-running threads continue accessing the global state that is being destroyed. This can lead to elevated crash rates, test suite flakiness, and just general instability.
The first step to digging yourself out of a mess like this is to understand the extent of the problem, so in this post I’m going to talk about one technique you can use to gain visibility into your global startup flow. I’m also going to discuss how we are using this to improve stability across the entire Roblox game engine platform by decreasing our use of global variables.

Introducing -finstrument-functions

Nothing excites me more than learning about a new obscure compiler option that I’ve never had a use for before, so I was pretty happy when a colleague pointed me to this option in the Clang Command Line Reference. I’d never used it before, but it sounded very cool. The idea being that if we could get the compiler to tell us every time it entered and exited a function, we could filter this information through a symbolizer of some kind and generate a report of functions that a) occur before main(), and b) are the very first function in the call-stack (indicating it’s a global).
Unfortunately, the documentation basically just tells you that the option exists with no mention of how to use it or if it even actually does what it sounds like it does. There’s also two different options that sound similar to each other (-finstrument-functions and -finstrument-functions-after-inlining), and I still wasn’t entirely sure what the difference was. So I decided to throw up a quick sample on godbolt to see what happened, which you can see here. Note there are two assembly outputs for the same source listing. One uses the first option and the other uses the second option, and we can compare the assembly output to understand the differences. We can gather a few takeaways from this sample:
  1. The compiler is injecting calls to __cyg_profile_func_enter and __cyg_profile_func_exit inside of every function, inline or not.
  2. The only difference between the two options occurs at the call-site of an inline function.
  3. With -finstrument-functions, the instrumentation for the inlined function is inserted at the call-site, whereas with -finstrument-functions-after-inlining we only have instrumentation for the outer function. This means that when using-finstrument-functions-after-inlining you won’t be able to determine which functions are inlined and where.
Of course, this sounds exactly like what the documentation said it did, but sometimes you just need to look under the hood to convince yourself.
To put all of this another way, if we want to know about calls to inline functions in this trace we need to use -finstrument-functions because otherwise their instrumentation is silently removed by the compiler. Sadly, I was never able to get -finstrument-functions to work on a real example. I would always end up with linker errors deep in the Standard C++ Library which I was unable to figure out. My best guess is that inlining is often a heuristic, and this can somehow lead to subtle ODR (one-definition rule) violations when the optimizer makes different inlining decisions from different translation units. Luckily global constructors (which is what we care about) cannot possibly be inlined anyway, so this wasn’t a problem.
I suppose I should also mention that I still got tons of linker errors with -finstrument-functions-after-inlining as well, but I did figure those out. As best as I can tell, this option seems to imply –whole-archive linker semantics. Discussion of –whole-archive is outside the scope of this blog post, but suffice it to say that I fixed it by using linker groups (e.g. -Wl,–start-group and -Wl,–end-group) on the compiler command line. I was a bit surprised that we didn’t get these same linker errors without this option and still don’t totally understand why. If you happen to know why this option would change linker semantics, please let me know in the comments!

Implementing the Callback Hooks

If you’re astute, you may be wondering what in the world __cyg_profile_func_enter and __cyg_profile_func_exit are and why the program is even successfully linking in the first without giving undefined symbol reference errors, since the compiler is apparently trying to call some function we’ve never defined. Luckily, there are some options that allow us to see inside the linker’s algorithm so we can find out where it’s getting this symbol from to begin with. Specifically, -y should tell us how the linker is resolving . We’ll try it with a dummy program first and a symbol that we’ve defined ourselves, then we’ll try it with __cyg_profile_func_enter .
[email protected]:~/src/sandbox$ cat instr.cpp int main() {} [email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -Wl,-y -Wl,main instr.cpp /usbin/../lib/gcc/x86_64-linux-gnu/crt1.o: reference to main /tmp/instr-5b6c60.o: definition of main
No surprises here. The C Runtime Library references main(), and our object file defines it. Now let’s see what happens with __cyg_profile_func_enter and -finstrument-functions-after-inlining.
[email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -finstrument-functions-after-inlining -Wl,-y -Wl,__cyg_profile_func_enter instr.cpp /tmp/instr-8157b3.o: reference to __cyg_profile_func_enter /lib/x86_64-linux-gnu/libc.so.6: shared definition of __cyg_profile_func_enter
Now, we see that libc provides the definition, and our object file references it. Linking works a bit differently on Unix-y platforms than it does on Windows, but basically this means that if we define this function ourselves in our cpp file, the linker will just automatically prefer it over the shared library version. Working godbolt link without runtime output is here. So now you can kind of see where this is going, however there are still a couple of problems left to solve.
  1. We don’t want to do this for a full run of the program. We want to stop as soon as we reach main.
  2. We need a way to symbolize this trace.
The first problem is easy to solve. All we need to do is compare the address of the function being called to the address of main, and set a flag indicating we should stop tracing henceforth. (Note that taking the address of main is undefined behavior[1], but for our purposes it gets the job done, and we aren’t shipping this code, so ¯\_(ツ)_/¯). The second problem probably deserves a little more discussion though.

Symbolizing the Traces

In order to symbolize these traces, we need two things. First, we need to store the trace somewhere on persistent storage. We can’t expect to symbolize in real time with any kind of reasonable performance. You can write some C code to save the trace to some magic filename, or you can do what I did and just write it to stderr (this way you can pipe stderr to some file when you run it).
Second, and perhaps more importantly, for every address we need to write out the full path to the module the address belongs to. Your program loads many shared libraries, and in order to translate an address into a symbol, we have to know which shared library or executable the address actually belongs to. In addition, we have to be careful to write out the address of the symbol in the file on disk. When your program is running, the operating system could have loaded it anywhere in memory. And if we’re going to symbolize it after the fact we need to make sure we can still reference it after the information about where it was loaded in memory is lost. The linux function dladdr() gives us both pieces of information we need. A working godbolt sample with the exact implementation of our instrumentation hooks as they appear in our codebase can be found here.

Putting it All Together

Now that we have a file in this format saved on disk, all we need to do is symbolize the addresses. addr2line is one option, but I went with llvm-symbolizer as I find it more robust. I wrote a Python script to parse the file and symbolize each address, then print it in the same “visual” hierarchical format that the original output file is in. There are various options for filtering the resulting symbol list so that you can clean up the output to include only things that are interesting for your case. For example, I filtered out any globals that have boost:: in their name, because I can’t exactly go rewrite boost to not use global variables.
The script isn’t as simple as you would think, because simply crawling each line and symbolizing it would be unacceptably slow (when I tried this, it took over 2 hours before I finally killed the process). This is because the same address might appear thousands of times, and there’s no reason to run llvm-symbolizer against the same address multiple times. So there’s a lot of smarts in there to pre-process the address list and eliminate duplicates. I won’t discuss the implementation in more detail because it isn’t super interesting. But I’ll do even better and provide the source!
So after all of this, we can run any one of our internal targets to get the call tree, run it through the script, and then get output like this (actual output from a Roblox process, source file information removed):
excluded_symbols = [‘.\boost.*’]* excluded_modules = [‘/usr.\’]* /uslib/x86_64-linux-gnu/libLLVM-9.so.1: 140 unique addresses InterestingRobloxProcess: 38928 unique addresses /uslib/x86_64-linux-gnu/libstdc++.so.6: 1 unique addresses /uslib/x86_64-linux-gnu/libc++.so.1: 3 unique addresses Printing call tree with depth 2 for 29276 global variables. __cxx_global_var_init.5 (InterestingFile1.cpp:418:22) RBX::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp.:415:0) __cxx_global_var_init.19 (InterestingFile2.cpp:183:34) (anonymous namespace)::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp:171:0) __cxx_global_var_init.274 (InterestingFile3.cpp:2364:33) RBX::InterestingRobloxClass3::InterestingRobloxClass3()
So there you have it: the first half of the battle is over. I can run this script on every platform, compare results to understand what order our globals are actually initialized in in practice, then slowly migrate this code out of global initializers and into main where it can be deterministic and explicit.

Future Work

It occurred to me sometime after implementing this that we could make a general purpose profiling hook that exposed some public symbols (dllexport’ed if you speak Windows), and allowed a plugin module to hook into this dynamically. This plugin module could filter addresses using whatever arbitrary logic that it was interested in. One interesting use case I came up for this is that it could look up the debug information, check if the current address maps to the constructor of a function local static, and write out the address if so. This effectively allows us to gain a deeper understanding of the order in which our lazy statics are initialized. The possibilities are endless here.

Further Reading

If you’re interested in this kind of thing, I’ve collected a couple of my favorite references for this kind of topic.
  1. Various: The C++ Language Standard
  2. Matt Godbolt: The Bits Between the Bits: How We Get to main()
  3. Ryan O’Neill: Learning Linux Binary Analysis
  4. Linkers and Loaders: John R. Levine
  5. https://eel.is/c++draft/basic.exec#basic.start.main-3
Neither Roblox Corporation nor this blog endorses or supports any company or service. Also, no guarantees or promises are made regarding the accuracy, reliability or completeness of the information contained in this blog.
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