PlzGivHugs

joined 1 year ago
[–] PlzGivHugs 3 points 1 week ago (2 children)
[–] PlzGivHugs 3 points 1 week ago* (last edited 1 week ago)

Yep, although there are a ton of other ways to do it as well such as a good rewards points system, or a raffle system with bonus games won when purchasing, or similar. As long as you don't spend years antagonising your customers first, I don't expect game stores would struggle to compete offering better prices than Steam, even at the cost of features.

[–] PlzGivHugs 11 points 1 week ago (11 children)

I have no idea how any other platform can really achieve competitor status with steam

Aside from all the (other) obvious options replicating Steam, theres always the tried and true option of offering lower prices. To my knowledge, no one has been willing to try that yet.

[–] PlzGivHugs 6 points 1 week ago* (last edited 1 week ago) (2 children)

Because on every other platform, a title like that won't compete with clickbait and ragebait. Its only really here (and to a lesser extent Reddit) where clickbait negatively impacts a video's spread. Until people want to post here specifically, that won't change.

[–] PlzGivHugs 6 points 1 week ago

Tldr:

This update fixed a crash when using the magnifier tool while game recording is active

[–] PlzGivHugs 7 points 1 week ago* (last edited 1 week ago) (1 children)

Tech, from my experience, has a lot of job postings, but its very difficult to actually get an interview nonetheless a job. I'm not entirely sure why its so difficult, as there does seem to be a pretty big need for it across the board. My best guess is mix of companies needing employees but not being willing to hire/train them leading to "fake" postings (alongside those just meant for data collection), and just a generally competitive market right now.

[–] PlzGivHugs 9 points 1 week ago* (last edited 1 week ago) (1 children)

Better than early CS:GO levels, but not as good as late, official CS:GO levels. That said, part of that is for performance and functionality sake, given that I wantted to leave the play area as clear as possible.

[–] PlzGivHugs 5 points 1 week ago (4 children)

I made a fairly pretty Counter Strike level.

[–] PlzGivHugs 9 points 1 week ago* (last edited 1 week ago)

I'm not sure if we'll see Deadlock introduce the same features as Dota, but if they do, I've found Dota's casual modes really great for low-stress, fun games. The difference maker in Dota compared to a lot of other games is that SBMM is still used, but less strictly and its all hidden so you (and your friends) can't fixate on it but also don't get stomped every game. We'll have to see how Deadlock's development pans out, but given that its Icefrog and Valve working on it, and they already seem to be working from lessons learned in Dota, I think theres pretty good odds.

[–] PlzGivHugs 17 points 1 week ago* (last edited 1 week ago) (1 children)

At the same time, the goal of dark patterns to to make people spend more money. Given that revenue is very likely one of the key things Google wants (and thus promotes) out of apps, its also entirely expected that the apps people find are largely those who try and get the most money from users, which requires dark patterns.

[–] PlzGivHugs 0 points 1 week ago (1 children)

Ahhhhh. 4 dozen.

[–] PlzGivHugs 2 points 1 week ago

I think my blocklist is about 1/3 spam, 1/3 hatespeach, blatent disinformation and promoting genocide, and 1/3 untagged nsfw. Its a couple dozen users right now.

On my old account it was hundreds (almost all hate-speech, disinformation, and promoting genocide), but Hexbear has been defederated and I've givien up and blocked .ml so I don't run into much of that anymore.

54
submitted 5 months ago* (last edited 5 months ago) by PlzGivHugs to c/[email protected]
 

I get pretty easy depressed watching TV shows with a depressing tone or a lot of character deaths or that. If its more in the background its generally fine, but things like Breaking Bad, Game of Thrones, and The Boys are a lot for the moment. How does the new Fallout show compare?

Edit: Came back after watching it. Its depressing, but nowhere near as bad as people made it sound. No main character deaths, main characters do stupid stuff but are generally good people, and while things are grim and dark, there is hope for progress despite everything.

1
[update] A Call To Arms (store.steampowered.com)
submitted 7 months ago* (last edited 7 months ago) by PlzGivHugs to c/[email protected]
 

ARMS RACE

  • Added Arms Race to available game modes

Note: Zues is now included in default loadout, and steals progress similar to the knife.

  • Added maps "Baggage" and "Shoots"

WEAPON FINISHES

  • Introducing the Kilowatt Case, featuring 17 community-designed weapon finishes, and the Kukri Knife with original finishes as a rare special item

  • Various bug fixes and tweaks

STICKERS

  • The Ambush Sticker Capsule is now available for purchase

  • Added support for flexible sticker placement. Stickers can now be placed at user-specified positions and rotation when applied to weapons

  • All weapons now support up to five stickers

  • Added a zoom feature during sticker placement to allow for higher precision sticker application

  • Various bug fixes and tweaks

MUSIC KITS

  • The NIGHTMODE Music Kit Box is now available for purchase in standard and StatTrak versions

ZEUS

  • Made Zeus reusable in all game modes, after a 30 second recharge delay

  • Added support for applying stickers and name tags to the Zeus

  • Adjusted the Zeus first person model position

  • Added Zeus kill icon to kill cards and post round damage report

SMOKE

  • Smokes now cast shadows

  • Smoke rendering and animation have been improved

GAMEPLAY

  • Added a "Refund All" button to the buy menu

  • Added a setting to disable first person bullet tracers

  • Silencers can now always be reattached regardless of whether detaching them is enabled or not

  • Player pings are no longer blocked by invisible geometry

  • Various adjustments to sub-tick shooting

  • Fixed several cases where players could silently drop down vertical surfaces

  • Improved smoothness of sliding along surfaces

  • Fixed an issue where collisions between players were jittery

  • To ensure loadouts are correct at the beginning of matches, loadout changes are no longer allowed while searching for Premier, Competitive, or Wingman

SOUND

  • Added the option to select an audio input device for VOIP from the audio settings menu

  • Added the option to change your microphone threshold (the minimum loudness before we start transmitting audio) from the audio options menu, as well as metering for your current mic loudness

  • Added the option to listen to your own microphone from the audio settings menu to hear how you sound

  • Replaced the M249 fire sound effect

  • Replaced the Zeus charging, charge not available, and charge ready states sound effects

  • Further reduced occlusion effects

  • Minor mix adjustments

  • Fixed an issue where some player-centric sounds were being perceived as originating from slightly behind the player

NETWORKING

  • Reduced peeker's advantage in many cases

  • The amount of peeker's advantage in the steady state is reduced by 16ms

  • Also reduced the frequency of situations that lead to very large peeker's advantage due to excessive command queue depth

  • Added cl_ticktiming console command that prints a report breaking down the various sources of latency

  • Added an option to buffer server updates and user commands by one or more packets. This can be used to smooth over stuttering due to packet loss, at the expense of increased latency

UI

  • Added support for separate main menu and item inspect background map settings

  • Added "Baggage" and "Warehouse" as options for the main menu and item inspect background maps

  • In-game team-only chat will now be prefixed with the team (e.g., "[T]" or "[CT]")

  • Added 'XP Overload' status which is awarded to players who have earned all of their normal XP during the week (11,166 XP) and reached reduced XP gain. XP Overload status is attached to players' names in scoreboard, main menu, death notices, etc. XP Overload status is awarded for a minimum of one week. Additional tiers of XP Overload status can be unlocked by earning all of the normal XP over multiple consecutive weeks

  • Agents with unique end-of-match cheer animations now have unique defeat animations as well. You can disable playing defeat animations for the local player in settings

  • Added more accolades to end-of-match

MISC

  • Adjusted the range of CS Ratings allowed to party together in Premier matchmaking

  • Fixed a case where high-DPI mice would result in jittery mouse movement

  • Added Minor improvements to animations during demo playback

  • Disabled rich presence update when running Steam Client in tournament mode

MAPS INFERNO

  • Fixed various gaps and adjusted grenade collision to make grenade bounces more predictable

  • Adjusted texture blending to improve player visibility

ANCIENT

  • Adjusted grenade collision on bombsite B ground to make grenade bounces more predictable

ANUBIS

  • Fixed holes in world at Lower Tunnel

  • Fixed collision on all pillars so players can no longer pixel boost

  • Fixed collision so utility does not fall out of world on top of structure at T Start

  • Fixed missing collision on steps at Street which would allow dropped weapons to fall out of world

  • Improved vis at CT spawn

  • Fixed invisible boost ledge at Bombsite B

  • Fixed various gaps in the world

  • Fixed missing collision on stair geo at CT spawn that allowed weapons/bomb to fall out of world

  • Fixed missing collision at Fountain that allowed weapons/bomb to fall out of world

  • Fixed some doors not generating bullet decals

  • Fixed vis issue at Street

OVERPASS

  • Fixed some collision that was causing unpredictable player movement

MIRAGE

  • Added collision to prevent bomb becoming unreachable

  • Adjusted some collision to prevent a ledge/pixel walk

  • Fixed player getting stuck when strafing on Middle Ramp by simplifying floor and wall

  • Removed a clip brush from Apartments to improve flash lineups

NUKE

  • Built some collision to prevent bomb from getting stuck behind barrels

  • Fixed some disappearing mesh

  • Fixed dynamic shadow clipping on characters at Vending

  • Improved clipping in vents

  • Fixed bombsite water to have better reflections on low settings

  • Fixed vis issue at t-spawn

  • Fixed collision on ramp in Bombsite B

  • Fixed holes in world

VERTIGO

  • Fixed holes in world and other minor geometry bugs

ITALY

  • Adjusted some collision to prevent players getting stuck in apartment

OFFICE

  • Fixed a case where players could jump on a wall

  • Fixed a case where players could get stuck if they crouched

 
view more: ‹ prev next ›