u/Cyborg800-V2

r/TopCharacterTropes post claims that it's commonly seen that the show dropped in quality during the 2010s and couldn't escape Tennant's shadow. Really?

From what I've heard, the franchise became even more popular in North America during the Smith era and the 50th Anniversary was the peak of the popularity.

Quality-wise, I haven't seen beyond Whittaker's first episode, which was solid, but considering the Moffat era dominated the 2010s with him being showrunner from 2010-2017, I find the idea that there was a decline in quality questionable.

Yes, Moffat's era had its high and lows, but so does every era. Are Series 6, 7, or 8 really that noticeable of a drop when the peak in quality people are referencing includes Series 2? I personally find Series 4 to be the only standout and 1-3 are mixed bags. 6-8 at least feel more tonally consistent. I watched Series 1's first three episodes and found them dated. Series 5 was what made me a fan and emboldened me to go through 1-4.

Many of the best episodes of RTD1 were written by Moffat. His era reduced the camp and soap opera and was more daring. Capaldi's run may have seen a ratings drop and Series 8 wasn't the best transition, but Series 9 and 10's quality cannot be understated.

reddit.com
u/Cyborg800-V2 — 3 days ago

Would the dynamic overhead perspective and on-site procurement of Metal Gear Solid enhance Splinter Cell's stealth or diminish it?

I'm working on a personal hobby project in Godot that blends MGS's base gameplay with the light and shadow stealth of SC and Thief, which I find to be deeper and less binary.

I had played parts of Splinter Cell 1 before and loved it and now I've restarted it and even ordered Double Agent V2 from Ebay (since my dad already owns the first three on Xbox) so I can experience the franchise and research how I can capture it for my game.

Splinter Cell and Thief are already very tense games, but I think an overhead view could add further tension and fear while lacking the empowerment a traditional third person camera provides. Following Thief's AI behavior rather than the binary alarm states of MGS coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.

My feeling is that this camera style would not only be a unique challenge and distinguish my idea, but also to counter the argument that it and its ilk are "outdated" solely because they don't conform to the homogenized style of today. If I execute things right and address legitimate issues people had, which is why I made this post, then people would instead appreciate the things that were always there, like the cinematic feel and tension.

u/Cyborg800-V2 — 7 days ago

Can the light and shadow stealth of Thief and Splinter Cell thrive in a dynamic overhead perspective like that of MGS1-3, or is that camera style best left in the past?

Inspired by MGS2, I've implemented corner peek and first person aiming (with the player unable to move and only able to look 90 degrees left and right).

I love the cinematic camera angles of classic RE, but recognize that tank controls are a barrier of entry to newcomers, so I feel that MGS2's camera is a good middle-ground.

For me personally, I feel passionate about using this camera style because it lends a unique cinematic feel. The traditional third person camera empowers the player and I feel the overhead view does the opposite. Following Thief's AI behavior rather than the binary alarm states of MGS and SC coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.

My feeling is that this camera style would not only be a unique challenge and distinguish my idea, but also to counter the argument that it and its ilk are "outdated" solely because they don't conform to the homogenized style of today. If I execute things right and address legitimate issues people had, which is why I made this post, then people would instead appreciate the things that were always there, like the cinematic feel and tension.

I'd like to see a second opinion on this. What are the positives and negatives of my choice of camera? How would they impact the gameplay of Thief and Splinter Cell?

u/Cyborg800-V2 — 8 days ago

Blending Splinter Cell/Thief's light and sound stealth with the dynamic overhead view of Metal Gear Solid 1-3? A recipe for friction and depth or frustration?

I'm exploring an idea of mine using Godot that blends the light and sound stealth mechanics of Splinter Cell and Thief with classic Resident Evil's exploration and Metal Gear Solid's dynamic overhead camera that transitions and changes based on player position. Inspired by MGS2, I've implemented corner peek and first person aiming (with the player unable to move and only able to look 90 degrees left and right).

I love the cinematic camera angles of classic RE, but recognize that tank controls are a barrier of entry to newcomers, so I feel that MGS2's camera is a middle-ground.

For me personally, I feel passionate about using this camera style because it lends a unique cinematic feel and doesn't provide the player the power of a traditional third person camera. It'd encourage the player to be more methodical and feel more vulnerable. Following Thief's AI behavior rather than the binary alarm states of MGS and SC coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.

I'd like to see a second opinion on this. What are the positives and negatives of my choice of camera? How would they impact the gameplay of Thief and Splinter Cell?

reddit.com
u/Cyborg800-V2 — 9 days ago

Blending Splinter Cell/Thief's light and sound stealth with the dynamic overhead view of Metal Gear Solid 1-3? A recipe for friction and depth or frustration?

I'm exploring an idea of mine using Godot that blends the light and sound stealth mechanics of Splinter Cell and Thief with classic Resident Evil's exploration and Metal Gear Solid's dynamic overhead camera that transitions and changes based on player position. Inspired by MGS2, I've implemented corner peek and first person aiming (with the player unable to move and only able to look 90 degrees left and right) that allows for shooting limbs and facilitates scouting.

I love the cinematic camera angles of classic RE, but recognize that tank controls are a barrier of entry to newcomers, so I feel that MGS2's camera is a middle-ground.

For me personally, I feel passionate about using this camera style because it lends a unique cinematic feel and doesn't provide the player the power of a traditional third person camera. It'd encourage the player to be more methodical and feel more vulnerable. Following Thief's AI behavior rather than the binary alarm states of MGS and SC coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.

I'd like to see a second opinion on this. What are the positives and negatives of my choice of camera? How would they impact the gameplay of Thief and Splinter Cell?

reddit.com
u/Cyborg800-V2 — 9 days ago
▲ 0 r/CompetitiveHalo+1 crossposts

A PSA to all those playing Halo 5 Ranked Slayer (since that's the only way to play slayer now): the matchmaking algorithm will break once you reach, say, Diamond 3, expecting you to carry lower teammates against stacks. Switching from expanded to balance matchmaking actually saw faster queue times.

I've been trying to improve at the multiplayer despite the low population and I reached as far as halfway through Diamond 3 and increased my KDA from 1.6 to 1.8. This streak of games where I was consistently going positive and winning, resulted in the matchmaking struggling to find matches for me.

Today, the system basically broke and I lost nine games in a row before winning my tenth. Queue times were longer than usual for an already ten year old game with a dwindling population. When I did find matches, it was against premade stacks, often all Onyx, while my team was often held back by one or two poor players who I and sometimes one other teammate were expected to carry.

I switched to balanced matchmaking for my last two games and I suddenly started finding games faster. Ironically, by limiting the pool of players through balanced matchmaking, I was able to be matched faster than with expanded which compares me to the entire pool of players.

It seems like expanded matchmaking gets stuck trying to force you into a lobby where you're meant to lose. If you're a high KDA solo player getting stomped by stacks, consider switching to balanced, as expanded might be hurting queue times and your win percentage.

reddit.com
u/Cyborg800-V2 — 12 days ago

I’m not a competitive player, but Ranked Slayer is the only way I can enjoy arena for my favorite Halo MP, Halo 5, and I’ve noticed that reaching Diamond 3 results in these huge loss streaks, where the game goes out of its way to either put you in underfilled lobbies or ones you have no chance of winning.

It’s discouraging to put in the effort to improving at the game just to be sabotaged because you’re a solo player expected to carry bots against stacks.

Today, I lost 5/7 games with one win being a fluke where it was 3v3 and the enemies quit after 2 kills on our end. Yesterday, of my six games, two started with missing players and three saw people quit during the match.

u/Cyborg800-V2 — 15 days ago