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Showing content with the highest reputation on 04/28/21 in all areas

  1. Unless you are talking about Xcom, because an 80% hit chance will always miss.
    5 points
  2. "The melancholy of Haruhi Suzumiya" did it before it was cool
    3 points
  3. 3 points
  4. You store energy which can be used to produce electricity Potential energy storages like artificial lakes have been used from beginning of hydropower Batteries are also quite old invention. Using electrolysis to split water to hydrogen and oxygen is also couple hundred years old invention Geothermal storages are bit newer invention Compressed air/steam/liquid can also be used store energy NASA has experimented with FES/Flywheel energy storages in which energy is stored as rotational energy By lifting solid masses to high can also used as potential energy storages And there are quite lot other ways to store energy. So storing energy/electricity isn't the problem. Problems are scale and poor efficiency, especially when form of energy transformed multiple times.
    3 points
  5. https://www.cbr.com/ghost-stories-failed-anime-became-most-offensive-dub-ever/
    2 points
  6. Lately I've been making mine by sprinkling the bottom with a little five spice powder and rubbing the top with salt and a little pepper. I tend to eat it plain or with ramen but when I serve it to others I usually provide hoisin and garnish with green onion. I'll even occasionally make buns because my son likes it like that.
    2 points
  7. Best explanation how they have connected those solar fields is following 11.1 Transmission and distribution Most solar power systems in Germany are connected to the decentralized low-voltage grid (Figure 21) and generate solar power consumption. As a result, solar power is mainly fed in decentrally and hardly demands to expand the German national transmission grid. High PV system density in a low voltage grid section may cause the electricity production to exceed the power consumption in this section on sunny days¸ due to the high simultaneity factor. Transformers then feed power back into the medium-voltage grid. At very high plant densities, the transformer station can reach its power limit. An even distribution of PV installations over the network sections reduces the need for expansion. PV power plants are decentralized and well distributed thereby accommodating the feedin and distribution of the existing electricity grid. Large PV power plants or a local accumulation of smaller plants in sparsely populated regions require that the distribution network and the transformer stations are reinforced at certain sites. The further expansion of PV should be geographically even more consumption-friendly, in order to simplify the distribution of solar electricity. For example, Brandenburg or Mecklenburg-Vorpommern have installed 3 to 4 times more PV power per inhabitant than the Saarland, NRW, Saxony or Hesse [AEE2]. https://www.ise.fraunhofer.de/content/dam/ise/en/documents/publications/studies/recent-facts-about-photovoltaics-in-germany.pdf Page 31.
    2 points
  8. Problematic. In a straight Ohmic circuit as long as R stays constant current increases proportionately to voltage to infinity. But, based on the type, size, length, material, load demand, and other variables all circuits becomes non-ohmic at some point. That means resistance becomes variable. when R becomes variable you go from this: to this there are good reasons why Westinghouse won the current war and not Edison.
    2 points
  9. The drama side of Twitch streaming.
    2 points
  10. 25% for each ticket, but I guess what you actually want is the probability of not winning at all with 4 lottery tickets with a 1:4 chance, which is 0.75^4, so you have a roughly 31% (bit more) probability of having all four lottery draws come up as a bust. On average, you'd win at least once in 69 out of 100 tries when having four lottery tickets. The probability of winning with all four tickets in a row is 1 : 256 (1/4^4). That means for your attack scenario, you'd miss the first hit in 20% of all cases, and the second hit in 50% of all cases. In the end, your total probability of missing both attacks is 10% - seems logical enough, right? You miss 2 in 10 on your first try, and on average have a 50% chance of hiting the second one. Likewise the probabiltity for hitting with both attacks is only 40%. This assumes perfect random number generation, of course.
    2 points
  11. Ishiza's build : Photo libre de droit de Perroquet Pirate banque d'images et plus d'images libres de droit de Faune - iStock (istockphoto.com)
    2 points
  12. Funny you mention that. English accents don't bother me at all, but German ones often do, the further they move away from what I'm used to, the more uncomfortable they become to listen to, even if there are just slight traces of it, like with Usagi's first voice actress in the German dub.
    2 points
  13. You're a brave person. Who isn't a brave person is Jerknaldo, who got me to dislike him in the Rock People episode. There was also some stuff about rescuing Greg from a zoo and more Pink Diamond, as well as the duo of Lapis and Peridot who I just enjoy seeing together. I also ended up watching the Onion Gang......which was not expected. I guess @majestic is going to lose his mind on or shortly after June 3rd.
    2 points
  14. Grim Dawn is better than any Diablo game.
    2 points
  15. You are correct. Makoto did it first. And Hotaru... is Hotaru.
    2 points
  16. I’m not sure if anyone mentioned this yet, but I would love to go inside the house in a (far) future update. All the possibilities!
    2 points
  17. I second this 100% , one of my favorite parts of survival games is exploring the map and finding all sorts of biomes. Right now, there isnt much variation in the map aside from the pond and gas area.
    2 points
  18. Add backpack customization and special ones you can find throughout The Backyard in secret areas guarded by unique insects.
    2 points
  19. Hoping to have more weapons that fire projectiles. Also please add Finishing move's to add more to combat...! It's looking pretty standard at the moment...
    2 points
  20. Okay so who else uses the relocate mechanic to move mass amounts of building material??? I know I do, I’m currently half way through build a huge structure atop the stone wall near the pond requiring tons of stem and grass, normally I would do the usual thing and fill the holders and my hand and carry them over, but as you know when moving things around you can only walk and it isn’t until you do 10 trips that you know something needs to change, why not let us run while relocating or even a slightly quicker walking speed while doing so??
    1 point
  21. I have seen that creative with bugs is being added to the game, but I would like to see a game mode be added where there is still the need gather supplies and explore, but the bugs are docile or much less of a threat. I think it would open the game to more people if it wasn't a necessity to be good with the combat. I think the best way to do this and other game modes would be to have a custom settings menu when creating a new game.
    1 point
  22. Pretty Guardian Sailor Moon Crystal Season IV: Eternal the Movie picked up by Netflix.
    1 point
  23. I agree. It's most difficult to carry the stems and blades from point A to point B. Maybe incorporating a backpack upgrade where you can carry the stuff on your back or some type of wheel barrel device made out of stem and grass with a match box car wheel on it. That would be cool.
    1 point
  24. Agree to disagree, . And speaking of... If/when I ever watch Sailor Moon again, it's gonna be the original English dub. ...Except I'm going to have to skip a lot of at least the first season, because Molly (Naru) has the absolute worst voice I've ever heard in my life, and ain't no way I'm sitting through all of that during her Nephrite arc. I have problems with accents, especially when they're as bad as this on a voice that's like the complete opposite of new Naru. Yeah, I'm a big fan of the R filler arc too, now that you mention it. While the ending of it isn't necessarily anything to write home about, it was, once again, at least fairly short compared to everything that's not the Sailor Stars filler arc finale or the season 1 finale, so it's automatically up there as well as a result. I'd say so. The whole way it actually resolves with Queen Beryl and stuff isn't particularly better or anything than other arcs, but besides that it is more concise, less repetitive, and gives things to do for all five girls, so it kind of wins by default. No kidding: most shows have somewhere between very mediocre and utterly lousy endings. SU's a little strange in that most of its major story arcs usually had good to great build-up all the way to their ends, but then the final moment that would finally resolve the story arc had a tendency to feel...kind of flat and anti-climactic, in a sort of "oh, I guess that just happened" kind of way. I think the Cluster finale in S2/beginning of S3 best exemplifies this - literally just about everything leading up to the end moment was awesome, but the end moment itself where the Cluster just decides to take care of itself was totally deflating to me after all of that build-up, . Or the episode where Minako does her double-date, which is actually a fantastic use of the Amazon Trio...............um, right up until the end of the episode where it's not so funny anymore for reasons I don't want to talk about, . Ami's beach episode was also quite good...once again, right up until it wasn't. Like I said way back when, there were actually good ideas and even villains buried somewhere in SuperS - even the Amazon Trio could've been a hilarious group of bad guys with a little retooling. Unfortunately, buried they were indeed, and very deep at that. And there was, quite frankly, no way to save the horse romance plot - Ms. Takeuchi really dropped and then shattered the ball on that one, . Is that actually true? I could swear...I thought Makoto might have knocked one down at some point without transforming, but I guess I can't recall for sure if that's the case. Hotaru KILLED one without transforming, the shell lady that tried to help her in the Sailor Utena (S328) episode...but that doesn't really count given her, uh, personal problems at the time, .
    1 point
  25. Max: "What the hell was that...?" Wade: "You gave me the nod." Max: "A 'hit him in the face nod' not a 'throw him off the roof nod'." Wade: "I thought that was what you wanted." Max: "At most, at most, that was a 'break his fingers nod'. Jesus Wade, the man was a scientific genius. Granted his weight signaled certain impulse control issues but...that's no reason to throw his fat ass off 57 floors." Wade: "I'm sorry." I thought THE LOSERS was underappreciated. Finger guns was fun too.
    1 point
  26. Speaking of school, my wife was just freaking out because she had a group assignment due and all of her teammates turned in too much content. Their assignment had a maximum of 35 pages and they were at 46 so she's spent the last couple of hours furiously trying to edit it down. I gave it a quick read and it's full of so much fluff and filler it makes me wonder if these folks have only ever had assignments with word and page minimums.
    1 point
  27. A kid's sandbox might make for a pretty cool biome. Maybe we could even build sand castles.
    1 point
  28. Perhaps there could be two versions of a hardcore mode- one where you and your friends only have one life per person total, and one where each teen has one life, so in singleplayer you get four lives with each of the four teens, in two player, you can have two "lives" each, or a 1/3 split, with three players only one of the players gets a second life, and four players would play out like the first version unless someone leaves the game instead of dying, which allows the unplayed teen as an extra life, same way with the other versions.
    1 point
  29. 1 point
  30. Jeez man, the game already has a three variants of spiders atm (not counting spiderlings and junior orb weavers). There are probably hundreds of other kinds of insects and bugs that should be solidly considered before adding more freakin' spiders. Diving Bell spiders were already a stretch... But think about all the other critters that could show up that are really common to a backyard - praying mantis, katydids, ****roaches, wasps, dragonflies, butterflies, etc. Spiders are like the wolves/lions of a backyard, but they aren't the only threat to a tiny kid. I'm also down for other non-bug related threats like - sprinklers, weather, the bird (I want my backyard dragon fight), ignorant humans stomping around, lawnmowers, and so on. I'm loving all the things they're adding, but more spiders (especially an over-powered ringleader spider like you describe) is not something this game needs atm... maybe like a Halloween event or something. Spiders don't really even exhibit this kind of behavior in the real world. It's already a bit of a stretch for orb weavers to be wandering about instead of hanging out in a web.
    1 point
  31. I would probably quit playing the game lol. My arachnophobia can barely handle the spiders we have now. I'm not super opposed to adding new spider variants, but this sounds a bit crazy. I do think a spider that carried spiderlings on its back would be cool. But sending wolf spiders out to do its bidding? I dunno. Wolf spiders are insanely hard to kill when you're by yourself. Maybe orb weavers instead? Also, we have to consider the lore of the game. Is this backyard in a location where this monstrosity would live?
    1 point
  32. Or perhaps being able to set ziplines up?
    1 point
  33. How about sharing the game with PS4 gamer's
    1 point
  34. Dear grounded development team, I am really excited about your new game and wanted to share some ideas for things I would love to see in the game as it develops (please see the attached document). I hope this post can also help to open up the discussion for other fans to post about what they might like to see in your new game. I look forward to seeing how it all turns out and playing the final game! Potential Ideas for Grounded.docx
    1 point
  35. absolutely not, because this is a party-based game, and classes by design fulfill different roles. if a given class can't solo very well, that says nothing about it's quality/strength because solo play is essentially a whole other type of game. you can certainly try to rank classes by their strength in their ability to solo, but it's not a general ranking. example 1: in poe1, i completed the ultimate with a high-resolve paladin. i would never ever rate that as a very strong party-based build, because its sole strength was simply the ability to grind out fights via high defenses and sustain; it would basically be useless in any reasonable party because everyone else would DPS the enemy down way before the paladin's tankiness would ever become needed. example 2: tactician/skaen is probably the second best ultimate build, but i would consider it a supremely parasitic build for party-based build, because so much of what makes the class powerful relies solely on the mechanics of solo play and related challenges, and they literally don't work at all in a party-based build (unless everyone else is a */skaen or /*rogue of some sort). combos can certainly elevate the quality of a party-based class, but the more a class relies on that combo to be playable, the worse the class actually is (because maximum viability is a stated goal of the game design). If this were magic: the gathering with perpetual support and more aggressive balancing, wizards of the coast would step in and ban combos that are too good. from a party-based perspective, i think how you assess a class's strength falls into these questions: what is the class's nominal role(s)? (primary weight) how well does the class fulfill this/these role(s)? how necessary are these roles in a party? how well does the class interact with the metagame of equipment and other such (secondary weight)? for combos (and secondarily itemization), how reliant on these combos is a class? how viable are they without? (tertiary weight) for all of the above, is it weighted towards specific levels? (for example, if a class is only good at a role and can metagame well for a specific role by like level 19, this might make the class pretty bad for the role because much of hte game is weighted towards earlier levels and multiclasses may not ever reach the necessary ability level; tertiary weight) in my gamefaqs guide i tried to do #1 with some of the casters. e.g. from the perspective of healing, i'd go lifegiver->kind wayfarer->shieldbearer->other druid->other paladin->priest->troubadour->other chanter->(way way at the bottom)cipher. for resurrection, i'd go priest->troubadour->other chanter->paladin->druid. for party-buffing, i'd go priest->troubadour->shieldbearer->other paladin/chanter->druid. In other words, there's no catchall "best ranking" for classes because needs are different, and there's not even a "best ranking for defense" because there are different aspects to that that classes have varying strengths and weaknesses as part of balancing and diversity. so if you're thinking purely of a 'what is the best support class?' it's not a good enough question. you can probably assign some weights to how much you care about the various aspects of being a support class, but you need to split out their roles. and it becomes more of a question 'for this party, i'm missing healing and don't care about revive capabilities. which class should i put in?' At the same time, the answer to some of these actually change on difficulty. For normal difficulty, for example, i would rate "party buffing" as a very weak and unnecessary part of a party, and consequently any class that relies on fulfilling this role and any slot in your party for this role becomes worse and rankings shift in favor of just brute-force damage. On the other hand, on PotD party buffing and enemy debuffing I find to be much more valuable; consequently such spots in a party become more valuable and classes that are good at buffing or debuffing also become comparatively better. edit: for a combo like brilliant + duration extension, because it is so accessible to any class (all you need is a priest, not even a cipher) it's not actually worth considering as a factor in determining class strength anyway, unless the party role you are trying to fulfill is "i want to extend powerful buffs" at which point the ranking is sc priest->mc priest->(way way way down)non-evocation/transmuter wizard.
    1 point
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