• 4 posts
  • 14 comments
Joined 3 years ago
Cake day: July 4th, 2023
  • Regarding Elden Ring, I would argue it does the sense of exploration better than Hollow Knight, but only by a small degree. For every area, there’s no map at the start, and the entire map’s size is obscured since it only shows what you’ve traveled through. It gets bigger as you go, but it’s still obscured by a fog of war for areas that fit inside the map, but you don’t have a map fragment for. You can see on the map where you can obtain the fragment, but not how to get there. Most times you can just cut a straight line to it, but sometimes it’s a pain.

    All that said, the thing it does better than Hollow Knight for exploration is a limitation of Hollow Knight’s map system. It’s split into different rooms, and each room has finite entrances and exits. Because you fill out the map through exploration, you’re going to know what you have and haven’t found.

    Because Elden Ring gives you the entirety of the map, it’s both helpful and not. You can figure out (mostly) how to get from point A to point B, and you have markers for everywhere you’ve been. There’s two minor issues with that, though. It’s a 2D map for a 3D world, which means you end up with some locations not being properly shown, because they’re underneath cliffs. The second is that the map does almost nothing to show what places of interest there are. You have large buildings shown, but that excludes all the catacombs (dungeon areas) you can visit. There are areas on the map that are right there, but due to the topography you have no idea how to get there. Going by the map alone means you’re going to miss out on a solid amount of the content available.

    It’s because the map is so limiting that it feels so good. You’re able to use it to figure where places are in directional relation, but you still have to look yourself to try and uncover areas. My first run, I prided myself on uncovering everything. I searched high and low, inspected the map to make sure I went to every corner, and really made sure I knew what was out there, and it felt amazing in terms of how much content there was and how much exploration you could do. I started a second run when the DLC came out, and found an area that, somehow, I had entirely missed. It took over a hundred and forty hours of searching, really searching, to get what I thought was complete, and it still wasn’t. It was a fantastic feeling on my second run.

    Hollow Knight’s map is excellent. The gameplay is excellent, the exploration is rewarding and challenging. But the issue it has is that it only has those two dimensions to work with. Elden Ring really works to emphasize that third dimension when scouring for secrets.

  • I genuinely enjoyed Arkham Knight, but those mandatory Batmobile sections are easily the most miserable part of the game. If we had those for an entire game, it might not be too bad, but most of the time you just end up using it to get from point A to point B. If you can put up with being stuck for a bit on those sections, you might enjoy it.

    Its big issue is that it has to follow up on Arkham City. It’s not a bad game by any stretch, but it’s following up to one of the best superhero games out there. If you’re not invested in the story, there’s no harm in dropping it. Play something you’ll have fun with.

  • I absolutely appreciate all the work done recently, but I was wondering if there was any chance we could get thumbnails that, when clicked, don’t have ?thumbnail=1500&format=webp appended to them. For some posts, it doesn’t make a difference, but for longer posts, or posts with smaller text, it makes the image blurry unless you click into the post comments, and select the image there. It feels like a needless extra step when trying to open an image.

  • I’d love it if clicking on the thumbnail of an image opened the raw image, instead of the compressed view, so instead I have to go into the post and click the image there for full resolution. It’s especially noticeable for larger images with small text.

  • After clearing the cache, this works. However, while I did mess around with the settings, I didn’t for this specific post because I had done so before, and just didn’t have time to submit a bug report on it. This means that even if you have the correct settings, it may decide to serve you the compressed version anyway, and the only way to get the uncompressed is to manually clear the cache, restart the app, hope you can find the post again, and roll the dice on the settings taking again. I don’t have this issue with every long image, just enough to make me report it.

    Edit: On closer look, clicking on an image from your feed gives you the pixelated version. Clicking from inside the post, aka the link I gave everyone, gives you the uncompressed image. You can test this by clearing your cache, restarting the app, going to Greentext@lemmy.ml, and then clicking the image, not the post. Then click in the post, then the image, and magically it will be uncompressed.

I’ve been trying to figure out what the culprit is for this, but haven’t found anything in the settings. This post, for example, has text that’s pretty unreadable because it’s forcing a lower resolution on it.

The image that’s given is https://lemmy.world/pictrs/image/fac38222-c5e7-448c-83e2-218d54e350eb.jpeg?thumbnail=1500&format=webp, but when you clean up the URL to https://lemmy.world/pictrs/image/fac38222-c5e7-448c-83e2-218d54e350eb.jpeg, it’s perfectly legible. In fact, if you choose to share the post link from the nested 3-dot menu on the share option (from the 3-dot on the post), it’ll give you the cleaned URL.

I’ve set it up to use both auto DPI and 400, the highest manual setting here, but it’s done nothing. Likewise, the max zoom setting doesn’t affect it, and I can’t find any way to get it to stop adding extra parameters to the URL. Is there a setting I’m missing, or is this supposed to be intended behavior?