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#add some ramp factors
absolutelynoterica · 2 months
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The fish rots from the head
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99hook · 8 months
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Hello ma'am. Glad you had fun at aew. I have an idea if you don't mind. So I was thinking like Jack has Anna attack Hooks y/n and she is sent home to recover. Hook spends time with her at home. Yn wants to take this opportunity to have some "alone" time with Hook. But everytime she initiates anything he shuts it down.
She starts to have doubts about herself or if he is stepping out on her. She confronts him about it and explains that he feels bad for allowing her to get in the middle of his feud with Jack. And ya know they work it out and then smut. 😈
I was originally going to add it to the ones I did but you are queen of the fics and I was hoping to see what you do with it. ❤️
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———
He felt like he failed at the most important thing that he ever tries to do. Protecting you.
Even though you were as tough as they come and had the outstanding ability to hold your own against whoever challenged you, he still watched your every move with intensive care, waiting for the moment when you’d need him as your backup.
But when the moment came, he couldn’t get to you in time.
He can’t stop replaying the scene in his head. Botched moves happen all the time but not like what happened almost a week ago.
The two of you were being ambushed by Jack and Anna. It was all planned, but the outcome certainly wasn’t.
Jack threw Hook over the ropes, landing him on his spine against the side of the ring. You and Anna’s brawl had made it to the turnbuckles in the corner of the ring. She picked you up and hoisted you on the top one. The intention was for you to bring her up and sell a risky move from the top turnbuckle that, in a perfect world, would’ve been similar to your partner’s signature suplex.
All Hook remembers is hearing the crowd simultaneously gasp before Anna shouted out, “Get the medics, now!”
He doesn’t think he’ll ever forget that feeling in the pit of his stomach. A nauseating, gut wrenching coil that made him woozy as he ran to where you were limply laying on the outside of the ring.
Everyone broke character that night and nobody cared. There was blood pooling on the mat and Hook was quick to snatch his wrist tape off and hold it to the laceration on the side of your forehead, attempting to slow it down while the medics took what felt like forever to get to you.
You were dazed and couldn’t move. There was a sharp, stabbing pain shooting through your ribs, nearly paralyzing you when he attempted to roll you onto your back.
You let out a pained cry and it breaks his heart every time that sound decides to haunt him. Jack was standing behind him with Anna, both of them frantically scanning the entrance for the medics.
“YN” He cradles your face, “YN, hey! Stay with me! Don’t go to sleep, alright?”
Your eyes rolled back and he lost it. The cameras panned in on him, his voice overpowering the mixed reactions from thousands of fans when they realized this was not scripted at all.
“Jack, go get the fucking medics! Now! Go!” He demands, sending his opponent racing up the ramp.
“YN” he tries again, gently tapping your cheek. “Come on, YN! Keep your eyes open! Please, baby, keep them open for me!”
Anna reached down and held pressure to the deep wound, your blood staining her fingers and Hook’s entire palm and forearm. She kept looking back to the ramp waiting for Jack to bring out the medics and time was a crucial factor to the point that Hook took it upon himself to get you the help you needed.
“Keep her awake” he tells Anna before he sprints towards the stage. Within moments he was back with five medics and a gurney in tow.
He watched their every move carefully, his hand squeezing yours tightly as they strapped you down and rolled you back to the awaiting ambulance in the garage. He never left your side that night, and doesn’t plan to still.
You were granted time off to heal so he took the time off to be with you. Your fractured ribs, a concussion and stitches served as cruel reminders that he just couldn’t keep you as safe as he was supposed to.
It was unbearable for him to see every time you struggled to get out the bed. He felt his heart cracking down the center each time he had to watch you clutch your side in pure agony when the jolts of sharp pain shot through you.
He wasn’t sleeping, barely eating, just waiting on you hand and foot because to him, it was the least he could do. He was the reason you were injured in the first place. If it wasn’t for him, you would’ve never been involved in the feud between him and Jack.
You were feeling better, though. He just didn’t believe that. After a week and a half of him tending to your every need, all you wanted was to show him how thankful you were to him. But every time you tried, he would muster up some excuse as to why he doesn’t want to.
It was starting to get to you. The way he would retreat from your lips when you kissed down his neck. How he kept stopping your hand from slipping beneath the waistband of his sweats. He never used to do that. Usually you could just give him a single look and he was taking you to the bedroom, but now you can’t even get him to kiss you fully.
It was late when you asked a question that had been sitting on the tip of your tongue. Side by side in bed, both barely watching what was playing on the tv. You both had a million thoughts swarming around in your scrambled minds, but for completely different reasons.
“Tyler” you whispered, your eyes falling to the sheets that covered you. He hummed in response, keeping his tired, low eyes on the screen.
“Are you cheating on me?”
His head snapped to you instantly, brows knitted tight under the disheveled hair over his forehead.
“Am I cheating on you?” He repeated as if he was taken back by the question.
“You haven’t wanted to touch me at all. You haven’t even been kissing me the same way since-“
“You’re injured.” His deep voice cuts you off. “And why would you ask me if I’m cheating on you? I’ve been here with you every single day since you got hurt.”
“Because you refuse to touch me!” You didn’t mean to get as loud as you did. “Like, I try to kiss your neck and you pull away from me. Every time I try to do anything you stop me! You never do that, so I can’t help but think that something’s going on-“
“A lot is going on, YN. But nothing like you’re thinking. I would never cheat on you, ever. I thought you knew that already.”
He looked hurt. Genuinely saddened by the fact that you felt this way and you actually had to ask him whether or not he remained loyal to you. That was never something he ever thought he would have to hear from you. He aims to make you feel like the only girl in the world every single day and now it’s just another thing that he evidently failed at doing.
He sighs as he drops his head, running a hand through his hair.
“Baby” he breathes out, “I can’t stand seeing you like this, especially knowing it’s all my fault.”
“Nothing was your fault.”
“It was all my fault!” He snaps with a sharp tone. “You wouldn’t have even been brought into this shit if it wasn’t for me.”
“It was an accident, Tyler.” You reached over and rested your hand on his arm, pleased when he didn’t pull away. “And if you remember correctly, we mutually agreed to do this storyline together as a tagteam. You act like you just drug me into it. You didn’t.”
You hoped you were reassuring him, but it was hard to tell. He glanced down at your hand and placed his over top of it, giving it a gentle squeeze before he sighed and dropped his head down again.
“I should’ve been paying attention.” He mutters. “I would’ve been there to break your fall when you slipped or-“
“It was not your fault, baby.” You tell him again. “It was a misstep on me, not you. These things happen all the time. It’s nobody’s fault, it’s just an accident.”
“That could’ve costed you your life.” He interrupts, his eyes widening as the different scenarios of what could have happened bombard him again. “You heard the doctor. You were lucky you didn’t break your neck the way you landed. That’s serious shit, YN!”
“I know it is, but that could literally happen to anyone at any given moment! You can’t beat yourself up because I made a mistake, Tyler. I’m okay. That’s all that matters.”
You slid your hand down his arm and caught his fingers, running your thumb over his calloused knuckles.
“Hey” you whispered, leaning over carefully, your lips lingering over his ear. “I love you, and I want to show you how thankful I am to have you. All the time, but especially during times like this. Please?”
“Your ribs are-“ but you cut him off when he turned his head, capturing his lips with your own.
“Please” you hummed against him, letting a slight moan slip out when he finally deepened the kiss. You felt him moving closer, sliding his hands underneath your hips to ease you down gently while he placed himself between your thighs.
But he hesitated as soon as he felt himself twitch beneath those sweatpants.
He pulled back, breaking the kiss to say, “YN, I don’t want to hurt you. I don’t know how to-“
“Just be gentle and I’ll be perfectly fine.” You breathily whisper before you pull him back down to your lips, desperate for the closeness that’s been lacking since you got injured.
You didn’t know if he was capable of actually being gentle with you, until he proved it.
He tenderly caressed your thigh as he placed a few lingering kisses to your neck. He focused on that sweet spot that earned him a couple soft moans and hums of appreciation but he had to fight the urge to take things to another level like the two of you usually do.
It was a challenge for him to keep his composure after so long of fighting the temptations but he knew he had to be as easy with you as possible, and when you’re fully healed he can take all night with you until you can’t take it anymore.
For now, he just wanted to make you feel what you’d been missing. He wanted to make sure you had no questions about his love for you.
He leaned back and slowly slid your panties down to your ankles and tossed them aside before he slid his sweats down his thighs.
You were needily awaiting what you’d been craving, and he knew it.
He was cautious about bearing too much weight on top of you when he made his way back up to your lips. He kept himself held with his elbows while he cradled your face, slowly and languidly taking his sweet time exploring every inch of your mouth, savoring the flavor on the tip of his tongue.
“I love you, YN” he whispers against them before he pulls back slightly, his eyes strongly holding the contact with yours as if he’s trying to make sure you wholeheartedly believe that. “You’re my one and only. Right?”
You nodded, your heart swelling in your chest as he stroked your cheek with his thumb. He placed one more gentle kiss to your lips before he positioned himself at your entrance. He observed you intensely as he slowly pushed himself in, making absolute sure that you were okay.
Your eyes screwed shut at the feeling of him stretching you out, and he paused.
“Are you okay?”
“Yes” you moaned out, “keep going, please.”
He was hesitant, so he pushed in a little slower. He held himself still despite the fact that his body was pleading for him to do more.
You ran your fingers through his hair, giving the soft locks an encouraging tug.
“Ready?” He asks, struggling to fight the divine feeling of finally being buried inside you again.
“Yes, please” you begged, earning a single nod before he slowly pulls his hips back and to. Your eyes fluttered shut again, but he could tell it wasn’t from pain.
He watched your every reaction until he felt you clenching tighter around him, and he couldn’t help but to drop his head to your shoulder.
“You feel amazing, YN” he breathes against your neck, peppering loose kisses along the way. “So fucking perfect.”
You moaned back to the praises and the feeling of him hitting your sweet spot just right.
He rolled his hips in. The thrusts so slow and steady, yet so powerful at the same time. He was taking the time he needed to really find the rhythm, and knew he succeeded when you let a gasp fly past your lips and a series of louder moans following.
“Right there?” He breathily whispers as he rolls his hips in again. He felt your nails digging into his shoulders, your heart stammering against his chest gently pressed to yours.
“Yes” you croaked out, “Oh my God, Just like that, please.”
“Don’t have to beg me, baby. You know I’ll give you whatever you want.” He continues that same motion. Slow, steady, and strong.
His lips latched to the side of your neck, sucking a deep patch in its place as he reveled in the sound of your broken moans and sighs intermingling through the room.
He sped up slightly when he felt your walls clenching tighter around him, knowing by the way you were hugging him tight that you were getting close.
He pulled himself back up, his lips locking with yours in the midst of another broken moan you couldn’t contain. His hips stuttered once when your tongue roamed over his. If he was standing he would’ve been weak at the knees.
“You have no idea what you’re doing to me right now.” He groans.
“I wanna keep doing it.” You say back, before your mouth drops when he gives one more forceful thrust. He watches, making sure that it wasn’t too much, but all you did was reassure him when you dug your nails deeper into his shoulders and your eyes begged him for more.
He obliged, snapping his hips in and out, but somehow just as gently as it was when the trusts were slow and smooth.
Your head pressed back into the pillows, eyes screwing shut when he hit your sweet spot with a stronger force. That’s what you’d been missing and he knew it.
He leans down, the ends of his hair tickling your skin as his lips hover over your ear.
“I gotta hold back right now, baby. But when you’re all better, I promise ima take my time making it up to you. However you want me to.”
He felt a warmth arising around him, matching the feeling in his stomach that was quickly spreading through his entire body.
He twitched again and gave two more strong snaps in as your nails accidentally drew half-moon traces of blood against his shoulder blades. He rode that high out with you, doing his best to prolong it for as long as he could.
You had a vice grip around him preventing him from pulling back when your orgasm hit and all he could do was let himself be completely submitted into that feeling that made his head spin.
One of his hands clutched the pillow while the other one tangled up in your hair as an abundance of low groans and the occasional curse word got lost somewhere against your shoulder.
He felt your heart hammering against his chest and you felt his skipping beats. Breathless and spent, he slowly pulled out of you when your walls finally released him, and lazily fell to your side, gently wrapping one arm around you.
“I love you.” You managed to say between deep, breathy sighs as you ran a hand through his slick hair. He nuzzled into your neck and placed a tender kiss over the discoloration he left moments prior, whispering against your skin, “I love you more.”
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autumnmobile12 · 2 months
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Ghost Hunt x My Hero Academia
Since there are lot of a avenues to explore with this crossover, I haven't quite settled on a concrete way of going about it. (And I have other unfinished projects, too, ya'll know how it is.) For now, here is a concise list of Quirks that I imagine the Ghost Hunt characters would have in the My Hero 'verse.
SPR Itself
I don't imagine Shibuya Psychic Research would be a typical hero agency.  It’s run by Naru and Gene, but similarly to the way SPR is in canon, the regulars who frequently join in on investigations are all independent Pros, not sidekicks.  Altogether, they form a collective of heroes who frequently team up and occasionally bring in outside help.  With the exception of Naru, although his has severe drawbacks, none of them have particularly powerful Quirks, but altogether, they make up an accomplished unit. They're not strictly speaking a combat agency. Their work is geared more toward investigation, similar to how Nighteye operated.
Mai
Retrocognition:  The ability to view past events through oneiric visions.  An invaluable investigation ability that recovers indisputable testimony from the deceased victims of violent crime. She also has some astral projection abilities that allow for locating missing people, and in some cases, negotiating with villains. Which ultimately makes her a little terrifying. As the old adage says, you can't run from what's in your head.
The Davis Twins
Naru’s Quirk was easy to figure out.  It’s the same psychokinetic energy he possesses in canon and with the same drawbacks.  He can barely use it without causing damage to himself, similar to the early days of Deku’s training as well as on par with Dabi’s self-incineration risk, which is where Gene’s Quirk comes in.  His is ‘Hijack.’  He’s able to affect how others use their abilities, choosing either to cancel out a Quirk like Aizawa can or he can seriously ramp it up the way the Trigger drug is supposed to work. Kinda like how an electric transformer increases or decreases voltage power.  Since Naru can’t use his abilities without significant harm, he and Gene are often paired in tandem, sharing the hero name Twofold.
Yasuhara
True to his character, Yasu’s Quirk was both easy and difficult to pin down.  He doesn’t have any supernatural abilities in canon, so the unfortunate and obvious translation of this into an ability in My Hero would be to make him Quirkless.  But then I thought, no.  There is more to Yasu’s character than being the ‘normal’ one of the group.  He is a dissembler at heart, he loves messing with people, he’s diabolical and he lovingly adds a little extra chaos to everyone’s life.  Yasu, and I say this in the most positive way, is a little shit.
So Yasu’s Quirk is ‘Switch.’  He can temporarily swap Quirks between two different people but has a limit of three different pairs total.  Pretty handy in a fight when all the villains suddenly find themselves stuck with new powers they don’t know how to use and no way of knowing when or if it’ll switch back. Think of how many people he could mess with.
Masako
Another difficult one to pin down since her thing is channelling spirits and outside of Quirk factors and the remnants they leave behind, ghosts do not seem to exist in the My Hero world.  Since speaking with ‘Quirk factors’ would be severely limited to the vestiges of One For All and the countless Quirks All For One stole, this wouldn’t be a practical ability for anyone to have, so the spirit channeling aspect of Masako’s canon abilities had to be scrapped.  Eventually, though, I came up with 'Sound Vibration.'  Masako can pick up on vibrations that resonate long after a person has spoken, enabling her to ‘overhear’ conversations that have already happened, even if it’s been hours, days, or even years.  It’s easier for her to use in an enclosed room and nearly impossible for her to use it outdoors.  This one was inspired by her ability to hear the screams of the ghost children from the Doll House Case. Hero Name:  Echo
Takigawa
Arguaby the hardest one of the group.  For a while, I thought about having his Quirk revolve around his chanting, but that seemed too close to Masako’s Sound Vibration, so I wanted to try something else.
Then I remembered his kekkai barriers.  Perfect.
Quirk:  Barrier.  Ability to place impenetrable barriers around intended targets.  Limits, drawbacks, and further sub-abilities pending.
John
Quirk:  Absolution.  Switching things up a bit, I decided to go with the idea John is not actually a Pro.  He is a priest with license to use his Quirk legally.  John is able to completely remove the feelings of guilt a person may have, but the caveat that said person’s remorse has to be sincere otherwise it won’t work.  Mostly, it’s for the purposes of alleviating victims of violent crime of their survivor’s guilt or even heroes who are particularly affected by a death they were unable to prevent.  Controversially, though, he does also use it for convicted villains on death row.  He’s gotten quite a bit of backlash from the public for granting this last minute mercy as it is viewed by many that the perpetrators of violent crime deserve their guilt.  John disagrees and has always claimed even the wicked deserve peace in their final moments if they truly have remorse.
The inspiration for his Quirk comes from the concept of sin-eating, wherein a person symbolically takes on the sins of another by eating a ritual meal representing said sins.
Ayako
Also not an official Pro but a doctor involved with SPR.  She has a healing Quirk that draws energy from trees and plantlife.  Again, more exploration needed, but that’s the idea so far.
Lin
I wanted to incorporate his shiki in this crossover, so Lin’s Quirk is 'Guardian Spirit.'  He is able to call upon five protective forces to keep watch over people in his absence.  He can distribute them among five people or consolidate their power by leaving all five in one place, same as canon.
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mel-addams · 1 year
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Seeing Redfall get absolutely awful reviews is like watching one of your best friends get actively worse because of their possessive partner who isn’t right for them at all
Hey Anon, I'm not sure I totally get your metaphor—I think Redfall is the friend, and reviewers are the partner who "isn't right" because it's not their type of game? But yeah, it does suck to see, and I'm skeptical of a lot of them. So many having short playtimes, and/or criticisms so vague that it's unclear what their actual issue with the game is, feels a little suspicious to me.
I'm not saying the game's perfect—I've had some minor bugs myself, and sometimes when I get to a new area/run far enough it'll freeze for a second as things load—but what big game doesn't launch a bit buggy? There's too many moving parts, and too much variability in folks' computer configurations, there's always gonna be something. I do look forward to some patches to see if it fixes the freezing for me, but I find it playable enough to still enjoy until then.
I also play games for story, rather than gameplay, so that could be another differentiating factor for me. While I do generally enjoy getting story via cutscenes and don't mind loading screens, so I'd also personally have been fine if it wasn't open world, I do also like good written lore and environmental storytelling. There's been some interesting highlighted notes about what the folks in Redfall experienced, some cool in-universe fiction I know Dev's book is out there and I NEED TO FIND IT, and even some not-highlighted written stuff that adds even more to the setting. I've also seen both amusing and heartbreaking environmental storytelling.
For example, in the Shadetree Supper Club parking lot, there's a stack of boards that make a ramp up to a low barrier, with an overturned golf cart on the other side. In front of the golf cart was a bottle of vodka—so someone got drunk and tried to launch a golf cart off a ramp, which failed hilariously. But there's no blood, so they walked away from the attempt. Further on, in the building, you can find a written note (the title's something like "Don't be Afraid #1"), with two sleeping bags set up next to a large bike and a small bike. Are they okay, that adult and the kid they were trying to help not panic about the dentist? I don't know, but probably not, and it breaks my heart. Further in, at the bar, there's two dead civilians—but also a few dead cultists, which you don't see often, so those folks actually managed to hold their own for a bit when the shit hit the fan.
And that's just in that one key area. Sure, there's open space on the roads and forests, plus totally boarded up houses. Given what's been happening in the town, I find all that fitting. But if you take the time to look at the areas where there's clusters of cars, or spot something among the trees, or observe the placement of things while you're inside buildings, or read posters and notes that aren't highlighted? There was a good bit of deliberate attention put into all of that, to show what life was like over the past several weeks in Redfall. (And if you haven't yet, give a go at staring at the in-game eclipse every now and then.) Hell, even the currency is called "support," and the junk you pick up is stuff that would actually be useful for the survivors. So even some of the mechanics are arranged to underline that the point of the story is centered around trying to bolster and save Redfall's community.
There's plenty of story to absorb, and emotions that it can evoke, if you approach it the way they've presented it.
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fearforthestorm · 1 year
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saw other people doing this so: predictions/things I wanna see for lifeseries 4!
- assigned teams, but more than just a pair of players per team, maybe like 4 or 5 to a team?
- important footnote on the above: team assignations are not revealed to players until like...the end of the first session, to allow for maximum drama with tentative alliances forming
- it'd also be sick to have the teams be colorcoded. crank the color symbolism UP babey!
- one thing that I've been starting to grow a little tired of is that. at the end of the series, even if you "win", there's kind of just an unceremonious death. I think the stakes need to be higher around actually winning - make it possible for there to not be a winner. how? add a secondary goal that you have to achieve in order to actually win.
- on a lighter note: with potions being disallowed on the last series, I think they'll end up being a little more strongly utilised in this one. I could see there being a point where having, like, invis during a fight ends up making or breaking it for one team
- unlikely but it'd be SO fun to toss in some modded terrain. make the world be strange and hostile and unfamiliar to them.
- I want a lifeseries where they have End access SOOOO badly you guys have no idea. this isn't even part of the bit anymore I want to see how much things ramp up once you toss in that additional factor I think it would make things so interesting
end of bit, go watch Secret Rivals <3
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crystalelemental · 3 months
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And the next type for High Score is...Psychic!  How...completely unsurprising.
Psychic was the only type left in the "definitely prepared for High Score" category.  Every other type feels like it's lacking tools, mostly supports if we're being honest with ourselves.  Psychic is the last one standing that had enough to make use of.  Which means very soon, we'll know if they repeat types that have been done, or if we're going into prime time of rushing out supports for each type so the mode is workable.  My bet's on the latter, and I'm personally betting they push Ice early.  Grusha was Support #6 (I forgot Palentine's Bea every time I talked about this), so there's a reasonable expectation for Ice being ready. And it would be miserable.
Anyway, Psychic!  How ready are we?
Psychic has, if I'm not missing any (which I doubt I am, favorite type), 23 pairs at current: 5 Strike, 11 Tech, and 7 Support.  Currently, no Field or Sprint pairs exist.  So if they add one, expect it to be in those categories.
I'm going to start with the backbone of every High Score event: Supports.  Currently, the Psychic support game is...frankly insane.  On the F2P end, we have Liza, Sabrina, and MC Mesprit.  There are no good Psychic eggmon supports to my knowledge.  On the limited end, we have SS Dawn, who is a prime candidate for grid expansion and a rerun that month, and NY Sabrina, who is Endure Spam.  On the super limited end, we have NC Bede, the best broad offensive support, and NC Rosa, who is bonkers generally.  This is an absolutely insane spread of options, with some of the best in the game taking up residence.  I anticipate Liza and Sabrina will be the least useful broadly, but we'll see about conditions.
The weakness of Psychic is its Strikers.  Exactly five: Tate, Caitlin, Giovanni, SS Lana, and SS Lusamine.  SS Lusamine will almost definitely rerun next month to prepare, which means hopefully Support Role.  The main problem I take with Strike pairs in Psychic is that no one has good single-target DPS.  The best in show all focus instead on no-penalty AoE, which means center is a huge, huge problem.  Run SS Lusamine off-type and you'll see the issue; she loses so much on sync when off-type that her DPS really falters when taking out center in time.  And SS Lana won't have access to her usual PMUN stacking allies, which is going to severely limit her potential as well.  Giovanni and Tate are also the only options with secondary DPS, in Ghost (likely to be a weakness) and Rock (possible, but not a great one to have given Rock Tomb).  Psychic DPS is oddly limited in this regard.
But, Tech game is very good, and very ready.  Will, Lodge N, Exeggutor, and Slowbro are ready with disruption.  Bianca, Anni May, Eevee Elio, and Espeon are all prepared to supply Terrain.  Lucian, Anni May, Eevee Elio, and even Oak are ready with debuffs.  Olympia has hilarious dodge factor, and SS Steven can flex to whatever role you need (probably striker, sorry Tate).  Psychic is super stacked for Tech, but the biggest thing to keep in mind?  Tech nukes supplement AoE damage.  Pairing Lana and Lusamine with an explosive EX Tech pair is going to be a big focus on victory.  And with options like Lucian, Eevee Elio, and Anni May as Tech nukes with supremely useful traits, they're prime candidates for success.
I think there's a good chance of a Winter Sycamore-esque outcome, where Palentine's or a random introduction will be Psychic type to drum up those sales. Hopefully they're not too heavily allocated to countering High Score specifically, though a comparable performance does have more utility in Legendary Gauntlet, where so many legends are Psychic focused. I'd most like to see a good single-target damage dealer, and my heart says Sprint pair. We're well equipped with Psychic Terrain, but Sprint is very unaccounted for, and would really focus on a strength of the type: fast-ramping.
In my ideal scenario, we get Caitlin as a Palentine's alt with Cynthia. This will not happen. But a Sygna Suit, or fuck, even a Variety scout would be something. I expect Caitlin to get nothing ever again, so like...I'll take whatever. Gothitelle doesn't feel particularly Sprint-focused, though, so I'm not certain that will happen. Palentine's is always female-centric, so Will and Lucian are out. Sabrina's a maybe but I'm not anticipating. Tate and Liza will never see focus again. Olympia...it's not impossible but it'd be way too surprising, she's not especially popular. If they drop Avery it'll be the first Psychic I skip on purpose, fuck that guy. If they drop Tulip, I'll also be upset. The only brand new addition with a confirmed Psychic I'd be cool with is Cyllene. I wouldn't expect a PokeFair to get Sprint/Support, but...you know.
What I'm getting at is I think the introduction is more likely a random addition with a Psychic type. Protagonists have a lot of flexibility as far as Pokemon goes, so it's possible we get another female protagonist for Palentine's. I'd personally hope for Kris, but it feels like Hilda's more likely, as a character with only 4 alts currently despite her popularity. I think both would get a Pokemon from a different region, though.
I can't think of any Champion getting that focus. If it is Cynthia, great, but I'm not super attached to her getting any particular Sinnoh Psychic type. Iris is unlikely, I think. Diantha's a maybe. She has Gardevoir already, but they could give her something. Maybe that could be female Meowstic? I do want female Meowstic.
Rivals...Bianca's Musharna is her default. Shauna doesn't have anything that would match. Marnie already has a Palentine's alt.
So unless they pull out a Gym Leader with something outside of their type, which admittedly has happened a lot lately, it's likely a protagonist, or a new alt for one of the Psychic masters. Or Cyllene is gonna drop. Which...I'd like that.
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wildegeist · 1 year
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The time I ruined a sleepover by pretending to be possessed in my sleep
I was kind of a lunatic as a kid.
When I was like eight or something I was invited to a friend's sleepover birthday party. She herself was the only person I knew, but all the other friends of hers she invited knew each other, and didn't like me. So they excluded me from stuff and were a bit mean to me when my friend herself wasn't around.
Night time came eventually- my friend slept in her own room. The rest of the invitees and I slept in one larger room in sleeping bags. They all huddled in the corner and I laid down on the on the other side of the room all alone. Y'know, stay away from them because they'd been mean to me the whole day anyway. Night was here and all was peaceful. The lights were out, all of them were talking really loudly, I pretended I was falling asleep.
This was my time.
It started subtly. I'd stir a bit in my "sleep". No one thought anything of it, of course. If anything it reinforced their belief that I was asleep. They kept talking about whatever, pretty loudly. Then, I kick something next to me, making a sound. I hear some of them jump and go "what was that?" They were startled, but they figure I just stirred weirdly. They go back to talking. I ramp it up. I punch something next to me. I do it some more with increased intensity. They start getting scared. I see them huddling together out of the corner of my dim vision. A few scared shrieks every time I did this after I had built the tension up enough.
They try to return to talking normally, facing each other. I peek to make sure no one's looking at me, and when no one is, I sit up in my sleeping bag.
One looks over and sees my silhouette in the dark inexplicably sitting perfectly upright. Expressionless- if she could even make that much of my face out. Quietly. Supposed to be asleep. But here, upright, in the dark.
She screams at the top of her lungs.
This startles everyone else and they turn to each other. I lay back down quickly. The girl explains she saw me sitting up. Everyone looks over and I'm laying down. They all turn to her and tell her to stop lying and that it wasn't funny to add to the creep factor of the situation. She insists she wasn't and they dismiss her.
I repeat the action eventually, this time it's a different girl. Same thing happens, except now they believe her more. The girls start talking and trying to figure out what's going on with me. One of them gets the idea my own stuffed animal might have been giving me nightmares because it was a tiger (kid logic) and they pressure one brave soul into coming over to me and getting it from me so I may go back to a peaceful sleep and they may go back to not being terrified.
One starts coming over and I let her get close. Then when she's reaching I thrash. She screams and jumps back, running to the others and saying she can't do it. I start sleep talking some gibberish that sounds like a demonic language- but I make it sound like fairly realistic sleep talking so they don't suspect anything. This had been going on for a LONG time at this point, by the way- I think it was nearly midnight and everyone was really tired. I gamed this for a while.
They decide fuck this shit, this is too scary for them, and go to another area of the house with the lights on- in this case it was the bathroom, don't remember why they just kinda congregated in there. "Sleepy" me walks in a bit later, rubbing my eyes and acting like absolutely nothing happened. I ask "oh why is everyone in here"
They all turn to me and only now consider the idea that I had been messing with them for hours and wasn't actually possessed by demons. "This had BETTER not have been one big JOKE", one of them says to me.
I sleepily look at them and just say "You were keeping me awake".
No one talked about it the next day because it was too embarrassing and the screams never got anyone's attention because it was a HUGE house, so I completely got away with it
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thetoxicgamer · 8 months
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Huge Valheim update Hildir’s Request is live – patch notes 0.217.14
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Update on Valheim On active servers, Hildir's Request has arrived. It's time to move on and find Hildir in Valheim if you've been waiting for the major overhaul to be implemented in the actual game. Hildir, the merchant's sister and a follower of Haldor, has encountered issues with missing goods in the Viking co-op survival game. The update also adds difficulty factors, and creator Iron Gate is holding a Valheim competition called the Trial of Tyr to test the mettle of the game's most ferocious players. The Valheim Hildir’s Request patch notes lay out everything you need to know – the full patch notes below are listed in both abbreviated and complete forms to keep those of you who prefer to avoid spoilers safe. Along with the new merchant and her associated quests, there are also several new Valheim dungeons and mini bosses to encounter, along with some crafting improvements and additional items. If you’re wondering how to find Hildir in Valheim, you’ll want to head to the Meadows biome. She’s got a few possible spawn locations that can be allocated at random, so have a wander around and you’ll probably spot her icon or the roaring fire at her camp. Also included in the update are eight new hairstyles and five additional beards – along with a barber station that lets you adjust these in-game. When you’ve made your choice, you’ll also be pleased to know that equipping helmets no longer hides your hair selection, making it all the more worthwhile. Several quality-of-life improvements are also rolled in, such as improved quick stacking and manual snapping to make precise Valheim building easier, and then there’s the new difficulty modifiers. You’ll have a choice of a lower-difficulty casual mode, a ramped-up hardcore playthrough, or the option to adjust server difficulty modifiers individually to customize your experience more thoroughly. If you think you’ve got what it takes to be the best, you might want to join the Valheim Trial of Tyr. This hard mode contest runs Tuesday August 22 to Tuesday September 5, 2023 and tasks you with completing a run up to and including mounting the head of the final Mistlands boss on the game’s hard difficulty preset as a solo player without dying, getting outside help, or using any dev commands. Trials of Tyr rules Those of you wanting to join the Trial of Tyr will need to play with a fresh character on the official world seed ‘MX7L9GYcf2’ on the ‘Hard’ difficulty preset. Your run must be streamed on Twitch or YouTube or fully recorded without any breaks in footage, and then sent to @Valheimgame on Twitter using the hashtag #Trialoftyr. If you manage to record the fastest time, you’ll earn “a custom-made engraved Viking tankard” bearing your name and time. Valheim Hilidr’s Request patch notes 0.217.14 Here are the full patch notes for the Valheim Hildir’s Request update on August 22, 2023, courtesy of Iron Gate: Abbreviated Patch Notes New Content - New NPC: Hildir the merchant - New locations - World modifiers added - 2 new crafting extensions - New hair and beard styles - New items Improvements - Hair and beards are now visible when equipping helmets - Various visual improvements - Quick-stack button added - Manual snapping for building added Detailed Patch Notes New Content - New NPC: Hildir the merchant - New location: Hildir’s camp - New location: Smouldering tomb (classic dungeon) - New location: Howling cavern (classic dungeon) - New location: Sealed tower (open dungeon) - 3 new mini bosses - World modifiers button added to start game screen with many customization/difficulty options (select a preset or design your own) - 8 different Fireworks added (Including Thunderstone and Black Core thrown in the fire) - New item: Sparkler - New clothing: 10 hats & headscarves - New clothing: 14 dresses and tunics - Black forge extension: Vice (Upgrades to level 3 possible) - Magetable extension: Unfading Candle (Upgrades to level 3 possible) - New material: Barber kit - New furniture: Barber station - New material: Iron pit - New furniture: Firepit - 8 new hairstyles - 5 new beard styles - 4 new music tracks Quality of Life - Quick stack button to quickly place all items already in a container from your inventory. Can also be done by simply holding the use key when interacting with a container - You can now manually choose snapping point with Q & E for precision building - Intro sequence can now be skipped from the pause menu and the game can be paused while in the intro - Workbench and Forge now get slightly increased build range when upgraded - Crafting benches’ build range is now cylindrical instead of spherical - Precision placement of buildpieces changed to show when holding ctrl - Added ability to copy build piece while in build mode - Hair and beards are now visible when equipping helmets Additional bug fixes can be found via Iron Gate on Steam. As long as you’re not competing in the Trial of Tyr, there’s plenty of handy Valheim console commands to help you through your journey, or you can turn to the best Valheim mods if you’re looking for some fun ways to spice up your next adventure. Read the full article
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partyrentalsguide · 1 year
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Jump into Fun with Inflatable Bounce Houses: A Guide to Choosing the Perfect One
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Inflatable bounce houses are a fun way to keep kids entertained at parties, events, or even just in your backyard. However, with so many options available in the market, choosing the perfect one can be overwhelming. In this guide, we'll provide you with some important factors to consider when selecting an inflatable bounce house that will ensure a fun and safe experience for everyone.
Size and Capacity
The first thing to consider when choosing an inflatable bounce house is the size and capacity. The size of the inflatable should be based on the number of children who will be using it at once, as well as the age range of those children. It's important to make sure that the inflatable can comfortably fit everyone, and that there is enough space around it for kids to move freely.
Capacity is also an important factor to consider. Each inflatable bounce house will have a recommended weight limit, so it's crucial to make sure that the weight of all the children using it does not exceed that limit. This will help to ensure the safety of everyone using the bounce house.
Material and Durability
Inflatable bounce houses are made from different materials, and it's important to choose one that is durable and can withstand regular use. Look for inflatables made from commercial-grade PVC material, which is known for its strength and durability.
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Also, make sure that the bounce house comes with reinforced stitching and secure anchor points to prevent it from collapsing or tipping over during use. This will not only ensure the safety of the children but also extend the lifespan of the bounce house.
Features and Accessories
When selecting an inflatable bounce house, consider the features and accessories that come with it. Some bounce houses come with additional features like slides, obstacle courses, and basketball hoops. These can add to the overall fun experience for the children, but they also increase the price of the inflatable.
Also, consider the accessories that come with the bounce house, such as a blower for inflation, stakes for anchoring, and repair kits for any damages. These accessories will help to ensure that the bounce house stays in good condition and is easy to set up and take down.
Safety Features
Safety is the most important factor to consider when choosing an inflatable bounce house. Make sure that the bounce house meets all safety standards and regulations. The inflatable should come with safety features like entrance and exit ramps, safety netting, and proper anchoring to prevent it from tipping over.
Additionally, make sure that there is adult supervision at all times when children are using the inflatable. Adults should also ensure that children remove their shoes and any sharp objects before entering the bounce house.
Price and Warranty
Finally, consider the price and warranty of the inflatable bounce house. Inflatable bounce houses can range in price from a few hundred to several thousand dollars, depending on the size and features. Consider your budget and what features are essential before making a decision.
Also, make sure to check the warranty that comes with the bounce house. A good warranty should cover any damages or defects that occur during the specified period. It's important to choose a bounce house with a good warranty to ensure that your investment is protected.
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Study: Shutting down nuclear power could increase air pollution Nearly 20 percent of today’s electricity in the United States comes from nuclear power. The U.S. has the largest nuclear fleet in the world, with 92 reactors scattered around the country. Many of these power plants have run for more than half a century and are approaching the end of their expected lifetimes. Policymakers are debating whether to retire the aging reactors or reinforce their structures to continue producing nuclear energy, which many consider a low-carbon alternative to climate-warming coal, oil, and natural gas. Now, MIT researchers say there’s another factor to consider in weighing the future of nuclear power: air quality. In addition to being a low carbon-emitting source, nuclear power is relatively clean in terms of the air pollution it generates. Without nuclear power, how would the pattern of air pollution shift, and who would feel its effects? The MIT team took on these questions in a new study appearing in Nature Energy. They lay out a scenario in which every nuclear power plant in the country has shut down, and consider how other sources such as coal, natural gas, and renewable energy would fill the resulting energy needs throughout an entire year. Their analysis reveals that indeed, air pollution would increase, as coal, gas, and oil sources ramp up to compensate for nuclear power’s absence. This in itself may not be surprising, but the team has put numbers to the prediction, estimating that the increase in air pollution would have serious health effects, resulting in an additional 5,200 pollution-related deaths over a single year. If, however, more renewable energy sources become available to supply the energy grid, as they are expected to by the year 2030, air pollution would be curtailed, though not entirely. The team found that even under this heartier renewable scenario, there is still a slight increase in air pollution in some parts of the country, resulting in a total of 260 pollution-related deaths over one year. When they looked at the populations directly affected by the increased pollution, they found that Black or African American communities — a disproportionate number of whom live near fossil-fuel plants — experienced the greatest exposure. “This adds one more layer to the environmental health and social impacts equation when you’re thinking about nuclear shutdowns, where the conversation often focuses on local risks due to accidents and mining or long-term climate impacts,” says lead author Lyssa Freese, a graduate student in MIT’s Department of Earth, Atmospheric and Planetary Sciences (EAPS). “In the debate over keeping nuclear power plants open, air quality has not been a focus of that discussion,” adds study author Noelle Selin, a professor in MIT’s Institute for Data, Systems, and Society (IDSS) and EAPS. “What we found was that air pollution from fossil fuel plants is so damaging, that anything that increases it, such as a nuclear shutdown, is going to have substantial impacts, and for some people more than others.” The study’s MIT-affiliated co-authors also include Principal Research Scientist Sebastian Eastham and Guillaume Chossière SM ’17, PhD ’20, along with Alan Jenn of the University of California at Davis. Future phase-outs When nuclear power plants have closed in the past, fossil fuel use increased in response. In 1985, the closure of reactors in Tennessee Valley prompted a spike in coal use, while the 2012 shutdown of a plant in California led to an increase in natural gas. In Germany, where nuclear power has almost completely been phased out, coal-fired power increased initially to fill the gap. Noting these trends, the MIT team wondered how the U.S. energy grid would respond if nuclear power were completely phased out. “We wanted to think about what future changes were expected in the energy grid,” Freese says. “We knew that coal use was declining, and there was a lot of work already looking at the impact of what that would have on air quality. But no one had looked at air quality and nuclear power, which we also noticed was on the decline.” In the new study, the team used an energy grid dispatch model developed by Jenn to assess how the U.S. energy system would respond to a shutdown of nuclear power. The model simulates the production of every power plant in the country and runs continuously to estimate, hour by hour, the energy demands in 64 regions across the country. Much like the way the actual energy market operates, the model chooses to turn a plant’s production up or down based on cost: Plants producing the cheapest energy at any given time are given priority to supply the grid over more costly energy sources. The team fed the model available data on each plant’s changing emissions and energy costs throughout an entire year. They then ran the model under different scenarios, including: an energy grid with no nuclear power, a baseline grid similar to today’s that includes nuclear power, and a grid with no nuclear power that also incorporates the additional renewable sources that are expected to be added by 2030. They combined each simulation with an atmospheric chemistry model to simulate how each plant’s various emissions travel around the country and to overlay these tracks onto maps of population density. For populations in the path of pollution, they calculated the risk of premature death based on their degree of exposure. System response Their analysis showed a clear pattern: Without nuclear power, air pollution worsened in general, mainly affecting regions in the East Coast, where nuclear power plants are mostly concentrated. Without those plants, the team observed an uptick in production from coal and gas plants, resulting in 5,200 pollution-related deaths across the country, compared to the baseline scenario. They also calculated that more people are also likely to die prematurely due to climate impacts from the increase in carbon dioxide emissions, as the grid compensates for nuclear power’s absence. The climate-related effects from this additional influx of carbon dioxide could lead to 160,000 additional deaths over the next century. “We need to be thoughtful about how we’re retiring nuclear power plants if we are trying to think about them as part of an energy system,” Freese says. “Shutting down something that doesn’t have direct emissions itself can still lead to increases in emissions, because the grid system will respond.” “This might mean that we need to deploy even more renewables, in order to fill the hole left by nuclear, which is essentially a zero-emissions energy source,” Selin adds. “Otherwise we will have a reduction in air quality that we weren’t necessarily counting on.” This study was supported, in part, by the U.S. Environmental Protection Agency.
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dalekofchaos · 2 years
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Ways I would’ve fixed the Resident Evil 3 remake
Not gonna lie. the RE3make was a bitter disappointment. Every time I think of the game, I just think. “What a shame” so here are ways I think the game could’ve been improved.
Also see my RE2 Remake changes
Completely redo the opening sequence. It could be in live action or it could be in game. While what we got with the news showing Raccoon City burning was great, what I wanted to see was a glorious opening done in the RE Engine showing Zombies descending upon Raccoon City. The R.P.D.’s last line of defense against the Zombie hoard and the fall of the U.B.S.C. Then Jill Valentine wakes, does her narration and still has her infected dream sequence.
Jill looks something like this art by Litoperezito See, this looks more like Jill Valentine. What we got was alright, but this looks like a mixture of Classic and Re3make Jill combined, the best of both worlds really
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Nemesis would look like this and use the Gatling Gun, Rocket Launcher and Flamethrower art by VidraX
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Open World Raccoon City. When I first saw the Collector’s Edition of RE3make, I saw a map of Raccoon City and immediately thought we would be getting an open world exploration of Raccoon City. To my disappointment we did not get it, we got like 2 or 3 sections of the city, a sewer, an inaccessible Clock Tower and a lab. So why not give us a open world Raccoon City? Between the puzzle filled and claustrophobic buildings, the warzone in the streets, and the eerie surrounding woods, Raccoon City is rife with potential. An open world style game could really bring a new angle of survival into survival horror. There could be optional routes and buildings that could be explored for supplies or ammo, but also have a risk factor as there could be BOWs present. In terms of scope, this should be a smaller sandbox game with an emphasis on explorable buildings. Like The Last of Us on steroids. Essentially, I feel like this could be the natural evolution of RE: Outbreak and should maintain the atmosphere and difficulty that Resident Evil is famous for. Take some inspiration from The Evil Within 2. Have some creepy as hell side missions scattered around the map and less linear ways to go about your objectives. Like just imagine Jill having to do escort missions trying to get civilians to the train station. Having some more civilians and panic going on as you went through the streets would have been great. I know the city was quarantined and evacuated but not literally everyone would have just disappeared. Would have loved exploring such a highly detailed disaster zone more.
Make Nemesis an unstoppable and relenting force of nature with more random appearances than just scripted ones. The defining thing that made the Nemesis terrifying in the original is his penchant for turning up at unexpected times, sometimes following you through doors to add more terror too. The sad thing about RE3make’s version of the Nemesis is this mechanic was utilised for Mr. X in last year’s title, stepping him up from his planned routes in the original. So had they done the same with the Nemesis, fans would complain he was the same as Mr. X was, albeit occasionally armed. Yet why would that have been a bad thing? Mr. X was a constant, lumbering menace. Having that ramped up with a faster Nemesis would have been perfect. Instead, we just got predictable set pieces and easily spotted “jump scares” in its place. The power station is a prime example: see that massive brick wall and open space on your way there? The real fear of the original was hearing a door open or crashing through a window and the music swell, as he catches you unawares. So what you do instead is to have Nemesis appear at random. WHen you are exploring the city and trying to save as much people as possible, you hear a door open, followed by the chilling sound of “STAAAARS” then we are forced to either hide or fight him. But the slightest sign of being spotted and you are forced to fight. That fake rumor of Nemesis breaking into safe rooms? Yeah, bring that idea into the game because nothing would be scarier than for Nemesis to destroy your only place of safety. Have Nemesis use the rocket launcher more frequently. Do you know how fucking terrified I was when I was a kid and that I was chased by a Tyrant with a rocket launcher? Having Nemesis using the rocket launcher throughout the game would’ve been great and not being confined to the chase sequence would’ve been better imo And wanna know what would be great? There is no pattern or sense of his attacks. Honestly, I the thing I find most terrifying about Nemesis is his ability to cancel attacks if they miss. You think “Oh, now’s my time to attack.” But then you see him stop mid-way and he starts to sprint at you as you raise your gun. His unpredictable nature makes him a genuine threat and the best antagonist of the RE series, in terms of enemies.  Keep the feeling of dread, fear and suspense for Nemesis. 
Nemesis in an open world Raccoon City is a survivor horror fan’s worst nightmare and dream come true. Nemesis is constantly active and searching for the player, moving on when he finds no signs. Kind alike Mr X from the RE2 remake, but with a larger map. He’s attracted to loud sounds, such as gunfire and explosions. The louder the sound, the further away he can hear it, the longer he’ll search the area, and the more accurate his search will be. This can be a problem for Jill, but it can also be a useful tool. Perhaps the petrol station explosion isn’t mandatory in this version. Maybe it’s something the player can use to keep Nemesis busy for a while, while they go to another area. The basic idea is Jill has to sneak around her pursuer and move intelligently to avoid a confrontation.
Give Nemesis an origin. Upon seeing the trailer for the RE3make, I thought we might be getting the origin for the Nemesis. So what I would do is, I would take inspiration from RE:Apocalypse. I hate the movies, but what I love is Nemesis was someone Alice knew. So what I would do is Nemesis is someone we knew. And we would find out about it in Nest 2. Two people would’ve been perfect host bodies for Nemesis. Billy Coen or Enrico Marini. Inspiration is from this video. For Billy it makes perfect sense. We never see Billy after 0. So what if Wesker was so impressed with Billy’s combat data, while still working with Umbrella, he tells his superiors he found the perfect host body for Project N? Then Umbrella forces capture Billy and takes him to be experimented on. As for Enrico, it works because he was a member of S.T.A.R.S. and knew Jill and Brad. So it could work because Umbrella doesn’t need a living subject, Wesker could’ve easily took his body and had it dropped off to Umbrella and they could’ve begun their work to create Nemesis. Enrico being Nemesis would have more impact on Jill.
Change Carlos’ voice actor. No disrespect to Jeff Schine as he did a fine job with the material given to him. It’s just that in the original, Carlos has a very distinct Spanish accent and that’s missing in this game and honestly think it would be better if someone like Gabriel Sloyer voiced Carlos. Listen to his voice acting for Javier Escuella in Red Dead Redemption 2 and don’t tell me he wouldn’t have been better for Carlos. Like, come on they picked the wrong Javier to voice Carlos lol
Instead of Zombies killing off Brad and Carlos going to the RPD. Before meeting Carlos, Jill and Brad would go to the RPD together. Jill and Brad go to the RPD. Nemesis kills Brad. Jill has the chance to investigate the RPD for evidence and clues about Chris’ investigation and Irons’ corruption and we get to see Nemesis make many encounters with Jill in the RPD and see Nemesis make the holes and damage to the RPD that we see in the RE2 remake. Also as Jill leaves the RPD, Jill will witness Brad biting Marvin and having to put Brad down. It’s more impactful if it’s Jill and not Carlos
Dario Rosso is more tragic than annoying. Jill would have the opportunity to go back to his warehouse and he tells the story of leaving his family behind to save himself and refuses to escape because of survivor’s guilt.
Carlos saves Jill in the diner. This writes itself as it was the perfect introduction to Carlos and then we see Carlos and Jill going to the train station.
Live Choices. The original game features several points where the player would be faced with a sudden decision to make. Without getting into spoilers, this took the form of the Nemesis arriving without warning and Jill needed to decide to stay and fight or run for safety, forcing her to find key items in other locations. The premise was interesting, but ultimately made no real difference in terms of player progression. Rather than attempt to make choices matter, Capcom has instead opted to remove them entirely. This is a real shame because it could have been the perfect way to help add some meat onto them skinny bones that is the content of the remake. This game is already far shorter than Resident Evil 2, so to cut a feature that could have given replays more heft is a missed opportunity.
Make more challenging puzzles and combinations. All Capcom had to do was modernize the memorable ones from 1999’s Resident Evil 3. There are barely any challenging puzzles in the remake and that’s sad.
Raccoon Park. In the original, you would head here after curing Jill, and it served as a passage to the Dead Factory. It wasn’t a huge location, but it was a fun change of scenery. It was also the location where Nikolai’s true motives are revealed, and where the boss fight against the Grave Digger takes place. So basically add in the park before going to find Nikolai and we’d get the Grave Digger boss fight
Clock Tower. I don’t know why the Clock Tower was not fully accessible or accessible at all. It was one of the most iconic parts of the game. For the first game it was the Mansion, for RE2 it was the R.P.D. station. For RE3 it was the Clock Tower. In the 2020 reimagining of Resident Evil 3, the Clock Tower is nothing more than a nice backdrop for a fight with Nemesis and something that fans of the original will remember. This is kind of a major disappoint for the Remake as by basically cutting the games most iconic location, Capcom have cut some of the heart from Jill’s time to shine. Not only that, but it seriously harms the run time of Resident Evil 3 Remake, Capcom didn’t replace this location at all and for some gives the feel as if this game was rushed to market. This also means that the fight with Nemesis has fewer stakes to it overall. It is just another fight and not a climactic ending to the first half of the game. You do go to the Clock Tower. But you don’t get to go into the clock tower. You don’t get to explore it, nor do you get to solve the puzzle of the time manipulating goddess paintings. You don’t get to test your music intuition and sync a melody up at the height of the tower section. That is a problem and with an open world Raccoon City, that problem would be corrected. If Capcom put the Clock Tower in this game then it might’ve quelled a lot of negative reception the Remake has received. You can’t just move these plot points to the hospital with a shootout and hope for the best.
More costumes. Cause the variety in the game sucks. Actually give more than three costumes and a hair style for Jill and Carlos So  -All of Jill’s Costumes from the original RE3, Resistance costume and BSAA -For Carlos, actually give him his classic costume -Communist Guerrilla outfit. Before joining Umbrella, Carlos was a Guerilla -A easter egg to Carlos future, BSAA Blue Umbrella
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Grave Digger Boss fight. Basically what they should’ve done was give us a Grave Digger Boss fight in the park.
Zombie Crows and Giant Spiders. I have no idea why these remakes keeps cutting iconic BOWs. It was a huge mistake to cut them.
Add more Nemesis Type-1 Boss fights. So what they can do is have Nemesis stalk us throughout the Park and Clock Tower. Nemesis chases us in the park with the Chain Gun and the Rocket Launcher hand in hand, which leads to The Grave Digger boss fight and chased to the Clock Tower. Maybe have Nemesis absorb The Grave Digger and after we beat him in The Clock Tower then Nemesis begins to transform to Type-2 and infects Jill.
Jill’s Nightmares in the Mansion. After Jill is infected, before Jill awakes we should get a sequence of events where Jill is back at the mansion. Taking inspiration from the Marhawa Jill would have a nightmare sequence where she’s back at the mansion where she must face off against her worst fears yet again
Don’t change the Nemesis Type-2. Bigger is not always better. What we got in the original was fine, all you needed to do was update it visually.  Concept by VidraX
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When we play as Carlos, we get a confrontation with Nikolai in the lab. We are presented with a boss battle. We can either kill Nikolai or let him go, but if we let him go? Nemesis kills Nikolai. Because this is HIS FUCKING GAME, Nemesis SHOULD BE the end threat, not fucking Nikolai. Putting more effort into Nikolai than Nemesis was like Aliens:Colonial Marines all over again
Use the original Nemesis Type 3 for the final boss
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In the endgame fight, Jill does use the Rail Gun against Nemesis, but more like the original where she uses the batteries to power the cannon and fire it at Nemesis Type 3, but Jill does not actually carry the gun as that’s just as dumb as Chris punching the boulder. Then a magnum is dropped from we don’t see but we fucking know it’s Barry motherfucking Burton. Nemesis, barely alive, clings to Jill and Jill uses the magnum to finish off Nemesis. and Jill delivers the end line “you want stars? I’ll give you stars”
Alternate endings.  Ending 1. Jill and Carlos escape the city Ending 2. Jill escapes alone Ending 3. Barry flies Jill and Carlos out of the city Ending 4. Nemesis kills Jill and Carlos and then Raccoon City blows up Ending 5. Jill and Carlos don’t make it out as the city is nuked
Outbreak or Mercenaries  instead of Resistance. Why waste time and money on Resistance when you could just remake Outbreak? Resident Evil Outbreak takes place over five scenarios ranging from the beginning of the outbreak to the moment when Raccoon City is destroyed by the United States government. The connections between scenarios are usually unclear. Or better yet, remake Mercenaries! This would have been the perfect setting for it: smaller fight areas would be able to handle more enemies on screen. Make the route from the subway to the power station a lethal gauntlet to run, or vice versa. Even the UBCS members actually have a bit more personality this time, why could we not have had some fun with them in their own minigame again? Hell, while playing as Nicholai, we can relive Nicholai’s betrayal of the U.B.S.C.
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Introduction:
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Welcome to the exhilarating world of Rooftop Snipers Game, where every shot counts and every move could be your last. In this blog post, we'll dive deep into the mechanics, strategies, and sheer joy of playing Rooftop Snipers Game. From mastering the art of precision shooting to maintaining balance on precarious rooftops, this game offers a unique and thrilling experience that keeps players coming back for more.
The Essence of Rooftop Snipers Game:
Rooftop Snipers epitomizes the essence of strategic shooting games with a twist. Instead of the traditional run-and-gun gameplay, players find themselves perched atop skyscrapers, engaging in intense duels with opponents. The objective is simple yet challenging: be the first to score five points by shooting your opponent off the rooftop.
One of the game's standout features is its emphasis on balance and precision. Unlike other shooters where players can freely move around, Rooftop Snipers Game requires careful timing and calculated movements to stay on the rooftop while taking aim at your target. This adds an extra layer of depth to the gameplay, as players must not only outshoot their opponents but also maintain their own stability amidst the chaos.
Mastering Precision Shooting:
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At the heart of Rooftop Snipers Game lies the art of precision shooting. With only a limited number of shots available and a cooldown period between each shot, accuracy is paramount. Players must carefully aim their shots, taking into account factors such as distance, wind speed, and the movement of their opponent.
Aiming for the head or feet yields the best results, as these areas affect the opponent's balance the most. However, achieving such precision requires practice and finesse. Players must learn to anticipate their opponent's movements, adjust their aim accordingly, and seize the perfect moment to fire. It's a delicate dance of timing and skill that separates the masters from the amateurs.
Maintaining Balance and Agility:
In addition to precision shooting, Rooftop Snipers Unblocked challenges players to maintain balance and agility in the face of adversity. Rooftops are not always stable platforms, and one wrong move can send you plummeting to your doom. Players must carefully navigate their surroundings, using jumps and strategic movements to evade enemy fire and gain the upper hand.
The key to success lies in mastering the art of balance. Players must learn to control their character's movements with finesse, utilizing the recoil from firing or getting hit to propel themselves backward or forward. Timing is everything, as a well-timed jump can mean the difference between victory and defeat. It's a thrilling test of skill that keeps players on the edge of their seats with every match.
Strategies for Success:
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To excel in Rooftop Snipers Game, players must develop effective strategies that combine precision shooting with agile movement. Here are some tips to help you dominate the rooftops:
Patience is Key: Exercise patience in Rooftop Snipers by refraining from spamming shots. Opt for precision over haste, seizing the ideal moment to take action. By waiting for opportune openings, you can maximize your effectiveness and secure victory.
Study Your Opponent: Observe your opponent's movements and patterns in Rooftop Snipers, leveraging this information to your benefit. By understanding their behavior, you can strategize effectively and gain the upper hand in the exhilarating rooftop duels.
Use the Environment to Your Advantage: Utilize ramps, obstacles, and rooftop elements to your advantage in Rooftop Snipers. By strategically incorporating these features into your gameplay, you can outmaneuver your opponent and secure a tactical advantage in the intense rooftop battles.
Stay on the Move: Continuously adapt your position in Rooftop Snipers to evade becoming an easy target for your opponent. By staying mobile and unpredictable, you can increase your chances of survival and maintain a competitive edge in the fast-paced rooftop skirmishes.
Practice, Practice, Practice: Achieving mastery in Rooftop Snipers demands dedication and perseverance. Continuously refine your skills and strive to become a proficient rooftop sharpshooter. With determination and practice, you can ascend to the ranks of true mastery in this exhilarating shooting game.
The Thrill of Rooftop Snipers:
What sets Rooftop Snipers Unblocked Game apart from other shooting games is its unique blend of strategy, precision, and adrenaline-fueled action. Every match is a heart-pounding duel between two skilled snipers, where victory hangs in the balance with every shot fired.
Whether you're competing against friends or testing your skills against the computer, Rooftop Snipers Unblocked Game offers an experience unlike any other. Its simple yet addictive gameplay mechanics, combined with its charming visuals and dynamic rooftop environments, make it a must-play for gamers of all ages.
FAQs
Q1. How Many Players Can Participate in Rooftop Snipers?
Rooftop Snipers supports both single-player and two-player modes. You can play against the computer or challenge a friend for competitive rooftop shooting action.
Q2. On Which Platforms is Rooftop Snipers Game Available?
Rooftop Snipers is accessible on various platforms. It can be played directly in web browsers on PCs and mobile devices. Additionally, it's available for download on iOS devices.
Q3. What Are Some Strategies for Success in Rooftop Snipers Game?
To improve your chances of winning, focus on precision rather than rapid firing. Pay attention to your opponent's movements, utilize the environment, and avoid spamming shots to secure victory.
Q4. What Are the Controls for Rooftop Snipers?
Player one controls their character with the 'W' key to jump and the 'E' key to raise the gun and fire. Player Two uses the 'I' key to jump and the 'O' key to raise the gun and fire. The controls are solely keyboard-based.
Q5. What Makes Rooftop Snipers Stand Out From Other Shooting Games?
Rooftop Snipers Unblocked offers a unique twist on traditional versus shooting games by placing players in intense rooftop duels. Its simple yet engaging gameplay, comical style, and competitive edge make it a refreshing choice for gamers seeking lighthearted fun.
Conclusion:
In conclusion, Rooftop Snipers Game is more than just a game—it's a test of skill, strategy, and nerve. With its emphasis on precision shooting, balance, and agility, it offers a uniquely challenging and exhilarating experience that keeps players coming back for more. So grab your rifle, take aim, and prepare to conquer the rooftops in Rooftop Snipers Unblocked.
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ddm292921 · 21 days
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What are some tips for designing an effective conference room?
Designing an effective conference room can be challenging, as it needs to cater to the needs of various individuals with different roles and perspectives. A well-designed conference room by an interior company can foster better communication, collaboration, and productivity. Here are some tips to consider when designing an effective conference room.
Consider the Layout:
The layout of the conference room is crucial to its functionality. The room should be large enough to accommodate all participants comfortably, with ample space for equipment and furniture. The seating arrangement should be flexible and allow for different configurations, depending on the type of meeting. The furniture should be ergonomic and comfortable, allowing participants to sit for extended periods without feeling fatigued.
Invest in Technology:
Technology is a crucial component of any conference room. It is essential to invest in high-quality audio-visual equipment, such as projectors, screens, and sound systems. Video conferencing systems should be easy to use and reliable, with high-quality video and audio capabilities. It is also essential to have a high-speed internet connection to facilitate real-time communication and collaboration.
Optimize Lighting:
Lighting is a crucial element in any conference room design. The lighting should be adjustable to suit different lighting requirements, such as video conferencing, presentations, and group discussions. Natural light is also important and should be maximized wherever possible. The lighting should be evenly distributed throughout the room to avoid glare and shadows.
Create a Welcoming Atmosphere:
The conference room should be designed to create a welcoming and professional atmosphere. The color scheme should be neutral and calming, with a few accent colors to create interest. Artwork and plants can be used to add a touch of personality to the room. The space should be clean and clutter-free, with adequate storage for equipment and supplies.
Ensure Accessibility:
Accessibility is an important consideration when designing a conference room. The room should be accessible to people with disabilities, with features such as wheelchair ramps, wide doorways, and accessible seating. The technology should also be accessible, with features such as closed captioning and assistive listening devices.
Consider Acoustics:
Acoustics are an often-overlooked aspect of conference room design. The room should be designed to minimize external noise and echoes, which can be distracting during meetings. Acoustic panels and sound-absorbing materials can be used to improve the acoustics of the room.
In conclusion, For a commercial interior company, designing an effective conference room requires careful consideration of various factors, such as layout, technology, lighting, atmosphere, accessibility, refreshments, and acoustics. interior companies such as Flipspaces create a space that is not only functional but also conducive to productive communication and collaboration. An effective conference room designed and built by Flipspaces can help to enhance the productivity and success of any organization, making it a worthwhile investment.
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Choose Safe & Exciting Playground Slides | Kidzlet
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Playground Slide are a quintessential part of childhood. That exhilarating rush of zooming down a shiny, curvy path is pure joy for kids of all ages. But with so many slide options available, choosing the right one for your playground can feel overwhelming.
Here at Kidzlet Play Structures Pvt. Ltd., Delhi’s leading manufacturer of Children Outdoor Playing Equipment, we understand the importance of creating a fun and engaging play environment. This article will guide you through the exciting world of playground slides, helping you select the perfect one for your space and target age group.
Let's Slide into the Fun!
Here are some key factors to consider when selecting playground slides:
Age and Ability: Younger children (toddlers and preschoolers) require shorter, gentler slides with easy-to-climb stairs or ramps. For older kids, taller spiral slides or wave slides can add a thrill factor. Consider the range of ages that will be using the playground and choose slides that cater to different abilities.
Slide Material: Metal slides offer a classic, fast ride. However, they can get hot in the sun and may not be ideal for younger children. Plastic slides are a versatile option, offering smooth, cool surfaces in a variety of shapes and sizes. Kidzlet Play Structures uses high-density polyethylene (HDPE) plastic, known for its durability and UV resistance, ensuring long-lasting fun under the sun.
Slide Design: There's a slide design for every kind of adventurer! Straight slides offer a simple, fast descent. Wave slides add twists and turns for extra excitement. Spiral slides provide a thrilling, 360-degree experience. Consider the play value you want to create and choose slides that will spark imagination.
Choosing the Right Slide for Your Needs
Beyond the type of Outdoor Playground Slide, consider these factors when making your selection:
Age and Ability: Toddlers will do best with gentle slopes and easy-to-climb ladders. For older children, you can introduce more challenging climbs and steeper descents.
Space Availability: Measure your play area carefully to ensure the slide fits comfortably and allows for a safe landing zone.
Material: Choose slides made from high-quality, durable materials like HDPE plastic that can withstand constant use and harsh weather conditions. Kidzlet Play Structures prioritizes safety and uses top-of-the-line materials in all our products.
Theming: Consider incorporating the slide into your overall playground theme. We offer a variety of colors and designs to match your existing equipment or create a brand new look.
Safety First: Essential Considerations
Safety is paramount on any playground. When selecting a slide, prioritize these aspects:
Guardrails: Slides for younger children should have sturdy guardrails along the climbing ladder to prevent falls.
Rounded Edges: Look for slides with smooth, rounded edges to minimize the risk of scrapes. Kidzlet Play Structures ensures all our slides meet stringent safety standards.
Landing Zone: The landing zone at the bottom of the slide should be clear and have a soft, shock-absorbing surface like mulch or rubber playground tiles.
Kidzlet Play Structures: Your Partner in Playground Fun
At Kidzlet Play Structures, we are passionate about creating playgrounds that foster imaginative play, physical development, and social interaction. We offer a comprehensive range of playground equipment, including slides, swings, climbers, and playhouses, all designed and manufactured with safety and fun in mind.
Contact us today to discuss your playground needs and let us help you create a space where children can thrive through play!
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tracker-ziegler · 24 days
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And now for a spice whose personality and design is almost entirely the result of spite to people's reaction to their concept: Paprika.
I designed some weird ass disassembly drones didn't I? Well the animal inspirations carry on as we have a lovely Boa Constrictor, and if you ask me this one should be the most unnerving given further context.
Instead of overheating Paprika's internal systems freeze up, and oil fuels an internal heater, but to add to the disturbing nature of the snake is her tail can grow with the addition of raw materials, i.e. worker drone parts, or rather whole workers.
See she is a snake, so I said "Hey what if she ate entire workers whole and grew her tail as a result to be a special kind of menace" and people saw that detail and completely invalidated the rest of her design in favor of screaming "Oh you mean Vore" which is why I ramped that factor up to be problematic with her. Opposite effect, that somehow made her more popular but hey, who am I to complain?
Paprika does have a second art piece, but that isn't going up here, at least until I confirm it won't cause issues and even then no guarantees.
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dm1-1 · 2 months
Text
What are some tips for designing an effective conference room?
Designing an effective conference room can be challenging, as it needs to cater to the needs of various individuals with different roles and perspectives. A well-designed conference room by an interior company can foster better communication, collaboration, and productivity. Here are some tips to consider when designing an effective conference room.
Consider the Layout:
The layout of the conference room is crucial to its functionality. The room should be large enough to accommodate all participants comfortably, with ample space for equipment and furniture. The seating arrangement should be flexible and allow for different configurations, depending on the type of meeting. The furniture should be ergonomic and comfortable, allowing participants to sit for extended periods without feeling fatigued.
Invest in Technology:
Technology is a crucial component of any conference room. It is essential to invest in high-quality audio-visual equipment, such as projectors, screens, and sound systems. Video conferencing systems should be easy to use and reliable, with high-quality video and audio capabilities. It is also essential to have a high-speed internet connection to facilitate real-time communication and collaboration.
Optimize Lighting:
Lighting is a crucial element in any conference room design. The lighting should be adjustable to suit different lighting requirements, such as video conferencing, presentations, and group discussions. Natural light is also important and should be maximized wherever possible. The lighting should be evenly distributed throughout the room to avoid glare and shadows.
Create a Welcoming Atmosphere:
The conference room should be designed to create a welcoming and professional atmosphere. The color scheme should be neutral and calming, with a few accent colors to create interest. Artwork and plants can be used to add a touch of personality to the room. The space should be clean and clutter-free, with adequate storage for equipment and supplies.
Ensure Accessibility:
Accessibility is an important consideration when designing a conference room. The room should be accessible to people with disabilities, with features such as wheelchair ramps, wide doorways, and accessible seating. The technology should also be accessible, with features such as closed captioning and assistive listening devices.
Consider Acoustics:
Acoustics are an often-overlooked aspect of conference room design. The room should be designed to minimize external noise and echoes, which can be distracting during meetings. Acoustic panels and sound-absorbing materials can be used to improve the acoustics of the room.
In conclusion, For a commercial interior company, designing an effective conference room requires careful consideration of various factors, such as layout, technology, lighting, atmosphere, accessibility, refreshments, and acoustics. interior companies such as Flipspaces create a space that is not only functional but also conducive to productive communication and collaboration. An effective conference room designed and built by Flipspaces can help to enhance the productivity and success of any organization, making it a worthwhile investment.
0 notes