Towards the end of the video he addresses the point that the optimum speed of cars is around 60(or I thought it was 70).
This argument doesn’t apply here because that figure is for a car traveling at a constant speed on a straight, flat road with no wind. E.g. a freeway/motorway. In a city, a significant amount of the energy is used to speed up and slow down at intersections.
Remember the kinetic energy formula, Ek=1/2 mv^2 . That tells you that accelerating a car to twice the speed takes 4 times the energy, or in other words it takes 4 times as much fuel to get to 60 as it does to get to 30.
This extra energy to get up to speed is going to far outweigh any benefit from less rolling resistance at 60 compared to 30.
fwiw, Lemmy actually supports both subscript and superscript, though the syntax is a little weird if you’re used to Reddit. ~text~ is subscript, ^text^ is superscript. (Unfortunately support on mobile clients—even Jerboa, made by the official Lemmy devs—is rather lacking.)
Ek=1/2mv^2^
But yeah, that’s a really good point. I wonder how long you’d have to be travelling at 60 km/h to make that extra acceleration worth it in terms of fuel efficiency.
As a separate question: people would probably often be willing to sacrifice their fuel efficiency if it meant substantially shorter travel times. I wonder how much this would actually work. On highways it’s definitely going to be a huge factor, but on the sorts of inner-city stroads that are usually posted at 60 km/h, I suspect you’ll probably arrive at most of the same red lights accelerating up to 40 km/h as someone getting all the way up to 60 would. Would be an interesting experiment to conduct.
If you’re talking about Unity and Godot, the main difference is that one tried to scam their customers by unilaterally changing the terms of contract and requesting an asinine amount of money based on downloads (not purchases) of games made with the engine, without even having a system in place to keep track of them.
Haven’t really used them but the main thing I’ve heard is that Godot is a lot simpler to use, especially for 2D games. With Godot you can also use many different languages, while Unity only supports C#. I’ve heard that Godot’s 3D engine isn’t as fully fleshed out as Unity’s though. I’ve seen complaints about the lighting engine, for example.
I'm late to the party with Hades, but am enjoying the first game right now.
Also, wow, there's a familiar face in that video! I remember watching Greg Kasavin do reviews for Gamespot back when video reviews were still a pretty new thing. (found one: https://www.youtube.com/watch?v=Uhb9ZpfU-mQ)
The first game is a masterpiece. I had so much fun discovering all the nooks and crannies of the story. And then doing speed- and challenge-runs afterwards. There’s content and gameplay for years of playing.
Plus it’s singlehandedly responsible for my kids getting deep into Greek mythology.
Do you have any tips for beating higher heat levels? I think I got to around 5 before things just started getting too hard, where I could barely finish a run after multiple tries. Would love to finish the game some day!
I’m not too good at high-heat runs, but I usually enable Tight Deadline level 1 and 2 first, and Extreme Measures 1 and 2, which is already 6 heat without much of a difference in difficulty. Extreme Measures 3 is a bit wild, IMO, but I guess it’s just a matter of practice, and then that’s 9 heat. Middle Management isn’t too bad either, and that’s 2 extra heat.
Other than that, I usually go for Malphon (fists/gloves) with Aspect of Demeter and a build with Ares’ Doom effects on attack and cast, Athene’s dash and special, which usually gives me access to their duo boon: Merciful End which triggers the doom effects when I dash into an opponent of use my special. It’s insanely powerful.
The Hades community on speedrun.com has some good guides and forum posts on builds — and videos of speedruns obviously, there’s a lot to pick up from them as well: www.speedrun.com/hades
How do you make Tight Deadline 2 work? Aside from rare good runs, I seem to spend 10-15 minutes in Asphodel, and 20+ in Elysium (due to my own damage output). Am I just picking the wrong boons?
Any specific enemies you have particular trouble with? I usually don’t run with tight deadline but have noticed that strategy for specific enemies can make a big difference in how easy and quick they are to take down.
And in general, I’ve noticed you tend to get better results dashing towards things rather than away from them. It’s even better with Athena’s dash boon.
I’d say it’s enemies with large amounts of health/shields. Specifically I’m thinking of:
those skeletons in Asphodel that jump around and throw stuff
all the regenerating dudes in Elysium
big rats and satyrs in the last one
For example, I had a run with the bow w/ homing special and Ares boon on special. Every regenerating dude in Elysium felt like at least ~6-8 procs of Doom (even with backstabs etc).
It just keeps getting slower and slower. I’ve tried using the butterfly to increase damage slightly, but that doesn’t seem to be enough.
Ah, yeah the bow is one of my weaker weapons in that game.
One suggestion is to try Poseidon’s main attack boon as that knockback will allow you to stun lock armoured enemies. But personally, I prefer the weapons with faster attacks.
Thank you for the tips! I don’t know if I just got very lucky or if your tips helped me play more aggressively - but I managed to win 5 runs yesterday and finished the main quest!
I played a couple of runs and it reminded me of another tip that might help even more: the secondary damage boons are where you get huge damage boosts. Like the rip current one from Poseidon and extra damage to bosses from knockback boons. Comboing your boons is huge, especially when you can combo into legendaries or duos.
Elysium is definitely the slowest, but time saved carries over, so if you’re fast on Tartarus, you’ll have more time in Asphodel, which is relatively short in terms of number of rooms, and subsequently more time in Elysium.
And as someone else mentioned, it saves time to be aggressive too, so never be idle and try to anticipate where enemies spawn. Enemies without shield (or when the shield is gone) can be stun-locked, so just hammer away at them.
Maybe I’m forgetting how much time and practice I’ve put into going faster, but if I can do it — everyone can, that’s for certain.
Drawing inspiration from speedrun builds is great, so maybe check some of those (linked earlier) out. There are builds for different play styles, so I’m sure you’ll find something that works for you. :)
this stuff really pisses me off,
i remember recently watching a video about tekken8.
the devs aparently made an announcement that boils down to “we need to monetize the shit out of this game now to make our monney back”
and the streamer just went “yeah thats reasonable”
they have the sales figures for tekken 7, and tekken 7 was an online game, so they know their active userbase.
(and they also now charge 70 bucks)
so they have at least a vague idea of how much monney they’ll make.
how can you screw up your budget that bad unless you senslessly dump money at your release.
yeah cutting edge graphics are neat,
but thats incredibly expensive.
and imo not that nececary for a great experience.
maybe a game that needs to nickle and dime its playerbase shouldnt be made in the first place?
It's an impressive battle plan. I'm always a little pessimistic when it comes to these things, but at least this effort is casting a wide net. If even one of them succeeds that could impact the entire industry. Hopefully some government body, somewhere chooses to take this seriously.
The VR mode was added to work with the Labo kit. But these headsets also exist now… because…? I don’t think the Labo was head-mounted, but maybe I’m wrong because I never had Labo.
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