Kinda just a thread to ask question why things are the way they are
for example
Why is the right wall to the stone guardians always broken, not the left?
Why does everyone kill the right stone guardian first?
Kinda just a thread to ask question why things are the way they are
for example
Why is the right wall to the stone guardians always broken, not the left?
Why does everyone kill the right stone guardian first?
I was actually thinking about this earlier, and it just kind of occurred to me that there is a certain spot or path people always takes to kill things, when is the last time you started a Skuld fight from anywhere but the bottom left quadrant?
I initially thought this thread was gonna be lore mysteries when I entered it. Asking stuff like, for example, if Malphus was an angel thrown from heaven, does that mean there is an afterlife for our characters? Who or what decides where we go? Skuld? Oryx? Some other god? How would this work with the presence of the undead? Are the ghosts and zombies and skeletons separate from the souls? The void entity takes choice souls to make into part of his army, are they stolen? Or given to the void entity by whatever god that gets to choose who goes where?
the notch there makes it easy for everyone to to bundle in one spot, and itâs shorter than going through the middle section. as for why everyone goes for the right notch, when the wall was first beefed up everyone actually kept going back and forth for quite some time. I remember multiple occasions where the people attacking the right notch were called out for attacking the wrong one. eventually people figured out that going for the right notch was what most people wanted (probably about 60%) and then gravitated toward that side to avoid having to fuss over it and waste time because we all know rotmg has to be optimized in every way all the time regardless of context. the more people that switched to preferring the right side, the more incentive everyone else had to switch as well. fairly standard mob psychology.
this effect is also why getting people to break free of the norm is so hard, since the longer this gravitation effect goes on the more people are incentivized to go along with everyone else. by extension, itâs also why the average rotmg player struggles to deal with even the most basic curveballs thrown at them. it doesnât matter so much how clever the individual player is, when you put them in a great big mob they all turn into sheep. the sheep effect gets stronger the longer it remains a valid strategy because it becomes more and more apparent over time that thereâs no real reason to change things up since it all works out.
the discord environment is also probably intensifying the sheep effect since theyâre literally being trained to sheep along to the voice of a raid leader. itâs one of the reasons the idea of having to shut up and follow a raid leader through LH has always bothered me even back when it was still a new development and hadnât gotten out of hand yet. some people might find it comforting in a way, but I find it absolutely soul-crushing. I avoided it as much as possible before, and now that itâs spread to the entire game I canât bring myself to play anymore.
This makes me want to coordinate a group of people to see if we can get everyone to stray from the norm for once. For instance, our group of ~10 players rushing oryx castle so we can arrive at the walls first and start breaking the left wall. Or standing to the top right of Skuld in a cem, etc
how about standing above the first boss in shatters?
I only died on the other side because I was alone
Also how about people donât buff ghost kings thanks.
2012 I guess? Probably for thinking that theyâr egood and getting cut down by toxic white stars~
Why do people in Shatters, even in an up-until-then perfectly well cleared final bridge, insist on running past the final spawn instead of just killing it the same as we have for the 10 spawns before. Declining the XP and solid security of no ill-timed minion later appearing from a malicious drag or foolishness. Just kill! Bonus points for when the people trying to run past fuck it up running too close and end up in the lava/in a minion mess/nexusing.
This one I know, because I have always done it. Because of the solid walls of the setpiece especially the large impassable sections at the top, and bottom right, standing elsewhere leaves you liable to getting trapped by minions in the earlier phases, such as the Cavecrawler thingy. Bottom left gives the maximum escapabliity.
IMO this follows on naturally from breaking the right side wall, because peopleâs quest arrow will first point to the right guardian due to being closer, so it gets the initial attack, and from then on people focus on whichever has the lower HP, so itâs fairly inescapable outcome in a herd group.
Now as to why people break the right wall. My theory is people preferred it over left due to slight better visibility, because travelling up the right side of the final bridge places the fame/gold icons above an inconsequential part of the screen (over the moat where no enemies are), whereas going for the left side means the fame/gold are directly interfering with where you are trying to aim/watch for enemies. So when the final wall is reached more players are on the right than the left hence right wall gets more dmg, then optimisation/herd/tradition as per Xaklor explanation.
For one, I know that in most bullethells, the boss/enemies always come from the top of the screen and people like to see whatâs âin frontâ of them.
As for why people tend to be on bottom-left, Iâm not very sure. People tend to go bottom-left for Janus too, but bottom-right (very slightly right) on Avatar. I think it might have something to do with circling and where the inventory is placed.
Yes in the absence of anything else the default would be âbelowâ (if playing on 0 degrees) or âbelow rightâ (if playing on 45 degrees) to get the enemy top and centred.
Though a minority now, the 45°ers could also account for preference of right side in Castle wall as that keeps more of the content in the âtop and centreâ zone when on 45° centred. Especially in a group of default-setting players in the older days, when 45° was default and Castle was a slow clear rather than a rush, that might be a contributor to why right side won out.
Why do enemies with aimed attacks, when sitting directly on a Trickster decoy, fire to the ârightâ/east?
âŚOkay, itâs cheating, because I actually know the answer to this myself and just wanted to share it. My own assumption is that, with its target being directly on top of it, it defaults to the standard defaultAngle
value for its behavior, which in the case of it being targeted
, means that itâs set to 0.
Now, Realmâs degrees are calculated assuming that youâre going off a standard right-handed coordinate system. So, in essence, this means that an angle of 0 degrees = directly along the right (or east)-facing x-axis.