Heyyy! For anyone who doesn't have twitter ir hasn't seen it yet Kevin, CEO of glitch productions has finally adressed the management situation and has written a proper and well written apology
I'm super happy that the managment issue has finally been adressed by kevin himself and that we have now gotten an actual explanation. I'm also very happy about the fact that this was actually well written rather than just a half assed apology. He has also adressed the whole harassment issue as well which is very good considering the fact that people have gotten harassed during this whole problem. ALSO WORDS CANT DESCRIBE HOW HAPPY I AM TO KNOW THAT NOW WE HAVE PROOF STATING THAT KEV CANT BLACKLIST PEOPLE. I refused to belive he would have done that and im happy i did. All that aside im really glad to know that glitch is trying to help better manage the company and take more time to really care about their employees. With all that said thx for listening to my ramblings and hopefully i can post mor art soon! -Mickey
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even if i didnt love botw as much as i do, totk drives me nuts bc, similarly to pokemon, this series is so SO SO full of potential, they have so many games they can pull from, theres so many themes, characters and worldbuilding thats just left to rot, you dont need to connect anything with a chain to old titles, you dont need to bring back any things that already had their ending, but PLEASE harness at least a fraction of all this!!!! and they just refuse to do it beyond shallow references
totk jsut drives it all home to me, bc this isnt just the next game in the franchise, but a DIRECT SEQUEL no 10 years apart from botw, yet they cant even, they REFUSE to even keep the continuity with its OWN lore it established in botw together, and that, i think, is what truly makes me so insane (derogatory) about totk
it PROVES they do not care, they dont care to build on anything of the lore of old titles beyond references in form of amiibos or whatever, they dont even care to make a sequel to their most successful game in the franchise coherent with its own lore
botw established a captivating detailed world full of potential, while lacking in active storytelling, it had environmental storytelling, characters and ideas that were the perfect ground to build on-
and then they do away with it bc idk .. they want you to build mechs and make videos of it that go viral and thats all they care about or something
shiekah tech? forget that existed
character being the character you know? act as if you are seeing them for the first time just like they are
lame story? dont think about that just be distracted by the epic presentation of it
lore the previous title established? forget that, all that matters is what is here and now
beloved character from old games beign brought back? hes a new guy and has no background and no lore and just sits waiting for you at the end to have a flashy fight with
references from old titles and their lore? just here for nostalgie bait, dont you remember? you LOVE this series, now give me 70 bucks for a glorified DLC that ruins what you loved about the series and makes you realize that nothign matters and nothing is interesting anymore
you are supposed to take it all at face value, to not think about anything, to see a character say something and just go with it, and forget it the second its over, be distracted by good music and pretty visuals, but dont think about, dont think about anything but what is directly said to you like you have no critical thinking skills, forget there was a game before this one, only the one you play matters, empty your skull and dont let yourself feel anything but what the game tells you to feel
if they dont even care to make the sequel to their most successful game actually build on the previous title, dont even care to keep their continuity of two games supposedly directly happening one after the other in tact- maybe they never cared, and all the meaning we thought we saw them build into their games was all accidental and meaningless
and that is absolutely soul crushing for fans like me to discover
its a game.
its not a story, its not a world, its not themes, its not characters, its not lore.
its a product made to make you pay money, not to make you think about anything.
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rereading fablehaven is actually so sad rn bc like fuck im not eleven anymore wtf? i keep reading expecting to relate to kendra and seth like i used to but i just dont? like i can still feel the beating heart of love i have for this story underneath but its like different now. like this fun story is deeply sad to me now like what???
these kids joined the magical world and in doing so had to sever every connection they have to the outside world from before. they only have friends their age for like a ch of book 2, and after that they basically have no peer group. how awful is that for a couple of kids?
and they dont get to be kids anymore. seth’s mischief gathers consequences until he seems to lose it in the latter half of dragonwatch. kendra gains self confidence in some ways but then also becomes more and more burdened with responsibilities she didnt ask for and shouldnt have at the ripe age of 13-16.
like i dont even know
i might be projecting here and its def not this deep but i desperately need these bitches to re-enter the public school system and make some fucking friends their own age. please. magical or non-magical.
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[id: fanart of Pinocchio from Dimension 20’s Neverafter. Pinocchio is a wooden marionette doll with a broken off nose, dressed in a bright red shirt with a white ruff and three buttons. His limbs show off the texture of the wood, and his feet are flat ovals while his hands have gloves covering them. He’s hanging in an uncomfortable position by red strings, one of his arms is pulled straight back, the strings attached at the wrist making his hands limp. His legs bend at the knee but one of his feet is twisted the wrong way around. His eyes are small dots, and the wood grain knots at the eyes, giving him a worried, harrowed appearance. His strings are red, and they connect to a slightly open doorway, or perhaps a slightly open book, that only opens to a redness that matches the strings. Surrounding him are the words, “Pinocchio was a young wooden boy who was completely free and able to have fun. End id]
He’s just a kid :(
Rosamund | Ylfa
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i have never and will never use rails and minecarts in minecraft because they are just so inefficient and expensive for such little gain. theyre incredibly slow unless you use a rare and expensive material thats difficult to find and much more so get in large amounts to make a small number of powered rails that you have to place pretty close to one another if you want to reach an actually useful speed, and if youre making a rail system that small whats the point you can just walk or run there. there are no other relevant blocks for rails except detectors. no bumpers or launchers or stations or anything, very little utility outside of complicated redstone machines for furnace, hopper and chest minecarts that most players arent concerned with. i think theyre a horribly underdeveloped feature but also one that has SO MUCH potential. here's what i would do to make this feature better and how i actually would use it if it was that way.
i would remove the need for powered rails to go at any useful speed. you could travel in the minecart at the speed you can with a powered rail in the game now just by holding the direction you wanna go. powered rails are still there, and you can use them to go even faster if you want. they're like a speed upgrade rather than a necessity for travel. secondly, you dont have to keep holding down the button to keep moving, the minecart wont lose speed as it goes unless it hits a powered rail, where it will decrease in speed similarly to how it does in the base game, but only down to normal speed and not to a snail pace or complete stop. if you push a minecart (without being in it) it will slow down quickly to a stop, because itd be pretty annoying watching it run away on you if you accidentally push it. but also that already happens when you have to place powered rails down every 10 blocks and if the minecart touches them it just runs away on you. in my ideal update, to push a minecart down a track without losing speed, you can either get in it and get out of it when you reach speed, or you can use a powered rail to get it going. ADDITIONALLY, powered rails just act like normal rails when inactive instead of stopping entirely. if you want a rail that automatically stops the minecart, keep reading cause i have a replacement for this usage.
i would allow diagonal rails to exist, including on slopes. this is something i wish for other blocks that connect to each other in minecraft too, like fences, walls, iron bars etc. the zigzagging pattern is very ugly in most use cases and requires you to use double the materials. this would also be useful for setting up proper train stations where a train can be pulled to the side of the track either to let another train pass or to be filled with passengers/items.
i would allow multiple rails to connect to one another, letting you have multiple paths. a redstone activated directional rail could control which path you go on while in a minecart, while the default is just continuing straight.
I would add rail signals with an associate redstone connected rail that can decide when a minecart is allowed to pass or be stopped, or set a precise timer that counts down before making a redstone signal. you can set it to repeat or to only start its timer when receiving a redstone signal. would this remove the need for other forms of redstone timers? yes because i think its such a simple thing that requires incredibly complicated setups to do precisely that are frankly unnecessary to the average player and would allow them to make redstone more useful to them without having to spend nearly as much time and energy fine tuning multiple different complicated timer setups. you can still use the complicated timers if you want. no one is stopping you. anyways, this would let you automate trains a lot easier or automate a round trip rail system with consistent schedules, or to send a minecart back to you after sending it away.
Minecarts will have an updated model with a clear front side and a back side. you can flip directions whenever you want if youre riding in it, its mostly just an aesthetic change, but ive run into situations where if i stop a minecart on an inactive powered rail and activate it again, it will start going back in the direction it came from rather than continuing forwards and that is REALLY ANNOYING. i get that thats useful for sending a minecart back and forth but my bumpers would solve that issue while the clear front/back side fixes the one i mentioned above at the same time, as well as just making it more predictable and visually clear.
I would also aesthetically change the chest minecart cause i think it looks really ugly, i would prefer the chest minecart to show the minecart filled up with the sprites of the items that are inside it. i think that would be way cuter than just having a big wooden chest inside a metal minecart.
finally have actual linkages to tie minecarts together. it can just be a lead idc.
maybe a minecart that can be filled with rails that it automatically places as it goes? idk about this one
another maybe is that detector rails could be configured to only activate one-way.
a third maybe is having "lazy rails" that let the minecart travel at the speeds that they do now, so people who would inevitably complain about these changes ruining their finetuned overly-complex redstone rail machines could have something to use.
And finally i would have a bumper rail that can bounce back a minecart at half its speed, or its full speed with no loss if powered with redstone.
so i would definitely use rails and minecarts WAY more if these features were in place, they would be actually efficient for long and short distance travel, more versatile and less rigid in how you can actually place them, you can use redstone and train linkages to create more complicated railway setups if you want, it would all LOOK better, and it could actually be useful for putting in mineshafts. as it stands now, you have to put powered rails all over the place (a full chest minecart can only move 16 blocks per single powered rail boost! and it will slow down heavily before reaching the next too), fill up your stupid looking chest minecart and push it down where you then have to have a big redstone setup to automatically send the cart back, timed with a redstone timer (either a massive repeater one or a smarter comparator/observer one) so that the cart has time to unload into the hopper below it before being sent off again where it can make its way back to you.
in my update, you can fill the (good looking) chest minecart and use a single powered rail to push it where it will continue to the end (slowly, but at a far more consistent and as a baseline FASTER pace) where it will reach a detector rail connected to a rail signal which will start its timer, stopping the minecart. the cart will unload into the hopper, the timer will finish, sending the minecart into a powered bumper rail on the end where it will flip directions and be sent back, it will pass through the rail signal (because the detector block is on the other side) as if it were a normal rail, and come all the way back to me.
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