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Essence_of_Meh @lemmy.world

Don't Think, Just Jam

Posts 347
Comments 379

Type 79 Neural Upgrade Preview

Neural upgrade for Type 79 will be available from Jul. 30th.

  • Mod info

    • Buff tile changes:
      • Additional tile on position 4
      • Crit Rate: 10%
    • Flashbang changes:
      • If only 1 enemy is hit, also inflict 20% vulnerability on the target for 4.5 seconds. Additionally, increase night vision for the entire echelon by 90% for 9 seconds in night battles.
    • New skill (Fireproof Fortress) description: > When not taking any damage, gain a stack of Resilience that increases self damage and critical rate by 15% every 1.5 seconds, capping at 5 stacks and lasting 12 seconds. > >When taking damage, gain a shield with 15% of self's maximum HP for 12 seconds (this can only be triggered once every 3 seconds).
  • Mod info pt2

    • Exclusive equipment: Special Combat Uniform
      • Crit Rate: +15%
      • Evasion: +42
      • Flashbang cooldown reduced by 25%
    • Max stats changes:
      • Damage: 32 -> 37
      • Accuracy: 12 -> 16
      • Evasion: 70 -> 87
      • Rate of fire: 88 -> 93
      • Health: 970 -> 995
  • Art

  • Damaged art

  • Victory pose

0

Sunborn Network × UNITAR Concert Collab

MICA's Tweet

> Summer is a wonderful time to shine! Sunborn Network and UNITAR will collaborate to present the "United Nations Mid-Summer Concert" at the United Nations Plaza. Please stay tuned for official updates to get all the event details!

For those unaware UNITAR is the United Nations Institute for Training and Research. Official site.

0

Mary-san - Ch. 169

mangadex.org Mary-san - Ch. 169 - MangaDex

Read Mary-san Ch. 169 on MangaDex!

Mary-san - Ch. 169 - MangaDex
0
Manga Questions, Recommendations, and Discussion Thread [Week 30]
  • That's possible. I tend to skim over new postings whenever the list of my currently followed series gets to a certain number so I might have missed previous mentions. Oh well, might be a useful reminder in case someone else was in the same boat.

    As for the titles, I wonder if it's an attempt by (some) authors to attract/acknowledge potential unofficial translations? They obviously can't force a specific title for an official release in case there's a trademark issue but this way they might try to bring attention of the English speaking audience? Or maybe they just think it looks cool, who knows?

    I'm too sleepy to word good and try explaining what I'm trying to say right now. I'm going to hibernate for a bit instead... _(´ω`_)⌒)_

  • Inside Star Citizen: Alpha 3.24 - Hangars and Freight
  • I can't promise an extremely in-depth report but I can give it a shot over the weekend. I was curious about how it compares to my desktop anyway. Just need to figure out how to shuffle stuff since it's filled to the brim at the moment.

  • Inside Star Citizen: Alpha 3.24 - Hangars and Freight
  • Nope. I played on a laptop for some time but that was years ago, before we even got planets.

    If it makes you feel any better my desktop consists of: Radeon RX 580, i7-4790K (lol) and 24GB of RAM. I'm surprised game is even playable with this setup and yet, it can be done. Somehow.

  • Inside Star Citizen: Alpha 3.24 - Hangars and Freight
  • Oh I'm fully aware, I have a Deck as well just never tried SC on it.

    There's no benchmark or anything like that at the moment. You could try browsing through the telemetry page - it's not great but if you can find specs similar to the Deck you could get some idea what to expect. There's also this thread from Spectrum (official forums) where someone tested performance of the latest patch with SD - it was before the full live release but I doubt things changed much, if at all.

  • Inside Star Citizen: Alpha 3.24 - Hangars and Freight
  • It can be pretty great. I can also be one of the worst experience you'll have. Things really depend on the current state of the servers and what changes were pushed for each patch. I would suggest to try it out during a free flight - they happen multiple times a year and allow you to play for a week or two without the need to drop any money. Granted, servers tend to be at their worst during those events but it's a good primer for what you can expect from the game. The last one just ended, I think, but there should be another one in October or November - I'll post about it when an announcement pops up.

    I've seen people try it out on SD so it might be doable (hell, my PC is not exactly up to snuff and I can play well enough). Also, upcoming patches (especially 4.0 at the end of this year/early 2025) should bring some performance improvements as more legacy UI and graphics rendering are being moved to new tech. Not saying it'll turn into 4k/60fps experience but it should be better.

  • Inside Star Citizen: Alpha 3.24 - Hangars and Freight

    cross-posted from: https://lemmy.world/post/17943610 *** Mostly stuff we've already seen but provides the most up to date info about personal hangars.

    Guest:

    • Chad McKinney, Senior Lead Gameplay Engineer

    TL;DW:

    • item kiosk have limited capacity, can only spawn smaller items (weapons, armor, food, etc)
    • unwelcome guests will get a trespassing timer when entering your personal hangar, will get teleported out after it runs out
    • no more Armistice Zone in your hangar, you can kill trespassers without worrying about getting a Crime Stat
    • the above counts for both personal hangars (the one on your home planet) and instanced hangars assigned when landing at other landing zones
    • you can place items all over your personal hangar
    • hangars were expanded to provide more space to decorate them or just store items when spawning your ship
    • hangars applied to some ships were increased
    • when buying commodities you can select whether you want them delivered to you inventory (instant) or pack them on your ship (takes time and money)
    • you can create "sell orders" which will be wait for you to deliver the accepted amount of commodity to the freight elevator on the delivery location
    • you can also sell normally (straight from your local inventory)
    • (un)loading times are based on the box size (smaller box = longer loading)
    • search is in for local inventory (only name based for now)
    9
    Inside Star Citizen: Alpha 3.24 - Hangars and Freight
  • You beat me to it so I'll just drop the usual list as a comment.


    Mostly stuff we've already seen but provides the most up to date info about personal hangars.

    Guest:

    • Chad McKinney, Senior Lead Gameplay Engineer

    TL;DW:

    • item kiosk have limited capacity, can only spawn smaller items (weapons, armor, food, etc)
    • unwelcome guests will get a trespassing timer when entering your personal hangar, will get teleported out after it runs out
    • no more Armistice Zone in your hangar, you can kill trespassers without worrying about getting a Crime Stat
    • the above counts for both personal hangars (the one on your home planet) and instanced hangars assigned when landing at other landing zones
    • you can place items all over your personal hangar
    • hangars were expanded to provide more space to decorate them or just store items when spawning your ship
    • hangars applied to some ships were increased
    • when buying commodities you can select whether you want them delivered to you inventory (instant) or pack them on your ship (takes time and money)
    • you can create "sell orders" which will be wait for you to deliver the accepted amount of commodity to the freight elevator on the delivery location
    • you can also sell normally (straight from your local inventory)
    • (un)loading times are based on the box size (smaller box = longer loading)
    • search is in for local inventory (only name based for now)
  • Roadmap Roundup - July 24, 2024

    robertsspaceindustries.com Roadmap Roundup - July 24, 2024 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42

    Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and merch, as well as all the community tools used by our fans.

    Roadmap Roundup - July 24, 2024 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42

    cross-posted from: https://lemmy.world/post/17915389

    > Added for 4.0: > - RSI Zeus MkII CL > - Acidic Caves > - Rock Caves > - Asteroid Bases > - Space Stations - Contested Zones

    0

    Roadmap Roundup - July 24, 2024

    robertsspaceindustries.com Roadmap Roundup - July 24, 2024 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42

    Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and merch, as well as all the community tools used by our fans.

    Roadmap Roundup - July 24, 2024 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42

    Added for 4.0:

    • RSI Zeus MkII CL
    • Acidic Caves
    • Rock Caves
    • Asteroid Bases
    • Space Stations - Contested Zones
    1
    Some clarity on Jump Points
  • I'm familiar with how the sausage is made but I do appreciate the lengthy (and easy to understand!) explanation. I think my confusion in our convo stems from a misunderstanding of the time frame we're talking about, specifically on my part.

    For some reason I defaulted to thinking we're talking about jumping in a form closer to the current(ish) version, with some of the more concrete mechanics already implemented rather than the very basic version from the early tests. That's why I was a bit surprised about your previous description. Feel free to correct me if I'm still wrong on that.

    Thanks for taking the time to write all this. It was an interesting read either way.

  • Manga Questions, Recommendations, and Discussion Thread [Week 30]
  • I've stumbled upon two ongoing series over the weekend. First was We Won’t Become Adults - a relatively new story (10 chapters translated so far) about two students looping through the same Monday for who knows how long, trying to engage in various activities associated with "youth". While there's some comedy and fanservice here, tonally the whole thing feels mostly tragic and nostalgic rather than anything else.

    The second series that stole some of my time was Mysterious Mayuri-san - a comedy 4-koma about a kid and the titular Mauri-san, a strange girl with an ability to create floating doughnuts above her head. It's simple, it's funny, it's easy to read in short bursts. It can feel a little random at times but not necessarily in a negative way.

    While I did enjoy both of those series neither of them grabbed me in a way that really makes me want to keep up with them long term. I may, I may not - we'll see. Either way, I thought I'd post about them in case someone else finds them to be more up their alley.

  • A Cool Girl and a 12cm Promise - Ch. 21.5

    mangadex.org Kakkoii Onnanoko to 12-centi no Yakusoku - Ch. 21.5 - Special: The Tachibana Ibuki Fanclub - MangaDex

    Read Kakkoii Onnanoko to 12-centi no Yakusoku Ch. 21.5 "Special: The Tachibana Ibuki Fanclub" on MangaDex!

    Kakkoii Onnanoko to 12-centi no Yakusoku - Ch. 21.5 - Special: The Tachibana Ibuki Fanclub - MangaDex
    0
    Some clarity on Jump Points
  • I'm not sure cutting the line will be a thing (well, maybe if they rework the system in the future). Both the ISC episode and this clarification make it sound like CIG is really dead set on making jumping through permanent JPs to be an organized procedure, with free flow jumping limited to the temporary ones. I might be just interpreting too much though.

    Your story about ships without QD stealing jumps sounds weird. I know evo gets rough builds etc. but did they really not think to prevent ships without QD from entering the JP? A lot of what they do sounds like there are severe planning/design problems at CIG - not in a "why wasn't it already perfect" kind of way but rather "why didn't you think about this elementary thing".

    Man, I'd do some dirty deeds for an unfiltered documentary/postmortem about the project. It's such a mess (at times?).

  • Some clarity on Jump Points
  • There's more (4-5?) but only two see any kind of activity. The .ml one is older but other than that the only difference are the servers they were created on. Not everyone checks (or knows about) all of them so I'm cross-posting between the two in hopes we'll get folks to group around one of them (there's just no point to split into groups with the amount of active users we have right now).

  • Some clarity on Jump Points
  • I still feel like gates being responsible for accessing the permanent JPs makes more sense than local station jamming your quantum drive but I don't really care enough to die on this hill. There's plenty of more important design changes to be unhappy about (for me, not saying everyone needs to be against the current direction).

    I'm glad they decided to respond at least, maybe it'll quell the anger of some folks, if only a little bit.

  • Some clarity on Jump Points

    robertsspaceindustries.com Spectrum - v6.27.1

    RSI’s Spectrum is our integrated community and player interaction service, including chat, forums, game integration, and Player Organization facilities. Player Organizations (“Org”...

    Spectrum - v6.27.1

    cross-posted from: https://lemmy.world/post/17786835

    >Hi there, > >Jump Points is a big feature, there is a lot going on in the design, more than could be communicated in one ISC, so there is some bits of info that I realised afterwards that we managed to gloss over and some of these seemed to have caused a lot of speculation/controversies, so I'd like to attempt to rectify some of those and clarify some others. > >Transient Jump Points do not have or use ATCs. Transient Jump Points are free for all experiences, you align, tune and the activate the Jump Point and then are pulled in. > >As you can see from Transient Jump Points. The inclusion of ATC in the permenant Jump Points flow is not a techinal requirement needed for transitioning players between systems or anything like that. They are part of the flow solely for gameplay reasons. The ATC exists here for fairness to all jumpers, a fairness intentionally omitted in the Transient flow. The permenant Jump Points will likely be busy high volume routes. We dont want slower ships being trumped to jump by faster ships all the time, we also want to make sure we protect those ships who have waited and determine who is at fault for doing something obstructive, ATC will help us do this. > >Additionally the ATC exists to imply and actually impose some level of decision making on those who choose to skirt the law or play outright criminally. Those player may instead choose or have to seek out Transient Jump Points to make their journeys in order to avoid this extra scrutiny. > >I also want to clarify how ATC also makes sense as part of a bigger picture. Think of Permenant Jump Points as known controlled border checkpoints between systems. If you were the UEE authority in charge of protecting a system like Stanton from lawless systems that you know you border with, like Pyro, would you operate an open borders with them? I dont think you would, you'd find a way to control it. > >In this sense ATC is being used as the gate keeper. How does it do that I see you all asking. If ATC hasnt granted you permission to jump yet then by default they actively jam jump drives from tuning. Once you have permission to jump they selectively choose to stop jamming your jump drive, whch then lets you tune and jump, simple. > >Finally, I wanted to clarify an error in one clip of footage. You don't shoot the jump point with a gun to activate it, but you do initiate the opening with an activation step. The footage showed this as a physical shot from a gun but it was wrong to be depicted like that, I'm sorry I didnt spot it in the edit before the video was released, as if I had done so I would have sought its removal. So, please dont worry we didnt add combat to opening a Jump Point. > >Thanks for reading, > >Edward Fuller, Senior Principal System Designer

    0

    Some clarity on Jump Points

    robertsspaceindustries.com Spectrum - v6.27.1

    RSI’s Spectrum is our integrated community and player interaction service, including chat, forums, game integration, and Player Organization facilities. Player Organizations (“Org”...

    Spectrum - v6.27.1

    >Hi there, > >Jump Points is a big feature, there is a lot going on in the design, more than could be communicated in one ISC, so there is some bits of info that I realised afterwards that we managed to gloss over and some of these seemed to have caused a lot of speculation/controversies, so I'd like to attempt to rectify some of those and clarify some others. > >Transient Jump Points do not have or use ATCs. Transient Jump Points are free for all experiences, you align, tune and the activate the Jump Point and then are pulled in. > >As you can see from Transient Jump Points. The inclusion of ATC in the permenant Jump Points flow is not a techinal requirement needed for transitioning players between systems or anything like that. They are part of the flow solely for gameplay reasons. The ATC exists here for fairness to all jumpers, a fairness intentionally omitted in the Transient flow. The permenant Jump Points will likely be busy high volume routes. We dont want slower ships being trumped to jump by faster ships all the time, we also want to make sure we protect those ships who have waited and determine who is at fault for doing something obstructive, ATC will help us do this. > >Additionally the ATC exists to imply and actually impose some level of decision making on those who choose to skirt the law or play outright criminally. Those player may instead choose or have to seek out Transient Jump Points to make their journeys in order to avoid this extra scrutiny. > >I also want to clarify how ATC also makes sense as part of a bigger picture. Think of Permenant Jump Points as known controlled border checkpoints between systems. If you were the UEE authority in charge of protecting a system like Stanton from lawless systems that you know you border with, like Pyro, would you operate an open borders with them? I dont think you would, you'd find a way to control it. > >In this sense ATC is being used as the gate keeper. How does it do that I see you all asking. If ATC hasnt granted you permission to jump yet then by default they actively jam jump drives from tuning. Once you have permission to jump they selectively choose to stop jamming your jump drive, whch then lets you tune and jump, simple. > >Finally, I wanted to clarify an error in one clip of footage. You don't shoot the jump point with a gun to activate it, but you do initiate the opening with an activation step. The footage showed this as a physical shot from a gun but it was wrong to be depicted like that, I'm sorry I didnt spot it in the edit before the video was released, as if I had done so I would have sought its removal. So, please dont worry we didnt add combat to opening a Jump Point. > >Thanks for reading, > >Edward Fuller, Senior Principal System Designer

    8
    A European Citizens Initiative wants to introduce a Wealth Tax (and they need your help)
  • I get it. At the end of the day web is a vast space and people will have different experience functioning here, all we can do is try to convince others we're genuine and do our thing. I'm just happy whenever a positive interactions like your and OP's happen.

  • A European Citizens Initiative wants to introduce a Wealth Tax (and they need your help)
  • Here are some possible reasons for people getting mad if you're really wondering why it happens:

    • unsolicited advice can make people feel stupid (you love to learn, not everyone does)
    • comments like yours can be used as a way of making fun of OP to disregard their point without actually interacting with it
    • being corrected on a slip up and not something you sincerely don't know can be annoying (either towards the person correcting you or towards yourself for "not knowing something this simple")
    • I don't know about others but my school life never taught me how to deal with criticism, if you made a mistake you didn't study properly and should go back to doing that instead of being explained what went wrong and why (this one might sound a worse than it really was but you get the point)

    I'm not saying you did any of those things and I'm right there with you on learning but the knee-jerk reactions often do have a reason behind them. There's also the whole issue with how polarized social media is these days and the willingness to listen or admit to a mistake can be a difficult thing to stomach ("it's a sign of weakness").

    I hope that helps!

  • Inside Star Citizen: Intro to Jump Points
  • I understand the reasons given by CIG for the ATC contact, I just don't think it makes sense from an immersion perspective after they got rid of the man-made structure making it usable. It's like they want to have it both ways, lore wise.

    I'm a bit surprised previous version didn't have a scattered exit simply because it's something they've mentioned quite a long time ago. I'd expect them to implement it before giving it to players but guess I was wrong.

    Thanks for the insight on the test. I tend keep my eyes on stuff that's closer to public release so that's something I didn't really look into back then.

  • Inside Star Citizen: Intro to Jump Points
  • I'm not a huge fan of the whole "they are natural but you still need to call ATC" idea but that's a minor annoyance at best. If it helps with potential griefing/trolling I'll be more than happy.

    What was the problem with exit pileups? I thought the idea was to make a large enough exit spread to not spawn people in the same place - was that not the case initially?

  • Inside Star Citizen: Intro to Jump Points

    cross-posted from: https://lemmy.world/post/17687515

    > Guests: > - Edward Fuller, Senior Principal Systems Designer > - Rick Porter, Design Director > - David Haddock, Narrative Director > - Ali Ahmadi, Senior VFX Artist I > - Jake Dunlop, Senior Environment Artist I > - Dan Meadowcroft, Senior Sound Designer I > - Guillaume-Roch Pinard, UI UX Designer Senior I > - Alistair Brown, Senior Director of Graphics and Procedural Tech > > TL;DW: > - sound and visuals are obviously work in progress, there are some visual target images shown during the video > - there are two different jump point types: > - permanent > - always available > - on well traveled routes > - surrounded by infrastructure > - no more circular gates (present in old concept art) around jump points > - usable by all ships > - transient > - need to be found > - unknown destination > - various sizes (small, medium, large) > - unknown presence (might last a long time or a single jump) > - patch 4.0 will only contain the Stanton - Pyro connection > - security and turrets near permanent jump gates > - you need to call ATC before jumping through permanent jump gates > - jumps are grouped so if you want to jump with a party you need to make sure you're grouped together (queuing as a party planned in the future) > - jumping requires you to align with the jump direction, failing to do so will lead to jump cancellation and losing your place in a queue > - alignment is followed by a attunement process > - entering/exiting a jump gate is completely automatic, you're committed at this point > - any obstructions between you and the jump gate during attunement process will pause it > - trying to get close to the jump gate without attuning will push you away to prevent deliberate obstructions > - can't control your speed during the jump but you will have to navigate > - you'll see ships traveling in the same directions but not those going the other way > - bumping into the tunnel walls/obstructions will fill a "distortion bar" of your quantum drive, when it's full you'll be dropped out of the jump (destination depends on how long you spent in the tunnel but it'll be on the edge of one of the systems you were jumping between) > - current planned jump duration is 3 minutes, might change depending on various factors > - exit point of a system is not the same as the jump gate entry between systems > - exit on the Pyro side has a "normal and safe" R&R station, like the ones in Stanton > - transient jump gates will have more difficult routes > - there will be more testing in a preview channel before 4.0 > - 4.0 is scheduled to release "in a few months", not "before end of the year" as they're still targeting a date earlier than that > - credits with all the people who took part in previous episodes of all the shows, from Wingman's Hangar to Inside Star Citizen

    2

    Inside Star Citizen: Intro to Jump Points

    Guests:

    • Edward Fuller, Senior Principal Systems Designer
    • Rick Porter, Design Director
    • David Haddock, Narrative Director
    • Ali Ahmadi, Senior VFX Artist I
    • Jake Dunlop, Senior Environment Artist I
    • Dan Meadowcroft, Senior Sound Designer I
    • Guillaume-Roch Pinard, UI UX Designer Senior I
    • Alistair Brown, Senior Director of Graphics and Procedural Tech

    TL;DW:

    • sound and visuals are obviously work in progress, there are some visual target images shown during the video
    • there are two different jump point types:
      • permanent
        • always available
        • on well traveled routes
        • surrounded by infrastructure
        • no more circular gates (present in old concept art) around jump points
        • usable by all ships
      • transient
        • need to be found
        • unknown destination
        • various sizes (small, medium, large)
        • unknown presence (might last a long time or a single jump)
    • patch 4.0 will only contain the Stanton - Pyro connection
    • security and turrets near permanent jump gates
    • you need to call ATC before jumping through permanent jump gates
    • jumps are grouped so if you want to jump with a party you need to make sure you're grouped together (queuing as a party planned in the future)
    • jumping requires you to align with the jump direction, failing to do so will lead to jump cancellation and losing your place in a queue
    • alignment is followed by a attunement process
    • entering/exiting a jump gate is completely automatic, you're committed at this point
    • any obstructions between you and the jump gate during attunement process will pause it
    • trying to get close to the jump gate without attuning will push you away to prevent deliberate obstructions
    • can't control your speed during the jump but you will have to navigate
    • you'll see ships traveling in the same directions but not those going the other way
    • bumping into the tunnel walls/obstructions will fill a "distortion bar" of your quantum drive, when it's full you'll be dropped out of the jump (destination depends on how long you spent in the tunnel but it'll be on the edge of one of the systems you were jumping between)
    • current planned jump duration is 3 minutes, might change depending on various factors
    • exit point of a system is not the same as the jump gate entry between systems
    • exit on the Pyro side has a "normal and safe" R&R station, like the ones in Stanton
    • transient jump gates will have more difficult routes
    • there will be more testing in a preview channel before 4.0
    • 4.0 is scheduled to release "in a few months", not "before end of the year" as they're still targeting a date earlier than that
    • credits with all the people who took part in previous episodes of all the shows, from Wingman's Hangar to Inside Star Citizen
    5

    GIRLS' FRONTLINE 2: EXILIUM EN Page Is Up

    gf2exilium.sunborngame.com GIRLS' FRONTLINE 2: EXILIUM

    GIRLS' FRONTLINE 2: EXILIUM is a new 3D Strategy RPG for both mobile and PC platforms.

    Global news soon? Pretty please.

    Oh, the Twitter account exists as well, I guess.

    0

    Neverness To Everness PV and Gameplay Trailer

    Thought this could be of interest to someone.

    Gameplay portion contains:

    • brief look at characters
    • exploration
    • combat
    • driving and car customization
    • purchasable player apartment
    • weather and night time
    0

    The Big Bees - Ch. 40 - 42

    mangadex.org The Big Bees - Ch. 40 - Christmas Eve - MangaDex

    Read The Big Bees Ch. 40 "Christmas Eve" on MangaDex!

    The Big Bees - Ch. 40 - Christmas Eve - MangaDex
    0

    Mary-san - Ch. 168

    mangadex.org Mary-san - Ch. 168 - MangaDex

    Read Mary-san Ch. 168 on MangaDex!

    Mary-san - Ch. 168 - MangaDex
    0

    Usuzumi no Hate - Ch. 21 - 22

    mangadex.org Usuzumi no Hate - Ch. 21 - Unit Production Plant - MangaDex

    Read Usuzumi no Hate Ch. 21 "Unit Production Plant" on MangaDex!

    Usuzumi no Hate - Ch. 21 - Unit Production Plant - MangaDex
    0

    This Healer is Annoying - Ch. 60

    mangadex.org Kono Healer, Mendokusai - Vol. 7 Ch. 60 - Worries - MangaDex

    Read Kono Healer, Mendokusai Vol. 7 Ch. 60 "Worries" on MangaDex!

    Kono Healer, Mendokusai - Vol. 7 Ch. 60 - Worries - MangaDex
    1

    A statement (and update) from the founder of Kirei Cake

    >Hi. It feels surreal to write up a thread like this as I never thought the day would actually come, but now it finally has. > >I hesitated for the longest time as I prefer to keep quiet, but I believe the public deserves to know what has been happening with me, considering all of these translation delays. > >In a nutshell (TL;DR), I will be downsizing operations. If you don't care for backstory, skip to the bottom. > >------------------------------------------------------------ > >For those who may not be aware, I started translating some time in 2009 for another group. That was a very long time ago and I was still a teen back then. Just a random person who loved reading manga and wanted to contribute to the scene. > >Not long after, wanting to have more autonomy, I created my own group (Kirei Cake). At the time, I couldn't think of a group name, so I just slapped together the first two words that came to mind. Kirei (which means "pretty" in Japanese, but everyone just thinks of the dude from Fate), and Cake (none of which was ever physically given out, so it truly was a lie xP). Eventually, it stuck and I didn't bother changing it. > >The first official release was made on May 24, 2011. Just some random small series I bought a volume to, to test the waters with. It wasn't anything special. I picked up and worked on a bunch of other series shortly thereafter. (As of this May, Kirei Cake is 13 years old. Insane, I know.) > >Being young and driven (and never realizing that I had ADD until literally a year ago), I spent the next decade basically becoming a mindless slave to the scene. I was addicted. Hard. > >Due to my mother's poor health (which has only gradually deteriorated since then), I was forced to stay at home and take care of her all this time. I dropped out of university in my second year, and virtually never left home except for groceries. I actually couldn't, as she needed extensive caretaking almost 24/7. > >There are a lot of rumours and hearsay floating around regarding her, but to keep it simple, she suffered from chronic anemia and a severe case of psychosis which prevented her from realizing that she had a health problem and was constantly in denial of it. (There are a lot more specifics to this story, but that goes beyond the scope of this thread, and I would rather not speak about it.) > >In any case, I had to make do under such circumstances. Since I couldn't get a job and I couldn't leave home, eventually, I was forced to turn a hobby into an occupation, since what little rental income we had was eventually not enough to keep up with the inflation in society. I started to put the infamous note into the releases I made that you have all seen at least a hundred times by now. > >The donations helped. A lot. It wasn't much (and still isn't), but it was enough to get by and cover my mother's medical costs, so I was satisfied with that. I lived modestly and saved wherever I could. My heartfelt gratitude goes to all those who have donated and are possibly continuing to do so. > >As time went by, the scene went through generations of change. I never thought I'd stick around for long (and there was one point where I actually did just give up and stop), but lo and behold, here I am now. One of (if not the) oldest scanlation groups still operating to this day. (This group outlived dozens of massive, long-standing groups that have been operating for years.) > >Since I had a bit of talent for the scene, I was not only able to translate, but also edit. A one-person army. And since I had copious amounts of time and was chronically addicted to the work (which was in part a bit of a coping mechanism), I'd push out a release every day or two. And this continued for years. > >Many readers and other scene members came under the impression that my group was also massive due to that throughput, and it quickly became a household name. This was never really my intention, since I mostly focused on niche series that most didn't care about, but it is what it is. > >I did have people come and go to help assist with the editing, and for a short time, the translating as well. I am genuinely grateful to all of those members for volunteering their time and effort to help. Many of them were young like me and just wanted something to do during their adolescence or young adulthood and wanted to help speed up releases. > >Things became efficient, and pushing out several releases a day wasn't uncommon during the group's heyday. Unfortunately, this only served to further steer the group's reputation into a direction that would ultimately become its Achilles heel. > >Because people would think that our group was massive and getting along well with chapters being pushed out daily, nobody new wanted to join in and volunteer their help. This eventually led to stagnant periods, where releases would take longer to be pushed out. And the delays only kept getting longer. I tried to juggle around the dozens of series we had to keep them all refreshed and to give their readers at least something to read every once in a while. > >Fast forward to roughly COVID, and the group has reached a point where it's basically only me and maybe 1-2 other people occasionally helping out. Everyone else has either gotten a job/gone to school/moved on/etc. This was still okay for the most part—since I could do everything myself anyway, making releases was only a matter of when, not if. And most readers didn't really seem to mind. > >Fast forward to about two years ago, and I somehow landed a relationship and got married. It was sudden and happened fast. I won't go into too many details about the relationship, but in terms of what is pertinent, my SO increasingly wants more time for us to bond, and translation is getting in the way. > >For a while, I tried to schedule things and make it work, but it doesn't seem to be working out, and my ADD isn't helping either as I keep making stupid decisions in the relationship that only serves to cause strife. I really needed to downsize, and my pride wasn't letting me. But I've finally bit the bullet, and here I am now. > >------------------------------------------------------------ > >As of this thread's posting, the following series are hereby dropped and free for anyone to pick up: > >- Adventurer License - A cute story that I would've liked to see through, but I could never make time for. >- Assassin Aristocrat - The story derailed quite a while back, so not much of a loss. And it seems someone has recently picked this up. >- Misfit Quartet - A real shame, because I liked this and thought it had a lot of potential. >- Returned Hero - Was always a meme series, but the ridiculously slow publishing speed is just silly. >- Sweet Dreams in the Demon Castle - Despite working on this for years, it's time to let go since it'll never end. And it seems VIZ is actively working on this and is already far ahead. > >The following series will remain low priority, and chapters will be released sporadically whenever I have the time to work on them: > >- Black Mage - This series isn't difficult to translate, but I'm having trouble juggling it with the rest of the series I am currently focusing on. Will try my best. >- Darwin's Game - There's only a few chapters left (it's a finished series), but I haven't had any time to work on them. I do plan to finish it off, though. >- Decade Legend - I quite like this series and I want to work on it regularly, so it's more like mid-priority instead. Editing assistance would be highly appreciated. >- Devil Wife - This series involves a lot of editing, and chapters are long. If anyone wishes to volunteer to help edit for the long run, that would speed things up significantly. It's starting to get good now. >- Until Your Sword Breaks - Not quite as good as the Duke of Death though and doesn't really give off the same vibes. I'll try to push some chapters out whenever I can. > >The following series are high priority and are being actively worked on. They will be caught up with ASAP, so do not worry about them: > >- Dai Dark - I'm only one chapter behind. I'll get it done sometime this month. >- Dark Massacre - Only a few chapters behind. Will release multiple chapters at once every so often. >- Death Flags - Exact same situation as Dai Dark. >- Former World #1 - Encountering some hiccups here and there, but I'm gradually catching up with it. Help with editing would be highly appreciated. >- Frieren at the Funeral - Need not be said. I still release same-day and have been doing so since the series began. >- Ultimate Sage - I'm only one chapter behind, and it's about 70% done. Should come out soon. >- Yakuza Reincarnation >- I personally enjoy this series and will do my best to catch up to the latest chapter as soon as possible. > >I believe that covers all of the series that I currently translate, but if I missed some, please ask. I may have just forgotten about it. > >I will answer inquiries made here, but only if they pertain to translation. I do not wish to answer any questions regarding my personal life at this time.

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    The Big Bees - Ch. 37 - 39

    mangadex.org The Big Bees - Ch. 37 - Jirai-chan and a Bee - MangaDex

    Read The Big Bees Ch. 37 "Jirai-chan and a Bee" on MangaDex!

    The Big Bees - Ch. 37 - Jirai-chan and a Bee - MangaDex
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    Inside Star Citizen: Mission Statement 3.24

    cross-posted from: https://lemmy.world/post/17453774

    > TL;DW: > - breakdown of Blockade Runner event > - reiteration of details on new cargo hauling missions > - new balancing alghoritm will be used to determine the mission rewards

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