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Joined 1 year ago
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Cake day: June 10th, 2023

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  • I picked up Elden Ring over a year ago and had started it. It was really difficult going around the world and I felt like I wasn’t enjoying it as much as I could because of its difficulty. This was my first experience with a “Souls” game.

    I played a bit of Demon’s Souls over the holidays last year on ps3 because I had it on ps+ and was curious. I liked it and it helped me force myself to keep at it with some enemies, as it’s more linear.

    That gave me the push to try Elden Ring once more and it then “clicked” and I just kept at it and now I’m having way more fun. I’m going back everywhere because I know I skipped difficult bosses or parts of the game.

    I found out that I had skipped over a whole area and went to an even more difficult one, so I was getting a harder game than I should have. Upon going to the now easier map section (and with an upgraded character), I breezed through a huge section.

    If you haven’t heard of it, I recommend 😅






  • That would be because the pattern on the first password are correctly spelled words and the way passwords are cracked offline (when there’s a leak of data being sold somewhere) is that they use dictionary attacks.

    This means that a big file containing all known words, and can also include known used passwords from past leaks, is used to try a lot of combinations. A combination of good words that appear 1:1 in these word lists will score way lower in terms of difficulty for a computer to crack. A simple script can add spaces and periods (like your example) between words and they WOULD get your password. By adding only one random character that doesn’t fit a pattern (just like your second ‘t’), you basically force the cracker to try all possible combinations of all characters for the length of your password, which is WAY more difficult.

    TLDR: There are more combinations of aaaaaaa, aaaaaab, aaaaaac then there are of matching words together for the same length of password (one.one, one.two, one.three)






  • I’m not sure I get it. I mean maybe it’s how we define the word silence?

    I don’t think it’s possible to be in complete silence (as a human), because we have a moving body following us around. I’ve been in a soundproofed booth and you can hear your blood pumping in your ear canals. Any small movement or humming or whirring or gurgling becomes amplified by the absence around, but between these things there is nothing to hear.

    If silence is defined as the absence of movement on the frequencies detected by our ears, then I don’t see how we would be supposed to “hear” nothing. Our brain can filter that absence (actually, it filters every second of every day in our lives), and it can substitute things too - so at a minimim we have unreliable machinery.

    It’s an interesting concept, but one I have a hard time grasping how people could be in the perceptual view.








  • What I would absolutely love and they could leverage would be to mix both their new open-world and visual style with going back with the sea and island (and more cartoonish) elements of Wind Waker. I adored that game, where each island had its own flair, this could be expanded upon so much with the new engine.

    I like the more metroivania style too of finding an element in a dungeon of island and then having it unlock more possibilities later elsewhere. I feel like giving all the powers and tools at the beginning of the newer games has put a damper on this side of the usual formula.