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Usually stuff I’ve written personally, stuff I think is pretty good.

A Short Guide On How To Not Suck At Gold/Platinum Difficulty in Mass Effect 3 Multiplayer

MassEffect3 2013-05-03 01-27-17-15

I’m pretty sick of complete noobs trying to do Gold and Platinum difficulty in Mass Effect 3 Multiplayer and failing on early waves, so I thought I’d write a short guide on a few general tips and strategies. In no particular order…

  • Be at least level 18 for Gold, level 20 for Platinum. Anything else and you’re asking for a bad time. You might not think too much of those extra points, but those tier 6 evolutions of your powers can make all the difference in the world.

  • For crying out loud, take gear and equipment. At the very least, take gear — that’s the square in the bottom right corner of the equipment screen, for those who have never done so (also, shame on you). Gear isn’t a consumable, so it lasts for more than just one game.
    When you’re taking gear, take gear that will help out your character. If your character is a biotic/heavy pistol person, then take the Commando Package. If you’re a Krogan Warlord and like doing damage with melee and shotguns, take the Beserker Package. You’d think some of this stuff is common sense, but you’d be surprised…

  • Equipment is also a must. You can get by without it, but you can do some pretty cool things with ammo and weapon bonuses, such as Warp ammo for increased Biotic damage on targets, or setting up biotic/tech combos with Disruptor ammo and Tech Burst, or Warp Ammo and Warp. Again, take ammo and weapon bonuses that complement your character.
    The extra damage that some ammo bonuses applies helps out more than you’d think — 35% more damage is about twice as much damage as a maxed passive skill tree can afford you in terms of weapon damage, for example.

  • Don’t waste your Medkits in the heat of battle. Mash that spacebar until the little line is almost gone, then use the Medkit — and only if the situation calls for it. I wouldn’t use a Medkit on Wave 1-5, because if you’ve flatlined and no-one revives you on those earlier waves, chances are you won’t make it to the later waves anyway. Might as well save that Medkit for when you actually need it.
    Medkits are best used in a last-gasp, I’m-the-last-man-standing-and-it’s-the-last-enemy-on-wave-10 situtaions, where the difference between using a Medkit and not using the Medkit is winning the round, and not winning the round. If there’s no immediate danger around you, you might as well sit out that little countdown until your knight in shining armour comes to rescue you, or you bleed out.
    There’s no dishonour in bleeding out, either — if it’s a particularly early wave, you really have nothing to lose (unless you’re carrying the team, which is a different kettle of fish).

  • Similarly, use those Cobra Missiles properly. Look, I hate Phantoms as much as you do, and as tempting as it is to pull out your launcher and blast that Phantom back to the depths of hell from whence it came… don’t. But two Phantoms? Maybe. Three Phantoms or more, though, and you’ll have to get in line. Try not to waste those missiles on a single enemy of any kind — like Medkits, they’re best used in a oh-crap-everyone-is-down-right-next-to-me-and-there’s-two-Brutes-here-with-two-Banshees-on-the-way kind of a situation. In those kinds of cases, go nuts.
    Oh, and it’s generally a good idea to aim your missiles at the ground. Many a person has been mocked in-game because their woefully-aimed Missile missed the group of three Banshees and sailed clear off the map — get close, aim your Missile at the ground, and watch those suckers drop. The splash damage on the Missile is around 3-4m, and anything within a 2 meter radius is dead, so there’s no reason you shouldn’t be aiming at the ground — long range missile launchers? Generally a bad idea for the same reason that you might miss (unless you’re planning for the missile to hit a wall or something, but the invisible walls and whatnot might put a spanner in that particular plan).

That’s pretty much it. Your own gear/loadouts/characters will determine how effective these few tips are, but they should work for pretty much everyone. If you don’t have any Medkits or Missiles, then what I like to do with the Store is save up all my credits until I’m done playing for the night/day/whatever, then buy all the 99000 credit packs I want, leaving the last set of 99,000 credits for three Jumbo Equipment Packs, which replenishes my stores of Cobras/Medkits as well as ammo/weapon bonuses.

Thirty Six Shooter

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Wouldn’t it be great if you didn’t feel pressured to take photos all the time? Because digital is cheap, it means we have this idea that we have to capture everything. It’s terrible if you even have the smallest of compulsive tendencies, because you’re probably taking photos of the most random things possible in your never-ending quest to document anything and everything.

Yours truly:

I’ve felt this pressure myself, too. I’ve often found myself saying: “hey, this costs you nothing and means you can remember every detail of this moment every time you look at this photo in the future” on more than one occasion, and you know what? There’s nothing wrong with that. As humans our memories aren’t perfect, so if we need a little help remembering our kids’ first steps, or that time when bird poo landed spontaneously on our friend, or that time we saw our friend at that place, what’s the harm in taking a photo to remember the occasion?

Enter film photography, stage left.

Paul Miller returned to the internet yesterday after a year of no internet, and a lot of what he talked about was how the internet has trained us to give us that instant hit. Click a link, get a webpage. Google something, become enlightened. Hit a keyboard shortcut, send a tweet. Of course, a lot of other stuff happens behind the scenes to make those things happen, but this instantaneous feedback loop that the internet provides is something we should be more cautious of, in my opinion. I mean, It’s probably why people get burnt out more than they used to — in fact, it’s probably why burn out is a even a thing. No-one got burnt out before the 20th century, and you know why? Because they didn’t have the internet. They didn’t have the internet to give them that instant information hit they so badly craved.

Film photography is kind of like that. Not like the world without the internet or anything, but a world where photography teaches you patience. You’re not crimping every shot to see if the lighting was right, to see if the focus was okay, or because you didn’t expose to the right. You’re not re-taking shots because you didn’t like the direction the wind was blowing, or because a car got in the way of that building. Well, maybe you are — but you’re not doing it over and over again, just so you can make sure at least one of your shots is useable. You’re not firing off bursts of shots just to make sure you get that one shot that you can actually use.

And when it does come time to finish off a roll of film, you’re waiting for the development process. If you develop your own film, I tip my hat to you; I don’t think I could without going insane waiting for all the various steps. I’d much rather just give it to someone else to handle, forget about it for a day or two, then come back and grab the processed film and the scans, which I can then just load into my computer.

No mess, no fuss.

It seems that a good 85% of my photography these days is film. In a world where digital SLRs can shoot crazy numbers of frames per second (seriously, have you heard the burst rate on the 1Dx?), it’s even crazier that at times, 36 frames is too many. Having to shoot random frames to finish off a roll of film that I’m itching to be developed isn’t exactly uncommon. I’m not sure whether this is poor planning on my part or just a reality of film photography, but I do it all the time.

I find it nothing short of weird that 36 frames is at the same time too many frames, and yet, not enough.

Too many frames because film teaches you this idea that every frame counts. You only have so many shots before you have to reload your camera with another roll of film, so you make every one count. But then you finish shooting whatever you’re taking photos of, and what happens? You’ve still got a handful of shots remaining on the roll. So what do you do? Do you shoot a few fun ones just to finish it off, or do you wait until you actually have something worth taking photos of? Because I’m impatient and have more rolls of film stockpiled than I know what to do with, I usually opt for the latter. Being able to see my eagerly-taken photos is also a plus.

But at the same time, 36 frames are not enough. It’s nothing compared to any recent-ish DSLR. My 60D, for example, can do 5.3fps quite happily — whereas I can probably manage perhaps one frame a second on my manually-advanced film rangefinder. Don’t get me wrong, I totally understand where a high burst rate comes in handy. Sports photography, for example, or if you’re an amateur like me and want to make sure that you’ll get at least one photo worth using, and the more shots you take, the larger chance that has of happening. And if you happen to capture more than one frame that is usable, well, what’s the big deal? Digital is cheap, remember?

Revolvers are described as six shooters. Film rangefinders, then, are thirty-six shooters.

Minecraft Redux

I’m not very creative. I wish I was more creative, sometimes, but the fact of the matter is, as much as I want to be, I’m not very creative at all.

Which is kind of funny, because I’m playing Minecraft again, a game that demands creativity when you’re building stuff.

Only in creative mode, mind you, because I want to build stuff. I see things all the time that inspire me to build their equivalents in Minecraft, and creative mode is the only way that happens within any kind of suitable timeframe.

inception-diagram

There’s a scene in Inception where Cobb explains to Ariadne how in the dream world, our minds create and perceive the world simultaneously, allowing us to get right in the middle of that process by taking over the creating part.

That’s kind of what Minecraft in creative mode is like. Kind of.

At first I thought creative wasn’t the way Minecraft was supposed to be played, but then I realised that if you just wanted to build stuff, it is the only way you are supposed to play. Survival Minecraft hampers creativity to the point where you’re just doing meaningless work for the sake of being able to create; even the smallest project (say, a 64×64 inverted glass pyramid) takes weeks of in-game time.

Survival Minecraft is kind of like adding people to Circles in Google Plus — lots of work for very little return. I’ve come to realise my time is now becoming more and more valuable, and the less I waste on bullshit work like farming wood to make glass or digging out an entire desert worth of sand for that glass then sitting idly by while I wait for that glass to be smelted, the better.

If you just want to build stuff in Minecraft, play creative mode where resources aren’t an issue. Anything else is just a waste of time. Building epic structures in Minecraft is great — less so if you have to admit you spent days or weeks in-game just to build a small glass pyramid.

Anyway, I’ve been building stuff, most of it inspired by stuff in real life. I find cool stuff on the web occasionally, and bookmark it to build in Minecraft. One thing I’ve built recently is the smaller enterable apartments from ARMA 2’s Chernarus map, the ones that look a little like so:

arma 2 apartment

I made a similar thing in Minecraft, which doesn’t actually look too bad compared to the original. Most of the design elements are there, and even the interiors of the apartment are similar, even though I’ve added my own spin on things here and there.

minecraft apartment

And as much as I want to create my own original designs, I’ve been drawing heavily from other games, too. There’s a building that looks strangely reminiscent of Dr Bryson’s lab from Mass Effect 3 (complete with auto-opening doors and automatic lighting that turns itself on at night and off in the morning), a castle design that I’ve ripped off from a different server I played on, and even the famous Rostiger Nagel, a famous German landmark.

For now, my creativity mostly encompasses building Minecraft interpretations of real-life things. I wish I was more creative, but that’ll have to do.

Don’t tell me looks don’t matter

There’s a TEDx talk that says looks aren’t everything, and that we should believe Cameron Russell, the giver of the talk, because she’s a model.

Which is hilarious, because she starts off by saying image is powerful.

I mean, doesn’t the very fact that she is a model represent that looks do matter? The fact that there’s an entire industry that revolves around being pretty, an industry focused on tall, slender figures, and all the other physical qualities we’re biologically built to admire. Everything points to the fact that looks do matter.

The very fact that she’s the recipient of a legacy, someone who won a genetic lottery, something that she herself admits she’s been cashing out on, means that looks do matter.

I think she tries to make the point that as much as we admire the people in magazines, the glamourous people who always seem to look good, they’re all constructions. But again, isn’t the very fact that we have all these people working towards the ideal or notion of “pretty”, “hot”, or “sexy”, yet another nail in the coffin of “looks don’t matter”? Clearly, they do.

I like when she says there are people paying a cost for how they look, not who they are. Because, if nothing else, it serves to drive home my point that looks do matter, and thinking anything else is just burying your head in the sand.

Oh, she’s insecure because she has to think about what she looks like, every day? Hey — maybe looks do matter. She’s received all these benefits from a deck stacked in her favour (her words, not mine), and she’s telling me looks don’t matter?

Please. Don’t tell me looks don’t matter — tell me image is important, tell me it’s superficial, but don’t tell me looks don’t matter.

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English 1A

Part of my degree means I get to complete a certain number of electives, units of my own choosing. For a Computing degree these are normally other Computing-relating units, such as more programming-based units, games-design/production related units, or even information systems units. But this semester, I decided to mix it up a little and do something entirely unrelated to computers and programming: I decided to do a first-year English unit.

I really had no idea what to expect besides a vague similarity to the English I did in high school many moons ago, and one of the first things I realised was how much different to Computing it all is. The environment, the tutorials, the assignments, everything is a lot different than what I’m used to back in the School of Computing and Information Systems.

Tutorials were the first real surprise. Computing units usually have very few females; that’s just how it is. There’s usually a few more women in information systems/business units, but yeah, other than that, no real women in technology units — enough words have already been written elsewhere about this so I’ll leave it at that, but showing up to a tutorial where the genders were split almost exactly down the middle? Totally not used to that.

And while we’re talking about tutorials, we might as well talk about the interaction at tutorials. In Computing units, because we’re all socially-inept nerds, no-one talks to other people they don’t know. There aren’t any introductions at the first tutorial, and everyone pretty much keeps to themselves; you know, the usual don’t-disturb-me-I-don’t-know-you type stuff. In English tutes, though, the first thing you do at the very first tutorial are icebreaker games.

I mean, talking to other people in my tutorial is one thing, but talking to other people when that “other person” has a high likelihood of being a person of the opposite sex? Might as well be asking me to do hard maths in front of everyone.

And the people that attend these tutorials are so different, too. It’s like they’re from a totally different world, a world where people do other things besides sit on computers all day long. A world where people actually read novels on a regular basis (something I’m struggling to do, even after I said I’d try).

I remember my first tutorial pretty well, just because of how different it was to every other tutorial I’ve ever had. I sat in between a guy and a girl, and during the first icebreaker task we were asked to talk to the person on our left. The guy happened to be first, and we chatted about what we ate for lunch and something about the unit which I don’t remember (but it was along the lines of how many assessment pieces there were, or something). That wasn’t so bad, but the next icebreaker task was talking to the person on the other side of us — once again, doing the usual introduction thing, telling each other our favourite book, and something else related to the unit. I ended up talking to a girl the second time around, but it’s the strangest thing: I can remember her name and how she was really pretty, but I cannot, for the life of me, remember what she said her favourite book was (although I know I hadn’t read nor heard of it before). I also remember she didn’t know who Matthew Reilly was, after telling her my favourite series was the Scarecrow series of books. Sadly, I’ve never seen her in the same tutorial again — she either moved to another tutorial class or dropped the unit entirely. If I ever meet her again, I’ll make sure to ask her what her favourite book is1.

Take the recent assignment as another example of how English differs from Computing. One of two major assessment pieces, our 1000-word poem explication due a few weeks ago was a foray into a world I was somewhat unfamiliar with. Of course I had written essays in high school english, but this was something entirely different. And back in high school, I did English Communications, not English Studies, the harder and more theory-based English unit. A poem explication, then, was a totally foreign concept.

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Digital is cheap. But why does that matter?

My desk, circa mid-2008

My desk, circa mid-2008.

I guess it all started when James posted a picture of his desk back in 2003. Anthony joined in with a desk from 2005, and it was all downhill from there.

As far as I can tell, the oldest photo that I can find of my desk is from July 2008. I can remember having a desk that goes back even further than that, but that sounds about right: around 2008 was when I got my first computer, the first computer that was well and truly “mine”, as opposed to the computer I had previously shared with other members of the family.

If I cared, I could probably look through a few archived hard drives that contain backups of previous computers to see if a picture earlier than 2008 existed, maybe from an old camera-phone, or maybe even an older camera. Come to think of it, we had an old digital camera from around that time, but I’d be damned if I knew where to look to find photos from it.

In an increasingly digital world, everything becomes easier. More accessible. Everything and everyone is interconnected thanks to the world wide web, and in terms of photography, that means anyone can pick it up and press shutter buttons to produce photos.

But here’s the thing: digital is cheap. Digital photography has evolved into us taking better photos, for sure, but it has also meant we’re constantly taking photos. You’ve seen it yourself: people Instagram-ing their lunch, people taking pictures of their cat, their dog, a new vase of flowers, their new outfit, a messy room, their unmade bed, a new toy, the list goes on and on. As much as we’re taking better photos, some of that can be attributed to the fact we’re taking a lot more photos than we used to — our keeper rates might not have gone up, but because we’re taking so many photos, it doesn’t really matter anyway.

“If we screw it up we can just delete and re-do.”

Digital (photography or otherwise) has created this culture where it’s as if there’s this unsaid message, one that says “if you don’t capture the memories now, then they’ll be gone forever”. It’s not uncommon to hear people saying things like “if we screw this one up, we can just delete it and re-do”. Or “take a few photos, so at least one will turn out okay”. I mean, high-FPS burst mode on digital cameras was practically invented so you could fire away bursts during group shots, so you can be 100% sure at least one of the shots will feature everyone with their eyes open — when was the last time you heard a photographer saying “now, everyone close your eyes and open them on the count of three”, at which point he’d click the shutter? Never, right?

Which brings us back to this idea that taking more photos can often lead to better photos, and the reason we take better photos is because digital is cheap.

I’ve felt this pressure myself, too. I’ve often found myself saying: “hey, this costs you nothing and means you can remember every detail of this moment every time you look at this photo in the future” on more than one occasion, and you know what? There’s nothing wrong with that. As humans our memories aren’t perfect, so if we need a little help remembering our kids’ first steps, or that time when bird poo landed spontaneously on our friend, or that time we saw our friend at that place, what’s the harm in taking a photo to remember the occasion?

And so, as I continue to click away, to fire off burst shots, to take photos of seemingly the most random things, I remember the universal truth:

Digital is cheap. But it doesn’t matter, because memories aren’t.