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#so i switched to using my ring finger to click the mouse and (while slower) i was still able to succeed at the game perfectly fine
zincbot · 1 year
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feeling like a gamer
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franklinclarkj · 3 years
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ELECOM Wireless Finger-operated Trackball Mouse
It's a trackball. There is a reason that the discontinued trackballs by Microsoft Logitech and others fetch a pretty penny at action and secondary markets!
While the Elecom product is not an "exact" replica of the Microsoft Trackball, it is functionally equivalent. I have been using the Elecom mouse for several weeks and it is both easy to use and comfortable. It is well designed and a joy to use. It pops out quite easily if you have grip strength. If not you can poke a pen from the back and it will pop right out. 
I swapped the ball from my other trackball that was blue and not black and it works better now. If you turn it upside down or shake it, the ball will not fall out. However for cleaning there's a hole on the bottom side which you can poke a finger through to conveniently force the ball out of its socket. The ELECOM M-DT1DRBK & M-DT2DRBK run on AA batteries, not AAA, btw.
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I bought my first one model M-DT2DRBK ELECOM Wireless Finger-operated Trackball Mouse  ​on July 16th, 2016. Been using that one at work, 5 days a week 8-9 hours a day. I have replaced the batteries 3 times since then. So my desktop one seems to be lasting me 2.5ish months. I bought a second one model M-DT1DRBK on July 24th, 2016 and kept it in my EDC bag along with my Acer 2-in-1 for use almost exclusively with Photoshop & Lightroom. I keep that one powered off when not in active use and I've had the batteries replaced just once.
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This review is coming from a 16 year Microsoft Trackball Explorer user... I never thought that I would be able to find a replacement for my beloved old trackball. I took a chance on this Elecom unit and I am plesently surprised! The ball spins much more smoothly than my MTE, almost too smooth. I thought that I'd have issues with the right click button being in a different spot than what I'm used to and to be honest, it's not bad at all. 
I can see myself adjusting to it easily. If I could find a fault, the body is a bit too small. It doesn't impact normal usage that badly but when it comes time to hit one of those small buttons with accuracy, the smallness gets felt for sure. If you are looking for a similar product to Microsoft's trackball, try this one out. It is the closest thing to what many feel is the holy grail of trackballs.
I got this to reduce strain on my shoulder now that I'm sitting at a computer 8 hours a day for work and then later at home for my own enjoyment (games).The comfort is amazing, like it was actually designed for human hands. It looks weird but fits my smaller hands perfectly. Your thumb naturally rests on the left click, your middle on the right click, and ring+ pinky set perfect in the indentations for them. 
Pointer rests gently on the ball and is great for zipping around quickly. Despite being optical/laser I can't feel much of any curve smoothing or acceleration curves, it seems to be one to one. ( Ms accuracy turned off, 6/10 tracking speed, everything to make it as linear as possible)The ball on my example was not rolling smooth, but seemed to be due to a film on the ball itself probably from manufacturing. 
A little windex and buffing with a microfiber and it rolls effortlessly with little or no drag. I like that it's all hard plastic. No rubber coating to break down and get goey. My only complaint is the ball is very light. It has almost no momentum like older larger finger trackballs have, and I wish it had a metal core to make it a little heavier. It's neither here nor there, just preference.
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No issues with flick shots in csgo or doom eternal on the low dpi settings. High dpi switch is in a great location and easy to flick on to check your six super fast. Software is easy to find on elecoms site, and simplistic + easy to use. If you want a finger trackball, and are cheap, this seems to be the way to go. I give ELECOM Wireless Finger-operated Trackball Mouse 5 stars based on 2 things: ergonomics and flawless basic operation.
I use index finger trackballs with every computer I have. This is the best one I've ever found. The ball moves effortlessly and is as precise as an=y other I've used. The left click is perfectly positioned, and the right click is easy to get used to. The scroll wheel is absolutely awesome, just great movement and textured so you never slip. The back and forward buttons work well. It's wireless and it's not too big and the beauty of trackball is that you can put it wherever it's most comfortable.
Product model:
Style:    Wireless.
Color:    Black.
About ELECOM Wireless Finger-operated Trackball Mouse  item:
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COMFORTABLE DESIGN:  The mouse design is based on 6 different muscle and skeletal structures of the hands giving special emphasis to the folding actions of the hands to provide a new level of hand comfort.
OPTICAL TRACKING TECHNOLOGY The ELEOM "EX-G:  series" trackball provides precise cursor movement for superior accuracy so you can get where you want on the screen quickly with less hand movement, improving productivity and efficiency. It is very easy to move in any direction.
FUNCTIONAL 8 BUTTONS:  You can assign favorite function to each button by using "ELECOM Mouse Assistant" ELECOM Mouse Assistant Software will be available to download from ELECOM NET website.
DPI CURSOR Designed:  with a high-performance gaming optics system sensor and lens. The DPI button can easily change between 750(LOW) and 1500(HIGH) DPI, making the movements of your cursor faster or slower. The ball is held in place by the ball bearings, but can easily be popped out of the device, by pushing it through the hole in the bottom and it can be easily cleaned.
PRODUCT DETAILS: System requirements: Windows 7, Windows 8.1, Windows RT8.1, Windows 10 or later (Horizontal scrolling function is not working in Windows RT8.1), macOS 10.10 or later, Size: W3.7"(94.7mm) X L4.9"(124.4mm) X H1.9"(47.9mm), Weight: 4oz(without battery), DPI: 750/1500 count (switchable), Connectivity: wireless, 1 X AA battery(Included)- Battery Remaining Light Lamp equipped.
Update:
I love this puppy! I think it is the best trackball mouse I've ever had and I've been using Trackballs for more than 20 years. Actually you shouldn't want the wheel to be very loose. If the wheel is too loose it may become too hard to control. Have you tried pushing in on the wheel as you maneuver it? Give yourself a while to get used to it. Any new equipment will feel strange until you get adjusted to it. Good Luck. 
If you want to know about this product, please click here...
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ciathyzareposts · 4 years
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Abandoned Places: Turnabout
In this session, I saw the “full party death” screen for the first time.
            I tried hard to finish Abandoned Places for this entry, pouring almost 16 hours into it over the last six days, but I’m not quite there. It’s been very frustrating, and I wish I’d just wrapped it up when I was toying with it last time.
       The frustration has come more from length and size than difficulty. If a game isn’t giving you what you want, the last thing you want it to do is persist, but Abandoned Places has unearned dreams to be epic. It started in the Hall of Light, which was about as big as a single regular dungeon level. The “proving grounds” at Souls Abbey was another level, then another at the library of Kal Kalon. The Steps dungeon had two levels, and that’s where I learned that I would need to find three Ruling Symbols–sword, orb, and staff–each broken into three pieces and secreted in three different dungeons. Each was only one level, but that was still another nine dungeons. Then, each Symbol required a fourth dungeon where I’d find an altar to assemble them, so that was another three. Once I had all three Symbols, Bronakh appeared and challenged me to get through a dungeon called the Halls of Rage.             
The Ruling Symbols came together on their respective altars.
          All told, I’ve been through 18 dungeon levels. That’s five more than Dungeon Master already. If you’re going to make a game in this style, you’ve got to supply something to keep it interesting. Options could be:
             Challenging combat. Make the player really fight for every inch. Make every foe memorable. Require the player to explore the full range of spell capabilities. Improve enemy AI and tactics on each new level.
Challenging puzzles. Really work the player’s mind with the mechanical puzzles. Force him to take a lot of notes and maps and make leaps of logic.
Interesting environment. Make the dungeon immersive. Blow the player’s mind with scenes and vistas that he’s never seen before.
Interesting stories. Give each level a backstory and character. Populate it with lore and encounters that fill in an ongoing narrative.
             Dungeon Master made itself famous with the first two options, particularly the second. Ultima Underworld went largely with the latter two but also had some interesting puzzles. Abandoned Places, at least for most of its run, does none of them. For 14 of the 18 levels I’ve experienced so far, the enemies have been staggeringly easy, and for 17 of the 18, the puzzles have been entirely of the rote mechanical kind. Push a switch here to open a door somewhere else. Dungeon Master had puzzles like that, too, but it kept you guessing. That switch might open one door but close another. Or you might need two switches to open the door. Or the switch might have multiple settings. Or it might only open the door for a limited period of time. I learned to play Dungeon Master and most of its lineage (e.g., Eye of the Beholder, Knightmare, Black Crypt) by carefully mapping without touching anything, then slowly testing things out. In Abandoned Places, you might as well pull a lever the moment you see it because there isn’t going to be any trick to it.           
The game has some interesting wall textures. Sometimes it’s tough to tell what’s interactive and what’s not.
           Some of the levels got highly annoying in their attempts to artificially stretch the length. A switch in the southwest corner opens a door in the northeast corner, for instance. Going through that door leads you to a lever that opens a door back in the southwest corner. Solving most of Abandoned Places‘ levels means making multiple “loops” through the dungeon, checking for what changed since the last time you were there. In that sense, the dungeons have been relatively linear and I’ve only been mapping spottily, mostly during those times when I ran out of options and I needed to make sure I hit every square and studied every wall again. Some of the buttons and switches are awfully hard to see.
Pressure plates on floors tripped me up a couple of times. You can’t see them; you have to listen for them. There are times I unthinkingly started playing without my headphones on and thus didn’t note when I walked over a floor plate. This isn’t a big deal if you only walk over it once–it probably just opens some door that you needed open anyway. But if you walk over it a second time, it closes the same door. Only if I wasn’t wearing my headphones the first time and was the second time, I might think I just walked over it for the first time and thus avoid it in the future, unknowingly locking myself out of an area until I get the whole thing sorted out.            
The game is fond of occasional messages, most of which have no relevance to the level.
           I said “for 14 of the 18 levels” above. Things changed a little after I recovered all of the Ruling Symbols. The next three levels required me to find the altars to unite the pieces of each symbol. The location of each dungeon was revealed to me as I exited the dungeon where I found the third piece. The game had a bug where it told me the Tower of Scions twice when it really meant to give me Draken Tor for one of the two, but I sorted that out with an online walkthrough. Anyway, the enemies in the three “altar” dungeons were much harder than those I’d encountered previously. They weren’t hard compared to Dungeon Master or any other game of this subgenre, but they were harder than before. I had to be a little more careful in combat and a couple of times rest between battles.          
Exiting each dungeon after you find the third piece of the Ruling Symbols brings up a message that tells you the location of the altar to unite them.
            On the subject of resting, theoretically the hunger system ought to discourage you from doing it too often unless you bring a huge supply of food with you from town. But I discovered through experimentation that the characters’ health regenerates faster than hunger depletes it. The ratio is about 1.4 to 1. So as long as you don’t mind dealing with everyone saying “oof!” about once a minute as hunger pains drain a hit point, you might as well ignore the whole system. Spell points regenerate much slower than hit points, unfortunately, and there were a couple of times that I parked my party in a corner while I did something else for 20 or 30 minutes so their spell power would regenerate.           
A random shot of opening a treasure chest.
         Let me take a diversion to complain about spells. While warriors suffer a “cool down” period after physical attacks, there is no similar pause after spells. The mage’s ability to destroy every foe with whatever offensive spell she chooses to cast is limited only by her mana. Because a player with a normal index finger can double-click the mouse about five times a second, it really doesn’t matter whether the mage is casting “Electricity,” “Fireblast,” “Mage Bolt,” “Ice Strike,” or whatever. The spells that cost more points do more damage, but you can cast them so fast that it hardly matters whether you cast three “Fireblasts” at 8 points each or four “Electricities” at 6 points each (or, for that matter, twelve “Mage Bolts” at 2 points each; and yes, I really do need to standardize when I use digits and when I spell it out). There might as well have just been one generic “Blast” spell for mages.
     My cleric has lagged well behind the others in character development because he can’t swing a weapon to save his life, even though I bought an amulet and a ring meant to improve his abilities. He currently has 52,877 experience points compared to my primary warrior’s 269,512. He gets some offensive spells, but I needed to save most of his spell points for healing, particularly as the foes got more difficult. “Cure of Gods” came along just as I was getting sick of having to cast “Minor Cure” dozens of times, and then he got “Healing,” which restores all hit points for 10 spell points. Equally important are his exploration spells, including “Swimming,” “Walk on Fire,” and “Jump,” the last of which lets you jump over a square. That became vital in the Halls of Rage.                
How is walking on fire a spell, but general fire resistance isn’t?
            Before I get to the Halls, I’ll just talk a bit about the economy. It’s relatively generous as long as you save and sell extra weapons, gems, and jewelry. (Oddly, extra armor can’t be sold.) There’s nothing useful to buy in the armory, but jewelry stores sell Rings of Mighty Attack, Amulets of Strength, Amulets of Speed, and Rings of Protection, and I was able to give each character some new item every two or three dungeon levels. Now my inventory slots are full, so I only need to keep a little money to buy passage into towns and the occasional meal or room at an inn. I’m thinking about dumping most of it because it weighs you down, and I think slows you in combat.
I don’t want to suggest that none of the dungeon levels prior to the Halls of Rage had anything interesting. The Summer Vale had 12 small interconnected levels (all of them together still equaling the size of one standard level) which were a challenge to map. The dungeon near the Lake of Dreams had a maze of single squares in which three of the four walls had levers that activated teleporters. There was a way to find your way through using messages, but I mapped the whole thing by dropping items on the floors. Still, until the Halls of Rage, that’s about as exciting as it got.
Once I united the three Ruling Symbols, I got an image of a crown for some reason. The Symbols themselves disappeared from our inventories. Then the weirdest thing happened: the game said that I had “new powers”–specifically, we could all transform ourselves into bats and fly across the landscape, avoiding random encounters and no more relying on boats to get between islands. (For some reason, the option to transform into a bat is activated by a button that looks like a hot air balloon.) I mean, I guess I appreciate the ability, but it really came out of nowhere. Perhaps it has some root in the frequent representation of vampires in Hungarian folklore? If so, it’s the only Hungarian-influenced thing I’ve seen in the game so far.                
Maybe now that we have the “Ruling Symbols,” we’re now “rulers”?
Using my new power to cross the land.
              The Halls of Rage was the final dungeon I explored for this entry, and it completely changed all the rules. It showed that the developers were capable of extremely challenging environments; they just didn’t implement them for the 17 previous levels. It was one of the most hateful dungeon levels that I’ve ever experienced, full of things that the game hadn’t even hinted were possible before. Fireballs roar continually down the hallways. Plants suddenly come alive and eat you when you’re adjacent. There are perpetually spinning squares in which you have to fight enemies coming at you from all directions without being able to stop yourself spinning. There are teleporters that dump you into the middle of fire or water. If you try to outsmart them by having “Swimming” or “Walk on Fire” active, they up the ante by dumping you on squares that cancel magic and are on fire. There’s one long corridor full of fire with one square in the middle that cancels magic and another just after it that spins you around, so you go racing through it at a panic when you lose “Walk on Fire” only to find that you’ve just returned to where you started. One whole section of the level features a puzzle where you have to push or pull planters around to clear a path, but one wrong move can leave you in a “walking dead” scenario. Getting through this level took me about six times as long as any other level. It was like playing an entirely different game.            
The party walks into a fireball.
             Check out this particularly awful area. You come into here from the western corridor. The moment you step on the “T@” square, it teleports you to one of the spinners (“@”) on the north or south ends of the room. They spin continually, so you have to try to walk off of them while they’re spinning. If you’re lucky, you walk into one of the safe corners. If you’re unlucky, you walk into one of the “FB” squares and fireballs–the kind that kill your entire party in seconds–come roaring out of the opposite end of this north/south section. Meanwhile, the plants in the two “P” planters are alive and biting you while you stand adjacent to them.           
A particularly vexing section of the Halls of Rage.
            Your only hope moving forward is to get to one of the doors on the east end, but there are enemies behind the doors–ghosts–and if they step into the doorway and block the path, you have to try to fight them while getting slammed with fireballs. That doesn’t work. So you have to lure them out into one of the corner squares, deal with them, and then get to the end of the room.                
Plants attack you in this dungeon, and you can’t fight them back. They’ve always been non-hostile before.
            The middle room has a secret wall behind it with a treasure chest on the far side. This is the ostensible goal of the area. But the only way to get into this area is to step on three successive fireball squares, each one of which continually launches fireballs as long as you’re on the square. So somehow you have to quickly sidle to the door, press the lever to open it, and hope that the enemy on the other side stays back long enough for you to walk through the door and escape the fireballs. Oh, and the one right in front of the door (“FB!”) also cancels magic, so you’re doing this with no protection and in the dark. I don’t think “Mage Shield” and “Walk on Fire” and other spells really help in this situation, but it would have been nice to have some false hope.
     The treasure chest, by the way, is entirely optional. I mean, this is the sort of game where you have to check everything, but it turns out that you don’t even need to be in this area. The problem is that once you step on “T@” and get teleported to one of the edge squares, there’s no good way to escape. You can linger in one of the western corners forever, but you can’t get out by entering “T@” from the north or south because you immediately get teleported. You have to cast “Jump” to get across it from the square in between the two planters–which is a perpetually spinning square. Half the time, your “Jump” won’t work because it will try to send you in the direction of a planter, one quarter of the time it will put you back in the doorway to the east, and the final quarter it will actually get you out of the room. You only have to somehow survive three fireball squares to make it in the first place. I couldn’t do it with all my characters alive. Maybe if I’d grinded more. I had to reload from outside the dungeon.                 
The whole purpose of the Halls of Rage was simply to find the stairway out. Once I’d achieved that, Bronakh again appeared and said “now let me see what you can do in my lair” and automatically transported us to his lair in the middle of a volcano, with no option to return to town to level up or anything.            
Our intro to the final dungeon.
            Miscellaneous notes, many dealing with bugs:
         I am particularly grateful for the ability to fly as a bat because it was getting increasingly hard to get anywhere on the overworld. You can’t just move smoothly across the map. The party gets hung up on all kinds of obstacles that you can’t even see.
The game weirdly divorces the overland features from the dungeons you have to find. For instance, I had to find the dungeon beneath the Tower of Scions. The tower is a feature on the map, but if you walk directly to the tower, you just get the “town menu” but with no menu options. You have to root around in the scrub surrounding the tower before the game finally tells you that you’ve found the dungeon.
        The regular Tower of Scions menu offers no option to enter its dungeon.
Instead, you have to hunt around its periphery until you get this.
            The game deletes unused keys from the previous dungeon when you enter a new dungeon, thus saving you from bulking up your inventory with extra keys that you’re too afraid to throw away.
In an early entry I said that the “combat waltz” was impossible because “enemies are always facing you.” This turns out not to be true. You can approach enemies from the side and rear. The waltz still doesn’t work though, for reasons having to do with the fact that there are actually four “positions” in each square, and you can only hit enemies if they’re in the two positions adjacent to you, which do require them to be facing you.
The graphic depiction of the cool downs frequently glitches, often showing that the weapon is available even when it isn’t. 
There’s an occasional bug in shops where accidentally clicking off the menu takes you to a blank screen. At this point, you can’t do anything and have to kill the game.
            I hope I saved recently.
           I’ve been avoiding the “Terror” spell because I don’t see any purpose in sending enemies running off for other parts of the dungeon, where I’ll just have to fight them again. However, I accidentally cast it (I was going for “Toxic Cloud” below it) on a dwarf. It somehow turned him invincible. Once it wore off, I was unable to hurt or even hit him with melee attacks or spells. I had to reload an earlier save.
In treasure chests, I found several suits of robes that told me they were the “wrong armor for this class” no matter what character I tried to equip with them.
A couple of times in the Halls of Death, my lead two warriors froze and refused to do anything when I clicked on their weapons. Both times were fighting ghosts. I don’t know if the game glitched or if ghosts have some kind of paralysis or terror effect. There’s nothing in the character sheet that tells you what kinds of conditions you’re under, and up until then (other than hunger), there hadn’t been any conditions.
         I have mixed feelings as I move forward towards the end. One the one hand, I’m glad I played Abandoned Places long enough to find out that the creators were capable of some Ördög-level cruelty. On the other hand, that was a lot of boring sludge to make me wade through to get to the good stuff. I don’t know if I hope that Bronakh’s fortress continues in the vein of the Halls of Rage or if it offers a quicker wrap-up.
             Time so far: 25 hours
         source http://reposts.ciathyza.com/abandoned-places-turnabout/
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