• 6 Posts
  • 271 Comments
Joined 2 years ago
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Cake day: June 15th, 2023

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  • I am a newbie so I am not sure I understand correctly. Tell me if my understanding is good.

    Your Pi-Hole act as your DNS, so the VPS use the pi-hole through the tunnel to check for the translation IP, as set through the DNS directive in the wg file. For example, my pi-hole is at 10.0.20.5, so the DNS will be that address.

    On the local side, the pi-hole is the DNS for all the services on that subnet and each service automatically populate their host name on pi-hole. I can configure the DNS server in my router/firewall (OPNSense in my case)

    So when I ping service.example.com, it goes through the VPS, which queries the pi-hole through the tunnel and translates the address to the local subnet IP if applicable.

    So when I have the wg connection active and my pi-hole is the DNS, every web request will go through the pi-hole. If the IP address is inside the range of AllowedIPs, the connection will go through the tunnel to the service, otherwise, the connection will go through outside the wg tunnel.

    Does that make sense?





  • OP’s point is that parry in itself doesn’t need much more around it to feel rewarding.

    The guy I replied to said that this is a crutch. I asked if that applied to bullet hell dodging because dodging in bullet hell is a core gameplay element and you’ll be hard pressed to find people calling that mechanic a crutch. But you’ll find shitty bullet hell with a terrible implementation of the mechanic.

    The mechanic itself isn’t a crutch and has been used successfully numerous times and I fail how to see how the mechanic in itself is crutch, and not the bad implementation by some devs.

    Show me a great game mechanic and I can find you terrible implementation of that game mechanic.


  • Would you say the same thing about dodging in bullet hells?

    What OP said is right. Parrying is an easy mechanic to give dopamine, just like dodging lots of things in bullet hells.

    At one point, the choice for defensive mechanism aren’t infinite. We usually see armor, dodge and parry/block.

    Parrying is clearly popular by looking at smash successes from FromSoftware where this is a key mechanic in the games.

    People usually complain about parrying when it isn’t clear when to parry, or parrying is inconsistent. It feels cheap. The mechanic itself isn’t the issue, but how it is implemented.









  • It’s akin to when everything is urgent, nothing is.

    At one point, you gotta accept that you can’t do everything and move on. You can always re-find the information if it comes down to it in the future. Or you can use bookmark folders to be able to eventually go back to what you think is important.

    If I have more than 6-7 tabs open, I check what I need to absolutely save and add that to a bookmark folder, then I close my browser and start fresh.