Sheet music rush e

Piano

2008.10.28 06:24 Piano

All things piano related!
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2012.01.09 17:21 stellarecho92 MusicNotes: For sharing tabs, music, and advice on writing

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2008.06.01 20:49 drummit - discussion of percussion

Drums - The subreddit where drummers of all skill levels can discuss the world of percussion and share their grooves with the friendliest community on Earth.
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2023.06.04 05:03 OnlineMaster05 Off the top of your head can anyone name an actually sad song from ace combat?

Maybe it‘s just me being forgetful/stupid, but right now I can’t think of a song in Ace Combat that is just sad like Landing from PW. All music i can think of is either just filled to the brim with tension and menacing (something along the lines of AC7s IUN Briefing), or makes you feel badass and cool(i.e. magic spear), or the sky/sea/ground starts speaking latin (archange, alicorn, meglaith to name a few)
submitted by OnlineMaster05 to acecombat [link] [comments]


2023.06.04 05:01 ghtuy New Mexico United 0-1 El Paso Locomotive

FT: New Mexico Utd. 0-1 El Paso Locomotive

Scorers: Koshystyn 71'
Assists: Borelli 71'
Discipline: McCue 73', Bruce 83', Herrera 89', Pávkovics 90+7'
Venue: Isotopes Park, Albuquerque, NM
Attendance: 11,247
Competition: USL Championship Western Conference, Matchday 11
Match Official: Matthew Corrigan
TEAM SHEET
  • New Mexico Utd. (4-1-4-1)
  • Head Coach: Z. Prince
Starting XI: A. Tambakis (GK); H. Swartz, K. Colonna, K. Ryden, A. Yearwood; J. Portillo; A. Moreno, S. Hamilton, C. Wehan, S. Moar; A. Waggoner
Subs: F. Parker (GK), M. Garvanian, J. Dolling, G. Hurst, J. Sosa, D. Bruce, A. Robles
  • El Paso Locomotive (4-2-3-1)
  • Head Coach:
Starting XI: B. Díaz (GK); M. Navarro, E. McCue, B. Pávkovics, E. Borelli; L. Rose, L. Herrera; D. Kostyshyn, R. Zacarias, J. Gómez; L. Solignac
Subs: J. Garcia (GK), L. Moreno, C. Garcia, M. Lyons, E. Sonupe, N. Hinds, D. Abarca
MATCH EVENTS
'0: Kickoff!
45': 1 minute added on.
HT: NMU 0-0 ELP
46': Second half kickoff!
59': NMU substitutions 1/5 & 2/5: G. Hurst comes on for A. Moreno, and J. Dolling replaces A. Waggoner.
65': ELP substitutions 1/5 & 2/5: E. Sonupe and M. Lyons replace R. Zacarias and M. Navarro, respectively.
71': GOAL! Denys Kostyshyn scores a header off a Borelli cross to break the ennui that has been this game. NMU 0-1 ELP
73': E. McCue (ELP) sees the game's first yellow card.
76': NMU substitution 3/5: D. Bruce replaces K. Colonna.
83': D. Bruce (NMU) is shown a yellow card for a "foul" on Borelli.
89': L. Herrera (ELP) is shown a yellow card.
90': 5 minutes added on.
90+2': ELP substitution 3/5: D. Abarca comes in for D. Kostyshyn.
90+5': ELP substitution 4/5: E. Moreno replaces L. Herrera in the game's dying monents.
90+7': B. Pávkovics (ELP) sees a yellow card for timewasting.
FT: NMU 0-1 ELP
submitted by ghtuy to NewMexicoUnited [link] [comments]


2023.06.04 05:00 Catra_Enthusiast Quantas song (atlas) wins Q, R is next.

submitted by Catra_Enthusiast to silverchair [link] [comments]


2023.06.04 04:57 MurphDawg655 Even better than the Best Buy deal! They also had the arc for 720 with a code for a free mount

Even better than the Best Buy deal! They also had the arc for 720 with a code for a free mount submitted by MurphDawg655 to sonos [link] [comments]


2023.06.04 04:56 spragual Anyone remember this masterpiece?

Anyone remember this masterpiece? submitted by spragual to 3DS [link] [comments]


2023.06.04 04:56 rusty317 Looking for a punk rock drummer in Denver, CO

Hey my name is Russ, I’m a 24 year old male bass player in the Denver area searching for a drummer who wants to create a new original sound and perform it. Someone who is a creator, who doesn’t just want what’s in front of them, and truly strives to make great art. Someone who has a sense of the bigger picture, while still being a grounded person when it comes to things. I am pretty versatile, time-flexible, own all my equipment (including a car, my own gear, and some recording equipment) I’m all about pushing the envelope, and have no interest in our limitations!
We’re looking for an open minded all encompassing band that wants to jam, improvise, experiment, and hone our sound with the songs and ideas we create! A band that can deliver loud/thrashing/heavy bangers with thundering guitar riffs, all while still being able to showcase slowemoodieemotional/acoustic material as well. We just need an all-around solid person, who also has a strong drive and enthusiasm to create and play music.
I’m currently working with a guitarist/vocalist on original material at the moment. We have a full set list of this original material, and have played a handful of shows to date. If I had to give you a basic idea of what we may sound like, I’d say our material at the moment sounds most similar to the band Turnstile. We’re really about having a good groove/rhythm to our songs, which is why we’re looking for someone who can really lock in with the drums and take this to the next level.
We’d like to form a band that draws from a variety of different elements. Yes the title of the listing says punk rock band, but we’re not trying to put ourselves entirely in a box like that. Like how bands like The Red Hot Chili Peppers, Alice In Chains, queens of the Stone Age, Led Zeppelin, Jimi Hendrix, Pink Floyd, and Soundgarden aren’t limited to just one particular tone/style/formula.
These bands listed have multiple sounds that convey a variety of emotions and ideas! Led Zeppelin isn’t just Immigrant Song, Black Dog, Heartbreaker, and Dazed and Confused. They also play No Quarter, Ten Years Gone, Over The Hills and Far Away, The Rain Song, and Kashmir
Some of my personal largest influences include: The Red Hot Chili Peppers, Pink Floyd, Led Zeppelin, Soundgarden, Alice In Chains, Velvet Underground, Smashing Pumpkins, The Doors, Jimi Hendrix, Queens of the Stone Age, Nirvana, The Beatles, The Black Keys, Radiohead, Rage Against The Machine, Metallica, Mad Season, Dead Meadow, Aerosmith, arctic monkeys.
Call or text me at 724-919-3694 if you’re interested.
This first link is a single we just recently recorded at Ghost House Studios in Denver. The other links are from a previous band, just to get an idea of my bass style.
https://drive.google.com/file/d/1Vu0hRw0etj3r7YaqbNvZSgWmfyzRFK7O/view?usp=drivesdk
https://m.youtube.com/watch?v=Hs5RinWttmE&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=6
https://m.youtube.com/watch?v=x8XZ5V-hbUs&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=2
https://m.youtube.com/watch?v=YTObZmbsDuc&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=3
https://m.youtube.com/watch?v=1FKtfxXRY1Q&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=8
submitted by rusty317 to musicianfinder [link] [comments]


2023.06.04 04:55 rusty317 Punk rock band based in Denver, CO needs a drummer

Hey my name is Russ, I’m a 24 year old male bass player in the Denver area searching for a drummer who wants to create a new original sound and perform it. Someone who is a creator, who doesn’t just want what’s in front of them, and truly strives to make great art. Someone who has a sense of the bigger picture, while still being a grounded person when it comes to things. I am pretty versatile, time-flexible, own all my equipment (including a car, my own gear, and some recording equipment) I’m all about pushing the envelope, and have no interest in our limitations!
We’re looking for an open minded all encompassing band that wants to jam, improvise, experiment, and hone our sound with the songs and ideas we create! A band that can deliver loud/thrashing/heavy bangers with thundering guitar riffs, all while still being able to showcase slowemoodieemotional/acoustic material as well. We just need an all-around solid person, who also has a strong drive and enthusiasm to create and play music.
I’m currently working with a guitarist/vocalist on original material at the moment. We have a full set list of this original material, and have played a handful of shows to date. If I had to give you a basic idea of what we may sound like, I’d say our material at the moment sounds most similar to the band Turnstile. We’re really about having a good groove/rhythm to our songs, which is why we’re looking for someone who can really lock in with the drums and take this to the next level.
We’d like to form a band that draws from a variety of different elements. Yes the title of the listing says punk rock band, but we’re not trying to put ourselves entirely in a box like that. Like how bands like The Red Hot Chili Peppers, Alice In Chains, queens of the Stone Age, Led Zeppelin, Jimi Hendrix, Pink Floyd, and Soundgarden aren’t limited to just one particular tone/style/formula.
These bands listed have multiple sounds that convey a variety of emotions and ideas! Led Zeppelin isn’t just Immigrant Song, Black Dog, Heartbreaker, and Dazed and Confused. They also play No Quarter, Ten Years Gone, Over The Hills and Far Away, The Rain Song, and Kashmir
Some of my personal largest influences include: The Red Hot Chili Peppers, Pink Floyd, Led Zeppelin, Soundgarden, Alice In Chains, Velvet Underground, Smashing Pumpkins, The Doors, Jimi Hendrix, Queens of the Stone Age, Nirvana, The Beatles, The Black Keys, Radiohead, Rage Against The Machine, Metallica, Mad Season, Dead Meadow, Aerosmith, arctic monkeys.
Call or text me at 724-919-3694 if you’re interested.
This first link is a single we just recently recorded at Ghost House Studios in Denver. The other links are from a previous band, just to get an idea of my bass style.
https://drive.google.com/file/d/1Vu0hRw0etj3r7YaqbNvZSgWmfyzRFK7O/view?usp=drivesdk
https://m.youtube.com/watch?v=Hs5RinWttmE&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=6
https://m.youtube.com/watch?v=x8XZ5V-hbUs&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=2
https://m.youtube.com/watch?v=YTObZmbsDuc&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=3
https://m.youtube.com/watch?v=1FKtfxXRY1Q&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=8
submitted by rusty317 to FindABand [link] [comments]


2023.06.04 04:54 rusty317 Seeking a drummer for our punk rock band

Hey my name is Russ, I’m a 24 year old male bass player in the Denver area searching for a drummer who wants to create a new original sound and perform it. Someone who is a creator, who doesn’t just want what’s in front of them, and truly strives to make great art. Someone who has a sense of the bigger picture, while still being a grounded person when it comes to things. I am pretty versatile, time-flexible, own all my equipment (including a car, my own gear, and some recording equipment) I’m all about pushing the envelope, and have no interest in our limitations!
We’re looking for an open minded all encompassing band that wants to jam, improvise, experiment, and hone our sound with the songs and ideas we create! A band that can deliver loud/thrashing/heavy bangers with thundering guitar riffs, all while still being able to showcase slowemoodieemotional/acoustic material as well. We just need an all-around solid person, who also has a strong drive and enthusiasm to create and play music.
I’m currently working with a guitarist/vocalist on original material at the moment. We have a full set list of this original material, and have played a handful of shows to date. If I had to give you a basic idea of what we may sound like, I’d say our material at the moment sounds most similar to the band Turnstile. We’re really about having a good groove/rhythm to our songs, which is why we’re looking for someone who can really lock in with the drums and take this to the next level.
We’d like to form a band that draws from a variety of different elements. Yes the title of the listing says punk rock band, but we’re not trying to put ourselves entirely in a box like that. Like how bands like The Red Hot Chili Peppers, Alice In Chains, queens of the Stone Age, Led Zeppelin, Jimi Hendrix, Pink Floyd, and Soundgarden aren’t limited to just one particular tone/style/formula.
These bands listed have multiple sounds that convey a variety of emotions and ideas! Led Zeppelin isn’t just Immigrant Song, Black Dog, Heartbreaker, and Dazed and Confused. They also play No Quarter, Ten Years Gone, Over The Hills and Far Away, The Rain Song, and Kashmir
Some of my personal largest influences include: The Red Hot Chili Peppers, Pink Floyd, Led Zeppelin, Soundgarden, Alice In Chains, Velvet Underground, Smashing Pumpkins, The Doors, Jimi Hendrix, Queens of the Stone Age, Nirvana, The Beatles, The Black Keys, Radiohead, Rage Against The Machine, Metallica, Mad Season, Dead Meadow, Aerosmith, arctic monkeys.
Call or text me at 724-919-3694 if you’re interested.
This first link is a single we just recently recorded at Ghost House Studios in Denver. The other links are from a previous band, just to get an idea of my bass style.
https://drive.google.com/file/d/1Vu0hRw0etj3r7YaqbNvZSgWmfyzRFK7O/view?usp=drivesdk
https://m.youtube.com/watch?v=Hs5RinWttmE&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=6
https://m.youtube.com/watch?v=x8XZ5V-hbUs&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=2
https://m.youtube.com/watch?v=YTObZmbsDuc&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=3
https://m.youtube.com/watch?v=1FKtfxXRY1Q&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=8
submitted by rusty317 to Denver [link] [comments]


2023.06.04 04:53 rusty317 Drummer needed for our punk rock band

Hey my name is Russ, I’m a 24 year old male bass player in the Denver area searching for a drummer who wants to create a new original sound and perform it. Someone who is a creator, who doesn’t just want what’s in front of them, and truly strives to make great art. Someone who has a sense of the bigger picture, while still being a grounded person when it comes to things. I am pretty versatile, time-flexible, own all my equipment (including a car, my own gear, and some recording equipment) I’m all about pushing the envelope, and have no interest in our limitations!
We’re looking for an open minded all encompassing band that wants to jam, improvise, experiment, and hone our sound with the songs and ideas we create! A band that can deliver loud/thrashing/heavy bangers with thundering guitar riffs, all while still being able to showcase slowemoodieemotional/acoustic material as well. We just need an all-around solid person, who also has a strong drive and enthusiasm to create and play music.
I’m currently working with a guitarist/vocalist on original material at the moment. We have a full set list of this original material, and have played a handful of shows to date. If I had to give you a basic idea of what we may sound like, I’d say our material at the moment sounds most similar to the band Turnstile. We’re really about having a good groove/rhythm to our songs, which is why we’re looking for someone who can really lock in with the drums and take this to the next level.
We’d like to form a band that draws from a variety of different elements. Yes the title of the listing says punk rock band, but we’re not trying to put ourselves entirely in a box like that. Like how bands like The Red Hot Chili Peppers, Alice In Chains, queens of the Stone Age, Led Zeppelin, Jimi Hendrix, Pink Floyd, and Soundgarden aren’t limited to just one particular tone/style/formula.
These bands listed have multiple sounds that convey a variety of emotions and ideas! Led Zeppelin isn’t just Immigrant Song, Black Dog, Heartbreaker, and Dazed and Confused. They also play No Quarter, Ten Years Gone, Over The Hills and Far Away, The Rain Song, and Kashmir
Some of my personal largest influences include: The Red Hot Chili Peppers, Pink Floyd, Led Zeppelin, Soundgarden, Alice In Chains, Velvet Underground, Smashing Pumpkins, The Doors, Jimi Hendrix, Queens of the Stone Age, Nirvana, The Beatles, The Black Keys, Radiohead, Rage Against The Machine, Metallica, Mad Season, Dead Meadow, Aerosmith, arctic monkeys.
Call or text me at 724-919-3694 if you’re interested.
This first link is a single we just recently recorded at Ghost House Studios in Denver. The other links are from a previous band, just to get an idea of my bass style.
https://drive.google.com/file/d/1Vu0hRw0etj3r7YaqbNvZSgWmfyzRFK7O/view?usp=drivesdk
https://m.youtube.com/watch?v=Hs5RinWttmE&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=6
https://m.youtube.com/watch?v=x8XZ5V-hbUs&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=2
https://m.youtube.com/watch?v=YTObZmbsDuc&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=3
https://m.youtube.com/watch?v=1FKtfxXRY1Q&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=8
submitted by rusty317 to denvermusic [link] [comments]


2023.06.04 04:52 rusty317 Punk rock drummer needed in Denver, CO

Hey my name is Russ, I’m a 24 year old male bass player in the Denver area searching for a drummer who wants to create a new original sound and perform it. Someone who is a creator, who doesn’t just want what’s in front of them, and truly strives to make great art. Someone who has a sense of the bigger picture, while still being a grounded person when it comes to things. I am pretty versatile, time-flexible, own all my equipment (including a car, my own gear, and some recording equipment) I’m all about pushing the envelope, and have no interest in our limitations!
We’re looking for an open minded all encompassing band that wants to jam, improvise, experiment, and hone our sound with the songs and ideas we create! A band that can deliver loud/thrashing/heavy bangers with thundering guitar riffs, all while still being able to showcase slowemoodieemotional/acoustic material as well. We just need an all-around solid person, who also has a strong drive and enthusiasm to create and play music.
I’m currently working with a guitarist/vocalist on original material at the moment. We have a full set list of this original material, and have played a handful of shows to date. If I had to give you a basic idea of what we may sound like, I’d say our material at the moment sounds most similar to the band Turnstile. We’re really about having a good groove/rhythm to our songs, which is why we’re looking for someone who can really lock in with the drums and take this to the next level.
We’d like to form a band that draws from a variety of different elements. Yes the title of the listing says punk rock band, but we’re not trying to put ourselves entirely in a box like that. Like how bands like The Red Hot Chili Peppers, Alice In Chains, queens of the Stone Age, Led Zeppelin, Jimi Hendrix, Pink Floyd, and Soundgarden aren’t limited to just one particular tone/style/formula.
These bands listed have multiple sounds that convey a variety of emotions and ideas! Led Zeppelin isn’t just Immigrant Song, Black Dog, Heartbreaker, and Dazed and Confused. They also play No Quarter, Ten Years Gone, Over The Hills and Far Away, The Rain Song, and Kashmir
Some of my personal largest influences include: The Red Hot Chili Peppers, Pink Floyd, Led Zeppelin, Soundgarden, Alice In Chains, Velvet Underground, Smashing Pumpkins, The Doors, Jimi Hendrix, Queens of the Stone Age, Nirvana, The Beatles, The Black Keys, Radiohead, Rage Against The Machine, Metallica, Mad Season, Dead Meadow, Aerosmith, arctic monkeys.
Call or text me at 724-919-3694 if you’re interested.
This first link is a single we just recently recorded at Ghost House Studios in Denver. The other links are from a previous band, just to get an idea of my bass style.
https://drive.google.com/file/d/1Vu0hRw0etj3r7YaqbNvZSgWmfyzRFK7O/view?usp=drivesdk
https://m.youtube.com/watch?v=Hs5RinWttmE&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=6
https://m.youtube.com/watch?v=x8XZ5V-hbUs&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=2
https://m.youtube.com/watch?v=YTObZmbsDuc&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=3
https://m.youtube.com/watch?v=1FKtfxXRY1Q&list=PLqoJLiaH96Eg8Dhq0NWdvH1SKT5W5m-O2&index=8
submitted by rusty317 to drums [link] [comments]


2023.06.04 04:49 tji9324 What is the worst record-scratch you have in your music library (i.e. going from Glenn Miller to Emenim)?

submitted by tji9324 to AskReddit [link] [comments]


2023.06.04 04:41 italomartinns This set deserves to be bundled

This set deserves to be bundled submitted by italomartinns to FortNiteBR [link] [comments]


2023.06.04 04:32 FinnTran WWDC: Will Apple bring back the Home Screen of iPadOS 14?

WWDC: Will Apple bring back the Home Screen of iPadOS 14? submitted by FinnTran to iPadOS [link] [comments]


2023.06.04 04:31 FinnTran WWDC: Will Apple bring back the Home Screen of iPadOS 14?

WWDC: Will Apple bring back the Home Screen of iPadOS 14?
IpadOS 15’s removal of Today’s View and addition of iOS style widget was a step back from the previous OS. Hopefully they will fix thấy good year.
submitted by FinnTran to ipad [link] [comments]


2023.06.04 04:28 chbmg Easy Fixes To Make Survivors and Demons Happy – Saber, Please Read

NOTE: This is a very long post. There’s a tl;dr summary at the bottom
Background:
This is coming from a long-time lurker, first time poster, and an Evil Dead fan for decades. For background, I have previous game dev experience, including Unity and Unreal, so I’m (mostly) not talking out my ass, and I've played both sides of this game roughly equally for more hours than I’d care to admit (primarily solo q, sometimes survivor with friends, and otherwise just playing demon when survivor queue times are high, as they have been many times since release). Usually, I just play whichever side has the lowest queue time.
Despite its flaws, this has been one of my favorite games of all time. The original development team was clearly passionate about the Evil Dead. The art, audio, and overall atmosphere are excellent and have superb attention to detail. I love all the random chatter from my survivor, the feeling of rushing through the woods as the Kandarian demon, and the intensity of a close game regardless of who wins. However, most of us would agree that this game has been held back by very poor "balancing" patches since release, as evidenced by polls on this subreddit confirming it is indeed the most frustrating problem.
We've endured shemps duping, brokenly OP characters, fear looping, and many other game-breaking exploits throughout. Bugs can be tolerable and are even to be expected, but the "fixes" almost always cause new issues and take far too long. It is painfully obvious that there has been very little time or effort expended on these issues by the post-release support team. Some patches have been so bad that they shouldn’t even make it to QA, let alone production – I’d be ashamed, esp. given that some of these issues can be fully and precisely patched in a few lines of code. I don’t need to see the source code to know that – even a rat’s nest of blueprints and disorganized C++ code can’t justify it.
I can only hope the skeleton crew that's continuing support for this game will take a few hours to address these issues. More importantly, I hope someone higher-up will recognize that this game still has millions of copies floating around and a lot more opportunities for profit, so it’s worth it to invest just a little time/thought into balance to keep new players and veterans happy. Frankly, each issue could be hammered out in minutes by someone familiar with the codebase, but I know it takes some time for building and testing across multiple platforms - days is fine, weeks/months is insane, esp. given the current state of the game.
I think it is important to first precisely define how the game is unbalanced, and how this imbalance can ruin the fun of many matches. Based on previous posts and my own personal experiences playing with friends and family at various skill levels, the following pattern becomes clear:
3+ Bad/Low-Level Survivors – Essentially 99% Demon Win
2+ Bad Survivors, All Others Decent to Excellent – Heavily demon-sided (~90% Demon Win)
1+ Bad Survivor, All Others Decent to Excellent – Somewhat demon-sided (~70% Demon Win)
All Survivors Decent, Not Very Cooperative/Sharing – About Equal (~50/50 on Win)
All Survivors Decent, Mostly Cooperative – Somewhat survivors-sided (~70% Survivor Win)
All Survivors with Good Skills/Teamwork/Knowledge – Heavily survivors-sided (~90% Survivor Win)
All Survivors with Excellent Skills/Teamwork/Knowledge – Essentially 99% Survivors Win
Note: Skills/teamwork/knowledge are not necessarily related to prestige level nor gameplay style, though usually survivors with prestige levels have stuck with the game long enough to at least be “decent” (even if they’re still not perfectly cooperative/sharing/etc.). This pattern is only somewhat altered by the demon’s skill level – new/low-level demons skew much more to higher survivor win rates in every scenario, and excellent high-level/prestige demons playing the current “meta” demon skew toward higher demon win rates. Any level 45+ demon that’s decent to good and usually plays non-meta demons like the current versions of Warlord or Necro (that’s me) will likely not skew these results.
I believe my personal experience is a microcosm of the overall balancing issue, and we’ve seen posts on this subreddit that consistently confirm the above pattern. It should be painfully obvious by now to anyone who’s played both sides long enough, and it should also be even more painfully obvious to any developers/publishers pouring over analytics data for the game. What adds insult to injury is that, at the more extreme ends of the pattern, a lot of toxicity emerges. Many survivors go into flashlight-clicky mode when they have the upper hand, and many demons retaliate by dancing with possessions over corpses or other means, whether it’s in the current match or against some innocent victims in the next match (I’ve sometimes been guilty too – I usually just take a break when toxic matches get to me and I turn toxic, but I’m truly sorry to anyone who’s had to deal with any of this crap from me)
Anyway, what will happen if the above pattern continues over time? Well, newer players who are consistently getting absolutely destroyed and possibly taunted at the same time (as either survivor or demon) will either (a) quit the game, or (b) get better. Now, run through that scenario while looking at the pattern and assume the game remains roughly in the current state. There will be more and more new/”bad” survivors quitting the game entirely, and a smaller portion that will only stick with the game if they level up and “git gud” over many hours (becoming good to excellent players). The same thing will happen to demon players. What happens when all we have left are good to excellent survivors and good to excellent demons? Well, check the chart again. Every match will be at least heavily survivor-sided if not a guaranteed win. Survivors get bored, even most masochistic veteran demon players give up, queue times for survivors reach new heights, and the game “dies.” This sequence of events has happened at various times in the game’s lifecycle, but I fear it’s headed toward extremes that will eventually make the game unplayable.
Obviously, it’s no fun to win virtually every time and it’s no fun to lose almost every time. Competitive games are most fun when you have close matches – ideally, there’d be a win rate of about 50% for either side. “But wait,” you say, “the pattern above indicates that there already IS a roughly 50/50 balance for that scenario!” And yes, that’s true. But how many matches are actually like that? How many matches have you personally played that felt close and competitive the whole time? It certainly wasn’t common when we had strong SBMM, and it isn’t common without SBMM either. Why? Because players who stick with the absolutely brutal intro to this game today are almost guaranteed to at least become good/high-level players with solid game mechanics/knowledge (though some will still become toxic/uncooperative teammates or toxic demons). Those who don’t become competent players are virtually guaranteed to quit in frustration, some after just the first several matches where they are either getting consistently annihilated by all the veterans, or clearly being “allowed” to win if the other side takes pity. In essence, the game is just plain brutal for HOURS on end for newer players and can become stale for solid veteran players. For veterans, we have survivors who team up with 3 other veterans (boring due to easy wins, low challenge), demons who can only win by repetitively attacking an inanimate stationary book (boring due to minimal ability to challenge survivors throughout match), or demons who see 2+ bad survivors and have to decide whether to let them win or immediately stomp them to move on (both of which can be boring due to low challenge, and frankly feel bad if harassing beginners). I absolutely LOVE any close matches, win or lose, but they are unfortunately exceptionally rare.
Clearly, the goal of balancing patches should be to make as many matches as close as possible. How? Well, it’s very simple – give beginners a chance and give veterans a challenge. Specifically, force or incentivize gameplay that elevates beginners, challenges veterans, prevents toxicity, and basically “evens the playing field” so that the chart above reads more like “20% through 80%” win rates for survivors rather than 1% through 99%. Thus, the fixes below mostly take aim at mechanics that are abused by veterans of the game or seek to better prepare beginners. Additionally, nearly each of the fixes below can be implemented with the equivalent of just a few lines of code.
I fully believe that this game can achieve a decent balance as a 4v1 asymm. It only seems impossible because the patches for balancing have often failed to address root causes and/or caused new issues. The game can be more welcoming for newcomers (both survivors and demons alike) while still having a lot of the same learning curves and leveling systems to reward higher level play without it becoming outright oppressive to either side.
Anyway, based on a lot of previous posts and my own observations, here are some easy fixes for the next patch:
1. Revert demon traps to their previous behavior (i.e. make it so possessed survivors can be walked into a trap) and fix the fear looping mechanic for SchemeBaal specifically
The latest "fix" for this had a workaround from the community within hours to fear loop survivors anyway and nerfed all other demons for no reason.
This can be easily resolved by reverting to the previous code/blueprints/whatever (or hell, going back to the previous build if necessary), and then implementing a simple solution for Schemer. This solution requires a scalpel, not a sledgehammer, so it should apply ONLY to Schemer. I can think of two easy possibilities, either of which would only need a few lines of code.
First possibility: If a survivor has set off a trap that was set by using the Schemer's special ability, then that trap now has a normal cool down and cannot be "reset" again by Schemer's current use of the special ability. This would allow Schemer to set a trap manually, possess a survivor, run them into it, get the trap reset immediately by their special ability, but then only run the survivor into the same trap a 2nd time. Thus, Schemer would still be the demon associated with traps and fear, but wouldn't be able to loop a survivor in one spot endlessly. A survivor that's slightly separated wouldn't necessarily immediately die, but a demon could still down a lone wolf by harassing, lowering health, raising fear, and then doing this method.
Second possibility: The trap setting special ability of Schemer could be disabled when Schemer possesses a survivor. This may nerf Schemer specifically a tad bit too heavily, but is still a far better fix than what we've got. It's also super easy to program with something like the following pseudocode:
If (demon.ability == true && demon.name == "Schemer" && demon.possessing == true)
demon.ability = false;
2. Implement a stamina cost for vaulting windows/railings (e.g. the stamina cost could be the same as dodging)
This helps keep gameplay fair for both sides. It's clearly unfair and unfun to have a demon that can easily fear loop a survivor to death even if their teammates aren't far away, and the same holds true for a survivor that can "loop" a demon and never die. Survivors can still use objects, dodges, and other means to postpone death if they're alone (as I've done myself and seen done as demon) but it's at least possible for a demon to get in an occasional hit and whittle down health (i.e. it cannot be done indefinitely, at least if vaulting also uses stamina). Alternatively, at least give demons the ability to vault all the same objects as survivors, such as railings, so a 1v1 chase is fair – it just doesn’t feel great when a survivor jumps over a porch railing and looks back to flashlight click your possessed unit, knowing that there’s somehow zero threat in this 1v1 encounter in a 4v1 game due to a simple exploit. Personally, I think just adding a stamina cost would be fine to try at least, and many others in this community seem to agree. Plus, it should again only be a few lines of code to adjust the stamina bavariable of a survivor whenever he/she vaults.
3. Edit the text for the "hints" when a match is loading. There are absolutely no CLEAR tips about giving the right resources to the right players, nor hints about any newer demons (i.e. the hints have never been updated)
Regardless of which side we've played, we all know solo q for survivors is a total crap shoot. None of us started playing this game knowing that we should be gathering supplies for ourselves AND our teammates, dropping shemps for support, dropping ammo for hunters, etc. Many players quit before learning these things and there is no in game explanation for them (besides one single vague tip I can remember about how you can share resources with teammates, but no clear indication of sharing based on class).
I think the lack of instructions for basic team play is one of the major causes of low player retention for the game. The tutorials are helpful for basic controls, but there needs be a lot more emphasis on the basics of this game that many of us on this subreddit take for granted.
I’d start by making sure the following tip text is the first to be shown to all players for a few matches after this is patched in:
“Stay close to your teammates and focus on the current objective to survive. Going off to loot alone is very dangerous”
(yes, veteran players can often get away with this, but man, it feels terrible playing on either side and watching someone just wander off to loot the whole game)
The other tips could be a lot more direct:
“Players should stay within the blue aura of leaders whenever possible to get additional buffs”
“Warriors should generally be given the best melee weapons but do little ranged damage”
“Hunters should generally be given the best ranged weapons but do little melee damage. Drop ammo for them if they ask”
“Support players are generally weakest, but can heal or shield all their teammates by using shemps and amulets near them. Drop spare shemps for support”
Now, the above “tip texts” at the loading menu are super quick and easy to add to the game. However, if the developers would like to go a little above and beyond, it would be amazing to add some additional text boxes within the game to warn players about bad choices. For example, there could be blinking text in the center bottom half of the screen for awhile if you’re carrying another survivor’s specialty weapon and they don’t have one (or if yours is a higher rarity). Also, there could be similar warning text that you’ve wondered more than, say, 100m from your team. Again, just trying to give simple, clear instructions to beginners (and those that are somehow still selfishly playing after reaching level 25+). And yeah, there are always arguments and exceptions to be made about how to play optimally, but some updated/clear tips could go a long way.
4. Implement a bonus XP on the results screen after a match is over that gives each side a bonus based on how many points the other side gained. Also, fix demon leveling based on survivodemon level
This one sounds a little weird and complicated, but it's really not. What I'm saying here is that veteran survivors should be rewarded for taking it easy on a baby demon, and a veteran demon should be rewarded for taking it easy on baby survivors.
Basically, regardless of which side you play or if you win or lose, I believe you should get a bonus XP based on how the other side did. For example, let's say you're a veteran pup player that gets matched to novice survivors and down them all with a power possessed basic before they even get the first map piece. In this case, those survivors will have very little points after the match (maybe even under 1000 per person) and the demon should get no bonus reward. The survivors here should at least get a bonus for enduring the slaughter and staying in the match. Let's say the demon takes it easy on them though, let's them progress, maybe even just throws AI at them (hell, I've personally spawned a boss and walked them to good crates when they're clearly new and can barely take on bots). Let's say they get 10k points per player this way - the demon now gets bonus XP for good behavior.
I'd say that there should be a bonus XP for each player if the other side reaches a certain point threshold, say 30k, or if the survivors are wiped before first objective (as in, survivors get a bonus for enduring such a match and demon gets no bonus). This would help discourage immediately stomping new players and help retain them (remember everyone, this game will die if it's just a few hardcore people with long queue times all doing cheesy strats and stomping anyone who dares try joining as a newbie).
Anyway, in psuedocode, something like this could work:
If (survivor.totalscore >= 30000)
demon.bonusxp = 3000;
If (demon.totalscore >= 30000)
survivor.bonusxp = 3000;
[Loop thru survivors to apply bonus to each - obviously, these values can be tweaked]
Obviously, you may have survivors or demons who go AFK and then it may make it impossible for the other side to get a bonus. Therefore, there could also be some basic code for checking if someone is AFK (i.e. hasn’t not moved more than a certain small distance in a decent amount of time, hasn’t set a trap or possessed anything in a certain time, etc.). Frankly, I have no idea how we still don’t have AFK checks – just about any other online game I’ve ever played automatically disconnects you if you’re not playing.
As a bonus idea to this bonus idea, you could also cancel ALL XP points for a player for a round in which he/she is toxic, such as a check for repetitive flashlight clicking. I find this irritating whether I'm a survivor or a demon (and I def didn't deserve a bunch of XP the few times I've been guilty of it when I felt a demon was being toxic). I don't think there's an easy way to detect all toxic demon behavior with code, but it would be trivial to keep track of flashlight clicking in code. Maybe if a demon is "hovering" (dancing) directly over a dead body too long with a possessed unit or survivor, then they also have their XP completely canceled for the round - that would also be easy to check via code. The key to promoting good, non-toxic behavior would be to implement these checks without specifying precisely how many flashlight clicks count or how long dancing over a corpse counts – just note that specific toxic behavior will result in zero XP for the round for the offender and automate it in code.
Finally, as another incentive for fair play, the leveling up of demons should be dependent on the level of the survivors they are harassing AND on the demon’s current skill tree level. In other words, there should be modifiers so that new, low-level demons get leveled up more by the same actions as high-level demons, such as downing a player, and there should also be modifiers so that high-level demons cannot get leveled up as much by harassing low-level survivors, such as constantly downing a newbie, but can get slightly more leveled up by downing a high-level survivor. This goes back to the idea of elevating beginners and challenging veterans, esp. since it’s incredibly frustrating to be constantly singled out as a brand-new survivor. This could be something like:
Demon:
Lvl 1-24: x1.5 for demon leveling up
Lvl 25-44: x1.3 for demon leveling up
Lvl 45: x1.1 for demon leveling up
P1+: x1.0 for demon leveling up
Survivor (being attacked, hitting traps, or otherwise affected by demon):
Lvl 1-24: x0.5 for demon leveling up
Lvl 25: x1.0 for demon leveling up
P1+: x1.1 for demon leveling up
Specific examples:
Lvl 10 demon somehow downs a P3 survivor – demon levels up 1.5 x 1.1 = 1.65 times as much as now
Lvl 45 demon downs a Lvl 4 survivor – demon only levels up 1.1 x 0.5 = 0.55 times as much as now
P5 demon downs a P5 survivor – demon levels up 1.0 x 1.1 = 1.1 times as much as now
5. Disable the ability to start both the dagger and pages objectives at the same time
This "split cap" method is usually only used by high-level teams and can be almost impossible to counter by anyone who isn't a very experienced demon, at least on certain maps or when these objectives are at certain locations. I've managed to counter it myself most of the time as demon, but it can be very hard to deal with, esp. given that survivors are resurrected after either objective finishes. Depending on the map and RNG (esp. light sources at objectives and other variables), it can be impossible to counter.
Basically, if the timer is running on either objective, it should be impossible to start the other objective. This still allows creative play by high-level coordinated teams (e.g. maybe Pablo hides at the next objective waiting to kick it off immediately while waiting for others to race there by car). It also feels a lot more fair, particularly to less experienced demons.
Again, this could be fixed in just a couple lines of code. Literally, just check if a timer is running for daggepages and if so, don’t allow interaction with the other objective.
6. Add a call out in the in-game communication wheel to say "demon is on me” or “I need help” for survivors
We know from polls on this sub that most people are dropping into solo q most of the time (I’m sure Saber’s own analytics could prove this too). Also, many people don't have or don't want to use a headset. These are just common facts for most online games.
I know some people have resorted to using the "need matchsticks" chat option to indicate they're being attacked by a possessed unit but this is frankly absurd. We need a simple chat option for survivors for this. Honestly, if the text for “I need matchsticks” were simply replaced with “I need help!”, I'd be satisfied because I often need help fending off a possessed unit or boss a lot more than I need matchsticks in solo q.
This should be easy to add to the game (it’s more than a few lines of code and would require minor image/text adjustments and possibly kicking off existing voice lines, but should still be doable). I’m pretty sure that most characters already have a voice line recorded that could work (I picture Scotty already literally saying “I need help”) and if not, we’ve already been shown that voice lines don’t really have to match their context anyway (I picture Mia saying “fire’s lit. Anybody needs fire, it’s here” when turning on her flashlight – so hell, just make that what she says when she uses “I need help” on the wheel – we’ve already accepted she’s crazy anyway and the text would be clear at least).
7. Keep car possessions consistent on all maps. Demons either can't possess them until they "spawn" when survivors are near (like Castle Kandar) or they can possess them at any time anywhere
Personally, I think that it should only be possible to possess cars when survivors have "spawned" them by being close to them like on the Kandar map. The method of flipping all cars on a map at the start of a match is generally only used by a few high MMR demons and feels cheesy to me (I also feel it's cheesy to drive 3 cars to each objective, but cars are always going to be divisive and they can also be used to cause a lot of damage at objectives at least).
I think car possession should've followed the lore of AvED, kept survivors inside, and done something different like having both driver and demon fighting for control of the vehicle, like maybe survivor controls keep randomly reversing while demon controls it normally and the driver tries to counter the demon driving until infernal energy runs out - survivors take a little damage whenever the car crashes. However, this idea is complex, so I'll stick to easy fixes.
No matter what, it just seems like the ability to possess cars should be consistent across all maps and it should be easy to implement, esp. since there's already code/logic for the two scenarios.
8. Add a single menu option at the main menu when choosing a game mode to select "random"
This could immensely help queue times. I know there are others like me who just want to play and don't care about whether they're survivor or demon.
This may take a tiny bit more work to implement than some of the pieces above (e.g. need a little artwork for the button, menu programming, some matchmaking programming, etc.) but it would help queue times, which have been problematic at various times in this game's life cycle.
9. Adjust RNG based on the overall levels of survivors
Again, this goes back to elevating beginners and challenging veterans. I’ve been in too many games with all prestige survivors that can split up and loot a large portion of the map without fear of consequence until each character has his/her own purple/gold specialty weapon (which also goes back to looping/vaulting endlessly and depends on map, demon character, etc.) – those games are a wash for demon. On the other hand, I’ve been in too many solo q matches where people are bringing grey weapons to defend the book and hobbling in without shemps knowing it’s just a slaughter. I’d really like to be in more balanced matches where veteran teams don’t all have perfect weapons for an easy win, and novice players don’t all hobble around with garbage for a guaranteed loss.
As a simple fix, it would make sense to simply increase the odds of chests being purple/gold if 2 or more survivors are under P1, and decrease those same odds if all survivors are P1 or above (in all other cases, odds can remain the same). And yeah, I know prestige does not perfectly equal pure skill, but odds are you’re at least “decent” at the game if you’ve made it that far (if not good or excellent). This RNG adjustment for chests could be multiplied by whatever Ed brings to the table. For example, if the decrease for all prestige players is to have 0.75x the amount of purple/gold chests and the increase Ed brings is 1.5x, then there would still be slightly more purple/gold chests on the map than normal even for all prestige players (and a lot more good chests for new players, who definitely could use the boost).
10. Give out more XP/SP – we need more double XP/SP events and there should be a bonus given to any low-level players (say, anyone who hasn’t gotten a single character to P1) to get and retain new players
This last point shouldn’t need much explanation. The community obviously overwhelming voted to have more double XP/SP events. It would take such an incredible number of hours to P5 every single character that I’d imagine only those who have literally played non-stop for thousands of hours since release could have done it already. For some, like me, who only took a brief hiatus from the game since release, it feels like a herculean task to even get 1 or 2 characters to P5 on either side. Such events literally help with balance by elevating beginners and they also give a reason for veterans to return. Queue times were noticeably lower during the last event, even though it was poorly announced, clearly timed to try and mess with TCM (which is just a bad look, esp. since there was nothing for this game’s own anniversary), and wasn’t even VISIBLE in the game menus. Despite all this, it was still a success. Saber, unless you’re actively trying to eliminate your player base, it makes no sense to not do these regularly. And since you timed it to try to pull attention away from TCM, it would seem as though you want to retain players (or you’re just petty, but I’m guessing you’re more motivated by profits than such emotional considerations).
Anyway, more XP/SP please. Also, please put some kind of indication that an event is planned and/or is actively occurring in your game. I mean, it could literally be a freaking sprite on the main menu screen with some text announcing a double XP event and the duration – this is really basic stuff.
Finally, I don’t think anyone here would argue with giving away a large number of spirit points to every newish player the next time they open the game. I think a one-time bonus of at least 100K would be very reasonable for anyone who has not reached P1 for any character. I personally know several people IRL who would be back to playing the game if this were done (and almost certainly give you money for DLC when they get a chance to actually enjoy the game in a semi-competitive way) – these people just don’t have the time or patience to grind through hours of straight losses to even have a chance.
Closing thoughts:
I know there are a lot of other great ideas from the community on future content for the game (maps, characters, etc.) so I've just tried to stick to simple, easy to implement fixes for the developers.
Saber, this game could still generate a lot of (mostly passive) revenue if you support it well. There are many of us who are ready to throw money at any random DLC or cosmetic (myself included as a huge Evil Dead fan). However, the fans will only stick around to throw money at the game if the basic fundamental gameplay is somewhat balanced and glaring exploits/bugs are addressed. Seriously, if it's tweaked to feel good to play either side without major exploits being used by anyone, I (and many others) would keep throwing money at literal outfit accessories that could be crafted by a single 3d artist - it should more than pay for servers and labor, at which point you're just watching the money roll in.
Anyway, I've tried to stick to easy fixes that could improve the game for both novices and veterans. It would be easy to just say "buff the other side" whenever queue times are long for one side. At this time, it's obvious that average to excellent demon players are at a disadvantage when compared to equally skilled survivor players (as evidenced by queue times). I also remember times when demon queue times were long and I just played survivor because a certain demon was overturned or using cheesy exploits, so more people wanted to play demon.
However, I've been honestly sad that playing either side has just not felt good lately. It doesn't feel good to sit in a long queue for survivor, and it definitely doesn't feel good to crush noobs or get crushed by full prestige teams on coms. I can count on one hand the number of fun/close matches I’ve played in the last several dozen – I’d love to play more like those. Even if none of the changes above happen, I'd at least enjoy receiving some love for the older demons so they're at least fun to play and a challenge to go against (Plaguebringer Witch getting her original movement speed back, Necro and Warlord getting some minor buffs in any areas since they're pretty universally considered weak right now, etc.) – I mention these buffs in case you want to fall back on the tired old “just buff the other side” method.
Saber, please implement some quick and easy fixes for this game . Even if you're just in it for the money at this point, I'm literally here wanting to throw more money at this game, but only if some basic balancing changes are made. If the next patch surgically tweaks some major pain points rather than bludgeoning fundamental gameplay elements, then I'll be here waiting to throw money at any random DLC you've got. Otherwise, I'll sadly have to find another game (as many others have or will, given the overall sentiments after this latest patch and some patches before it). You can still turn the ship around - you have 3 million copies of this game floating around. That's literally millions of fans who likely want to return to the game and throw money at DLCs if the gameplay experience is fun. It's up to you now.
Tl;dr Summary:
The game can be balanced by elevating novices and challenging veterans. Here’s how…
  1. Revert demon traps to their previous behavior (i.e. make it so possessed survivors can be walked into a trap) and ACTUALLY fix Baal specifically
  2. Make vaulting cost stamina
  3. Edit/create hints for new players at the match loading screen that are clear and direct
  4. Give out a bonus XP for "good behavior" (not demolishing newbies), cancel XP for “toxic behavior” (flashlight clicking as survivor, dancing on corpses as demon), level up demon based on levels of victims
  5. Do not allow dagger and pages objectives to run simultaneously
  6. Add a call out in the in-game communication wheel to say "I need help" for survivors
  7. Keep car possession rules consistent on all maps
  8. Add a "random side" menu option to be able to play either survivor or demon, whichever happens to get matched first
  9. Adjust chest rarity RNG based on the overall level of survivors
  10. More XP/SP events. Also, give a bonus 100K+ SP to anyone with zero prestige characters
submitted by chbmg to EvilDeadTheGame [link] [comments]


2023.06.04 04:25 IceFox099 Welcome to Day 19 of the Sonic Spinoff Elimination! Congrats to u/sinkingincum for getting out Sonic Battle. I've never played Sonic Battle but that's okay because the only comment I need to make here is about the winner's username. Remember, top comment will decide which game gets eliminated next!

Welcome to Day 19 of the Sonic Spinoff Elimination! Congrats to u/sinkingincum for getting out Sonic Battle. I've never played Sonic Battle but that's okay because the only comment I need to make here is about the winner's username. Remember, top comment will decide which game gets eliminated next! submitted by IceFox099 to MoonPissing [link] [comments]


2023.06.04 04:15 iamYork667 Long time Cubase user who is leaving a more traditional electronic workflow to modular hardware... Bitwig seems to be the DAW more for this style possibly? Any opinions first hand?

I will be downloading the demo this week to try it out myself... I am a autodidact piano player that can write music on an intermediate level... Ive been using DAWs i.e. Reason then Cubase for over two decades on and off... Have been delving towards more hardware workflows and semi/modular synthesis though and I feel Bitwig is the right place to lean into... Any suggestions or opinions from users coming from a similar musical background? I am somewhat new to modular but have been dabbling in MIDI for a long time... Mostly as a hobbyist... I work in film & animation but have only done very mininal scoring for adverts and in-house corporate video commissions... Music is more of a passion/hobby for me... I really enjoy classical music and generative workflows but overall adding my hardware recordings into a DAW is the path I seem to be heading...
submitted by iamYork667 to Bitwig [link] [comments]


2023.06.04 04:13 artbygwxn (FOR HIRE) CHARACTER SHEET COMMISSION! hi, i’m open for commissions. dm for inquiries. 3 slots only!

(FOR HIRE) CHARACTER SHEET COMMISSION! hi, i’m open for commissions. dm for inquiries. 3 slots only!
hello, it’s Gwen and i’m open for commissions! if you’re interested, you can message me here or on twitter: https://twitter.com/nettellarts/status/1663157992261296129?s=61&t=XNyjjxp3qIu1X5MnCCmXnQ
submitted by artbygwxn to artcommissions [link] [comments]


2023.06.04 04:11 DM12e Is there a way to fake dpi or make the UI elements smaller?

submitted by DM12e to reason [link] [comments]


2023.06.04 04:10 DM12e Is there a way to fake dpi or make the UI elements smaller?

submitted by DM12e to reasoners [link] [comments]


2023.06.04 03:59 Budgiejen Alternate fingerings?

I have some music where I frequently have to move fast between f and e flat. Any alternate fingerings to make this better?
submitted by Budgiejen to saxophone [link] [comments]


2023.06.04 03:57 ImprovementLeft9875 Auditioning for a Show Where I’ll Run Into My Toxic Ex-Girlfriend

Ten years ago, I dated a girl on and off for about a year. She was 21 and I was 24. It was a really toxic relationship. She was really mean and cruel. She screamed at me, called me horrible names, was mean to my friends, humiliated me in public, and broke my spirit in so many ways. To this day, she still triggers me. I can still feel her screaming at me and calling me a “terrible person” because I would tell her to stop it. She said I was “terrible” because she would call me a name and say say she was a woman having an “opinion.” When I told her I didn’t want a long-distance relationship after college, she screamed at me, called me names and claimed I was just using her the whole time. When I bought a bracelet for our friend, she looked at it and said “she’s not a lesbian!” Then proceeded to scream and call me a “little boy” for not being “respectful of her opinions.” When I needed her help on a project, she told me I was doing it wrong (she wasn’t even in the class), made fun of me for how I was doing it, did more screaming and stormed out. After we broke up, she would come over to see my roommates because they became close. She would use that time to enter my bedroom without permission and insult me. She was just a very toxic and manipulative person. It still haunts me to this day. I didn’t really want to date her in the first place, but I was young and felt pressured by people around me to do it. I went to a lot of therapy over it and I’ve been learning how to not ruminate on those thoughts. I also don’t even date women anymore.
Here’s my dilemma: I’m currently living in the same area as my ex. I moved here a couple years ago to move in with my best friend and I have a good gig happening here. My ex and I are a couple of hours apart, but close enough. She and I do musical theater and there was an audition I was going to next weekend. I know she’s performed at this theater before, but I thought I could at least audition because she may not do this one. But I just saw the sign-up sheet with all the auditioners’ names and, sure enough, her name is on it. Not only that, but her audition appointment is literally right before mine. So it’s safe to say, we’ll probably see each other.
I had always wondered what would happen if I saw her again, but now it looks like it will actually happen. Unless I choose not to go. I don’t have to attend this particular audition. But I feel like not going is letting her “win.” I want to live my life and do what I want, but I also know it’s not a good idea to be around my abusive ex.
For what it’s worth, this theater is about an hour and a half from me, but I thought it would be worth the commute if I got a good role. I haven’t seen this ex in 10 years and I see her more as a bully than an ex. Last summer, I even made a social media post about abuse where I called her out.
I don’t want her to be a barrier in what I do in my life now. But I also am worried about how anxious it’s going to be if I see her again. If I do go to this audition (and if she and I both get in the show), we would have to be professional. Maybe there could be an opportunity for me to tell her off at some point I guess, but that is probably delusional thinking. I’m also worried if I see her and never tell her off, I’ll wish I had. So I need some insight. Should I sit this audition out? Or, could I go and find a way to keep her at arm’s length?
submitted by ImprovementLeft9875 to Advice [link] [comments]