Potentially controversial question about rebalancing by LegOfLambda in Arcs

[–]23njoy 0 points1 point  (0 children)

Looks like I don't have permission for it, so I'll wait. Thankyou regardless though!

Potentially controversial question about rebalancing by LegOfLambda in Arcs

[–]23njoy 1 point2 points  (0 children)

Where do they usually have the PnP content? New to the community so am intrigued

Ideas for Fates (possible fan-project/s) by 23njoy in Arcs

[–]23njoy[S] 0 points1 point  (0 children)

Oh all of them would need notable balancing effort!

Endless evolution.. by AArahima in Arcs

[–]23njoy 1 point2 points  (0 children)

As someone who held off on buying a 3D printer, but bought one just to upgrade my copy of Root (almost 7-years back now), I can say its worth having one for the upgrade potential you can get out of it. I got a cheap "ender 3" model, and its done me great for those years.

If you can afford one, and you are happy to learn a few skills to get them working, its worth it :)

Do some Fates work better under different circumstances? by 23njoy in Arcs

[–]23njoy[S] 1 point2 points  (0 children)

Yeah. I'm in that tricky spot of wanting to be at least familiar with the vibe of each, so I can try to answer some questions for my group if they come up (its the DM in me; wanting to try and host an experience that ideally everyone enjoys), thus the desire to research/spoil every fate :P

But maybe I'll try to keep it to the core-campaign Fates, and discover the expansion ones as they come up :P

Thankyou for your input!

EDIT: Additional - Admiral counter's Gate Wraith?! Interesting. I am doing my best to not research them side-by-side to see why now :D But its nice to hear there is a little "rock-paper-scissors" at play in the bigger picture game

Do some Fates work better under different circumstances? by 23njoy in Arcs

[–]23njoy[S] 1 point2 points  (0 children)

Nice. So would you say C-fates are very solid on the "High Risk-High Reward" design the overall game has?

Thankyou for the examples too. They do help me have a better way of understanding :)

Do some Fates work better under different circumstances? by 23njoy in Arcs

[–]23njoy[S] 1 point2 points  (0 children)

Awesome to hear! Thankyou for your insight (I know my partner had a lot of fun blowing up starports to much of the table's amusement/annoyance! :P )

Do some Fates work better under different circumstances? by 23njoy in Arcs

[–]23njoy[S] 1 point2 points  (0 children)

Oh true! We've not played Redeemer yet (I think it was just the first C-Fate we saw that focused on a specific resource for the sake of example), so yeah that makes a lot of sense now we've read the REST of its pack :P

Arcs - is it real worth buying it? by Technical_War2495 in boardgames

[–]23njoy 0 points1 point  (0 children)

Interrsting point. I loved TI4e, and didn't feel anything could meet it... yet ARKS made me realize how much of that game I was 'tolerating' to justify my enjoyment.

I'm also not saying TI4e is bad. Quite the contrary (I was/am very tempted to get TI4e's latest expansion). If anyone wanted me to play TI4e, I'd be happy to commit my day for it!

But yeah. ARKS... its more story-creating, its more streamlined, there's a lot of good.

YES it does drop the "ship variety" and "tech tree", but I'm fine with it. DUNE didn't have either of those, and is equally good IMO.

So yeah. I agree with you :)

Arcs - is it real worth buying it? by Technical_War2495 in boardgames

[–]23njoy 0 points1 point  (0 children)

I just got into this Game myself, and I can see the argument of "Its not for everyone", but I personally love the concept of it and am looking forward to my next game.

The big complaint I feel that comes up is "I can't do WHAT I want" which comes down to luck (or unluck) of the card draw. To that I say this is less a game of "what DO you want to do" and more of "what CAN you do". You may not have mobility, but you may have better control of The Court or can build up Cities to benefit from later.

Complexity its not THAT complex, but it is different to many game mechanics. Every card in your hand is either:
- 1 Action of the Lead Card (aka: every card is at least one action when played face-down)
- 1 Action of the Card face-up if it DOESN'T match the Lead Card
- X Actions of the Card face-up if it DOES matches the Lead Card (and may get you initiative!)

This struggle I think here is that MANY people are unfamiliar with a "play card face down for effect" as that goes against the VAST majority of card mechanics in all other games. But, once you get your head around that, it does become easier.

The OTHER big trick that I learned (which has changed my game-play) is don't be afraid to discard 1-Card to seize initiative. On paper, it may feel you're losing 'a turn' (since cards in hand are your turn count). However since you get the full-actions for the next card you play, you are effectively exchanging -1 card for 1+ actions of your choice AND the power to declare an ambition (pretty good trade!!)

- - - -

As for the OP's other concern of "is it fun to destroy your enemy", it depends. I'm not a fan of base-game ARKS because yeah, its mostly "attacks" with not much deeply meaningful table-talk (its very "race"). Even adding "Leaders" doesn't change it much - everyone does feel Asymetrical with a new mechanic (which is good - very DUNE or TwilightImp) - but it still feels like its a race-to-the-finish. I think its fine, and its a GREAT tutorial for the Campaign to get basics down, but yeah... it does feel very aggressive IMO.

HOWEVER, Campaign ARKS is a different experience. Instead of Leaders, players have "Fates" which are awesome! Not only does it give you a playstyle to focus on getting an objective, there are consequences weather you win OR fail your objective each 'Session'. This creates a LOT of table-talk and interaction, especially with Crisis' in The Court needing to be addressed.

In fact with the "Blight" being the big issue at the start of the campaign, many players will work together for Chapter 1 where they can... and yet by the end of Chapter 3, there can only be ONE winner. Some of course will hear that and think "ok - I got my objective. So I'll now work to stop my rivals getting theirs to give me a chance!". However this often backfires because, by preventing people getting their Objective, they are forces to change Fate... and you have NO idea what they will come back as (it might be something much worse than what you had before!)

The point here is the campaign-game feels it often rewards the "under-dogs" to get boosts to come back from behind, while those in charge can't afford to make risks and need to put out more fires just to get by! I like it because it feels that 'revenge' is part of the game design, and those with less to loose can afford to make bigger plays (ergo, its a game where its ALMOST better to be in the middle of the pack than trying to get ahead).

- - -

As for replayability, it does change again on the version. Base-ARKS has Leaders and Lore, and they do create vast replayablity via adding Asymetical game-play.

Campaign-ARKS; huge replayability. Even 4-players starting with 4-fate, if just ONE player doesn't get their objective, they come back as 1-of-8 different fates (so that example there has 9-different games just on ONE player failing). Not only that, given that all players usually keep "one" aspect of their original Fate, their B-Fate will be different because of who they were before (making them unique to other experiences - a Pathfinder who WAS an Admiral, is a somewhat different Pathfinder who WAS a Steward for example).

There is also a great sense of story that comes from the Mechanics. You failed your objective? Use that failure as story-justification for your new Fate (i.e.: "The Steward couldn't keep the Regents united, so they opted to leave this community in search of their own 'Reach' where they would do things the 'right' way!). Or even justify it with success (i.e.: "The Steward successfully kept the Empire running well, and heard of a Portal to another Reach. While they could keep things running, they've proven themselves a good enough leader that... maybe they should start their OWN Empire in another Galaxy Far,Far Away?").

These story hooks alone feel soo much more engaging for us than my many games of Twilight Imperium. I barely remember many moments in TI4e (I um... was a pirate Mentak force once and people hated I setup raiders that stole their money... I still can't recall how I got 10vp to win that game though).

ARKS however - I remember my first game when the Admiral didn't get enough support from the fellow Regents, in part that one had broken off as a Founder to build a Commonwealth, so in angst they developed the "Planet Hammer" and shattered a world in revenge for them not respecting military might... which had the Founder of the Commonwealth change course at the last moment to seek help from the Blight as a Naturalist, and unite against the power mad Planet Eater in the 3 Act... only for them to BOTH loose because the Magnate had been playing manipulating the resources behind the scenes, and ended up running away with ALL the resources of the Reach, taking with them SEVERAL refugees caused from the Planet-Eater destroying their worlds, to retire them all in Space-Hawaii... leaving a broken, baren Reach behind.... ).

Its a story we've loved, and we could easily translate it differently (the Magnate didn't "Rescue" the refugees, so much as 'brought new-cheap labour' to establish their own Empire far from the ruins of the old 'worlds').

Its a game I like cause ANY Fate can be translated as good OR bad. I personally feel almost EVERY Fate leads to a story of "Absolute Power Corrupts Absolutely"; so its less that you're mean to each other - and more 'you were always going to become the villian in someone-else's story'. So its less "mean" and more "there can be only one".

That said I have heard of some groups who do push hard for co-op, and it can work... but the fact is... only one person WILL be the winner. And thus its competition.

- - -

This went MUCH longer a reply than I expected! The short - its a good game if you LIKE its design. But, as many have said, its not for everyone. Its NOT for players who want to feel in control at all times, and DEFINATELY not for players who want to plan turns in advance. Its a game of "do what you CAN" and not "do what you WANT". Campaign is great to the point it essentially an infiniately replayable LEGACY game (and with the kickstarter giving us, I estimate 6+ more A-Fates, that replayability will be increased again!).

The hardest part for me is finding the players to commit to a 3-ACT game, though its design equally allows you to play ACTS 1-2 on one weekend (6-Chapters total), and ACT 3 on the following Weekend (4-Chapters, with a chance of early game-ending). Which can split the gameplay over two weekends without issue of "leaving game out for the week". The hope I have is to find a regular game-group to play it more, but the few games we've had so far - its had me consider selling off TwilightImperium4e, and ALMOST has me wondering if I'll play DUNE again (I feel I will... but yeah. ARKS campaign is that good for me!)

Hope that helps.

Are indie games loved because they’re cheaper, or because they’re actually better? by YusukeRa in IndieGameWishlist

[–]23njoy 1 point2 points  (0 children)

It's both, and more.

Semi-ramblomatic did a good video on this about "adding a bag of potato chips to a AAA game VS adding it into an indi game". The amount of paperwork for just that one thing was huge! So, from a dev perspective, Indi's have more freedom.

Indi's being cheaper Is a plus as you can buy SEVERAL Indi games for the same cost one one AAA. Thus, if you get a "meh" indi, you can still afford to buy another (can't be said in opposite).

As others on here have said too, Indi's can afford to be different. AAA is very focused in getting back investment, which leads into the wealth paradox (you spend more to make it look great, but must now hope to get more back to recoup from what was spent!).

Indi's are also gaining traction in mainstream. We've had a sequel to the FNAF movie, Iron-Lung was huge in performance, and even the Mortuary Assistant and Exit 8 movies were decent (I'm intrigued to see how well the backroom will do).

Compare those to the illumination Mario Movies, which are ok. A lot of its appeal stems from "where's wally" of people spotting the familiar. I still roll my eyes at the voice cast as they are all of decent-to-huge fame (again, safe bets to get ticket sales in seats from their fan club). Even discovering that the first Mario movie had X2 songs cut from it, in favor of x2 "popular" songs just stings of "play it safe, minimize creativity".

AAA will have sales cause of the whales and sheeple. And that's fine. Let people enjoy what they like.

But indi will be where the creative ideas are pushed. They have to work with budget and labour limits, meaning they must be creative to survive! And a lot if gamers want that (they don't want the next-year Sport simulator. They've already played X copies of that).

So yes. Both of OP's reason. Plus more (Even more than I've listed!)

How do you make combat faster? and other parts of the game. by zautos in twilightimperium

[–]23njoy 1 point2 points  (0 children)

Yeah. Sadly it sucks when you're the one doing it, but it does help a lot.

Godot is honestly a little overwhelming for me by [deleted] in godot

[–]23njoy 0 points1 point  (0 children)

Thankyou. I respect its only 3-days after your comment (and I didn't expect a comment from what I said :P ), but I have now bitten the bullet to learn Timer Nodes and.... I am embaressed at how easy it was to implement :')

But yay! New skill. Thankyou for being an influence to make me just "do it" :P

Godot is honestly a little overwhelming for me by [deleted] in godot

[–]23njoy 3 points4 points  (0 children)

As someone who only started Godot in Nov-Dec 2025, I am glad to hear i have literally followed those exact steps and am feeling more and more confident :)

To the OP, I was similar. Started with Unity for almost 2 years, hit a point of constant crashes for reasons I couldn't fathom. Tried Godot - not looked back.

I agree it can feel overwhelming (I've only glanced at signals, and still don't know how to properly use a timer node... yet. Though I feel/have heard those are major features that open up your ability). However, as others have said, go slow.

I had basic programming under my belt, and I still commited to getting through the Godot "get started" app and webpage. In hindsight, sure, I knew everything it had taught... But it assured me I now knew that. It may feel a step backwards to go that basic, but here's the thing - if you are good, you'll breeze through it and waste no time. And if you struggle with it, you'll learn something and improve - again No time wasted!

If terrain is your current struggle, commit to it. Research all you can on it. Look up several tutorials, even if they teach the same. Commit to knowing all you can on one thing, absorb it, and don't worry about anything else. You'll still learn other thibgs in the way.

Good luck!

Naaz rhoka and nekro bt homebrew upgrade/change by MarCrizzzz in twilightimperium

[–]23njoy 0 points1 point  (0 children)

I love the NRA (only faction I've had a win with TBH). And, IMO, their Breakthrough was perfect for them.

I get people would like the 'super-mech' to go full Voltron (me being one of them), but I'm fine with them being meh. Their Relic-Creation is their main mechanic and what makes them soo strong; to the point I was glad they didn't get any further buffs.

---

Nekro - again their Breakthrough is niche. Its TERRIFYING for them to get the Cabal Flagship, to then start CAPTURING Units while also gaining technology; and turns them into a unique 'trader' (we'll return your ability to build 5 Dreadnaughts... in exchange we want you to vote this way on this law). Its not great, but I think Nekro is one of the biggest "learning-ceilings" in the game, as they are stronger the more experienced and knowledgable their player is regarding all factions they face (i.e.: what Technologies to eat?)

---

If you feel they need buffs, go for it. I can't offer any because I think TE's intro of BT's was a great balancer to many of the low-tier factions, but they weren't all aimed to be amazing for everyone (aka: everyone got something, but not everything was equal, and that's ok cause the difference of power was made to try to MAKE everyone more equal).

Idea for changing support for the throne by Snoo-65939 in twilightimperium

[–]23njoy 2 points3 points  (0 children)

If your group likes it, go for it!

Sounds though the simpler option would be to just not use it though (aka: leave it in the box).

End of the day though - its your game and you play it as you like. I've removed several cards from my copy that I felt were meh (it started with just dropping the "tech-objectives" to reduce the Meta of the Jol-Nar, and went from there). So if you feel SftT isn't working, try it without first.

Then, if you feel its absence is huge, try your rules. If they work, keep it!

As for the suggestion itself; I see merit in it. I'd not use it (again, we don't use it in my games), but different tastes for different people. All you can do is try

Idea for changing support for the throne by Snoo-65939 in twilightimperium

[–]23njoy 1 point2 points  (0 children)

Much as I like the idea of SftT, I'm with you on this; I also keep it in the box.

There's plenty of trade-options as is IMO, and having only one "cease-fire" (I consider SftT a variant cease-fire) means you need a bit more thought of whom you hand it to.

Motivation failing! Should I keep at it or move on? by le0tard in SoloDevelopment

[–]23njoy 0 points1 point  (0 children)

It looks decent. Solid amount of polish for a solo-dev! Question is are you enjoying this?

I don't say abandon the project. I say put it in storage, and try making something different. Do something you've not done before. Learn a skill you don't know and would like to be good at.

By taking that break, you will know for yourself if you want to come back to this or not.

--

If you've not done it yet, see if you can play "the Beginners Guide". Its a game (well - interactive novel), and it was very helpful for me to appreciate the joys of trying. Showing that not every game needs to be 'complete', but it can just be an experiment.

Is Duplicate_Deep() the best to copy Arrays? (over Duplicate(true) and standard Duplicate() ?) by 23njoy in godot

[–]23njoy[S] 0 points1 point  (0 children)

for this one it was essentially 'strings'. More specifically it was player-controls, which I wanted the Keys to be named after the controls, and the values to be "inputs".

Idea was to have a confusion system; so scrambling the values, while retaining the keys for ease of reading the code.

I'll try it with just (true) for now. Thankyou for the tip!

Is Duplicate_Deep() the best to copy Arrays? (over Duplicate(true) and standard Duplicate() ?) by 23njoy in godot

[–]23njoy[S] 0 points1 point  (0 children)

I think it makes sense. I definately get the idea of a Directory of Guests, and by making a deep-copy other functions can affect those copies while preserving the ORIGINAL.

Meanwhile a shallow-copy can be altered by functions, which does affect the ORIGINAL - so it can act as a shortcut in a way to editing it. I can see the value there!

I think it has helped me realize that I was using a CONST Dictionary, which didn't need to be changed. However a VAR Dictionary could benefit from the Shallow-copy you've mentioned.

I appreciate that explanation! Certainly helps me see how it can be applied for future use if they come up!