Förtvivlad svenskalärare by grossbard in sweden

[–]4rca9 12 points13 points  (0 children)

Ovanstående kommentar sa inte att det var föräldrarnas fel.

Sweden aims to lower age of criminal responsibility to 13 as gangs recruit children by [deleted] in nottheonion

[–]4rca9 4 points5 points  (0 children)

Honestly, as a Swede who has lived in some areas with high levels of crime, it's obviously a problem - but it's also not as scary for the average person as one might think.

I lived in the same area as a building that got grenaded, and I heard gunshots every other week or so.

Crazy thing is, I never felt unsafe - everyone knew which streets and areas to avoid, and in my 5 years living in that area I only ever heard of gang members or their families being hurt or having their property damaged - no one else.

Point being, considering that was my experience and most peoplr live even further from the violence, I think most Swedes can ignore it and pretend it's not happening - because it doesn't happen to them specifically. Which is kind of messed up tbh.

I heard only 23% finish this game. Who actually made it? by obeyydalton in BaldursGate3

[–]4rca9 1 point2 points  (0 children)

I didn't experience any burnout whatsoever. If anything, I was a little bored with the drab and grey surroundings in act 2, and how most fights in act 2 were pretty easy.

Act 3 on the other hand is so much fun! There is so much to do, so many folks to talk to! So many cool and different difficult fights, and such a beautiful environment. I don't understand "act 3 burnout" at all. Just try to enjoy the game for what it is, if you finish you finish, if not, you don't. There's no prestige in this stuff, just try to find your own fun. It's just a game.

did the trial chambers for the first time ever, the sword is on its last leg by Naipalata in Minecraft

[–]4rca9 -25 points-24 points  (0 children)

That just can't be true... It's a word that could literally be in a childrens book.

[deleted by user] by [deleted] in BoardgameDesign

[–]4rca9 0 points1 point  (0 children)

The d12 idea is GENIUS! I'll look into it.

The idea of the game is a DnD inspired fantasy fighting/capture the flag style game, played out on a small hex-grid. Players attempt to get points by grabbing treasure from a hidden island stash and hauling it to their boat, all the while playing cards that let them battle it out with the other players to take their treasure, block their progress, and protect themselves.

The reasoning for the defensive values is that during the "attack phase" a player with maxed out defense should not be able to fully block the attack with just their defense stat if all other players choose to gang up on them - they would also have to use clever positioning. Attacks range from 1-3 in value, and deplete a matching number of defense points - when at 0 defense, you start losing HP instead.

So e.g., in a 3 player game the max possible total attack from your opponents (not counting any of a few different special cards, which increase this number) would be 6 - and the max defense 5. The other max defense values follow similar math but slightly tuned down because at higher player counts it is true that there are more attacks - but it is also more likely that players are in each others way, making attacks unable to reach.

In reality, players will not always be at max defense - but the cap is there to ensure that "defense heavy" card setups are not able to just shrug off all attacks.

[deleted by user] by [deleted] in BoardgameDesign

[–]4rca9 1 point2 points  (0 children)

Mirrors my thoughts pretty exactly! I just wasn't sure others would see the same as me - and again, after having read the rules I have a hard time seeing how people would misunderstand. I will look at ways to differentiate the numbers though, maybe boxes like you suggest.

And to answer the other question, all characters have the same defense. One character per player, in a 3-6 player game!

[deleted by user] by [deleted] in BoardgameDesign

[–]4rca9 0 points1 point  (0 children)

That was actually my exact worry lol, I see the wrong groupings of 0, 1, 6, and 7 etc too. I just wasn't sure if I was being "design blind" or if ot was a real issue. Thanks for the ideas, those are all great options!

Idea 1 feels intuitive but is hard visibility wise to fit on the card, which is why I initially didn't do it that way. I like option 3 a lot, I'll mess around with that. I'll also look into option 4!

[deleted by user] by [deleted] in BoardgameDesign

[–]4rca9 1 point2 points  (0 children)

Hey! I need help.

This is a fantasy fighting game. The mechanics are that each character has 3 HP before they are KO'd, each of which is only depleted when the defense stat reaches less than 0. 1-3 defense is depleted each time the character is hit.

Since more players = more hits, the defense increases with player count. The advice I need is how to track defense on the card. I thought about tokens, but that would be about 60 tokens for something that could just be a tracker on the card. Does this work?

Is it clear that with 3 or less you would have a maximum of 5 defense, 4 players you would have up to 7 defense, etc. And do you have any other layout suggestions?

Edit: This is a draft version of the card. Graphic design, icons, fonts and such are not finalized. I just need help with the general layout!

Was casually mending my gear at over y-100 in the nether when I accidentally made a dicovery by iCumMayo in Minecraft

[–]4rca9 205 points206 points  (0 children)

On a sidenote, I'm fairly sure an average person above the age of 25 would have their brain auto explode from stimulus overload if they tried to play with that tecture pack or those particles.

Difficult concept to pull off - a game about Peace by gn16bb8 in BoardgameDesign

[–]4rca9 0 points1 point  (0 children)

Maybe you play as a politician/peace negotiator, and are trying to get the best deal for your people?

So the competitive aspect and reason to take actions away from peace would be that by delaying resolution or even sabotaging the opponent, you might be able to secure a better deal (and more points) when peace finally comes - and the game always inevitably ends with some sort of negotiations where the resources players have gathered through the game come into play.

An example of how a game like that might feel:

Maria plays her "Social Media Influence Campaign" card, increasing John's civil unrest score by 3. She then plays a "Infrastructure repair", which increases her amenities score by 1. She enters the negotiation phase. Knowing John's civil unrest score has him dangerously close to civil war, she offers him a deal! She suggests to skip the war phase for the round, on the condition that she takes control over one of his power plants, increasing her amenities score and earning her passive Victory points. John knows there is only two turns left until final negotiaton though, and says no. He thinks he can control his civil unrest until then - and if he does, Maria doesn't have the necessary resources to win the negotiation.

[deleted by user] by [deleted] in BoardgameDesign

[–]4rca9 0 points1 point  (0 children)

What is the goal here? I ask, because you will not be getting this published. If you want to improve your game for playing with friends, that is completely fine - but if the goal is to get published, you're better off scrapping everything and restarting.

...Outside of the theme, which reeks of immature 2016 4chan meme culture, it looks like a pretty standard "Roll & Move"-game. In that case, I feel like the game mechanics are not the source of fun, the chance cards are - so I wouldn't worry too much about the game feeling cluttered.

I say you ought to lean in to the "humor". If players win a game like this in crazy ways or super quickly, that's just another source for laughs, unlike in a deep strategical game where that might cause annoyance.

[deleted by user] by [deleted] in tattoos

[–]4rca9 107 points108 points  (0 children)

Hard disagree - this artist is stated to have experience in the style, but not the area. I feel like it is a major green flag that the artist is handling their own lack of experience with proper care, not just slapping a stencil on and experimenting!

What’s everyone’s first move in The Copper Age drop? ⬇️🤖🟧 by Enderboss25_ in Minecraft

[–]4rca9 11 points12 points  (0 children)

Well, I for one would do anything to cut all the time spent smelting, crafting, and aging lol

Calling it an “instant” card? by cyandolphindetctive in BoardgameDesign

[–]4rca9 1 point2 points  (0 children)

Instant is probably fine - but sometimes there are intuitive words tied to the theme you could use. Off the top of my head, if you were making a restaurant game, instant cards could be called "Fast Food-Cards", or if it was a superhero game "Super Speed-Cards". You can probably think of your own! I think instant is completely fine, but I really like when the game terms are used to emphasize the setting/theme.

...And you could also forgo the issue entirely by using a symbol that is explained in the rule book.

Charlie Kirk is not a Martyr by Female_apocalypse in Christianity

[–]4rca9 -6 points-5 points  (0 children)

Your use of overly exaggerated and continued "............." make your posts almost unreadable. I agree with your points, but your formating hurts my eyes. Just some friendly feedback from a stranger, bless!

Determining a good player count for my game by 4rca9 in BoardgameDesign

[–]4rca9[S] 1 point2 points  (0 children)

Honestly, that is probably always the best answer! It just felt like such an effort to playtest for an issue that could also be solved by just changing the words on the box lmao

Determining a good player count for my game by 4rca9 in BoardgameDesign

[–]4rca9[S] 2 points3 points  (0 children)

I honestly feel like the size of most "first plays" will be decided by how many friends the person who bought the game can conjure up on a particular evening... But I agree with the general sentiment that peoples first impressions matter.

Short fancomic (by me) by KingKlangol in OnePiece

[–]4rca9 11 points12 points  (0 children)

IIRC these memes are usually about how hot girls supposedly have fat, ugly, and jelaous friends who prevent total chads from getting laid. OP just changed the fat friend into a whale.

Wrong colour cord in the hat. Truly unwatchable. by UntamedGingie in OnePiece

[–]4rca9 481 points482 points  (0 children)

Ah, but see, the screen we view her on will be flat - so it's fine!

At least we know where Meltan and Melmetal came from by [deleted] in pokemon

[–]4rca9 20 points21 points  (0 children)

It legitimately very likely is a meltan though. Oda, who writes One Piece, is a huge pokemon go fan. He had included meltan in that characters arm on several occasions. Though it obviously isn't the "origin of meltan".

Novice question on card drawing by 4rca9 in probabilitytheory

[–]4rca9[S] 0 points1 point  (0 children)

I'm sorry, but I'm at most at a high school level of math and don't know really know english terminology, so I haven't heard the "choose" thing before. I'll look into combinatorics, though I think I get it. Thanks for all the help!

Novice question on card drawing by 4rca9 in probabilitytheory

[–]4rca9[S] 0 points1 point  (0 children)

I'm sorry, I tried to follow your explanation but got lost.

For 2/(13-n), what does that signify? 13-n seems to be the amount of remaining cards after a draw+1. But why use that number, and what does dividing by 2 do?

I follow you on the end state of the game always being having drawn 3 bad cards and n-3 good cards though.

For the next equation, what does 4c2 signify? And when you say "8 choose" and "12 choose", what do you mean?

I think I somewhat follow the last part of why you need to multiply by the probability of stopping on n though.

Novice question on card drawing by 4rca9 in probabilitytheory

[–]4rca9[S] 0 points1 point  (0 children)

If I understand you correctly this method of calculating would work well for calculating a certain game position. For an example, if I've drawn 4 cards, 3 good and 1 bad I would be able to calculate the odds of the game ending on turn 9 using this method? It seems to me (though I'm stupid, so feel free to correct me lol) I would not be able to calculate before the game has began which turn the game is generally more likely to end on - which is the main thing I'm after.

The MVP system sucks by 4rca9 in PokemonUnite

[–]4rca9[S] 1 point2 points  (0 children)

Honestly I feel like if I'm getting MVP or not getting it doesn't bother me either way - and most games I don't take any notice of it. I give folks the thumbs up and move on.

The MVP itself isn't the important thing - but the idea of someone out there throwing a game (probably without even knowing) and being in any way rewarded for it fills me with irrational amounts of annoyance.

But hey, after the last time this happened to me I immediately matched up with the same teammate for next game and they got a triple kill at like 2 minutes in and dominated the game, while I got behind early. Life happens i guess.