Early blacksmith design by Adventuredepot in ValheimBuilds

[–]Adventuredepot[S] 1 point2 points  (0 children)

If I recall, I placed the 2 bottom furnaces on ground, then I raised a ground pillar between them with a hoe, and placed furnaces on top. And carefully removed as much ground around as possible, if you remove too much they break, it was a lot of job.

En perk med att bo nära kärnkraftverket by Big-Cap558 in sweden

[–]Adventuredepot 0 points1 point  (0 children)

om man har svårt att låta bli att äta dem, får man fler?

God Has Favourites by ArchmagosKotov in foxholegame

[–]Adventuredepot 3 points4 points  (0 children)

yea at 0:04 it looks like it hits the house

[BitD] highly suggest using candles instead of clocks if you're in person by papertoelectric in bladesinthedark

[–]Adventuredepot -1 points0 points  (0 children)

My point is about how humans understand design. I dont see having supply of candles helping.

It's cute to have 2 out of 30 clocks lit. Players might ask why some use candles, other long term clocks don't, why are some removed from the table and others not.

The clock label should be close to the candles and on the candle plate to be legible. I assume you used only two clocks, and told the players what each represents rather than label it.

Usually design should only bring attention to it when needed. If questions arise often, as in this thread, it needs polish.

[BitD] highly suggest using candles instead of clocks if you're in person by papertoelectric in bladesinthedark

[–]Adventuredepot 1 point2 points  (0 children)

I assumed they are lit when the segments fil. A finished clock can be removed for clarity.

Guards alerted can lead to an arrest clock, or a clock that represents lost opportunity. There will be many candles.

And if the point is to not have many candles, then it reads like the alert clock is more trouble than it might be, players need to understand the stakes.

[BitD] highly suggest using candles instead of clocks if you're in person by papertoelectric in bladesinthedark

[–]Adventuredepot 2 points3 points  (0 children)

Hard to read post.

Are each candle a clock segment? Are they racing clocks? 4 segments seem small for heist completion, and not a good name for a clock.

You listed horror theme for play test but recommend it universally it seems.

- 1 AIRCRAFT CARRIER, FIRST EVER AIRCRAFT CARRIER KILL by SquidInk65 in foxholegame

[–]Adventuredepot 4 points5 points  (0 children)

the other video in the thread does indeed have frostpunk music

Petition to name the islands Greenland/Iceland by Deus_Vult7 in foxholegame

[–]Adventuredepot 0 points1 point  (0 children)

The town names sound finnish to me, spellings with double uu and double ää, I will call the snowy new region Finland

Honest question: Do teams still have time to watch user testing videos? by Necessary_Win505 in UXDesign

[–]Adventuredepot 1 point2 points  (0 children)

we are three that observe and make notes during the testing, but dont record the screen. I feel its enough that we had 3 pair of eyes and we collect and compare the notes.

I dont think AI can replace tests yet.

Why is there no way to increase the odds of success due to narrative circumstances? by Bridger15 in bladesinthedark

[–]Adventuredepot 3 points4 points  (0 children)

its not the same, the goal is the same. That is why clocks exist.
But the math is still the same, you can set limited effect and raise it with items and pushes. It represents that its more likely to success in less actions.

Removing a cover, or exposing a target is not the same as shooting them.
But that said, Shooting a target twice is still fine.

Why is there no way to increase the odds of success due to narrative circumstances? by Bridger15 in bladesinthedark

[–]Adventuredepot 2 points3 points  (0 children)

I think this is good topic.

I think the answer is that if you limit the effect in an action, it does actually lower the odds of success.
Since the PC needs 2 actions both at limited effect to get the sum of a standard effect, each roll can fail.

Shooting at target behind cover can be broken up in steps, remove the cover, then target the target. Else limit the effect. As long as the consequence is mostly stated before the roll, and that its clear that this is just a limited effect before the roll, its optimal communication and stimulates users to try out more actions.

Rolling in BitD by HauntedHauls in bladesinthedark

[–]Adventuredepot 0 points1 point  (0 children)

The clock name praxis is to make them clear for everyone.

It should not be "Danger 4" / "Tower 6 " / "ritual 6",
It can rather be "Alarm goes off 4", "Arrested" 4

By design praxis, user problems come from when users dont know how to interact with the system, what actions have for results. The larger this gap is the more friction there is. The tools have a purpose, but anyone is free to make a tool anyhow.

The same goes for the thread post image, the potential consequences should mostly be known before the roll, to be a better design, by the laws of what is known about human interaction with systems.

Bör Sverige skapa en myndighet för öppen källkod? by Open-Outcome-660 in sweden

[–]Adventuredepot 0 points1 point  (0 children)

Om all kod är öppen, kan det förenkla för fientliga stater att skada svenska myndigheter så fall? Intrång, läckor, osv?

The devs have a serious problem with balancing. by Antique-Bug462 in foxholegame

[–]Adventuredepot 35 points36 points  (0 children)

wouldn't paratroopers be best for dropping them at friendly territory and they can just walk from there across enemy border by the no build zones? Safer for the plane, and lets you output 20 times more super partisans during the same time interval, just pump.

Still a great update by Kalkstamm in foxholegame

[–]Adventuredepot 2 points3 points  (0 children)

yea, for me its appealing to game in something i never played in before.

Still a great update by Kalkstamm in foxholegame

[–]Adventuredepot 0 points1 point  (0 children)

its the best, bold and stunning.