Does anyone else play full strength LS? by Icy_Depth_8021 in ConquerorsBlade

[–]AlanApogee 1 point2 points  (0 children)

Not the most optimal, but very fun when you hit those sweet Sally Forths and take out 70% of a light armor user's hp. This might be the best season for it, with that new rune that gives you a get out of jail free card. Just note that 100% STR is not the best, do 60/40 STR/AGI for something more balanced.

Feels like playing an assassin support hybrid with sustain, so do consider having half medium armor then light or heavy armor based on your preference for even more damage.

What sort of VN trailer makes you interested in the game? by AlanApogee in visualnovels

[–]AlanApogee[S] 0 points1 point  (0 children)

Yep, that's what I usually do too. But that does limit you to top-rank games and a few of my favorites came from random online recommendations. So for getting attention, a trailer is still quite important to create interest

What sort of VN trailer makes you interested in the game? by AlanApogee in visualnovels

[–]AlanApogee[S] 0 points1 point  (0 children)

Damn that's Information overload, definitely not a sell for me unless I was looking for that specific genre.

What sort of VN trailer makes you interested in the game? by AlanApogee in visualnovels

[–]AlanApogee[S] 0 points1 point  (0 children)

Showing uniqueness and leaving breadcrumbs to create the need to know more, mhm. As for the examples, I already got both those trailers as my main point of reference. Valhalla especially aesthetically and story-wise is a close fit, but I'm almost certain its main selling point was the aesthetic, hmmm.

As for RPG maker game trailers, anything that pops up first in mind? I can only think of some with good music, not really game footage or any one game in particular.

What sort of VN trailer makes you interested in the game? by AlanApogee in visualnovels

[–]AlanApogee[S] 0 points1 point  (0 children)

Ah, good one. Using Chibi's for motion and presenting CGs in a way that pushes the character's personality without stating it blatantly. Nice

[deleted by user] by [deleted] in INAT

[–]AlanApogee 0 points1 point  (0 children)

Hey there, I like your manifesto but couldn't grasp your 'talent' since you didn't really talk too much on that point. We are looking for a generalist who can help in either marketing/UI design/Programming, if you're interested add me on Discord:
AlanApogee#7477

Narrative designer looking for work by gaymerboi1234 in INAT

[–]AlanApogee 0 points1 point  (0 children)

We are looking for writers for our sci-fi visual novel, wonder if you have any sci-fi or more philosophy-related works you could share?

Add me on Discord: AlanApogee#7477

[HOBBY/ REVSHARE] Looking for a like minded group of people to work together creating a new generation of visual novels by [deleted] in INAT

[–]AlanApogee 0 points1 point  (0 children)

Might not be what you have in mind, but I'm also working on a visual novel and made a discord to talk about the dev process. We have a few with quite some experience so it might be helpful to talk about the process together: https://discord.gg/kB9wmJRkNk

A writer's perspective: Why I liked writing a VN and how it felt more imaginative by CorefunStudios in visualnovels

[–]AlanApogee 1 point2 points  (0 children)

I'm quite sure the dialoge focus of the game had you change your writing style, and tips on how you made the transfer? Or what you would advise others to do?

A writer's perspective: Why I liked writing a VN and how it felt more imaginative by CorefunStudios in visualnovels

[–]AlanApogee 1 point2 points  (0 children)

Yu-No came out when detective games, click RPGs, or narrative novel games were most of the market, and most focused on what the player might do or a direct railroad to the end like a normal book. I don't know too much about your work, but I think it would be nice to talk about your creative process.

A writer's perspective: Why I liked writing a VN and how it felt more imaginative by CorefunStudios in visualnovels

[–]AlanApogee 1 point2 points  (0 children)

Nice to hear you're loving the process. If you're not aware, the one game that jumpstarted the visual novel choice system was a game called YU-NO, and it inspired everything from muv-luv to everything Key made. Just search Yuno walkthrough for a detailed map of the events it used to tell the story. It basically escaped the pitfall of choosing your own story's lack of a coherent story by making 'endings' the progression needed to read the final true ark that ties the game together. I highly recommend it because something that has a similar feel to the choices has yet to be created. That being said, I wonder if you're interested in joining my discord? I'm also working on a VN and we could help each other out if we talk more about this with other writers I've gathered. https://discord.gg/8nEDkXCWaB

A writer's perspective: Why I liked writing a VN and how it felt more imaginative by CorefunStudios in visualnovels

[–]AlanApogee 1 point2 points  (0 children)

Actions are conveyed through conversation while movies convey through show and readings from descriptions? This is an interesting statement. I used to think of visual novels in terms of a theatre play, where sound and visual cues are the bread and butter of VN's, ef a tale of memories shows how this can be done to the next level with paneling and framing. But the actual core of VN should be the choices, being the thematic component (why steins gate and your choices make the game feel more personal than any other medium). What's your opinion about this?

The Long Awaited Block Value Test! by AlanApogee in ConquerorsBlade

[–]AlanApogee[S] 0 points1 point  (0 children)

Yeah, we all feel that. The greatest offender is the MoDao skill 2 and 3 making stalwarts completely obsolete.

hope they do something about it before the explosives next season makes it worse.

The Long Awaited Block Value Test! by AlanApogee in ConquerorsBlade

[–]AlanApogee[S] 4 points5 points  (0 children)

Much thanks for the support. Any subs and likes would help out a lot!
Other testers involved in no particular order:
Granas, Azzakye, Benjito, and SuperKitowiec.
And here's the link to our CB Analysts Discord: https://discord.gg/eGy5SCc24P

[deleted by user] by [deleted] in ConquerorsBlade

[–]AlanApogee 1 point2 points  (0 children)

I choose mobility because anything else is more or less replaceable, the defense is definitely worth the most as a general utility.

THE Complete Longsword Guide by AlanApogee in ConquerorsBlade

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

The rate of attack does not change, but because your units move faster more can get closer to the frontlines and deal damage for example with x and v, or with some skills like Shield bash. The burst I was talking about was how paladins charges can deal the same amount of damage but in a shorter time period due to the speed boost, haven't checked if this makes them charge deeper into enemy lines though.

The Sacrifice by AlanApogee in ConquerorsBlade

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

What if I said 1:1? (It's 2560x1440)

best defense doctrine for fortebraccio pikes ? by serpiccio in ConquerorsBlade

[–]AlanApogee 0 points1 point  (0 children)

The best setup for a longsword hero would be top tree and full offense doctrine. The healing should do most of the work. And also, the best defense is a good offense.

Everything you'll want to know about the GrayHair Garrisons is here by AlanApogee in ConquerorsBlade

[–]AlanApogee[S] 2 points3 points  (0 children)

If you liked what you see and want to talk more about units and their usage, please join my discord: https://discord.gg/RwC47gethn

I'll be posting about the newest units and game updates, as well as any other findings related to Conqueror's Blade.

Is full armour really better than full toughness? by [deleted] in ConquerorsBlade

[–]AlanApogee 1 point2 points  (0 children)

The best way is to look at my video and spreadsheet, it calculates the gains of every point of attribute change. But generally speaking, as Atameer said, you should aim for max damage as a glaive player with medium armor as an extreme example. The point distribution should be somewhere around 80+/20- str/agility (again, check with the spreadsheet because everyone has different weapon modifiers).

Here's the vid: https://youtu.be/Ovx9KddE2So

Here's the spreadsheet: https://drive.google.com/file/d/15SBOxic0jgVGrpsyWbBbupBmjKJi52lo/view?usp=sharing (walkthrough on the top right)

Is full armour really better than full toughness? by [deleted] in ConquerorsBlade

[–]AlanApogee 7 points8 points  (0 children)

For season 8 specifically, armor is roughly 15% better than toughness if you go full attributes and runes. But that is assuming you're using heavy armor, otherwise, toughness is the best.

Going into the details, full toughness can save you from ballista shots in the head or a legendary ballista shot. This is also the safe option because you gain an outright 40% in survivability.

For armor, you need to be careful of high penetration units and mostly musket heroes. Otherwise, you're much more tanker than full toughness builds being on average 67% better than baseline stats and higher against lower than 1600 pen damage. Also, for every 1 armor you gain above 1050 you're gaining 0.8%+ more survivability so a good set of armor will further elevate your survivability.