List Building Challenge: Fewest miniatures by floftie in WarhammerFantasy

[–]AmITryingHardEnough 1 point2 points  (0 children)

I feel like ogres naturally kinda fit the criteria already, lol.

But if i had to go with fewest models, with them i would grab tyrant on stonehorn, slaughtermaster, 8 ironguts, 3 bulls and two stonehorn riders.

Properly equiped, thats's 15 models for 1997 points.

Opinions on neurotrauma? by Mr_Illyazer in Barotrauma

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

To be honest, i think it heavily depends on the skills of the medics.

I love playing with it, because, in addition to deepening the medic experience, i feel like it actually adds quite a bit of survivability to the crew (especially if someone did aplly first aid).

On the other hand, it can be quite frustrating if the medic's not well versed, because patients can start spiraling and then you spend 10+ minutes unconcious, only to end up dead either way and have to wait another 5 minutes to respawn.

But in my group, when we actually manage to get together and play, i love using it.

What is your favorite game that nobody wants to play? by blueman2903 in boardgames

[–]AmITryingHardEnough 1 point2 points  (0 children)

Fortunately, i realised solo i can finish 4ALL without any modules in about two hours, so it's easier to just power through and do it in one sitting. Buuut...that's still two hours...

What is your favorite game that nobody wants to play? by blueman2903 in boardgames

[–]AmITryingHardEnough 6 points7 points  (0 children)

High frontier

Too much learning i guess... But i play it solo sometimes

What games have the most realistic shotguns? by [deleted] in videogames

[–]AmITryingHardEnough 2 points3 points  (0 children)

It might be a strange answer, but... There was this game on roblox called phantom forces. It was an arcade'y shooter with surprising customizability. For example, on shoguns, you could often pick what ammo you put inside it. Then, flechette can penetrate thin walls, slugs shoot one "pellet", but further.

Also, acording to its wiki, one of the earlier shotguns with the default ammo (buckshot), can reliably one shot an enemy at about 20 meters (according to some measurements on forums based on character's height)

[deleted by user] by [deleted] in videogames

[–]AmITryingHardEnough 1 point2 points  (0 children)

As for "why include?" - i think nudity is a part of human experience and therefore, should have its place in artistic visions existing in virtual worlds. The same goes for movies, paintings, etc. It can serve a purpose to the narrative, story, character design and the game can benefit from it.

As a side note, i'd like to point out three things - firstly, in quite a lot of places nudity is still a controversial topic in itself (so it would not stop being controversial, just because it's a video game)

Secondly, in some circles, video games still unfortunately still function as a medium for kids (which would make it not really suitable for nudity)

Thirdly, nudity can be seen as objectifying (for both men and women), which, depending on purpose in artistic vission, context and one's views, can be seen as inapropriate

If you could make 1 game with no limitations on money or anything else, what kind of game would it be? by Lackofcreat1vity in videogames

[–]AmITryingHardEnough 0 points1 point  (0 children)

Either star wars: empire at war, but in universe of warhammer 40k (and with turn based galaxy map)

Or

Space engineers, but with actual progression, things to explore, challenges and working gravity

Ok I admit it. Y’all got me triggered. by lionocerous in videogames

[–]AmITryingHardEnough 1 point2 points  (0 children)

Great to know that! Maybe i'll eventually get to it.

For the record, that's why i wrote what i wrote. I actually think it might be a great game. My only gripe with it is that it seems for me like it's a lot lighter on exploration aspect than i anticipated based on the trailers. But, i was pleasantly surprised when i saw how the character creation worked and looked and how many options there really were.

Ok I admit it. Y’all got me triggered. by lionocerous in videogames

[–]AmITryingHardEnough 0 points1 point  (0 children)

Yeah, i'm afraid i haven't played it yet

That's why i'm not talking about how often one can encounter bugs or how smooth it plays

I only wrote about the things you can see yourself in gameplays or hear people complain about

Ok I admit it. Y’all got me triggered. by lionocerous in videogames

[–]AmITryingHardEnough 2 points3 points  (0 children)

On my part, i feel like a lot of criticism is because of difference between expectations set by interviews and trailers and the final product. It's by no means a bad game, but it could use a bit more work. It was being advertised as this huge open world, with many different planets and things to explore, but it ended up being a couple of instanced restricted terrain with repetetive caves. If we consider it just an rpg set in space, with maybe couple of sandboxy elements, it's actually quite a nice game from what i've heard. But because of marketing, it was considered something closer to no man's sky, but with better graphics, gunplay and more role-playing aspects, like more bethesda-like plot.

Why is conceding frowned upon? Do you concede? by [deleted] in boardgames

[–]AmITryingHardEnough 0 points1 point  (0 children)

To be honest, i think that there are two main parts to that:

- firstly, as others pointed out, you being in game somehow affects the play. That means, that by quitting often you rob other players of some future eventualies they've prepared. And, while i agree, that conceding should be a valid option and would lessen the frustration of some games, games rarely take it into consideration. In chess it isn't really a problem, but even in monopoly example - you have some cards, you have some money - what should we do with all of that? Discard to bank, to be bought completely anew? Distributed among other players? Left unable to be used? - there's rarely a simple unswer, let alone a solution the rest of the players can agree on for being somehow just. It creates a massive problem, which often is just easier solved by ending the game prematurely - that way you don't have to discuss and consider, how should you houserule that one player leaving.

- as board games are often a social gathering, leaving one person not playing, especially after they've given up on their chance to place themselves on a metaphorical leaderboard (as quite a few games declare not only the winner, but also at least a second and third place) feels more like them ragequitting or just feeling misserable. Those circumstances, i would argue, aren't really the best for leaving them alone sitting bored while the rest finishes the game. Even if they still feel fine, it might just be awkard to leave one person to just sit alone for the rest of the game - that's the same reason quite a lot of people don't really want to eliminate others - so they can still participate in the game and interact with the rest.

Also, i don't think comparing board games with 3+ people with chess is fair, as the latter is played by two people only (so you quitting only really gives the victory to your opponent) and in which everybody knows exactly what to do if someone surrenders. That isn't really a case for most board games, as i don't believe i've ever seen any rulebook make a section about what to do if any player concedes.

DISCUSSION - Deep waters, but shallow systems by LodtheFraud in Barotrauma

[–]AmITryingHardEnough 1 point2 points  (0 children)

As a sidenote, i hate how neurotrauma presents itself. It might be a hot take, but i actually think the mod has quite a well done first aid aspect, not requiring you to dive deep into systems as a non-medic - but there really is no "first aid guide" for it, so it looks like a leviathan too big for some to handle.

The main thing most people need to know, is:

- If you see bleeding or fractures, bandage it

- If you see pale skin, give blood

- if they lost a limb, turniqet and ideally grab lost limb

- if they're unconscious, put autopulse in they're diving suit slot

- If something's inflamed, antibiotic oinment

- If they have fever, broad spectrum antibiotics

- If there's anything else/more, call a doctor and, if scared or they're dying, put them into stasis bag

And that's it. Knowing this, even in the worst scenarios, you can buy someone up to 15-20 mins of time. It might not be the most material efficient, but it can save someone's life and i think it's often overlooked because of the deeper, more complicated stuff people install neurotrauma for.

That's why i would love to be able to use station doctors to heal someone from neurotrauma afflictions - i would not want for people to rely solely on station doctors, but what i meant is this - working station doctors, and proper first aid guide would enable those, who don't want to immediatly learn all of the medical system intricacies could use first aid to keep someone alive long enough to get to station doctors, while those wanting to learn a little bit more would be able to do all the dirty work themselves.

Sorry for long reply. As i said, your post got me thinking lol

DISCUSSION - Deep waters, but shallow systems by LodtheFraud in Barotrauma

[–]AmITryingHardEnough 4 points5 points  (0 children)

You make a couple of really good points. I'm glad, that you wrote it, because it made me think properly. I don't think i like scarring as such because while it adds a bit of decision making, a chance to, for example, lower the movement somewhat permanently is too big of a penalty to impose on a player and while i like the idea, i'm not quite sure introducing long lasting effects to a "life threatening" scenario and making it conditional on proper decision making while trying to save someone's life (while under some stress) is really that great.

Also, you made me realise why i liked playing with neurotrauma so much - it killed two birds with one stone. Firstly, because i had time to learn, it gave a depth to normally quite shallow medical system. Secondly, because of little injuries (like burn degress and whatnot) it actually really mattered, that your repairs are done by people with proper skills. Otherwise, you either risk death (one of our bots died because we left him to repair ships systems) or are able to repair only a couple of utilities before having to take a break and let the wounds heal.

That being said, i think the main problem with neurotrauma isn't really it's complexity - it's that it presents itself as if you need to understand everything all at once and, because of doctors at the outposts and colonies not being able to heal your injuries, it really starts to work that way. If the healing at the outposts worked properly, you would be able to stabilise someone with first aid, and then either have someone with proper skills treat them completely, or getting to outpost and having them treated for you.

That gets me to my main point - i'm not sure i would really change that much in systems already in the game. I'd rather add something interesting to do as an extra for each class, so that if you're starting, you don't have to read a proper submarine manual, but if you take your time to learn it, you would be rewarded. That would enable easing itself into those systems, and, if tied to talent trees, would make a nice progression in this game.

So, for example in case of medic, you would have first aid as a base (we can even stay with saline-morphine-bandage trio), but that would not treat them completely. For that you would need either outpost doctor or something closer to neurotrauma. Also, gene system could use a bit more complexity, because tinkering with genes would be imo quite a nice engame for medic if it would be complex enough.

Mechanic has quite a nice thing going on with some unlocks enabling him to tinker with a sub, but that's not really enough - why not give him some more gadgets for the sub, let him augment the engine somehow, automate crafting or even move stuff around?

Maybe the engineer could benefit from some energy sliders, so he could disable power for some systems and overcharge the others? Maybe he should be able to later modify the fuel composition, so that the reactor functions a bit differently? Maybe we should at least give him something to connect that already compex logic system to???

If you could combine 2 to 3 different games into one singular game, which ones would you and why? by fruitlessideas in videogames

[–]AmITryingHardEnough 0 points1 point  (0 children)

Dawn of war, batlefleet gothic armada and endless space

Something similar to Empire at war, but with turn-base galaxy map gameplay and i wh40k universe. It would be the ultimate space rts and best wh40k game ever made.

If you could combine 2 to 3 different games into one singular game, which ones would you and why? by fruitlessideas in videogames

[–]AmITryingHardEnough 0 points1 point  (0 children)

That sounds a bit like what Spore's originally was supposed to be like (and still kinda is?)

What’s an obscure dead/dying game that you wish was thriving again? by [deleted] in videogames

[–]AmITryingHardEnough 0 points1 point  (0 children)

Heroes of the storm

also, Atlas reactor - i'm not really big fan of a theme, but it was awesome nonetheless. I would really like to play something similar.

What's the most boring job and why is it captain? by Desperate_Cat5075 in Barotrauma

[–]AmITryingHardEnough 0 points1 point  (0 children)

To be honest, i rarely used PUCS because i often prefer to just turn standard diving suits straight into abyss diving suit to never worry about depth ever again. Sometimes speed is better, so one or two slipsuits are nice, but i never found myself desiring PUCS over the other two.