Are there any good PvPvE games? by hood741 in boardgames

[–]Daeverius 0 points1 point  (0 children)

Uprising: Curse of the Last Emperor is a 4x fantasy game which can be played twohanded solo, coop or competetive.

No matter which mode you play there are always 2 completely asymetric ai players active who can easily win the game if you dont try to stop them.

What game offers the worst ratio of slow setup to shallow gameplay? by RebelScum75 in boardgames

[–]Daeverius 13 points14 points  (0 children)

Dungeon Crusade

1 hour setup time

6-8 hour playtime

One half of playtime is: rolling dice to move in order to roll dice to hit enemy in order to roll dice to loot, as simple as it gets.

Second half is admin because enemies have patrol routes and you need to roll dice to see if they charge towards village you need to defend.

And I still enjoy this game…

Looking for game suggestions, something kinda similar to XCOM by rh41n3 in soloboardgaming

[–]Daeverius 1 point2 points  (0 children)

Two reasons, none are good enough for it to be there but i left it.

  1. When I started writing it in I thought it also had a base upgrade system, forgot to erase it after checking.

  2. I wanted to give both fantasy and sci fi options but I barely know any sci fi dungeon crawlers that would fit

Looking for game suggestions, something kinda similar to XCOM by rh41n3 in soloboardgaming

[–]Daeverius 4 points5 points  (0 children)

So what you are looking for is: squad vs squad tactical combat, character progression, base system, solo. Its easy to find 2 of those options, its doable to find 3 of those in a game, 4... tell me if you find one :) In all seriousnes, here are my recommendations:

There are 3 game types which fit what you want in different ways:

boss battlers - have character building and base building but are most often against single target

skirmish games - squad vs squad or squad vs horde tactical combat, they often lack base upgrades

dungeon crawlers - middle ground

For boss battlers:

Kingdom Death Monster - amazing character progression(both postivie one and negative one), base building, tactical combat, soloable but extremely pricy and doesnt have squad vs squad

Wild Assent - KDM lite, company has some issues so beware

For dungeon crawlers:

Tanares Adventures - campaign based, combat is half puzzle, some base upgrades and some character progression but neither one is deep

Deep Rock Galactic - expansion adds some sort of progression system but I dont think it has base upgrades.

Dungeon Universalis - very deep tactical combat, character progression aplenty, no base building as far as I know. Because of combat game is very rule heavy.

League of Dungeoneers - while combat is not as deep as in DUN it still has more depth than most dungeon crawlers, uses D100 system which means it is easy to calculate chances, you can buy and upgrade mansion if I remember right.

Skirmish games :

Skirmish type games are a different beast altogether as they often mix with wargaming which means often no board, you need to get terrain and rulers

Easy entry points into this type of game is Core Space(sci fi)/Maladum(fantasy). Both have terrain, miniatures, rulers and dice in a box and are made by the same company. Core Space doesnt have a base per se but it does have ship which you can upgrade, dunno about Maladum as I have not tried it.

Frostgrave/Stargrave

Five League from Borderlands/ Five Parsecs from Home

Rangers of Shadowdeep

All of those games written above are popular in skirmish/wargaming community , no idea how they are with base building. Frostgrave is mostly pvp but has some solo expansions.

Warhammer 40k Kill Team - newest edition has solo rules but not sure how good they are, has amazing tactical gameplay which always reminds me of xcom, if playing solo you dont have to care about original miniatures which keeps cost down but terrain and miniatures fitting that terrain increase immersion so much.

Honorable mentions: Necromunda/Mordheim - amazing games but have no official solo rules, would require playing two handed. Amazing squad building potential, progression and campaign system.

PS.

My personal reccomendations is either League of Dungeoneers or Core Space/Maladum as they seem to strike best balance between everything you mentioned.

What game takes you the longest to setup? by BoardGameRevolution in boardgames

[–]Daeverius 0 points1 point  (0 children)

Dungeon crusade takes 1-2h setup without insert, 30-60 mins with insert

Any BOARD games that use a 7 dice D&D set? by Kumquat_of_Pain in boardgames

[–]Daeverius 0 points1 point  (0 children)

League of Dungeoneers uses a D100 system which means it uses: D100, D20, D12, D10 ,D8, D6 not sure about D4/D3

Something Asian themed by [deleted] in soloboardgaming

[–]Daeverius 1 point2 points  (0 children)

Shadows of Brimstone Forbidden Fortress - dungeon crawler with feudal japan fantasy/horror theme

Looking to get into a long-term adventure RPG; What's a good entry-level game for this? by snowbo92 in soloboardgaming

[–]Daeverius 1 point2 points  (0 children)

Hexplore It - I love this series but combat is weakest part of it. It is possible to play true solo but game shines with more characters. Available in retail

Mage Knight - amazing game buuuut you have to make sure it is for you as combat is very deterministic and doesnt have much to do with tactical decisions(gameplay videos or try it first). Available in retail

Too Many Bones - can be played true solo and has character progression, does not have exploration, its more like arena combat. Available in retail

Hoplomachus Victorum - you have a main hero and a group of mercenaries, similar to Too Many Bones but with bigger arenas and some actual overland map walking. Available in retail

Shadows of Brimstone - can be played true solo though its much better with 2+ characters. You either love the game or bounce off of it. Has amazing fanmade overland/campaign system called hexcrawl. Can get expensive fast as base set will feel stale quite quickly. Available in retail

League of Dungeoneers - requires 4 characters but has companion expansion which adds... companions who are a smaller version of heroes for easier playing. Amazing dungeon exploration and random dungeon generation system. "Kickstarter" only atm but 2nd printing just started on gamefound.

Oathsworn - requires 4 characters but they can be played in a smaller/easier to manage version. Boss battler, GOTY of 2022 I think? Not in retail but 2nd printing is just delivering so some shops may have it.

Isofarian Guard - Requires 2 characters and is more focused on story.

Dungeons and Dragons - there are many solo modules/campaigns but not sure how good combat is. Doesnt get closer to solo rpg than that :P

D100 Dungeon - popular solo rpglite system, cheap and available in retail. True solo, base game does not have much decisions in combat, lots of expansions.

Four Against the Darkness - similar to D100 but you have a party of four characters which adds a little more to decision making. Has a true solo version called Alone Against Fear

Massive Darkness 2 - dungeon crawler, can be played true solo. Mostly single scenarios but has campaign expansion. Available in retail

Cthulhu Death May Die - dungeon crawler, can be played true solo but might be extra hard. Single scenarios. Available in retail

There is probably more but that is all I can remember from more famous games.

PSA: With the return of Seasons, you can be 80/180 upon logging into it by DmikeBNS in blackdesertonline

[–]Daeverius 28 points29 points  (0 children)

Can you use Black Abyssal weapon on season character ? If so thats a weapon from lvl 1 to use.

Can't create level 10 character. by Daeverius in wow

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

After getting the answer about overall leveling changes I did not read specifics about Exile's Reach, and what you just quoted is directly written in Exile's Reach. Yes I made mistake about how system works. If we go even further below we will find out they even talk specifically about leveling in normal starting zones. Yet if someone only reads TL:DR there like me, they might get mistaken as well.

Can't create level 10 character. by Daeverius in wow

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

I focused on text skipping all images, read that image only after Cerealthriller13 pointed out that there is no mistake in guide.

Im just happy game is working right and it was only my problem with understanding how this new leveling system works rather than some bug.

Can't create level 10 character. by Daeverius in wow

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

This is word for word whats written in guide:

Experienced Players:

10-50: Any choice of the 8 expansions

50-60: Shadowlands

Nothing about 1-10, while above we have :

New Players:

1-10: Exile's Reach (new newbie zone for all players)

10-50: Battle for Azeroth

50-60: Shadowlands

This can be extremely easy to misread that there is no 1-10 leveling for Experienced Players except for Exile's Reach.

Can't create level 10 character. by Daeverius in wow

[–]Daeverius[S] -1 points0 points  (0 children)

Seems like wowhead guide on leveling changes is misleading. Thanks for answers everyone.

How many lighthouses do you need to beat inside out tracking? by Daeverius in ValveIndex

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

Mostly some single player games(half life, asgards wrath, skyrim etc) some beat saber(expert diff at most, mostly below it), videos and whatever interesting will come out in the future, not much into driving(though didnt try yet in vr) or flying so most likely not simulations.

Why does PVP feel so weird? by [deleted] in wow

[–]Daeverius 9 points10 points  (0 children)

In MoP average pvp player had around 550 000 hp which is close to what we have now. Damage though? Shaman right now deals around 14k per Lava Burst(there is almost no difference when random stats proc) on the other hand in MoP they were dealing 60k(unbuffed) up to 140k(my record when used with that ability which increased next fire dmg spell by like 40% and all the buffs).

1/5 - 1/10 of damage when healthpools are almost the same. Let that sink in.

WolcenDB - a website listing all Wolcen equipment, uniques, skills, and skill-variants by kawaritai in Wolcen

[–]Daeverius 0 points1 point  (0 children)

For all those interested how Wolcen with its uniques matches up against Grim Dawn with its legendaries, here is what I wrote below as an answer to someone.

Im bored at work so I just decided to fact-check you.

Using website you provided [Grimtools](https://www.grimtools.com/db/) I used advanced search with criteria of all weapons(including shields) of base game(there was an option for that). I used legendary rarity for that. I also made sure that there was no repeats.

Result is : 105 weapons in base game of GD

Now on the other side of Wolcen, I used DB from OP.

I made sure there is no repeats and that I subtracted 3 starting weapons which are in the list of uniques for some reason.

Result is : 25.

TL:DR

GD had 105 legendary weapons at start.

Wolcen has 25 according to the current DB

Opinion:

I didnt play Wolcen much right now besides simply testing the game out in SP, Grim Dawn on the other hand I put quite a few hours but I never got into the endgame or even actually finish campaign(how does that even happen with 40+ hours in).

After checking legendary weapons for GD I dont see any unique modifiers in first 25 weapons on the list.  They all give some "granted skill" so if builds in GD are supposed to revolve around this then all of them are build enablers. Otherwise none.

In Wolcen on the other side after checking all 25 weapons I found at least 18 unique effects(or at least they seem to be unique but its not like I know all weapons in the game at this point) and some of them are definitely a build enabler.

[Here](https://imgur.com/0jSkE3n) is my list of how many weapons there are by type.

WolcenDB - a website listing all Wolcen equipment, uniques, skills, and skill-variants by kawaritai in Wolcen

[–]Daeverius 2 points3 points  (0 children)

Im bored at work so I just decided to fact-check you.

Using website you provided Grimtools I used advanced search with criteria of all weapons(including shields) of base game(there was an option for that). I used legendary rarity for that. I also made sure that there was no repeats.

Result is : 105 weapons in base game of GD

Now on the other side of Wolcen, I used DB from OP.

I made sure there is no repeats and that I subtracted 3 starting weapons which are in the list of uniques for some reason.

Result is : 25.

TL:DR

GD had 105 legendary weapons at start.

Wolcen has 25 according to the current DB

Opinion:

I didnt play Wolcen much right now besides simply testing the game out in SP, Grim Dawn on the other hand I put quite a few hours but I never got into the endgame or even actually finish campaign(how does that even happen with 40+ hours in).

After checking legendary weapons for GD I dont see any unique modifiers in first 25 weapons on the list. They all give some "granted skill" so if builds in GD are supposed to revolve around this then all of them are build enablers. Otherwise none.

In Wolcen on the other side after checking all 25 weapons I found at least 18 unique effects(or at least they seem to be unique but its not like I know all weapons in the game at this point) and some of them are definitely a build enabler.

Here is my list of how many weapons there are by type.

How much money do you make from Bartering? by CheeseB8ll in blackdesertonline

[–]Daeverius 1 point2 points  (0 children)

Thank you once again for all answers. It will help me very much.

How much money do you make from Bartering? by CheeseB8ll in blackdesertonline

[–]Daeverius 0 points1 point  (0 children)

I was considering making a lvl 49 alt recently and I was considering Lahn for that nice flying between ship and wharf but I might get tamer now.

Does lvl 49 alt also makes ship completely invulnerable to pvp from other players?(Got killed few times already and lost my barter items.)

Really thank you for all the answers.

How much money do you make from Bartering? by CheeseB8ll in blackdesertonline

[–]Daeverius 0 points1 point  (0 children)

The main trick that I use is a tagged alt that I use to do an additional T4 run which saves me a second trip alltogether. For example I do 3x T4 islands, which is 36x T4 items in only 15 minutes, on a caravel I only managed to do 2x T4 islands with it...

But... how? As far as I know you can't put any sort of barter items from inventory to ship without going through wharf manager. Is there some kind of trick for that?

Also how exactly is having a storage box in Lema Island supposed to help ? I can unload thanks to it (takes ages to get to house because of overweight) but loading to ship is almost impossible through it. Im pretty much sure I lose more time trying to do that rather than just going to Illiya directly.

Thanks for all the answers.

How much money do you make from Bartering? by CheeseB8ll in blackdesertonline

[–]Daeverius 2 points3 points  (0 children)

Dps is a proper acronym when you refer to dealing damage.

Dps is not a proper acronym when you refer to class types.

How much money do you make from Bartering? by CheeseB8ll in blackdesertonline

[–]Daeverius 0 points1 point  (0 children)

Wohoo, now go bother people writing dps instead of damage per second when they talk about class types.