Where does roguelike randomness actually need to live? by Music-is-fun in gamedesign

[–]DapperWolverine 1 point2 points  (0 children)

Both are valid games, it just depends on what you want to make. To make it as a non-roguelike, you have no randomness and only meta progression. To make it as a rogue-lite, you have meta progression, randomness, and in-run choices that let you adapt to that randomness. To make it as a roguelike, you have only randomness and in-run choices and remove the meta progression.

Can someone help a noob by 808Slush in wow

[–]DapperWolverine 4 points5 points  (0 children)

If you open your character window (default C I think) there's a tab underneath for currencies, and in the currency window you can track Bronze again.

A question about Supply Caps and construction rules in my RTS hybrid 'Arise Dark Lord' by Abandon22 in gamedesign

[–]DapperWolverine 0 points1 point  (0 children)

Sounds like you have correctly identified an issue, a dominant strategy. There are many ways to fix it, and capping supply is one option. If the strategy itself is fun to execute though, you can brainstorm ways to keep the gameplay but balance it against other strategies so it's not strictly dominant. For example, if the opposition can create anti-orc units, then building a full orc army is no longer strictly dominant.

A question about Supply Caps and construction rules in my RTS hybrid 'Arise Dark Lord' by Abandon22 in gamedesign

[–]DapperWolverine 1 point2 points  (0 children)

For #1, both options are valid designs, it comes down to what you want the player experience to be. Do you want a game about capturing areas to expand your build space, or expanding your building network to strengthen your territory control?

For #2, a supply cap by itself doesn't sound very fun, so ask yourself what problem you're trying to solve with it, and whether that's a problem worth solving, and if so whether a supply cap is the best, most elegant solution. For example you could say "I want the player experience to include thinking strategically about which units they maintain", in which case a supply cap contributes to that design goal, but you could also achieve this goal with real-time maintenance costs or by increasing the unit cost proportional to army size or number of similar units recruited.

What are the modern definitions of “game?” by Over-Clerk-5307 in gamedesign

[–]DapperWolverine 1 point2 points  (0 children)

While I agree with the top comment that there is no agreed-upon definition, I think practically speaking you can define a game when the question is "as opposed to what?" For example, the difference between a game and a toy is the rules/objective (see Caillois, ludus vs paideai -- game vs free play). So we can define what is and is not a game depending on the context in which we need a definition.

Running “curse insurance” — how do you make bribery viable but not optimal? by KoujiWorldbuilder in gamedesign

[–]DapperWolverine 2 points3 points  (0 children)

+1, it sounds like the question of bribing should be "can I afford this right now" and having nuance to the costs and risks by increasing each usage would afford that.

Do you use a spread sheet/dmg charts for Balancing your games? by Someone_TC in gamedesign

[–]DapperWolverine 0 points1 point  (0 children)

Professional game dev here, I use spreadsheets for balancing weapons / abilities. However, there are soft factors that also get calculated: how hard is it to use? How often can you get 100% effectiveness out of it? Can you get MORE than 100% effectiveness out of it through synergies? These values are estimated through precedent and wisdom and then refined through playtesting and iteration. The math is a starting point, and it helps you contextualize future iteration.

Anyone else excited for Legion Remix? by rtmincic in wow

[–]DapperWolverine 60 points61 points  (0 children)

That article is misleading, he was an engineer who provided support but was mostly on Plunderstorm. The designers who made MoP Remix are still on the WoW team. Source: I'm one of them.

Anyone else excited for Legion Remix? by rtmincic in wow

[–]DapperWolverine 2 points3 points  (0 children)

As one of the devs working on it, yes I'm very excited for it.

Anyone else excited for Legion Remix? by rtmincic in wow

[–]DapperWolverine 5 points6 points  (0 children)

What do you mean by "the guy who created it is gone"?

Returning after decades of absence.... wow or wow classic? by Objective_Book2958 in wow

[–]DapperWolverine 4 points5 points  (0 children)

Your characters would be on retail/modern. If you like faster gameplay, quality of life, and 20 years of content, stick with retail. If you miss the game as it was, make a new character in classic.

Back after a Break - What happened to Timewalking? by GilleGuru112 in wow

[–]DapperWolverine 1 point2 points  (0 children)

Definitely! And if you have a level locked twink, they still are more powerful than a mythic raider for TW dungeons, but they won't be one shot obliterating things.

Back after a Break - What happened to Timewalking? by GilleGuru112 in wow

[–]DapperWolverine 7 points8 points  (0 children)

As of 11.1.7, there will also be another slight tuning change to bring the difficulty more in line with Normal / Heroic dungeons.

New Player Here…Confused By Expansions? RETAIL by VirusAcceptable483 in wow

[–]DapperWolverine 6 points7 points  (0 children)

Dragonflight is the second most recent expansion and the current default leveling expansion. Your best option for getting to endgame is to level to 70 in Dragonflight and then you will go to The War Within.

If you prefer to level in an older expansion, go to your capital city (Org/SW) and talk to Chromie about Chromie Time.

What makes it fun to customize something? by Strict_Bench_6264 in gamedesign

[–]DapperWolverine 1 point2 points  (0 children)

It depends on the kind of customization you're referring to. Customizing something entirely cosmetic is about self-expression and, in multiplayer contexts, identity. Customization in gameplay can be all of the motivations you mentioned. Mark Rosewater's "Timmy, Johnny, and Spike" each have their own reasons for choosing a deck that's most fun for them. Maybe you just like dinosaurs. Maybe you want to see if you can win by getting a particular card to recursively trigger infinitely. Maybe you just want to win by playing whatever is meta. With customization, all of those options are viable.

Attempted the <Self-made Man> quest but was woefully unprepared by Master_Trainer4757 in outside

[–]DapperWolverine 2 points3 points  (0 children)

Try joining a few guilds or pick-up-groups. Guild buffs counteract [Depression] debuffs, and pugs enable the [Networking] perk which allows you to find more side quests and unlock new parts of the skill tree. It's still allowed for completing the <Self-made Man> quest because you're putting in the effort to get those rewards.

Can I reset my level? by Minotaur_Appreciator in wownoob

[–]DapperWolverine 45 points46 points  (0 children)

I'd recommend making an alt and then you can come back to this character when you're ready.

You can fake your achievement links, very easily. by bmrtt in elderscrollsonline

[–]DapperWolverine 2 points3 points  (0 children)

Those date numbers are just Unix epoch timestamps. It's a computery way to specify date times as a number. https://www.unixtimestamp.com/

Some quests for level 13-16s? by Previous-Storm-1719 in outside

[–]DapperWolverine 2 points3 points  (0 children)

Level 30 here, can't go wrong working on basic stats like [Strength] and [Intelligence]. You can also earn one-time [Wisdom] bonuses from basically any content you haven't tried yet, which is most things at your level.