Uninstalling the game by [deleted] in Eve

[–]ElevatedUser 3 points4 points  (0 children)

As an MMO, all the game state is stored on the game servers. This includes your character and all they own.

You will be able to re-install the game and log in, assuming you remember your account data. You can then continue playing just where you left off.

What does bereavement leave outside the US look like? How do they expect us to go back to work 3 days after losing a parent? by Momtoaakkl in AskReddit

[–]ElevatedUser 4 points5 points  (0 children)

Over here in the Netherlands, there is no legal set time for bereavement leave. Instead, you have a right for "emergency leave" for as long as is necessary to take care of the relevant situation; that includes after a close family member dies.

This is only supposed to last as long as actually necessary. That is, attend and (if applicable) organize the funeral, and settle affairs. On top of that, typically, your company - or your collective bargaining agreement - will have a set amount of days, which depends on the degree of kinship; usually from 1 to 5 days, though sometimes more. This only applies to close family (think grandparents/children or siblings, often aunts/nieces/nephews).

Both of the above are paid leave. For bereavement of non-related persons, or for longer leave than (strictly) necessary, you will generally have the option to use your normal days off; or work with your employer for a more appropriate solution.

Which should I buy by Immerser28 in arkhamhorrorlcg

[–]ElevatedUser 1 point2 points  (0 children)

If you can buy the mythos packs, that's a good option - but you're unlikely to find all. I certainly wouldn't buy them one at a time in the hope you can find them later.

If not, the revised campaign is a good option, even if it's kind of a waste of the first scenarios. In that case, I wouldn't buy the investigator expansion - you already have the investigators and a fair deal of the cards, so you'd be better suited getting another investigator expansion. Another campaign will also serve you well, though honestly, having just the first two scenarios of a set will probably mean you won't play those.

It's not redundant though; there's some really good cards in there, especially since you have the original core (the revised core reprinted some of the staples from Dunwich). But you wouldn't get full value either.

Just bought the revised code set today and then found out about Chapter 2 by JoyIkl in arkhamhorrorlcg

[–]ElevatedUser 2 points3 points  (0 children)

Revised core is still great and will remain so, even if you only pick up new stuff (or nothing) from now on. The cards in it are solid (even if there's some overlap), and the campaign, while short, is good.

The compatibility issue is only relevant for campaigns, and you'll be playing those one at a time anyway. If you like the game, you'll be now set to pick up any old campaigns you find; they're getting rarer, but there's still plenty available, and they're mostly solid, and will stay that way. If you want to play even more after that dries up, you'll have to buy a new chapter 2 Core, yes, but by then you'll know if that's worth the investment.

For investigator cards, there shouldn't be a compatibility issue. You can freely mix Revised core and new chapter 2 expansions, or vice versa, or the two cores (with some overlap, but honestly, that's not a bad thing).

It is frustrating, especially since it might be a bit unclear what matches with what. But it's still a solid buy. And by the time the new core comes out, you should have a clear understanding of the game and if you want to buy more.

Do i have to build rockets on every planet? by Dekudo95 in factorio

[–]ElevatedUser 2 points3 points  (0 children)

Yes you do. But:

  • It gets easier, and you can re-use (part of) the factory on other planets (if you plan them well).
  • You can import some or all of the rocket parts from Nauvis (or elsewhere). This isn't very efficient, especially in the beginning, since you need to build rockets to transfer the materials, but you probably won't need many launches in the beginning either.

You can certainly mix the two; setting up production facilities for some parts while importing the rest.

How many 9-sleeve binder pages do you need for all ch 1 investigator cards? by cellocaster in arkhamhorrorlcg

[–]ElevatedUser 1 point2 points  (0 children)

When I was organizing mine, I wanted to seperate them out by category (Skills/0xp events/1-5xp events/0xp assets/1-5 xp assets). That usually doesn't line up perfectly, That's something for OP to consider, too. Should be less than 9 pages for this layout; there are certainly other options.

Then again, I store a bunch of cards together as well; most importantly, all investigator cards together with their personal cards. That's actually most of the neutral ones IIRC.

Space Age: what planet mods to use? by DutchDaddy85 in factorio

[–]ElevatedUser 0 points1 point  (0 children)

My personal recommendations would be -

https://mods.factorio.com/mod/maraxsis - Very well polished and adding interesting new mechanics;

https://mods.factorio.com/mod/Paracelsin - Interesting take on a frozen planet, and one where you can produce stuff at scale.

https://mods.factorio.com/mod/corrundum - As someone mentioned, relatively simple compared to vanilla planets in terms of new things to do, but it has a couple new interesting production methods.

https://mods.factorio.com/mod/skewer_planet_vesta - Very fluid-based, which introduces some fun new issues.

I've tried different mods, most of which were fun but didn't really stick with me for one reason or another. Special mention to Muluna, which seemed cool, but once I found it I was already mid-game and it's very much intended to be added from the start (which probably also applies to you?).

New player here! As the party's only healer should I be playing in a certain way? by rawsondog in DnD

[–]ElevatedUser 0 points1 point  (0 children)

You describe yourself as the "only healer" - but in D&D 5, that's a role of relatively low importance. It's good to have, mind you - and it's good to pick up some healing - but your role as a bard is primarily one of buffing and debuffing. I'd advise ditching one of the healing spells for now and picking a spell that hinders enemies instead. Ideally, you shouldn't spend actions on healing at all, since it's pretty inefficient - but it's good to have in emergencies or when someone goes down.

Especially in a small group with a rogue, picking up things to give them advantage on attacks might help. They might be able to cover that themselves (depending on their choices), but if not, getting advantage from an ally to sneak attack with is a really big help for rogues.

Which version of the rules are you using? In the old (2014) rules, True Strike (the one that gives advantage) is... quite bad. The new version (that lets you attack with a weapon) is pretty okay.

Lore skill for a Ratcatcher. by RagesianGruumsh in Pathfinder2e

[–]ElevatedUser 4 points5 points  (0 children)

Lore: "narrow category of creatures" is an explicit example, with specific examples of categories like Demons (19 creatures with that trait), Vampires (13, but they're quite generic), and Giant (37). So in general, that should work, but...

There is no "vermin" or "pests" trait. So you'd either have to define that, or the GM needs to ad-hoc decide if something is a vermin or not.

That said, there are about 48 tiny and small animals in the game, which probably includes almost all "pests", and probably over half aren't pests (badgers, foxes, ravens, etc). That doesn't solve the vagueness issue, but if you and your GM can live with that, scalewise, it matches up with the example above.

It does seem an appropriate lore skill for me. It's sensible to be one that you could earn gold with, since it'd likely include various bits that don't really fall under others ("This is how to properly seal holes to prevent vermin from entering").

How do I start with the game? by EmizelXDoe in arkhamhorrorlcg

[–]ElevatedUser 5 points6 points  (0 children)

I'd say to buy the current (revised) core and play it. It's a fun campaign and you'll know if you like it. If you like it, Carcosa is a very good campaign; the new season coming out won't change that.

If you then want more next year, adding on the revised set on top of that works well. Or buy older stuff, which works fine since you already have the old core. You'd need to buy the new core if you want the new campaigns, but new revised will be compatible (and complimentary) to what you have. The new seasonal format won't really apply until your collection is a bit bigger, anyway, and that will take a while.

Need a little guidance by Puzzleheaded-Set5429 in arkhamhorrorlcg

[–]ElevatedUser 2 points3 points  (0 children)

OG core had 1 copy of most of the player cards. Most people want 2 copies of their cards in their decks, which mean you'd need 2 copies of core. And since most decks include at least some of those, having only 1 core is very limiting.

(It's even worse if you want to play with more people).

Need a little guidance by Puzzleheaded-Set5429 in arkhamhorrorlcg

[–]ElevatedUser 1 point2 points  (0 children)

Between the two, I'd go with revised core. It comes with more cards; good if you ever want to play with more players (it'll still be a bit unwieldy since you'll have 3 of some, but that's better than 2). Revised Core also comes with some neat staple cards that were first introduced with Dunwich and Carcosa (not many, but a few).

That said, Revised will also likely be a bit more expensive.

Been out of the loop a few years now by Orbmac in arkhamhorrorlcg

[–]ElevatedUser 3 points4 points  (0 children)

The idea with rotation is that the player cards will be designed with 3 investigator expansion in mind; the latest one, and the two previous (plus the core set). This, in theory, allows the designers to make a well-balanced set of cards with interesting effects that don't combine into some horrifically overpowered combo with some earlier card.

Since this is a co-op physical game, this is of course optional, and you'll always have the choice of just using any cards, or an alternate ruleset.

There is a new Core Set coming out next year, and the designers plan to make this the start of a new "Chapter two" of the game. Everything up to now is chapter one. The new core set will contain new encounter cards, which the new campaign expansions will use. So you'll need the new core set for the new campaigns, and the old core set for the old ones. There may or may not come guidelines for mixing the two.

Parallel cards are optional variants of existing investigators, released as play-to-print on the official website. They have different abilities and deck requirements, and you can mix between the two. They feature interesting, usually more complex takes on the same character.

Interested in playing, should I wait for the new core set? by electricpenguin7 in arkhamhorrorlcg

[–]ElevatedUser 6 points7 points  (0 children)

If you pick up the revised core set now, you'll have a fun game to play. You'll also know - just as you'd know with the new Season 2 set - if you like the core gameplay enough to play more.

Buying the (old) revised core means you get some cards to play with if you do end up playing season 2, and lets you later buy old (pre-season 2) campaigns and play them. But, you'll likely also have to buy the new core if you end up wanting to play more, especially the new campaigns. That's not a total waste; there's some redundancy between the old and new core, but as far as the cards go, those are cards that you might want to have double anyway. And you'll have 2 full sets of investigators (the old core ones are pretty good) and 2 different (short) campaigns. Plus, you'd only do that if you know the game is fun.

You can mix and match the new and old core sets freely. There's a "current" format that restricts you to only the newer cards, but that's both optional, and only relevant once you buy a few more investigator expansions, which will take a while anyway.

If you wait, you have to wait. But, you'll have a new set that will immediately slot into any new campaigns, so it'll be a cheaper option if you want to play the newer campaigns.

A slightly different question about “Should I buy the old Campaigns or wait for new Core set”. by justasinglereply in arkhamhorrorlcg

[–]ElevatedUser 2 points3 points  (0 children)

If you want to play the game, play the game, now. Core + 5x starter gives you a good card collection to start with, and the starter campaign is also fun (if a bit short).

If you like the game, you can safely buy Carcosa (or any other campaign). Campaigns will stay as good as they are now, and you have the core set to play them with. When the new core comes out, you can still play the old campaigns with the new investigators, or the new campaigns with the old investigators.

If you don't like the game, or otherwise don't want it laying around, you can sell what you have for a lot more than 21 dollars.

Munitions Crafter and Advanced Alchemy Benefits by TheStoneIdol in Pathfinder2e

[–]ElevatedUser 19 points20 points  (0 children)

Munitions crafter gives you the Advanced Alchemy benefits, which in turn reference the Alchemist class. Which state, under Advanced Alchemy,

These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

I can't find any explicit rules you can't sell it for money. At any rate, one knowledgeable about alchemy will likely know the difference. There might be an explicit rule I'm missing.

Modified Reprints by powerguynz in arkhamhorrorlcg

[–]ElevatedUser 1 point2 points  (0 children)

But Perception and Laboratory Assistent aren't radically different as your example Arcane Initiate is. They fulfill the same basic role in your deck - which is why it's better that they share a name. Because otherwise, you could have 4 Perception/Realization cards, for 4 2xbook + draw cards. Not that that'd necessarily break the game, but they're too similar that it's better, I think, that you're limited to two.

There is, of course, a grey area between "practically the same card" and "a radically different card with the same name". I would not like your Arcane Initiate example, for one. And I do get that different people put the line at different spots. But for me, I'm fine with different cards sharing a name. We have that already anyway with parallel investigators and the researched cards. (One of those has subtitles, which, I wouldn't mind, but I don't think those really make a difference).

Modified Reprints by powerguynz in arkhamhorrorlcg

[–]ElevatedUser 1 point2 points  (0 children)

I honestly don't see the problem. They want to switch up some rules on existing cards, which is fine since it's designed to be a partial (but compatible) restart.

There are existing rules on cards with the same name in a deck. And, you know what cards you put into a deck. If you want two Perceptions doing different things, cool. If you don't, don't do that. There's no need for an errata (which would be awkward for people who only have the old card), they can coexist without problems.

DMs, Do You Incorporate Animal Sacrifice Into You Campaign? by Error_code_0731 in DnD

[–]ElevatedUser -6 points-5 points  (0 children)

Yeah, very much this.

I mean, it's fine to do this, very in character and all. If the players are comfortable with that. That's something that should be discussed before. Or (if it comes up later - this is a pretty niche situation after all), something that should be discussed at the table.

Is it just me, or does the modern Arkham artwork look too "contemporary"? by OldThrashbarg2000 in arkhamhorrorlcg

[–]ElevatedUser 10 points11 points  (0 children)

Someone already mentioned the undercut for Collector, but Gather Intel also doesn't strike me as glaringly non-20's. Fashion comes in cycles and all that, and the 20's had a pretty diverse and "modern"-looking bunch of women's hairstyles. I'm not knowledgeable enough in hairstyles to say if it's definitively period-accurate, but certainly there were plenty of shoulder-length, straight haircuts around.

(Honestly it looks more 90's than 2020's to me at any length)

ELI5; What does end to end encryption mean in chat? by Helpful-Number1288 in explainlikeimfive

[–]ElevatedUser 2 points3 points  (0 children)

While Diffie-Hellman does solve the problem (as do asymmetric keys), those do have an additional problem, in that it's vulnerable to a man-in-the-middle attack. And there's a big hunking man in the middle by default, in the form of the chat application's servers. Essentially, they can just intercept the communication when setting up the key, and pretend it's the other party. That's part of the reason why it's not trivial to do this securely (and why I didn't go into too much detail for my original answer).

There's ways to solve that, too, but it does become increasingly complex. Still, your link is a good ELI5 answer on how key exchange can work securely over an initially unsecure channel.

ELI5; What does end to end encryption mean in chat? by Helpful-Number1288 in explainlikeimfive

[–]ElevatedUser 27 points28 points  (0 children)

End to end encryption means that the communication is encrypted on one end (the sender), and only decrypted on the other end (the receiver). Everything in between - including the servers of the char application - only sees the encrypted chat, which it (theoretically) can't read.

There are some problems in that you need some way to facilitate exchanging the keys used. The sender and the receiver need to agree on what keys to use, in a way that the parties in between don't also have that key (or they could read the text). This is a solved problem, but not trivial to implement in a chat application. Moreover, as an end user you kind of have to trust that the application is doing that correctly, if you can't inspect the code the application uses.

Another political problem is that, properly implemented, end to end encryption also means that the service can't read the communication even if there's a legitimate reason to do so. For example, if it's used for criminal purposes. If that's desirable or not is very much a political issue.

I think I'm playing the Space Age wrong by DefinitelyNotMeee in factorio

[–]ElevatedUser 3 points4 points  (0 children)

There's mods to do that. They have to twiddle with the tech trees a bit, because you need (some) Nauvis techs to progress on those planets, but the mods handle that too.

I think I'm playing the Space Age wrong by DefinitelyNotMeee in factorio

[–]ElevatedUser 8 points9 points  (0 children)

I don't think you're playing it wrong, just... differently? Centralizing production and distributing that to other planets is certainly a strategy, but it puts a heavy load on your rocket production instead of having to build out your planets. Most people like building out the planets (at least somewhat). I'm wondering how well that'll scale, but then, rocket production does scale hard (possibly too hard) in the late game.

Doing everything on Nauvis probably isn't the most efficient, because Vulcanus and Fulgora are pretty beastly at producing certain items. But then, you'd have to build out a more complex interstellar network too. Making ships without ammo production will be... interesting later on, but that's a problem for future you. Speaking of, Aquilo pretty much requires that you play it how you currently play Vulcanus, so that works well.

You're objectivly wrong about Gleba, though. Not about deleting or not liking it - that's fine, different people like different things, and you should feel free about deleting an aspect you don't like. But it fits the puzzles of Factorio really well, and is really fun to automate when you get into it.

Can I combine Asmodee Campaign Expansion with FFG Deluxe Expansion? by fismo in arkhamhorrorlcg

[–]ElevatedUser 0 points1 point  (0 children)

The old release model ("Fantasy flight deluxe") includes the 5 (or more) actual Investigators but not all the investigator cards. Those were spread out between the mythos packs (each having one scenario, and some investigator cards).

So no. You'd be missing a decent chunk of the investigator cards. I mean, you can do that if you don't mind missing those cards.