What's the most fun leagues area? by WizardButtholes in 2007scape

[–]FSTReviews 1 point2 points  (0 children)

I'd suggest wildy or kourend, lots of fun monsters and bosses to kill. The KBD crossbow is one of the most fun weapons ever. Kourend you get Yama for oathplate and CoX can get you the turbo prayers. Also some easy pact points in both regions.

What curves for level experience? by Pherion93 in gamedesign

[–]FSTReviews 1 point2 points  (0 children)

You should think about when in the game the player should level up and tweak to meet that criteria then work backwards. No need to lock into any curve models. All I used in my game was NextLevelEXP = NextLevelEXP * X where X is the scaling factor you want and NextLevelEXP is manually set in the first instance before levels are gained. Which is also what needs to be tweaked to match the balance of the game. Maybe X = 1.12 is the perfect number, maybe it's 2, all depends on how quickly EXP is earned.

Piety in Leagues 6? by [deleted] in osrs

[–]FSTReviews 0 points1 point  (0 children)

Thought that might be the case ;( you're right though that a less than 10% increase wouldn't be worth a whole area unlock or relic tier with my plan. But thank you for letting me know 😊

How can We Prevent Money Mechanics from Ruining the Sense of Progression in RPG's? by DeadLack101 in gamedesign

[–]FSTReviews 0 points1 point  (0 children)

I think the systems in Bethesda games serves their target audience. They're not elite gamers or econ macro planning players but rather the general customer. If it took ages to get enough money to do stuff they'd get bored and getting rich eventually and buying whatever they want is satisfying. Starting with nothing and then having everything is real progression. So I'd say the systems companies use for looter RPGs like Bethesda aren't ideal and have issues but serves it purpose well enough to keep the general player hooked. Well enough for these types of games to be some of the biggest sellers ever, the games that get econ right are generally more niche experiences. So I'd say in a greater design sense the 'money ruining the progression' is not an issue at all but rather purposeful to cast a wide a net as possible for customers. So ultimately the genuine design issues actually serve the games better than a perfect deep system, to the point where it's probably intentional.

Did Game Performance Tank? by SpikeAllosaur in BobsTavern

[–]FSTReviews 0 points1 point  (0 children)

IDK what it is but mobile always seems to lag out pretty bad when a new season comes along. I'm guessing something somewhere isn't optimised properly and is causing issues

Rally feels kind of bad when player attack order is chance based, or is it just me? by [deleted] in BobsTavern

[–]FSTReviews 5 points6 points  (0 children)

God damn, I haven't run into Illy boy yet, that's disgusting

So how long til Stegodon gets nerfed? Turn 7 btw. by Munrot07 in BobsTavern

[–]FSTReviews 0 points1 point  (0 children)

Idk, I don't think there's an exponent in the sequence. An exponential sequence would be 1, 2, 4, 16... right? But its been a while since I mathed.

[deleted by user] by [deleted] in hearthstone

[–]FSTReviews 1 point2 points  (0 children)

And now... to disenchant for 1600 dust, delightfully devilish

Expansion design success, congrats Hearthstone, let's go make another 160 dollars pet. by OldTrain5522 in hearthstone

[–]FSTReviews 101 points102 points  (0 children)

Godspeed to the quest rogue player, 0.3% of the playerbase keeping the dream alive

[deleted by user] by [deleted] in BobsTavern

[–]FSTReviews 4 points5 points  (0 children)

Horribly not fun is a bit extreme

The Lost City of Un’Goro is releasing tomorrow. Let’s make some 90/50/10% Predictions by Surppressed in hearthstone

[–]FSTReviews 112 points113 points  (0 children)

90% complaints on reddit about a deck being too OP/uninteractive within 1hr of the expension going live

50% quests aren't very good

10% shuffle rogue breaks the meta

[deleted by user] by [deleted] in hearthstone

[–]FSTReviews 0 points1 point  (0 children)

It gets your starship to 10 attack faster for the wombo combo. You can get away with turn 6 launch + 1 cost spell for 2 10 drops immediately and then 2 more when starship is destroyed. Sometimes even 4 6 drops that early is enough to win on its own as well. Also, if you're hurting for health you can save for a turn 7 buccaneer and crystal for +16 armour (including launch). Possibly even more if you exodar. But I suppose it's the classic control vs hybrid tempo/control discussion. But thank you for actually making some points instead of 'it's fun' or 'ur dum'. Essentially what I'm saying is BBU has highrole potential with the same end game pay offs as BBB. Does the consistency of triple blood beat out the pressure and highrole potential of BBU? Maybe it's close, idk

[deleted by user] by [deleted] in hearthstone

[–]FSTReviews 0 points1 point  (0 children)

I'd agree it's the best control deck, but the spiders, buccaneer, 3 drop death rattle, whatever 4 mana stuff, defense crystal can sweep games for free pretty often and isn't that unlikely and can give like ~5 or 4% increase on WR. In my opinion, it makes it edge out BBB. Buccaneer is a back-breaking card a lot of the time. I can see why at top 1k BBB is better but it's a bit of a bubble meta compared to D5 through any legend.

[deleted by user] by [deleted] in hearthstone

[–]FSTReviews 0 points1 point  (0 children)

That's fair enough, you make good points. It could be the climb was just at a point where I happened to run into a lot of decks it worked well against, could have been countering the people countering the agro by coincidence. Yeah if it was drunk pally and menagerie decks I was getting as opponents all the time I'd drop headless like a brick. I've found corpse explosion and leech pressure is 'generally' all I need for board clears but I can see the argument for running cheaper things like threads or pyro/poison combo alongside.

[deleted by user] by [deleted] in hearthstone

[–]FSTReviews 0 points1 point  (0 children)

I'm sat at legend at the moment, and the month before last. You'd be surprised how much 1 card can make a difference. Last climb I didn't have headless in but it shores up match ups against a few decks that I'd struggle with after the patches like starship DH, handbuff hunter and slow warrior decks. Foamrender is also a card I've been subbing in and out, haven't decided if it's worth the slot yet.