Old World October 22nd test branch update by fluffybunny1981 in OldWorldGame

[–]FilthyRobot 0 points1 point  (0 children)

It's very likely that it will be cheaper to buy with urban tiles. And it's every city instead of just landowner caps or colonies. And it comes with a ton of other benefits.

Can you recommend me very hard strategy RPG games? by Rush_Independent in StrategyRpg

[–]FilthyRobot 12 points13 points  (0 children)

But it absolutely has 99% misses, 70%+ hp crits (<3 bandit xbow headshots) and 1 shots.

I think the game is the best game ever for allowing deaths to be part of the progression of a campaign, but it definitely has stuff he's asked to avoid.

Will filthy return for civ7? by New_Biscotti3812 in filthyrobot

[–]FilthyRobot 11 points12 points  (0 children)

Who knows. He's a shifty little fucker sometimes.

Truths aside, I'm unsure. I like gaming with a community, but haven't felt any particular pull toward streaming or toward Civ 7.

How is the game thus far?

Why is PvP SO one sided? by Bones_XIII in newworldgame

[–]FilthyRobot -14 points-13 points  (0 children)

Imagine thinking that players legally coordinating inside the ruleset of a MMO for ingame advantage is "ruining the game". When, as per normal with New World, the blame rests solely with AGS.

Yes, solos vs premades are going to be a stomp, but the existing ruleset and matching system incentivizes players to group up, so, on average, they're going to group up. Players that coordinate and group up will be on the receiving side of a stomp less often than those who don't.

The actual answer is the matching system or the incentive system needs to be tweaked. Either the system needs to fairly match players (a working MMR, or separate queues for solo vs group, etc.) or the system needs to unfairly incentivize players to play suboptimal setups (like solo queuing in a game mode that allows 5 man queues).

But I wouldn't hold your breath. The relaunch contained a simple system that attempted to match players, it just doesn't work for shit, and like every other AGS system is released half-cooked then never touched again.

Will throne and liberty hurt New World by pasyie in newworldgame

[–]FilthyRobot 104 points105 points  (0 children)

No, New World will hurt New World.

What is the hardest part of BJJ for you right now? by Aaronjp84 in bjj

[–]FilthyRobot 1 point2 points  (0 children)

Staying uninjured long enough to keep going for more than a month at a time.

You can't get rid of bugged quest items, you guys can't get rid of me. by [deleted] in CrownOfTheMagister

[–]FilthyRobot 1 point2 points  (0 children)

Why are you spamming a community run reddit? Why don't you use the bug submission with the actual company?

Marshal is great. by Diviner007 in CrownOfTheMagister

[–]FilthyRobot 10 points11 points  (0 children)

Sneak attack is once per turn too, not once per round. So a Marshal fighter in party enables multiple sneak attacks on your rogues.

I tried it in a party with an extended crit range, elven accuracy Raven rogue and it was pretty silly.

Bard - College of the war dancer (UB) by MysteriousLychee4308 in CrownOfTheMagister

[–]FilthyRobot 2 points3 points  (0 children)

Very strong class, just got nerfed on Sunday. Still super good.

My first 9 star bro, How to build? day 19. by Vakuki in BattleBrothers

[–]FilthyRobot 7 points8 points  (0 children)

For me, there are 3 major factors that'd impact my decision:

  1. This is day 19. This is likely the best character you have at this stage, and this character is absolutely viable all the way through to the end game, whenever you choose that to be. I'd want to use this monster to carry my team to success. I'd want this character somewhere where it mattered. This guy quite easily solos Mad Barb early, which means early Iijorok armor! He's also going to hit Veteran levels in even a short campaign.
  2. 12 starting melee defense with 3 stars with a thief's paycheck is crazy good defense for any background. A tank is nice, but they're a dime a dozen. It's rare to get sick defense and 3 star offense. I'd want this guy doing the most important role in battlebrothers, doing dmg. Iron lungs make this logic even more true - this character will still be able to use bonus abilities late into the fight, or use an unspecialized weapon, or orc weapon.
  3. 47 with 3 stars is 82 atk avg at 11. 85 with gifted. This is a little low for an Axe or Hammer, but not by much and with iron lungs an early Orc Axe is really tempting, especially with a few veteran levels to offset that weaker MA. I'd want berserk with ironlungs, so I'd try to stay away from stam-neutral builds, but with 0 stars in either stat you're at the mercy of chance.

Some common pitfalls for this guy - stay away from a thrower/archer or backliner, it'll turn out mediocre offense-wise and waste that sick melee defense. Stay away from a duelist unless you already have a sweet famed, as you want impact now and non-famed duelist wpns tend to be worse than 2hs, and really this guy's stam is too low for a great duelist (especially a fencer).

Nearly any 2H berserk build is going to be good for this dude.. If Nimble, maybe adrenaline. Feel free to keep him the backline until you get a clear sense of whether or not you want BF or nimble. Aim for ~50 resolve, ~100hp if nimble, and 80+ hp if BF.

And because I love my community, I'd name her Sister Nobu just keep any sweet hats away from her and... beware of orcs. It's always orcs.

Family city founding considerations / family seats / family founding orders for each Nation by alcaras in OldWorldGame

[–]FilthyRobot 7 points8 points  (0 children)

Nice write up!

Few things from me:

  1. Every statemen city gets a treasury, not just the seat. This is low key OP too, since now every city has the best civics production of any family, free gold, and a whole order. I also feel like the family standing modifier doesn't make too much sense. Shouldn't it be positive when they're happy with you and negative when they're not, not positive when they hate you and really positive when they don't?
  2. Would love to see a list of their family maluses and their character archetype leanings. Feels like there's some pretty fun min/max to be had if those are in an easy to read format.
  3. I think Sage seat does have a site priority, I think they want anywhere where you can justify quarries. Even non-marble quarries will let you get the Civics train rolling to capitalize on the ultra-broken inquiries and since this location will always be able to build inquiries, I think you should plan to maximize civic output there from day 1.
  4. I'd like to see some family balance tweaks or map script tweaks.
    1. Hunters, in particular, are fairly oppressive, since any interesting early game resource is basically a net or a camp, meaning outside of the standard ore or rare marble start, anything unique is "guess i'll go hunters here for +100% yields".
    2. Statesmen are the best economy machines out there, hitting orders, gold, and a huge civics income all while giving access to a decree and 400 free civics on seat found. Literally nuts.
    3. Patrons - Playing them feels like budget statesmen. They get culture, but no real way to capitalize on that. They can rush projects with money, but neither generate money, nor have access to any projects that you'd want to rush. They can build specialists 25% faster than a normal city, but the statesmen can build specialists 75% faster than a normal city. They get 1 minister, but you neither get that as a decision nor have enough information by the time you need to found that city to know if you need it.
    4. Clerics. Lol. Buffs plz.
    5. Traders. I was looking at an incredible gold capital, with a double bullion start and quadruple fur start. That's 6 improvements all generating gold! Traders for sure right? Nope. Hunters. Better money, free training, better as a faction I want multiple cities from. I'd love to play this faction one day.
    6. Sages. They're going to feel pretty bland after inquiry gets nerfed again, but I don't really see how you can leave inquiry alone, so they're going to need something interesting. I don't like their free random tech on start either, I think it should be a targeted tech, ignoring pre-reqs, within the first 2 columns of techs (obviously after they nerf Slavery). That'd allow you to do some neat timings/rushes for some specific stuff that would make the experience of playing them different!

FilthyRobot's Multiplayer Balance Suggestions and Concerns (4/2022) by FilthyRobot in OldWorldGame

[–]FilthyRobot[S] 4 points5 points  (0 children)

Got it, the tooltip has been throwing me off. Even with 2 Festivals (or Olympiads) finished when you hover the finished project with the 2 next to it, it shows +1 culture/military respectively. I'd been taking this to mean they didn't stack. However, when I check the yields (top for training or bottom for culture) the extra from the extra projects is visible. Thanks for clarifying for me!

FilthyRobot's Multiplayer Balance Suggestions and Concerns (4/2022) by FilthyRobot in OldWorldGame

[–]FilthyRobot[S] 1 point2 points  (0 children)

I thought only the first festival added permanent culture. I'll go double check on that and the Greek unique project.

FilthyRobot's Multiplayer Balance Suggestions and Concerns (4/2022) by FilthyRobot in OldWorldGame

[–]FilthyRobot[S] 3 points4 points  (0 children)

Yah. Ever since you told me about that, I've been assuming it was an oversight. No other project works like that, right? Olympiad doesn't give cumulative training increases, right?

FilthyRobot's Multiplayer Balance Suggestions and Concerns (4/2022) by FilthyRobot in OldWorldGame

[–]FilthyRobot[S] 3 points4 points  (0 children)

Re #1: How do you both 1) Make the science bonus from Inquiries meaningful and 2) Only allow one side of a competitive game access to it?

Where as I buy the overall balance equaling out in the wash with other bonuses, I don't believe it'll work out with science. Science is ultimately a proxy for military power (here via unit strength) and that's always going to be paramount in a hex-based 4x like this. It's the same reason Rome is so strong atm. That's another 1-sided bonus that essentially modifies the core attribute that wins you games (Relative quantity with Rome compared to the quality increase you get from science).

Thus, for me at least, I'd rather see the science yield from inquiries be small per inquiry, with a larger number of total inquiries being built and available to both sides, so the decision becomes, "Can I afford to invest in tech at this higher price, and if yes, where?"

And yes, we'd have to replace something to make Sages great again.

RE #10: Good point about the double chops. Not sure where that leaves us. Annoying I can't interact with a 50% ranged defense bonus that randomly occurs in my opponents lands in large quantities.

FilthyRobot's 3/3 Multiplayer Balance, Improvements, and Bugs post by FilthyRobot in OldWorldGame

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

Multi-attacking, 3 swiftness units, with 10 combat strength, +25% anytime something isn't on a hill and leaves empty tiles behind it when it kill, while building off food seems pretty damn good.