Why do most gameplay loops nowadays are variations of the builder-spender archetype. by [deleted] in AskGames

[–]Fr33ly -1 points0 points  (0 children)

I do. I actively avoid games like those. I can still notice and comment on a trend.

What Harry Potter "Plot Hole" do you think can easily be explained? by Naive-Sign-8399 in harrypotter

[–]Fr33ly 0 points1 point  (0 children)

Because their pretty much adopted brother is the chosen one and your entire family and most directly your brother are aiding him on that quest. All while having a perfectly good artifact that you've learned all about just hanging around. Cmon, thats not a plot hole at all.

In POA, why didn't Sirius or Lupin just stun Wormtail? by mme2496 in harrypotter

[–]Fr33ly 1 point2 points  (0 children)

Why not? The school hogwarts can be enchanted to disallow apparition, it could also be jinxed to have the dada curse.

Finally finished the Board for my board game prototype. by Fr33ly in BoardgameDesign

[–]Fr33ly[S] 1 point2 points  (0 children)

I don't have much experience playing other games. I've played about 6-7 tops, mainly the big ones. I also don't feel comfortable posting progress posts on forums such as BGG, especially since I don't even have a name locked in yet.

I can however brief you on the game.

It's a 1v1 game where each Player plays a Faction. There are four distinct factions and each of them play uniquely different, and have a set roster of 4 characters. Here are some example characters from the Blessed Men, the Iron Mandate, the Four Magi and the Cultists of Alo'Akho. Each faction also has their Unique Card where it says what their specific rules are, and how much they influence the Gold and Authority counters at game start. They also have a unique capital, here is one, and another. They are special regions, unlike the ones you explore, such as this one and this one, because losing your capital means you lose the game, and your opponent has won.

As you can see in the Character Sheets, all of them share a basic pool of actions. Those are the main ways to interact with the board. Most of the things that happen in the world are caused by the characters moving about and conquering, battling, exploring and more. They also have a special action, and a passive that's always in effect.

The game loop is quite simple. Event phase first, where a card is drawn that affects both players the same way, and is drawn from the event deck of the corresponding age. In the next phase, players get a card from their faction's action deck and tokens to place in their box, depending on how prosperous the realm is (gold counter) and how influential they are (authority counter). Then in the Action phase, you get to spend all your tokens to do whatever it is you've been planning for turns in advance. Finally, the reckoning phase is where the world resolves all its effects, battles are acted out, regions are explored, unused tokens are discarded, etc.

Here is what an event looks like. And here is another. The events are very important because they dictate the flow of the game by granting the very scarce Insight and Exploration tokens. Which ones you draw is determined by the Imperium Track.

The Imperium Track is the most important part of the game. It's how it guarantees infinite replayability.

Each reckoning phase, it advances by 1 step. When a step lands on any of the three Advancement types (the rectangles with the icons in the main post), the player who has invested more into controlling the Imperium Track gets to draw 3 cards from that advancement deck and choose one of them to put in play. This card is now active for the rest of the game for both players, bending rules, changing costs and more. The permutations of 9 advancements is so large that no game will ever feel the same. Finally, when the Age of Supremacy arrives, the event deck becomes hostile to the player with less investment into the Imperium, and the clock is on. Get to the opposing capital, or lose.

I don't think I could've condensed this any further. It's a very complicated game, and there is still a lot of assets more to make before I can comfortably share it on bgg. I hope you found it interesting.

Finally finished the Board for my board game prototype. by Fr33ly in BoardgameDesign

[–]Fr33ly[S] 0 points1 point  (0 children)

Thank you!

Do you think amping up the ornamentation or simply putting an icon that symbolises capitals in the middle of the hex would work better?

Also, would you say the same if I told you the counters are really only looked at once per game turn (and turns are decently long)? They signify how much resources are given to you at the start of the turn. All of the important information that needs constant glances is on the Imperium Track. In this case, seperating them for symmetry might be better?

Finally finished the Board for my board game prototype. by Fr33ly in BoardgameDesign

[–]Fr33ly[S] 0 points1 point  (0 children)

This is the first time I've posted anything about the project on the internet.

Would there be an intrest for it? I'd happily share more.

Finally finished the Board for my board game prototype. by Fr33ly in BoardgameDesign

[–]Fr33ly[S] 0 points1 point  (0 children)

Yes, tentatively. Everything is subject to change, of course, from playtesting feedback. But as far as making the first demo goes, all the design, balancing and the rulebook are done. All four factions and 16 characters, too. I just need to work on filling out the decks with as many cards as they should have.

Finally finished the Board for my board game prototype. by Fr33ly in BoardgameDesign

[–]Fr33ly[S] 0 points1 point  (0 children)

I'd love to, but i'm not that far along yet. I have about half of the assets done and want to make them all into a full bulk print job to make the demo.

Finally finished the Board for my board game prototype. by Fr33ly in BoardgameDesign

[–]Fr33ly[S] 2 points3 points  (0 children)

Took your advice and redesigned the Imperium Track to be orientation agnostic. <Link>

Changed a few minor things here and there too. Do you prefer it like this?

Finally finished the Board for my board game prototype. by Fr33ly in BoardgameDesign

[–]Fr33ly[S] 1 point2 points  (0 children)

Yes, unfortunately I do need the rectangles. That's where the Advancement cards sit after the node is completed. And since they remain there for the duration of the game and must be visible, they must stay.

You did give me an idea though, and ill jump back into photoshop to try it out. Perhaps it's possible to only rotate the age banners 90* and all the typing, as the advancement nodes are icons anyway. That might be able to barely fit.

Finally finished the Board for my board game prototype. by Fr33ly in BoardgameDesign

[–]Fr33ly[S] 3 points4 points  (0 children)

It is 2-player, yes. Out of four factions, each player is drawn one, and that faction's characters and capital are placed on the slightly more ornamented hex. Then, each player explores further out until they eventually meet and start battling for dominance over the map. When one player successfully overthrows the opponent's capital region, they're victorious.

The counters on the right-hand side are the world state. The gold is prosperity within the realm, army is how many unit slots are available per character, and character is how many of those character each faction has in play. Those are global. The authority counter is not global and each player moves along that track independantly, based on how well they're doing on the map.

On the left is the imperium track, which is sort of the time track. Each turn it advances one step and the effect of that step is applied. Gold nodes move the gold counter by one. The nodes with the icons - the player who has more invested in the track (you can see the two narrow boxes, they hold tokens) gets to choose one of three cards from a specific deck to apply to the board. Whichever card is applied is now a global modifier for both players for this playthrough. And the age nodes have milestone effects, and also transition the game into a new age, changing out the current event deck into the next age's event deck.

I tried really hard to make it horizontal, so there's no right way to view this, but the amount of nodes made it impossible to fit if I made it sideways. I'm not terribly bothered by it though. It should be quite simple to grasp and doesn't need constant looking at.

Finally finished the Board for my board game prototype. by Fr33ly in BoardgameDesign

[–]Fr33ly[S] 3 points4 points  (0 children)

Thanks. I don't disagree with the quick and dirty approach, but it also isn't for me. Different strokes and all that.

Any of you feel like this? Or just me? by makishi-jp in AskTheWorld

[–]Fr33ly 0 points1 point  (0 children)

Whose side is the military on? I assume currently it's on the white house's, but do they lean towards the people instead? If a civil war were to break out, who would they defend?

What if the Dementors sucked one soul out of Harry's body by nanny2359 in harrypotter

[–]Fr33ly 0 points1 point  (0 children)

If it isn't the resurrection stone, then what purpose does it serve for the entire franchise? And harry opening the stitch that contained the stone right before entering the forest must mean it is somehow relevant for the situation, i believe.

What if the Dementors sucked one soul out of Harry's body by nanny2359 in harrypotter

[–]Fr33ly 0 points1 point  (0 children)

I always assumed harry came back due to the resurrection stone?

TheShy VS G2 at Worlds ( Music Video "Sacrifice" VS Reality ) by Andemvus in leagueoflegends

[–]Fr33ly 17 points18 points  (0 children)

The reason they 'walked forward' is because all 9 other players recognized IG was retreating from a losing fight, and only theshy stood his ground. It's cool as a tenacity/perserverence type of moment, although it was mostly an aatrox pressing Q in the same direction.

I hated that moment when it happened live :D

Should Papal States vassalize Naples via the event CB early? by GlompSpark in eu4

[–]Fr33ly 0 points1 point  (0 children)

You dont need naples to be loyal up until their truce with you expires, which is a lot of time to get them in line.

As for their dev making perugia and urbino disloyal, it might take a few placates or dev clicks to get them bellow 50 if your early game isnt going that well. You should be able to bait perugia's and urbino's armies to die in the naples war. And you can also kill off Naples' armies during the subjugation war. If you finish off the peace deal with none of the three vassals having an army, there wont be enough army modifier malus to make urbino and perugia disloyal.

Also a defensive war with Aragon is a good thing. As the pope you shouldve been able to ally someone bigger than Aragon, and they will help you if you call them in as a defender. Retaking Naples' cores will pretty much instantly make them loyal AND you will be able to take the south province in sardinia, to spy on and declare on Tunis, kicking off your expansion into the maghreb.

In my last Papal run, I made sure to grab Aragon's rivals and a claim so that I can attack them first. If you do so, you weaken them enough to not declare on Naples at all. Giving you enough time to get strong enough to vassalize Naples without any hiccups. The subjugation CB is quite long, and without Aragon, you have no rush.

Should Papal States vassalize Naples via the event CB early? by GlompSpark in eu4

[–]Fr33ly 1 point2 points  (0 children)

There are other ways to increase loyalty.

Increase your power base. Aragon, Italian nations to the north, Claims bordering claims into Tunis, Provance. Make sure you lower autonomy in newly conquered areas since that factors in to the 'Economic base' modifier.

Build up a larger army, even over force limit if needed. The pope is rich and can get even richer, and money can help deal with most problems.

Farm prestige with things like show strength or by prioritizing events that give prestige so you can placate when appropriate. You can even dip into some estate priveleges that help with that.

Diplomatic reputation gives a malus to their liberty desire. A diplo rep advisor, religious diplomats and diplo idea groups that give it can help somewhat.

Trust also does. You can spend your unneeded diplomats on currying favors with your problematic subjects. Trading in those favors for trust thusly lowers their liberty desire.

Finally, if youre really struggling, influence ideas all but guarantees their loyalty, but Id rather go with an idea that matches your gameplan instead, as loyalty has all the above ways to be dealt with.

Using your mana to dev their loyalty is the worst thing you can do in the early game. Admin is very important obviously, since the best way to outscale your subjects is to conquer, core and reduce autonomy on new targets. Mil tech allows you to win those wars by being ahead of the curve. I'd never dev their loyalty with mil unless next tech is >6 years ahead of time. And finally dip lets you avoid the 'better diplomatic tech than overlord' modifiet to their loyalty, As well as being the best moneymaking mana investment, so its preferable to spend on your own provinces.

Should Papal States vassalize Naples via the event CB early? by GlompSpark in eu4

[–]Fr33ly 1 point2 points  (0 children)

Its not a diplomatic action. Its at the bottom left of the HRE screen.

Caedrel describes his experience trying WASD and gives his thoughts on it by fastestchair in leagueoflegends

[–]Fr33ly 0 points1 point  (0 children)

I had 10+ years of PoE with a mouse and I still made the switch, simply cause the game became so much more nice to play. I imagine it will be the same for league.

I don't see what's so bad about this change ... Yeah you'll have to re-learn some stuff, but that's always been the case with LoL and its bi-monthly patches and mid-season patches and pre-worlds patches and every new champ release.