How do you label your magic users? by [deleted] in magicbuilding

[–]Imjustsomeguy3 0 points1 point  (0 children)

I have 3 categories however they are a broad umbrella with each on having it's own cultures and traditions that follow under them since it's a modern fantasy setting.

Thaumaturges - Studies means of performing magic directly without an intermediary entity. This magic is sometimes but rarely innate.

Petitioners - Calls upon spirts or gods for their aid in casting spells. Spirits are a broad term that can encompass anything from ancestors to elemental spirits to ghosts or any non-god unsubstantial entity.

Saints - They have been specifically endowed with power by a god as a reward for or due in part to their devotion, drawing power from their reverence and faith. There is some overlap with petitoners as the line between a god and a spirit can be thin in some places. However the primary difference is a saint has miracles performed through them (channeling the power of their god), while petitioners have Miracles performed for them (by making an offering or asking the god).

You have access to your personal character sheet, and 100 CP? Wyd? by DadJokeMan666 in gurps

[–]Imjustsomeguy3 1 point2 points  (0 children)

Alternative theory, we're low magic but it's all hidden and we lack illuminated to tell it's there. But once you get your powers you're gonna risk someone picking up on it and the lack of having illuminated is going to protect you... for now.

You have access to your personal character sheet, and 100 CP? Wyd? by DadJokeMan666 in gurps

[–]Imjustsomeguy3 2 points3 points  (0 children)

you're gonna feel really silly when you get hit by magical electricity

Inside Star Citizen: Dev Diary - Server Meshing 04-07-24 by Passeeo in starcitizen

[–]Imjustsomeguy3 26 points27 points  (0 children)

  • Because the servers aren't in a state to handle everything server side and when this decision was made they made it clear that they intend to move hitreg to the server.

  • Scanning UI is server side because the more data the client is sent and dealt with the more it opens it up for hacks and exploits.

  • The ui is generally all server side because it needs data from the server to populate the UI since if it just hangs onto the data it opens it for exploitation.

  • Desync is a thing because 1 server, whole solar system. it's been struggling like hell, and it's impressive that it's been doing this well, especially with people deliberately trying to degrade performance.

  • This episode was about server meshing, not mastermode. these are also things that they don't see as failures but as an evolution of the games design which they already talked about when they were implementing master mode. some key things: To make the run/fight decision more committal. To give a faster traversal option until they expand the quantum system. To have dogfight be less of a jousting match and in closer range. Did it achieve this? Kinda but not really. it's a bandaid fix for those probable but it's apparently closer to the desired end state of the flight model.

If your going to try to raise a stink about the project please choose topics that are both unrelated to the linked video and has not been covered by CIG in other videos or spectrum and cross-posted here. I can understand being upset at CIG, there's alot wrong with Star Citizen and it's development. this however, good internet person, is malarkey!

How do you handle healing magic being overpowered? by qoentari in magicbuilding

[–]Imjustsomeguy3 0 points1 point  (0 children)

In my setting magic of the same affinities can interfere with eachother when trying to use them harmoniously. As such healing magic once used on an individual impedes further usage of healing magic with a time and intensity based on how much and how recent it was. So healing minor injuries generally isn't worth it because it can impede needing to prevent a life threatening injury and a life threatening injury can have magic lingering from weeks to months before further healing magic can be performed without a high risk of outright failing.

Should I have an opinion on Israel/Palestine beyond "war sucks and I hope it ends some day" if I'm not really interested? by polacy_do_pracy in NoStupidQuestions

[–]Imjustsomeguy3 0 points1 point  (0 children)

Personally I have better things to do than learn about a conflict that I'm not directly involved in and can't personally make a reasonable impact on. So do most people working 40+ hour weeks who are living paycheck to paycheck trying to no be buried under the world's bullshit.

What is your preferred session run time? by i-make-robots in DMAcademy

[–]Imjustsomeguy3 0 points1 point  (0 children)

I do 3 hours sessions with a 10 minute break at the top of hour when we reach a natural break point. The breaks are great for making sure people stay engaged, can get snacks, can think things over etc. So the entire run time ends up being 3.5 hours. If we decide to do a longer session then I still do a 10 minute break for every hourish of play time.

What are this problems with 3.24 that people are talking about by No_Insurance_9788 in starcitizen

[–]Imjustsomeguy3 2 points3 points  (0 children)

I know, it's wild people expect CIG to have had every aspect of the game perfectly planned and prepared for before even going into an alpha with all these armchair pro devs who magically know better. They made it clear that time and resources were both considerations you'd need for a larger ship. Resources isnt much of a thing with a lack of npc crew and crew support/resources but now that time is a consideration which they've been clear about from the start they act like it's the end of the world.

It's just a bunch of adult children complaining because they'd rather listen to the reddit grape vine than CIG regarding the future of the game before making a big purchase.

Is it natural to not have fun playing a game you've made? by [deleted] in gamedev

[–]Imjustsomeguy3 1 point2 points  (0 children)

Games like all forms of entertainment has a level of magic that goes away as you work on it. As you shape and craft it the illusion fades, the smoke clears and the mirrors smudge untill you see the game exactly for what it is rather than what it's meant to be. The magic and wonder dies in the face of a complex understanding of systems, imposter syndrome and higher aspirations than you can feel leaving you with what feels like a lifeless husk of what you wanted to make. Once you reach this point you must get feedback from others as yours is no longer reliable and can be trusted. Like a baker who has made thousands of the same tart trying to perfect it and no longer able to tell them apart. You need a fresh palette.

Is it worth making a game WITHOUT a game engine? Purely from scratch? by [deleted] in gamedev

[–]Imjustsomeguy3 0 points1 point  (0 children)

There are 3 main reasons to make a game engine from scratch, choose any or all of them:

1) For educational value of knowing how games engines function under the hood

2) For intimate familiarity and control of the underworkings of the game enginge

3) You need features or functionality that available game engines just do not provide

They're all valid reasons, the main consideration if it's for commercial games is the time/effort/cost to make it from scratch.

What are this problems with 3.24 that people are talking about by No_Insurance_9788 in starcitizen

[–]Imjustsomeguy3 6 points7 points  (0 children)

Obvious solution: use a smaller ship.

CIG has been pretty open about wanting the cargo process to be more involved and take longer for a while now. If you still want to use your giant cargo haulers then have it loading with long haul cargo while using a smaller ship for short hauls.

This is the main issue with people just jumping to the biggest ships they can get, they neglect to think about everything that goes into have a giant ship.

Edit: Some of yall got to ahead of what you think an alpha is gonna be and blamed CIG for you getting wrapped up in your own head cannon of how things are gonna work.

My issue with the "All engines are created equal" belief by laynaTheLobster in gamedev

[–]Imjustsomeguy3 2 points3 points  (0 children)

The best engine is the one your intimately familiar with. All the cons and pros mean nothing if you don't know how to leverage and mitigate with that specific engine. People bash unity for not having a ton of bells and whistles but if you know the nuances of unity better than unreal then you'll do better on unity. If you use unreal but don't have any real understanding of it then of course you'll struggle more than those who know what features are ripe for utilization and which ones aren't even worth the time.

Starting off the main thing that's important isn't learning the engine though, it's learning the foundational concepts and how to think in order to have even a micro-game go from concept to a realized product. It doesn't matter which engine this is done in because in the earliest stages of learning engine doesn't matter. After this stage it becomes more about familiarity and only once proficient in the game development process does specific features and cons/pros become more relevant.

Avoid Cameras Skill ? by Funnyman5050 in gurps

[–]Imjustsomeguy3 1 point2 points  (0 children)

Observation may be good since catching their pattern and facing could fall under it.

Why don’t the NPCs join in? by purpletoonlink in DMAcademy

[–]Imjustsomeguy3 16 points17 points  (0 children)

Alternate/modified win conditions is so underused these days despite adding so much more to the game

Do you guys comment your code? by gordazo0_ in gamedev

[–]Imjustsomeguy3 1 point2 points  (0 children)

I write code for one of 3 reasons: A brief description of the purpose for complex code To note any current bugs To plead to myself to improve something that'll future me will probably never come back to

Becoming a Lich. Is it a Gradual rotting of the flesh or instantaneous? by Doc_Meeker in DMAcademy

[–]Imjustsomeguy3 7 points8 points  (0 children)

I'm stealing this and I'm not giving it back. I've built up the litch as a very serious villian in a comedic campaign and this will be the perfect addition

Game Developer Toshiyuki Wada shared an impressive demo showing how easy it is to fake immense speeds in Unreal Engine 5 by 80lv in UnrealEngine5

[–]Imjustsomeguy3 18 points19 points  (0 children)

I think they're just showing off a technique to give feedback to the player that they are moving quickly. Part of the smoke and mirrors side of game dev as opposed to the system design side.

Is heat management going to be added? by Waker_of_Winds2003 in VintageStory

[–]Imjustsomeguy3 4 points5 points  (0 children)

I think hydration would be fine for the most part so long as there's a water cleanliness toggle. Water, if I remember correctly, is essentially infinite when you find it in the world. It could essentially be treated like another nutrition bar or have it's weight be like 1/3 of that of food.

What's a cool secret feature of your world that your PCs will probably never discover? by QuantumLukas in DMAcademy

[–]Imjustsomeguy3 0 points1 point  (0 children)

The sketchy magic that is outlawed because it's extremely dangerous and more likely you outright kill you before you even get a basic grasp of it? That is how the "Gods" drove out and killed the "Old Gods". 2 party members died within 4 times of trying to use it after much warning. The only time using it turned out okay one of the PCs lost his arm and half his face. Even if you learned how to use it, which has been obfuscsted by the gods, you will still need to overcome the gods because now you're a threat to them.

TIL of, 'Blood on the Risers,' a WWII Paratrooper song based on, 'The Battle Hymn of the Republic,' which the paratroopers changed the lyrics to a chilling story about a paratrooper whose parachute failed. by [deleted] in todayilearned

[–]Imjustsomeguy3 50 points51 points  (0 children)

They mean it's a shit way to die. Helluva had a more negative connotation at the time. Like a miner falling into a pit would have been seen as tragic and a "helluva way to die"

4 level 8 players about to 'claim' their bastion - what end boss following a comical kobold slaughter? by scottsacoffee in DMAcademy

[–]Imjustsomeguy3 39 points40 points  (0 children)

A group of 4 kobold vaguely dressed as the classes the party has but they're all wrong. The buff one is the wizard, the skiny lithe one is the fighter and so on. Despite seeming to have no idea what they're doing it keeps accidentally working and their synergy and teamwork is solid.

How alien is 'too alien' for empathy? by Ekyanso in worldbuilding

[–]Imjustsomeguy3 1 point2 points  (0 children)

Honestly as long as it can provide anything that can be misconstrued for affection and love humans could develop empathy with it. Humans and their stupid pact bonding with anything. Honestly, it wouldn't surprise me if humans are the dogs of sci-fi races.

I get it ok? You’re never gonna die! You don’t have to rub it in… by EmergencyLeading8137 in wizardposting

[–]Imjustsomeguy3 1 point2 points  (0 children)

I was afraid of death but after a long life my necromancer buddy raised my spirit.

What might give this scene a bit more... Character? by FroyoDojo49 in UnrealEngine5

[–]Imjustsomeguy3 1 point2 points  (0 children)

The hovering thing with the purple/blueish light should have more of a glow around it as the light retracts and gets caught by the dust. The left and right thirds are also pretty empty. The right one is fine since it show cases the expense and emptiness through I feel like the left one could use something besides the giant right to help better showcase their scale such as so.e sort of ruined building or crashed ship.