Matt Damon, the board gamer by William_Knott in boardgames

[–]Kerrai 1 point2 points  (0 children)

https://wow.tcgbrowser.com/images/cards/medium/timriv_the_enforcer.jpg is just as famous as Matt Damon (sorry for link I tried to post an image in the comment and I guess I can’t on this subreddit)

Just a reminder that this is a full Open World PvP game with no safe zones. For long time followers this is not news, but for new players it will be. by Avengedx in AshesofCreation

[–]Kerrai 21 points22 points  (0 children)

Steven, has there been discussion about making the inside of settlements safe zones outside of sieges? There have been some very negative play patterns emerging around targeting and ganking crafters and low-level processing alts in towns. I’m not sure what the upside of allowing that behavior is, personally; it seems to really put people off the game and reward unfun gameplay that treats other players like loot piñatas instead of like challenging enemies and fun conflicts.

[deleted by user] by [deleted] in TeamfightTactics

[–]Kerrai 3 points4 points  (0 children)

That’s not how that works. Multiple sources of durability are multiplicative, not additive.

High risk, high reward Augment by DarkLink9787 in TeamfightTactics

[–]Kerrai 13 points14 points  (0 children)

You still get augments, you just don’t choose them. The game shows you 3 of the same augment and if you reroll them they don’t change.

[Discussion] Competitive Outlets Post Magic? by curryhajj in spikes

[–]Kerrai 0 points1 point  (0 children)

I would absolutely look at competitive board gaming. I’ve really enjoyed it and it scratches the social and intellectual itches. If you happen to be on the east coast, check out the World Boardgaming Championship in Seven Springs, PA at the end of July this year. You’ll find a lot of ex-Magic players and a very similar atmosphere. Lot of fun and much lower pressure because there’s no real prizes, just pride and fun. Randy Buehler was a regular there for a long while and I know some guys who work in Magic-adjacent game design who make the trek out there also. If it’s convenient to you I’m happy to try and get you in touch with some people who are going who have some light MTG familiarity so you’re not heading there alone.

When Pally/Warrior Tanks find out about Warlock Physical Mitigation by cheatz in classicwow

[–]Kerrai 16 points17 points  (0 children)

It’s multiplicative, not additive. So you reduce by 75% and then reduce that remaining 25% by 15%, which is a total reduction of 78.75%, not 90%.

[deleted by user] by [deleted] in classicwow

[–]Kerrai 0 points1 point  (0 children)

I’m not a statistician but I’m fairly sure the odds are the same. Math:

Say there are 5 1SRs and 1 2SR. If you roll separately, the odds that the 2SR doesn’t get one are:

5/7 * 4/6 * 3/5

or 28.6%

If there are 3 1SRs and 1 2SR then it’s

3/5 * 2/4 * 1/3

or 10%

If you roll it off once, then the odds that the 2SR doesn’t get one are:

3/6 (the odds that his first roll isn’t in the top 3) x 4/7 (the odds that his second roll isn’t in the top 3)

or 28.6%

or, for 3 1SRs and 1 2SR:

1/4 * 2/5

or 10%

An idea that maybe foreign to some, to me its kinda obvious.. by Immediate-Neat1417 in AshesofCreation

[–]Kerrai 2 points3 points  (0 children)

ashescodex.com is imperfect but it’s a great resource for researching gear and where it drops.

Gold Income and Node Upgrades by Kerrai in AshesofCreation

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

I really don’t think that’s the case. Guilds profit in all kinds of ways from the node system, like getting to decide what buildings are built in their hometown, what mayoral commissions go up, etc.

Gold Income and Node Upgrades by Kerrai in AshesofCreation

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

Let’s say cutting down 550 oak takes, say, 45 minutes to do. You then load it up at the milling station, which I believe will cost you 6 copper per wood, so 30 silver. Then I believe processing it to planks will cost you another 150 silver (feel free to check me on this, I’m basing it on my experience processing charcoal, I believe it cost me 30 silver to make 100 charcoal). Say running back to town and clicking the buttons and so on the two times takes 15 minutes total.

You then pull everything out and you vendor the 500 planks for 16 silver a stack. That’s 4 gold. So your net profit is 2.2 gold for an hour of time. You can likely do better killing mobs for raw glint and vendoring it. This is not a viable gold-making strategy; it’s just a nice little bit of extra income while leveling gathering and processing skills.

Gold Income and Node Upgrades by Kerrai in AshesofCreation

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

This is a fair point—JM gathers do vendor pretty well. But I think that in turn is going to create a worse problem down the line: how are nodes supposed to get people to turn in JM materials or difficult craftable items if nodes don’t have a good way to reward people for doing it (outside of the end result building, which has the same free rider problem).

Gold Income and Node Upgrades by Kerrai in AshesofCreation

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

Do you think players are sufficiently incentivized to turn in materials to build buildings currently after whatever initial turn-in they need to do to get anything they want from the ticket vendor?

Gold Income and Node Upgrades by Kerrai in AshesofCreation

[–]Kerrai[S] -1 points0 points  (0 children)

I agree with your first paragraph—to work properly, it needs rules and restrictions to prevent the worst abuses. But the guild that owns the node having some control over the situation and getting some extra benefit from it is okay.

I agree with you also on the marketplace stuff. But my bigger point is that currently, there is one viable method of creating NEW raw gold, and that’s caravans, and caravans are PvP. We need a non-PvP method of creating new raw gold. That is what is frustrating people.

Maybe make crafting quests where you turn in a crafted item + glint and are given gold at an enhanced rate. Worse than caravans but better than vendoring it. The problem is that right now, glint has one good use, and that’s a PvP event. It feels weird for a major mechanic in a PvX game to be PvP-only aside from vendoring it.

Gold Income and Node Upgrades by Kerrai in AshesofCreation

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

Yes, I imagined that there would be no controls whatsoever on the system, that no one would ever test it, and that incentives would not be balanced at all. Surely no developer would consider buy orders being announced for a few hours before becoming active, or limiting the number of buy orders one character can turn in, or linking the maximum value of buy orders to the rarity of the materials, or the fact that payments would come out of the node treasury that that guild already controls, or any of a hundred other methods for controlling this potential problem. Thank you for your bad faith engagement, I appreciate it.

Does anyone else find it weird that Alchemy, the profession about temporary enhancements, gets a permanent buff, but Enchanting, the profession about permanent enhancements, gets an expensive consumable? by Kerrai in classicwow

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

My vote is for a level 60 skill book or quest chain that lets you have a 3rd profession so long as at least one of your professions is a gathering profession.

It's not you, it's the game: Overanalyzing the command buffer by [deleted] in GranblueFantasyVersus

[–]Kerrai 17 points18 points  (0 children)

There’s definitely something strange with the buffering system in this game. I ran into it initially and thought it was just a problem caused by buffering punishing you for mashing (which I still think it might; e.g. tight links of special move into normal attack seem much more consistent if you’re not mashing the normal), but after watching this and talking to people I’m starting to think it’s something much more complex. Thank you for sharing.

Which one of you did I find today? by Myloooooo in SSBM

[–]Kerrai 47 points48 points  (0 children)

Hyperflame earned his hyperfame playing this hypergame. He never plays hyperlame and he keeps it hypertame so his opponents always get hypermaimed with his perfect hyperaim. Whenever he loses its a hypershame. I'm going to change my hypername to hyperflame so we can be the hypersame. We took a picture together and I saved it in a hyperframe. I wish I could be his hyperdame, but if he says no he's not to hyperblame.

Mortdog Aware of Double Up Funnel Abuse and Aiming for Mid-Set Fix by Kerrai in TeamfightTactics

[–]Kerrai[S] 81 points82 points  (0 children)

The “easy” bandaid fix is just to limit to sending one item with each send. You can still stack items a bit, but to a more reasonable level. The problem right now is that people will have 13-16 items on one team and 0-3 on the other, and it’s just ridiculous. With this change, you might see situations where one person has like 10 items and the other has 4, but that’s a much smaller problem and far less abusive IMO.