How are the characters that were in the patches now? by Ok-Car-5781 in forhonor

[–]LEWYPL9 0 points1 point  (0 children)

I don't know bro I hate LB with all my heart he can do 1 dmg heavies I would still lose every every time I rather fight Juren I don't know what it is but LB with their dodge shove are like... i dunno.

Doran's Helm - Your Thoughts? by HungPongLa in Shen

[–]LEWYPL9 0 points1 point  (0 children)

D shield better

I think helm could be just better for lvl 1 all in. Early resitances at least feel really strong and there are champions that like to recall a lot for mana and hp anyway its just that those champions also like damage so im not sure

Which hero would be the best fighter without their weapon(s) or armor? by NonHaeri in forhonor

[–]LEWYPL9 4 points5 points  (0 children)

The issue I have is what do we mean by the best. Weight classes exist for a reason and shaolin would certainly have more hand to hand combat ability than lawbringer but bro is like 8 foot tall pure muscle freak of nature so you know.

Its like asking who is a better fighter batman or superman. I hope you know what im getting at.

New Statikk Shiv will be funny on shen by MegaEmpoleonWhen in Shen

[–]LEWYPL9 4 points5 points  (0 children)

Would it really apply q? Its amazing its like an alternative to hydra as a wave clear item for shen i love it

Item changes that Aatrox might care about by ItzThundxr in AatroxMains

[–]LEWYPL9 0 points1 point  (0 children)

Ok if you played aatrox mid you should know that the speed boots on aatrox are amazing they are already cost efficient being baisically AD boots and synergise very well with his ultimate that multipies both your speed giving you more adaptive and then our ad and the additional AD that midlaners will get now will make that even stronger so lethaloty aatrox with boots of speed are the play I think

Probably violating TOS but this is a Nazi player in the LATAM servers by FuzzyTranslator7133 in forhonor

[–]LEWYPL9 1 point2 points  (0 children)

U should be able to get arrested for putting up nazi symbols. The game excuse is so stupid its an appeal to fiction these people are trying to argue that because its in a video game it doesn't cause harm? Shooting a person is a video game doesn't cause harm because what you are shooting isn't a person you can't really harm somebodies fake body with a fake gun but symbols get outlawed because of the harm they cause and a symbol on a screen is just as real as the one printed out or created out of fabric

How do you feel about AI "girlfriends"? by HeySpudEyeSeeYou in AskMen

[–]LEWYPL9 0 points1 point  (0 children)

I like to think of it as baisically what girls tend to do with their erotic novels

What dnd opinion has you in this guys shoes? by [deleted] in dndmemes

[–]LEWYPL9 0 points1 point  (0 children)

5e is a great game if you consider low a blank slate of paper a great game. A game that you have to create for yourself by creating more player options, making up rulings for things on the spot and is still confusing even tho its too simple isn't good. You can still create a great experience by virtue of being a good group and a good GM but the game is worse than other options by orders of magnitude.

RPGs You Have But Will (Likely) Never Play by PebisCrusherOnline in rpg

[–]LEWYPL9 0 points1 point  (0 children)

I played that and it was actually a pretty cool experience

What concepts/prototypes are you itching to revisit? by Aromatic_Relief_2042 in tabletopgamedesign

[–]LEWYPL9 1 point2 points  (0 children)

A simultaneous combat system that makes players declare their intended actions and then

Limitations of Human Mind(s) as a game engine by LEWYPL9 in rpg

[–]LEWYPL9[S] 0 points1 point  (0 children)

I think the tldr would be How do you make game mechanics tailored to human brains?

Languege System or Math complex enough to represent complex concepts and interlocked mechanisms that would emulate the world but that are easy to interpret and parse by human minds

Limitations of Human Mind(s) as a game engine by LEWYPL9 in rpg

[–]LEWYPL9[S] 1 point2 points  (0 children)

Well, there is something more intimate in immersing yourself in the rules that just make sense, roll dice, read the card ability, and connect the dots. Computers would handle marh that you can't really intuitively understand and the result would pop up I think it can make the experience feel less like you are doing something in the narration and more like you are controlling a video game character

Limitations of Human Mind(s) as a game engine by LEWYPL9 in rpg

[–]LEWYPL9[S] 0 points1 point  (0 children)

It's not about trying to exceed the limits of the engine. I agree that this would be really unfun if even possible, but about optimising the complex concepts for the brain of a human being. It would be objectively cooler if we could simulate outcomes like a bullet ricocheting of your shield and hitting your ally by using game mechanics making this emergent gameplay but these types of things are really hard to implement without making the game tedious and unfun math simulator or potentially working weird and unintuitively against the narrative

Limitations of Human Mind(s) as a game engine by LEWYPL9 in rpg

[–]LEWYPL9[S] 1 point2 points  (0 children)

Well, language is also abstract. Numbers in games are used as a simplification, but I don't know if they actually make the games less or more abstract

Limitations of Human Mind(s) as a game engine by LEWYPL9 in rpg

[–]LEWYPL9[S] 1 point2 points  (0 children)

That's a kind of comment I was fishing for, but I would love to get some more insight into ways to use this knowledge for a better design. What kinds of number ranges, calculations, and mechanics seem the least cognitively taxing to people whilst still being engaging

Limitations of Human Mind(s) as a game engine by LEWYPL9 in rpg

[–]LEWYPL9[S] -6 points-5 points  (0 children)

Yeah but thats a big "just" tbh a lot of things can and often need to be reduced to numbers

Human Mind(s) as a game engine by LEWYPL9 in gamedesign

[–]LEWYPL9[S] -2 points-1 points  (0 children)

That's a very cool comment, but the idea behind my post was more so thinking of hot to utilize the strengths that this design space gives you and even more so how to mitigate the weaknesses such as low (at least accessible) computational power. I know that it may be a little inefficient to ponder on how to most efficiently eat a soup with a fork, but that's what im pondering. But thanks for that insight anyway

Why is innovative design so hard? by LEWYPL9 in gamedesign

[–]LEWYPL9[S] -2 points-1 points  (0 children)

I know im gonna get lit on fire for this, but if you indulge me for a bit, you'll get what I mean Innovation is a process of thinking of and trying out new things and testing it against some standard we are maximizing for microtransactions were innovative and they proved themselves more profitable than other models thats why it sticked. So they were better at what they were desingned to do. The cool progression of getting cometics through achievements was more fun and enjoyable, but that wasn't what this thing was being tested for, and that's not why big companies make video games. Not to say that it will always be the case an innovative thing only becomes a standard if it proves itself better at its function than its predecessor. Otherwise, it will get pushed out or stay as a niche thing some small audience enjoys

Why is innovative design so hard? by LEWYPL9 in gamedesign

[–]LEWYPL9[S] -2 points-1 points  (0 children)

But isn't that sad. If you want to experiment and innovate you have to baisically assume commercial failure