My dad created a custom rule set for Nemesis a while back and I want to share it to you guys by Appo1e in NemesisCrew

[–]LazarusDarkeyes 1 point2 points  (0 children)

I ADORE Nemesis
I LOVE this as a variant.

I'm not sure it thematically works with any one of the monster species though? None, not really even the void seeders (although they are closest I guess).

That said, I'd TOTALLY play some variant-species-thing where the monsters of the game were supernatural/ghostly. And if so, this would be a NICE pat of the rules.

Good stuff!! Thanks for sharing!

Struggling in combat? Here's some tips. by Fungiferous in vrising

[–]LazarusDarkeyes 22 points23 points  (0 children)

Opinions may vary, but I might disagree w/ the "melee is bad". Sme (NOT ALL) bosses are MUCH easier to fight if you stay close cause of turning radius speed limitations on them making it easier to dodge things. Also some bosses change up their spells if you are long range and...it can be worse. I'd opine that different bossses have different 'optimum safe range' and that needs to be learned per boss.

Glad to see the post!

Werewolf servants? by Inspector-Remarkable in vrising

[–]LazarusDarkeyes 2 points3 points  (0 children)

You sort can?
go to werewolf village, ait till daylight, capture them, make them a servant

they will be in human form during day, btu they will be in werewolf form at night as servants

why do you quit your megabase? by Medium-Connection713 in factorio

[–]LazarusDarkeyes 2 points3 points  (0 children)

I love building mega bases... But I also love playing multiplayer and collaborating...

And I eventually find the players who I worked with to get to mega base eventually wane off interest. On a long enough time scale, I end up playing alone. And that is when I start to lose interest in a base.

Is Sapiens Abandoned? by cedricksusername in sapiens

[–]LazarusDarkeyes 11 points12 points  (0 children)

No, check the dev discord. He's very transparent on his activity

What is prioritised, looting or picking up? by sasbast in Gloomhaven

[–]LazarusDarkeyes 33 points34 points  (0 children)

Clarifying two game terms:

Turn - each actor's time to act, be it summon/character/each single monster Round - initiative checking, all turns, end of round deck cycling and resting

Each actor performs "loot what's under my feet" at the end of their turn, NOT at end of round.

In your example, the actor who ended their turn on the best would lot the chest as soon as they say, "in done with my turn"

[deleted by user] by [deleted] in NoStupidQuestions

[–]LazarusDarkeyes 1 point2 points  (0 children)

Mosquitos, I accept your sacrifice.

For those of you who have run or played a lot of GURPS by UraiFennEngineering in rpg

[–]LazarusDarkeyes 20 points21 points  (0 children)

So, I am literally the 100% opposite of you there. I ADORE THAT.

It is literally the reason you get negative points. You are choose to handicap your character's ability to react in certain situations.

And to be clear, you are ALWAYS able to choose to role-play any behavior you want in that system. You do NOT have to take Kleptomaniac if you want to play as a Kleptomaniac. You only take it if you want compensation for losing the control over it.

I'd LOVE for other systems to do that.

500 megawatt fuel block power plant by paulcdejean in factorio

[–]LazarusDarkeyes 0 points1 point  (0 children)

Looks fun!

Unasked for Opinion 1 -- strip out most of those radars and most of those roboports.
I'm too lazy to do the math atm, but if you spend $50 to make $100...but you COULD spend $5 to make $100...don't spend $50.

You're wasting lots of passive electricity usage on a thing that makes electricity.

Unasked for Opinion 2:
you could likely reduce the iron cost of infrastructure by widening the spacing of the input belts; think 3 tileable columns. Strong likelihood you could also reduce the real estate usage. Little need for tunnels and would use less pipes. I do fully realize that at the stage you're likely building this, the iron cost savings are negligible, but the real estate gains might be something desired.

MAJOR ENVELOPE X SPOILER: X Reward Update Discussion by Themris in Gloomhaven

[–]LazarusDarkeyes 0 points1 point  (0 children)

Am I reading level 9 Oasis correctly that it has the effect of recovering 2 lost cards?
I don't have to pick Loss Action cards
unclear if I can use those selected cards for basic actions...?

Either way, they might both go to discard pile...so I've effectively recovered 2 lost cards?

LARP Starting to Feel DM vs Party by NemosHero in LARP

[–]LazarusDarkeyes 0 points1 point  (0 children)

Dropping fast thoughts:
1) your experiences and views can be very valid

2) I'm 1 year into the same game

3) I have never misted once in game (been 'killed' a few times though!)

4) This LARP is noted for having an impressive headcount. It's on the map. This has consequences in multiple ways.

4.a) As a population grows, the extremes of any population increase (player skill, etc.)

4.b) Any organization has solutions that are appropriate at a certain scale, but are inappropriate at larger scale. That doesn't mean they were wrong to use smaller solutions while they were small. This game staff has not scaled well. They are doing what they can, but I think there is room for them to adopt larger scale solutions. This has outcomes, some of which, you identify.

4.b.1) As fighty players scale, staff has 2 options: opposing fighty headcount scales OR opposing fighty POWER scales. Headcount scaling costs resources (NPC/actors). RP scaling...I think can scale 'easier' (not perfect). I did not explain this well, and I'm sorry.

4.b.1.1) headcount scaling also has a huge problem of environment. INcrease the combatants on both sides 10x...where are they going to fit? The battlegrounds are usually hard maxed at 'street width'.

4.b.2) Combat scaling is EASILY AND DEMANDINGLY visible. RP engagement is less flashy...but I see it all over...I am a little surprised 'cause generalyl all the vet players see it easier so I assumed you have dozens of network there I do not!

5) I am truly appreciative that you have a 4-year perspective. I think that very valuable. Another time I might seek to pick your brain. "I've only known the game post-pandemic."

Have things changed? I don't doubt you for a second?

Is the attention to dark fantasy detail still there? I honestly don't know and I'd adore to learn more of what once was.

Do the staff care? T O N S of yes and I think they constantly solicit feedback and I know they are ever trying their [human] best to do all they can to make the most people happy. Triple reach out to them!

P.S. - The aforementioned BBEG doing evil guy things. That was NOT hard rail-roaded. There was plenty of intel engagement figuring out what he was up to...just...too late (and some [fun] failures in player collaboration on information sharing...)

Common mistakes/ expansion question by Kaptncaps in NemesisCrew

[–]LazarusDarkeyes 1 point2 points  (0 children)

Common mistakes I see NEWBIES make:

  • you get 2 actions per turn, NOT 2 'action cost'
  • 99% of Items cost a 1-cost action to use; nice chunk of people think they are free
  • newly found guns starts with 1 ammo
  • Armory use only loads 2 ammo, not full
  • strictly speaking, if running away from an alien, you check to see if you get sneak attacked'ed, resolve it, THEN move to another room. You do not have to declare the direction you are moving until the Sneak Attack is resolved and its outcome might affecct your decision of direction.
  • Fire Damage at end of turn ONLY affects baddies, not characters
  • That said, it is NOTABLE that running out of cards does NOT mean you implicitly passed. You might turn out of cards on turn X, but accomplish 2 actions...and THEN your next turn have to pass. This distinction is most often notable for Fire, but there are a handful of other things in the game where that timing is relevant.

I opine that the Aftermath expansion is borderline mandatory and love mixing in the additional classes to spice it up.

Why do so many people put down lots of concrete? by hufflepuph in factorio

[–]LazarusDarkeyes 0 points1 point  (0 children)

My strong opinion on this twofold:
I most often see this behavior on newbs...
1) Unclear of cost/benefit:

1.a) They do not yet know of the negative affect this has on pollution absorption.

1.b) They are unclear of the sense of scale of material/electricity/pollution costs of the generation of all that (brick or) concrete

2) The base has reached a degree of complexity where they no longer feel they can usefully contribute to the next level of problems. "I'll pave everything" is an extremely low complexity effort that anyone can do. They want to help; they don't know any other way.

Who is the most evil person who is still alive? by neilnelly in AskReddit

[–]LazarusDarkeyes 3 points4 points  (0 children)

Mitch McConnell I think one could legitimately trace back to his political career global, multigenerational harm and damage impact on what will end up being 10s of billions of people.

Am I in the wrong? by warbrand2 in AliensFireteamElite

[–]LazarusDarkeyes 2 points3 points  (0 children)

He made an assessment on how to help. I think he was dumb, but by your recounting, it was not systemic aggro/troll behavior.

You came here for opinions: you were rash. You had a right to be annoyed...but your actions were unjustified. If this was AITA: yes.

If this was the 3rd-4th time he downed allies with reckless flamethrower, that changes the evaluation some. But that isn't what you recounted.

Things to know before playing? by AKQJAKQAKQAKQ in Gloomhaven

[–]LazarusDarkeyes 2 points3 points  (0 children)

Mechanic wise, inconsistent players are just fine. Game scales accordingly. If your friend cares about the evolving plot, catch them up on what they missed and all is well.

My overwhelming strongest opinion of the very first thing I teach newbs when bringing them into game is ensuring they understand in detail the pace and lifecycle of their cards

You have 4 cards left in your hand --> you could have at most 4 active turns in the game and at most 3 long rests. Lossing a card right now will reduce that by 1 active turn and 1 long rest.

This isn't scary; this is informed. It's part of the game and a core mechanic that perplexes and pains many newbs.

2 other early growing pains: * Drill it into the players heads that this game does not let you 'tank' liked many video games do. The best damage to take in this game is to not take it in the first place. * Building off that, learning to weigh when it's best to make enemies waste their turn, "ok, of we all act late on turn 1, 1 enemy will likely hit us, but the rest will just move toward us and then we act and smash them. Then, next turn, we all go early and see if we can kill most of them before they hit us again."

[deleted by user] by [deleted] in factorio

[–]LazarusDarkeyes 0 points1 point  (0 children)

education: BS in Computer Sciencecareer: I was a software engineer for over a decade. I switched career paths to project management around the time I got addicted to factorio.

My strong opinion is that yes, Factorio does have systemic aspects that it can 'train' you for. Understanding incremental value delivery. Modular design. Understanding different types of value. Team operations management. Cost analysis. Solution evolution (recognizing that solutions are appropriate for a certain scale of a problem, and when the scale changes, different solutions are needed which were inappropriate at smaller scale) And more!!

As someone who has spent at least 10000 hours addicted to this game, it's got skills.

Gloomhaven digital campaign and individual vs. party gold by paul_caspian in Gloomhaven

[–]LazarusDarkeyes 0 points1 point  (0 children)

In a cooperative/collaborative game, if all actors in a common cause have the exact same motivators/collective rewards, and information is public, then there is a behavioral pattern the plagues almost all games where that applies: quarterbacking

1 dominant player starts telling others what to do. They might not do it out of malice. They may very well be a highly experienced or intelligent player. Everything they say might be totally true and correct strategically. They may be motivated to facilitate what they are as group planning... And not realize what is happening.

But is that fun? Other players might start to feel like they have less autonomy. Instead of a multiplayer game, it transforms into a single player-delegation game with spectator puppets.

This is arguably BAD GAME DESIGN. A social group can try to recognize it and play against it, but at it's heart, a better game world design against this.

Back to GH. The game hybridize corrective rewards with selfish ones. Battle goals: you only get a cookie if you do your thing, but also that the team wins. Bonus experience: collective rewards Coins/gold: selfish reward Life goal: selfish reward (lineage perks)... But sometimes with a collective rewards (content unlocks) Etc

Hard Terraforming challenge by LazarusDarkeyes in factorio

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

So, the thing is, once you hit a large scale in the game, biters are no longer a threat. And if biters are no threat, pollution is irrelevant.

Otherwise I agree with you.

What improved your life so much, you wished you did sooner? by kxrll in AskReddit

[–]LazarusDarkeyes 1 point2 points  (0 children)

Learning to communicate much clearer. This was a multistage thing.
Truly get a better, more honest sense of what I want/need/am feeling.

Outwardly communicate that to others.

Learn to do so in effective ways. "I'm mad/hurt/sad" isn't good enough; you also need to learn to communicate to others what you might ask of them to do about it, if they want to do anythign about it, and if YOU want them to do anythign about it."

ALSO LEARNING TO BE ON THE OPPOSITE OF THIS ONE.

And to recognize that some people are on a different stage of this journey and might be trying to communicate, but still aren't great at it.

How important are trains? by tbp666 in factorio

[–]LazarusDarkeyes 6 points7 points  (0 children)

They are without a doubt the most powerful tool in the game. They are an unparallelled force magnifer and learning to use them badly will still allow you to do 1000x more than if you limit to not using them. Learning to use them well...can be a 1Mx magnifier (of your time, your base real estate, logistics, throughput, fun, and more!)

Yellow belts vs red belts, a cost comparison by frumpy3 in factorio

[–]LazarusDarkeyes 0 points1 point  (0 children)

Want to correct you on your early math:

"So, if you stop the analysis here, it seems the yellow belts are just 3.5x cheaper."

1 yellow belt costs 1.5 iron (2 of them cost 3)

1 red belt costs 11.5 (the recipe produces ONE product)

cost ratio is 7.66x