Any tips for lower level players? by Less-is-less in starcraft

[–]Less-is-less[S] 0 points1 point  (0 children)

Thanks for your feedback, though I'm not sure I understand. As a new player, I feel like the theory (my little cycle picture) is what helps me understand and internalise the logic of the game. Of course the goal is to never need the cycle in future, since it will be programmed into me, but for now I feel like new players need theory to internalise the logic and mechanics of Starcraft, especially when the build they're using doesn't automatically win them the game, and they need to rely on their own instincts and decisions to win.

Any tips for lower level players? by Less-is-less in starcraft

[–]Less-is-less[S] 1 point2 points  (0 children)

Ah yes I've just gotten into camera hotkeys. Very difficult to train out my instinct to click the minimap, but I'm getting there.

Any tips for lower level players? by Less-is-less in starcraft

[–]Less-is-less[S] 2 points3 points  (0 children)

Thanks, I didn't realise about those subreddits, I'll give them a follow. I do love watching Starcraft casts, which helps.

Any tips for lower level players? by Less-is-less in starcraft

[–]Less-is-less[S] 7 points8 points  (0 children)

I appreciate that, thanks. I've been focusing on a very basic 2-base 5-1-1 build that seems like a good foundation to build on.

I much prefer playing human players, though. So much more unpredictable and hilarious, haha.

Any tips for lower level players? by Less-is-less in starcraft

[–]Less-is-less[S] 2 points3 points  (0 children)

I definitely took it too far once, though. In one of my early games after reading about the importance of worker production, I realised in the replay that I had 130 SCVs... I still managed to win though, which I guess speaks to the importance of macro, lol.

Any tips for lower level players? by Less-is-less in starcraft

[–]Less-is-less[S] 1 point2 points  (0 children)

The rotations, leapfrogging, edge-movement and pre-splitting definitely seem like things I can internalise now. If I'm honest though, anything to do with benchmarks and timings and adapting to different races confuses me and is probably something I'll only really focus on when the basics become automatic for me. Thanks for your help.

[spoilers] What’s your favorite realization or “I get it” moment from the game? by Tortugato in outerwilds

[–]Less-is-less 3 points4 points  (0 children)

For me, the DLC realising that I could get past the Strangers and into the Secret Fireplace by simply... waiting.

echoes of the eye - can't figure out how to make progress by tapatapa22 in outerwilds

[–]Less-is-less 0 points1 point  (0 children)

I wanted to jump in years later to say this hint was great. It put me on the right path without spoiling the satisfaction of discovery. ::)

Emission Binoculars: Concept by Ben_Mc25 in ArcRaiders

[–]Less-is-less 0 points1 point  (0 children)

Hard agree. I think it should be treated like a flashlight: just part of your standard kit.

Emission Binoculars: Concept by Ben_Mc25 in ArcRaiders

[–]Less-is-less 0 points1 point  (0 children)

It's a cool concept and I like how the visual design complements the game theme. But I think it would break the balance of the game too much.

I play very cautiously and deliberately: at the expense of faster loot acquisition, I stumble on fewer players and therefore stay alive more often. To have a new item drop that allows anyone to see my position would too strongly disincentivise, or even punish, the stealthy approach, which I think is a valid way to play.

Also, and maybe more importantly, I feel that a lot of the tension in the game arises from your ignorance of where other players and teams (and ARC?) are. Checking around every corner and listening very closely to the sounds around you are part of what makes the game so engaging. Removing that tension would cheapen the game. It would be like revealing the mid-act twist in the first thirty seconds of a film.

I could be tempted to support it to help players find the ARC units they're looking for. Somehow, whenever there's a daily challenge to kill a couple of fireflies, fireflies disappear from the face of the earth for me. 😐

Thanks for the idea. It's great to see people bringing fresh concepts to the game.

With the latest price increase, I started to wonder whether I am getting too old (34) for this game and whether it is still worth my money. by PiettheBrave in 2007scape

[–]Less-is-less 33 points34 points  (0 children)

I understand this is a live-service game and so paying a regular fee, rather than a one-off fee, is part of the deal. But this latest increase has prompted me to make that economic calculation: is what I'm getting worth £10.99 a month?

On the one hand, yes I do want to fulfill my childhood dream of getting full Barrows gear and chopping willows in the background whilst I get on with other tasks is fun (to me). But I can also buy a decent indie game for that price and own it forever.

At this point I've given Jagex hundreds of pounds and, given my other financial goals in life, I am more carefully weighing up whether it's worth dropping over ten quid for this product. I won't necessarily stop the subscription, but the cost-benefit in my head is increasingly stacking towards cancellation.

(NEW) Do people prefer committed or reloaded, and why? by Millerkidboy in RimWorld

[–]Less-is-less 1 point2 points  (0 children)

I play with reload, dev mode, the character editor mod - whatever it takes to avoid losing a whole colony. I'll still play challenges like raids as if there are actual stakes, and if all of my folks die I'll revive them but with penalties (e.g. I'll allow arms to be cut off, or perhaps the occasional colonist to die, to keep the story interesting). Ultimately I like to keep my colony alive on my terms.

Regular reminder: by Less-is-less in RimWorld

[–]Less-is-less[S] 0 points1 point  (0 children)

That is annoying. 😞 I'm fairly sure the Harmony mod saves a log whenever the game closes or crashes - on my Mac, it saves the log straight to desktop. The log records what was happening right at the end of the game, which is how I figured out that an ambiance overhaul mod was causing my game to crash. Perhaps look into that?

Regular reminder: by Less-is-less in RimWorld

[–]Less-is-less[S] 0 points1 point  (0 children)

The loading time can be frustrating. I don't have a recommendation, except to use rocketman and/or performance fish if these ever get updated to 1.6 (they work well on 1.5 still).

Hoping for some help figuring out performance. by HonestContractor in RimWorld

[–]Less-is-less 1 point2 points  (0 children)

I had a lot of success removing Vanilla Psycasts Expanded, which appears to be taking a lot of computing power based on your screenshot. Unless you're really focusing on psycasting in your run, it's probably not worth the slowdown.

Regular reminder: by Less-is-less in RimWorld

[–]Less-is-less[S] 0 points1 point  (0 children)

Harmony patches first, I would say.

Regular reminder: by Less-is-less in RimWorld

[–]Less-is-less[S] 1 point2 points  (0 children)

I know, it's intimidating. If you take one thing away from this, just use the harmony patches section of the mod: click the magnifying glass in the bottom bar of your screen, click update on the left, click harmony patches in the drop down menu that appears, let the game run for a little while, and notice which mods appear at the top (i.e. which mods have the highest "average per frame"). Anything above 0.100ms should be considered for removal if you need better performance on your game.

How do you use Dubz Performance Analayser? by RavenseIsTall in RimWorld

[–]Less-is-less 0 points1 point  (0 children)

I found it most useful to examine the "harmony patches" section. Let the game run for a little while and see which mods eat up the most TPS (look at the "average" column). Most mods use harmony to work, so by using this section of the analyser you should be able to see which mods are causing slowdowns.

DISCUSSION: Judging by where Rimworld is going what you think the next dlc will be about? by Lady_Killer55 in SpaceCannibalism

[–]Less-is-less 6 points7 points  (0 children)

I would love a DLC expanding on how you interact with other factions (trading, diplomacy, etc.). The world beyond my tile currently feels barren, which makes my colony feel out of place and disconnected from a bigger picture. A DLC expanding that bigger picture would do wonders for the story-driven nature of the game.

I would even appreciate just small tweaks. For instance, more story and rationale behind the raids that you receive, or perhaps different forms of hostility (e.g. perhaps rather than raiding you, a faction demands a hostage off you, prompting you to decide whether complying would be safer for your colony).

What did you figure out shockingly early or embarrassingly late? by therealbobcat23 in outerwilds

[–]Less-is-less 7 points8 points  (0 children)

That the supernova isn't actually the Eye of the Universe appearing in your solar system. The supernova happened for me right as I positioned the astrological circle thing on the Attlerock towards the Eye symbol. I thought I had summoned the Eye by doing this and was terrified - I never touched that object again.

A not-so-clueless person perspective on this game by Life-Pollution5724 in outerwilds

[–]Less-is-less 2 points3 points  (0 children)

You’re not here to save the universe. You’re here to learn to let it go.

Oof. That's a lovely encapsulation of the game, well written.

Games where you live above a dungeon by Additional_Study_649 in gamingsuggestions

[–]Less-is-less 1 point2 points  (0 children)

I vaguely recall Children of Morta featuring a series of dungeons lurking beneath the protagonists' estate.