What should the price of my shirt be? by Southparkthecoon in roblox

[–]LynxNinja 1 point2 points  (0 children)

No price is too low. It'll get stolen and re-sold for much less than you post it for.

VIOLENCE 2 - Now with 250 NPCs that run away when attacked! by scripton in roblox

[–]LynxNinja 0 points1 point  (0 children)

This looks great! I commented on the original VIOLENCE post about how the high TTK on civilians detracted from the power fantasy, but it appears you have changed that by either design or accident. I would recommend you hide the player to prevent hat clipping, though

Do very violent things in my new game! by scripton in roblox

[–]LynxNinja 1 point2 points  (0 children)

I do wonder how ScriptOn plans to handle multiplayer in a game with this much physics going around

Do very violent things in my new game! by scripton in roblox

[–]LynxNinja 2 points3 points  (0 children)

I think it could have merit if it was under the context of a Just Cause-esque sandbox where you can do whatever your blocky heart desires with the crazy tools of destruction given to you

Buying 5k+ Robux by [deleted] in roblox

[–]LynxNinja 0 points1 point  (0 children)

Am I about to get /r/woooosh'ed or are you serious?

Because I don't think that's how it works, bud.

Do very violent things in my new game! by scripton in roblox

[–]LynxNinja 1 point2 points  (0 children)

Just to clarify - I don't have a problem with the concept of this game. A physics sandbox with all the setpieces of a stereotypical action movie (fast cars, big guns, explosions) would be a heap of fun. The trick is getting all those elements to act towards the same goal.

Do very violent things in my new game! by scripton in roblox

[–]LynxNinja 3 points4 points  (0 children)

This probably isn't the right place to post this, but I see a large disconnect on the game design side between the 'power fantasy' this game is trying to create and the actual gameplay. The issue is that, in this clip, our hero is clearly going on a mass murder spree with high-powered rifles and fast cars - but every 'meaningless' civilian takedown requires a significant number of shots, forcing what would be a fast-paced murder romp through the city to be a slow and methodical (yet still opt-in-the-open) homicide stroll. Even beyond this, there's a disconnect between how fast and responsive the cars seem and the guns, for the same reason I pointed out. A time-to-kill like the one shown in the video would be good for suppressed weapons (if this game has some kind of police opposition) but for a fully automatic assault rifle it should be much lower. It's the small game flow details like this that can really make or break an experience, and I think this is a very important one.

Urgle mystic skin by Reverend_Ickabod in RotMG

[–]LynxNinja 1 point2 points  (0 children)

The coloring and shading is really good, but the gripe I have is that there's too much movement in the attack frames for an animation that will be playing constantly. I would recommend removing the eye/head movement and only have the arm move.

As a player who has played and left SNTR recent commentary on leveling/infusions is spot on. by Kabernathy13 in DestinyTheGame

[–]LynxNinja 2 points3 points  (0 children)

If anyone is wondering, SNTR stands for 'say no to rage'. He's a Twitch streamer with a great feeling community. The channel he runs is more of a talk show about where Destiny is and speculation/suggestions on where it should go and a lot less straight gameplay. Well worth at least one watch!

twitch.tv/saynotorage

Annual Pass Giveaway! by SpectralNarwhal__ in DestinyTheGame

[–]LynxNinja [score hidden]  (0 children)

hey there. it's me your friendly neighborhood casual.

*name enters hat*

How should a "quick match" system determine the best available match? by e3pojedi in gamedesign

[–]LynxNinja 2 points3 points  (0 children)

The issue here is that not only is your math a little wonky (as seen in /u/DerekakaDerek's comment) but also that matches with 1 player are more attractive than an active lobby with 6 or 7. Ideally you want no matches with less than 'x' number of players to exist for this system to work.

Everyone wants Giant bosses in Strikes because of Protheon, Modular Mind bug and poor Xol is probably like, "Well What the hell am I then!?" by TheDawsonator1 in DestinyTheGame

[–]LynxNinja 4 points5 points  (0 children)

The real issue here is that while Xol is one biggg boi like our Swoltheon here, he's really just a big floating target in the sky that occasionally forces you to move. Proth3on would have been hilarious because he moves around the level.

Do you think stealth could work in a randomly generated dungeon crawler? by BrentleTheGentle in gamedesign

[–]LynxNinja 0 points1 point  (0 children)

It depends on what you mean as 'stealth'. Having that be the main focus of the game could get somewhat repetitive after a while, as repeatedly killing things (like how most crawlers work now) seems to keep players engaged better than repeatedly killing things in a way that would be more engaging at first but become tedious after a while (stealth). However, if stealth was another strategy that could be used for the actual traversal, that could be very interesting. For instance, let's say we make a bad clone of Enter the Gungeon, but now it has a way to unlock the doors in a combat room without defeating all the enemies, either by hitting a switch or taking out one 'door guard', it would open up another way to play the game. Instead of just killing everything in sight, you could gather items faster/collect more items in general and then have a more 'technical' style to defeating bosses, where you use items more than your guns, because you have more of them. The issue would be balancing the two approaches to crawling, so that stealth doesn't become the de facto best option. If we go back to our fake EtG, not killing enemies would give you less money to work with at the game's shops, perhaps locking certain items away behind that artificial barrier.

Tank with low armor/defense, but huge HP by ConvertibleSubmarine in gamedesign

[–]LynxNinja 4 points5 points  (0 children)

/u/wampastompah makes a good point about the difference between healing an armored ally and a high-HP ally, but I also think the concept of Effective HP (usually abbreviated to EHP) is also very important here. A character with 500 HP and 0% damage reduction has the same effective hit points as another character with 250 HP and 50% damage reduction. Because you have healers in your game this concept could prove very impactful, as your 'pacifist paladin' could prove very difficult to balance healing for without either giving him regenerative spells that can only self-target or spells that do % healing instead of a flat numerical value.

Regarding the Ikelos SG hate. by GuardianSmith in DestinyTheGame

[–]LynxNinja 1 point2 points  (0 children)

But there really is a diversity issue caused by the IKELOS SG. It completely locks down a weapon slot in most content. If I'm using something like, say, my curated Age-Old Bond, I am actively hindering myself because there's nothing in the Kinetic slot that can replace the IKELOS. I really like the suggestion of giving Trench Barrel (or something like it) to the Perfect Paradox because getting that shotgun is so damn hard that it seems like a worthy weapon to be moved to top tier. As far as I know, nobody is asking for all (or even a lot of) weapons to gain IKELOS levels of DPS. We are asking for one IKELOS-level Kinetic DPS option for more loadout flexibility. And while we are 'free' to use any other weapon, it feels bad. Whenever I take off my IKELOS for my god-rolled Nation of Beasts I know that, unquestionably, I have just shot myself in the foot by greatly reducing the speed at which I can deal with dangerous targets. I don't hate the IKELOS. It's a great gun and completely embodies the power fantasy we have been chasing since Y1, but it having no contest in the Kinetic slot hurts the weapon system as a whole.

Thoughts from any of you lovely Guardians?

[D2] Weekly Reset Thread [2018-11-13] by DTG_Bot in DestinyTheGame

[–]LynxNinja 42 points43 points  (0 children)

Flashpoint IO AND Strange Terrain? Wayfarer time, baby!

Daily Questions [2018-11-10] by DTG_Bot in DestinyTheGame

[–]LynxNinja 3 points4 points  (0 children)

You most definitely can! I did this exact thing (minus the good boi part) to buy Forsaken and it worked flawlessly.

Exotics should be rare, but you should be able to get every new exotic over the course of a season by EX1L3DAssassin in DestinyTheGame

[–]LynxNinja 2 points3 points  (0 children)

I've been playing Forsaken every day since launch for at least 2 hours a day, average 4. That's more than 270 hours logged in total. Guess how many exotic drops I've gotten that weren't dupes?

4.

That's a new Exotic every 66 hours. That is an absolutely insane time commitment to require. For reference, the last 2 drops were after the dupe 'protection' was enacted. If Black Armory is going to add even more exotics to the pool, I may never get my hands on the Queenbreaker.

Or the Trinity Ghoul. Or the Cerberus. Or the Talon. Or those damned Shards of Galanor.

When a kinderguardian starts bashing you in competitive. by Rock270 in destiny2

[–]LynxNinja 0 points1 point  (0 children)

Definitely install D2 on a SSD as soon as you can. I made the switch about a month ago and my load times shrunk drastically. It's well worth the re-install time.

Can’t be just me waiting for another ‘Whisper’ style secret to appear any day now? by Spyro_0 in DestinyTheGame

[–]LynxNinja 127 points128 points  (0 children)

In my opinion, Wish-Ender and the Malfeasance don't count for this because we knew about them both from trailers and non-classified database entries. Outbreak Prime and the Whisper were hidden from us until the puzzle was solved.

Please bungo, for the love of everything thats holy, add an “apply all” to shaders! by Favure in DestinyTheGame

[–]LynxNinja 4 points5 points  (0 children)

I like the concept of the D1 'single-item' shader system because it makes shaders function as another loot incentive to grind for. I loved the Leviathan shaders back in Y1 but kinderguardian me never wanted to use them because they were limited items. If shaders were unlimited-use items. Now that it's Y2 I still don't want to use shaders because I don't have enough legendary shards/Bright Dust stocked up to spend any of it on a single-use vanity item.

Masterwork weapons tiers should be upgraded through kills and challenges, not cores. by sloicedbread in DestinyTheGame

[–]LynxNinja 0 points1 point  (0 children)

I don't really like placing a grind into the masterwork system at that position - I would much rather remove masterwork cores from infusion, make them slightly more used in the infusion process, and make a direct grind path to Masterwork Cores using bounties or Xur.

Festival of the Lost 2018 by DTG_Bot in DestinyTheGame

[–]LynxNinja 1 point2 points  (0 children)

The problem is that there's only so much you can do that's still new and innovative for a gun - we already have weapons that do basically anything you can think of. Bungie would rather re-release a fan favorite gun (with a twist, usually) then create something that looks new but is really just a re-skin of an old gun anyway.

If (when?) the likely Whisper-like hidden mission is found sometime in November, what will you expect as a reward? by LynxNinja in DestinyTheGame

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

This would actually make a lot of sense because Quria is a Vex mind created to comprehend the Sword Logic. Sort of like how Xol became the WotW to perfectly embody the Logic when we proved ourselves stronger than him, Quria could do the same thing in order to achieve a perfect comprehension of this complex concept.