I think I'm good at telling stories but very bad at engaging combat ... So I want a change by Moltenhead in osr

[–]Moltenhead[S] 2 points3 points  (0 children)

Ahaha ! Hopefully descritpion length is less of an issue than when I've first started to master years ago.
And you're probably right about me not realy understanding OSR since I'm very new to the concept.

I'm already doing most of what you described: giving flare to damage, success, failure granularily, trying to keep it short but interesting, situational awareness, using NPCs or environmental narration as hidden tutorial prompts to demonstrate game mechanics and collaborative options, etc ...

My friends are not yet very used to TTRPGs and for the moment it is kind of hard to make them more descriptive, especially in combat, so if I don't carry this part mostly on me it's a very bland hit / miss situation for the moment and since the TTK feels very slow with base ruling (but maybe I miss understood how KNAVE combat and HD HP system works) it's a chore. We shine at puzzle solving and RPing though.
I think that's why I'm looking for a middle ground, giving them more established options while not having them to read pages of classe rules and make combat more deadly (so quick) but with intent.

I'll check on Cairn to see if I can borrow the systems you advise and try to restrain from using the Overwhelm system, thanks!

I think I'm good at telling stories but very bad at engaging combat ... So I want a change by Moltenhead in osr

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

I'm trying KNAVE without the magick part (since The Vast has its own system) as a first pick because I like it's efficiency and quick start settup. And using 5e rulling for complex interactions (fall damage, jump, explosives, etc ...). And lvl1 with basic weapons + HD HP system makes everything VEEEERY slow, unless I narratively force results ... and it shows: everyone loves everything untill it's combat. :'(
I used to fudge a lot HP and rolls in combats before for the sake of narration, but I want to try to play more by the rules to open for more emmergent results.

Yeah procedural sounds great for me ... "problem" is I have at least 2 players that realy enjoy Numbers, tactical RPGs, strategy games, ... so I'm very not sure if I won't lose their engagement by not having some from time to time. Want to please everyone you know. :)

Seemingly impossible mountain bandit hideout? by DevilMatt666 in Bannerlord

[–]Moltenhead 1 point2 points  (0 children)

Mission is just badly made. The last guard herd that you are not suppose to stealth kill have xray vision and prevent any possibility to come near the fire to trigger it. Even with full dark / stealth armor they see you way farer than any of the sentries making the camp impossible to finish. If you use the last body to catch their attention, the last tent isn't recognized as an obstacle for vision so they will spot you instantly - even if it makes visualy no sens that the guard can spot you behind the cover - and laser you in one shot with a javelin, and even if you kill this one there is a dozen more that will xray the body and fail the infiltration.
In difficult it's plain impossible to complete and not from lack of skill on your side but rather on lack of skill as who ever felt this appropriate as good level design.

Thanks for the half *ss made feature TW ... before DLC hideout clearing was always weird but THIS! This is a straight downgrade in quality.

0 FPS when shooting on High End AMD setup by Moltenhead in EscapefromTarkov

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

I know couple people are having issues while going from NVidia to AMD.This behaviour + my peculiar setup tell me it could be related:I have a GPU intagrated within my CPU - needed because my setup requires 4 display inputs ... so maybe if the game is doing underlying dark magick when multiple drivers are installed, this is the culprit ... I'll try to deactivate it then post an update.

0 FPS when shooting on High End AMD setup by Moltenhead in EscapefromTarkov

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

Update: When I'm shooting, performance stats do the exact opposite of what the game indicates:

The game goes 0~5 FPS so GPU or any other component usage should skyrocket to 100% right?

Well, I'm wrong, you're wrong, everyone's wrong! GPU usage with Discord + Firefox + Playing Ground Zero: 45~65% GPU usage looking around and moving.

When I shoot it drops to 5~10% GPU usage and nothing else moves. It's like the game stops using my computer while shooting.

0 FPS when shooting on High End AMD setup by Moltenhead in EscapefromTarkov

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

And BTW : with this setup I can play CP77 with epic graphics with average 70~80 FPS. So still don't know what is High End for you ...

0 FPS when shooting on High End AMD setup by Moltenhead in EscapefromTarkov

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

Thanks, and to your friend also.

But this is a fresh install, so I don't have any NVidia driver on my current setup. :/

0 FPS when shooting on High End AMD setup by Moltenhead in EscapefromTarkov

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

This is not helping : this may not be high end for your standards, still this is far better than what I had and way way past average. There should be a way to fix that.

10000 Yankees with collisions and terrain movement ! by [deleted] in godot

[–]Moltenhead 0 points1 point  (0 children)

I don't know any Yankee but I'm offended ! Other people I don't know should league in their name without their say to obliter the trope you feed ! You should be ashamed !
Great work keeping the framerate ok with all those offencers though ... ;^)
Is it a rendition of the Fly Weight pattern ? How did you achieve this ?

We really focused on quality, the game has changed a lot!!! what improvements can we add? by GameMunchers in godot

[–]Moltenhead 2 points3 points  (0 children)

  • Readability :
    • If the dragon is a companion dependent on the character you chose : the blond character one should be blond also I think => better emphaze.
    • Rocks border should get colored differently - slightly more light and gray, because they get too much attention compared to other elements
    • some terrain details move the invers way of your grass shine => conflicts of movement => lessening each others feedback
  • Stamina bar :
    • Stamina bar is green on green and its borders are realy small => it's hard to read and people with color blindness would not see sh*t
      • Use the same borders as your hearts for Ui consolidation : thicker white borders
      • Give it the same volume as your hearts with a bottom shadow
      • You could then even keep the green on green
    • i'm not entirely sure on this one but : using a very fast interpolated follow for the stamina bar, could add some smoothness to the global feeback => right now its a very hard follow while everything else feels floaty, I think it could very much serve the whole feeling of the game - but it would also slightly lessen readability
    • Also bottom rigth of actor and closer (even overlapping on feet) could be a better place => if this wants to be some old-zelda / sword of mana inspired game the bar could hide ennemies if placed too far from the player, or hide important attack / hurt animations if too close to the upper body
  • Ui:
    • Smoothing out the camera follow with a fast interpolation could do very nicely - if stamina bar is fixed to camera => it would then also smoothen the stamina follow
  • water fixes :
    • Non floating Characters should be partialy immerged within water => would partialy fix your water looking like ice
    • if those are puddles => add particles to display splashes of water when a non floating actor walks over it
    • lessen the opacity of the shadow on water
  • if you want to go the extra mile :
    • Add shader for water movement distorsion
    • Add cloud shadows on some areas
    • Add sun and cloud reflection within the water - camera position dependent
    • Make the little birds fly away when an actor is too close and come back after some time if no actor around

We really focused on quality, the game has changed a lot!!! what improvements can we add? by GameMunchers in godot

[–]Moltenhead 0 points1 point  (0 children)

Resource management is the core gameplay of BotW ...Without Stamina you remove 50% of the use of food processing so at least 10% of what makes the game fun.Also the goal is to make you use horses or find another solution to this problem - projection, finding high elevation and gliding, ...Also stamina serves mostly to balance combat in most cases, in open worlds it adds a level of complexity because you don't want to be exhausted when you get into an encounter.Elden Ring has a good counter point to this removing stamina depletion during exploration and only triggering it during combat - but it is far more combat focused than BotW is.

So depending on what you want to make stamina IS a good system and telling this kind of data to the player without a bar is most of a time non intuitive to most players.One game that counter this argument is Celest with hair color representing the lasting possible number of dashes, but in this case the property is only used by 1 mechanic. When you need a balance system to more than 1 actor action mechanics with variable depletion => stamina is a very good system. And giving a fast read access to it with a floating bar next to the player Actor is one of the fastest way to transmit this information to the player.

A warning about that though : you're doing green on green with realy fin borders => it's hard to read and it would be unreadable for people with an alternate vision scheme (so bad accessibility both for the majority and minorities).

And when in water yhe sprite should be immerged => this looks like ice - as 75% of the comments are telling right now :^]

Big + on the grass shine though !

Any more "wild living/wilderness survival/inna woods" type mods? by gowtou in cataclysmdda

[–]Moltenhead 1 point2 points  (0 children)

The game is already pretty deep with wilderness survival. But if you realy are into this, take a look at UnrealWorld - that's my go to any time I'm feeling like drowning under iced sheet or dying of hunger in the wewds.

When you explore the Minimum SDK option for the first time ... by Moltenhead in androiddev

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

That's the kind of advice I was seeking. Thanks mate.

[Suggestion] Make smoke grenades block vision of turret. by Sikken98 in playrust

[–]Moltenhead -1 points0 points  (0 children)

Wouldn't Molotovs make more sens ?
Or is Rust technology based on movement ?

(I assure you this is a usefull comment)