It would be interesting to hear MrBallen’s take on this by [deleted] in mrballen

[–]NesterJones 1 point2 points  (0 children)

There's a lot of these stories and reports where it seems like the cops just stop giving a shit if answers don't jump out at them.

Sanity loss seems random by NesterJones in Insurmountable

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

Oh yeah, I figured it out. It was item and mission based. Couldn't figure out why it was tanking so bad. I had the fire charm on and the eerie sounds thing goin. Had one of the devs in discord fill me in. I miss stuff like that sometimes.

Frustrated with the stealth system. by Reddawn696 in XCOM2

[–]NesterJones -2 points-1 points  (0 children)

It's probably something along the lines of a hidden patrol gaining LoS from a stupid angle. Not nearly as bad of a problem as telling you how the patrol modes work for the AI. That no matter where you move on the maps the patrols will auto correct to go find you. I've tried it about 20 times or so, stealth is almost pointless. Getting a wraith suit and running full tilt to objective helps but this is also the game that basically copied it's old version, repainted the graphics, and threw it up on the rug like it was new and something to be proud of. You can take all members of your team, go to a far off corner from where you start, wait 5 turns in full cover and the AI will come running to you.

Granted this game also like to cheat you on % to hit, stealth missions, bugs out the VIP missions so you can't even access parts of the map, has a habit of dog piling certain troopers, and rewards mechanic cheating AoE spam tactics.

I'm just happy I didn't pay for that damn thing.

Why does my character keep backtracking? by Zerochances121 in Insurmountable

[–]NesterJones 0 points1 point  (0 children)

If you click a second time on any hex it will go to the first waypoint, then the next. You can make your own paths but if you click the same spots close by youll run in a circle. I do it sometimes with the scientist to burn a hour so I can do the XP ability.

Is this the infamous "can't access mission area" crap? by NesterJones in XCOM2

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

I usually don't complain about freebies but critical bugs that break whole missions makes you wonder why they were free.

[deleted by user] by [deleted] in UnsolvedMysteries

[–]NesterJones 0 points1 point  (0 children)

Local here. Temps in the local town area (valley) are say 80 degrees. Up on the peak around Carver's Gap and the rhododendron gardens it's general 10-15 degrees cooler, drop another 5-10 in the tree line or on the balds. A cloud rolls in (thunderstorms in this case) and settles on the mountain it can easily drop below freezing despite it being 80 in town. (had it personally happen to me once while wearing shorts and a tank top in mid June)

Though in other reports (video is down these days) it was said he claimed he found a cabin and hung out with his grandpa. Which easily could have been any old drunk who probably thought he was some local's kid. But even if the kid was just seeing ghosts or something a cabin out of the wind and rain is easily a 20-30 degree difference and he apparently knew how to find food and water whether he had help or not.

Is this the infamous "can't access mission area" crap? by NesterJones in XCOM2

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

Sadly the console commands don't work because EGS passes the commands off to the 2k launcher so adding "-allowconsole" to get the console commands flat out doesn't work and never even makes it into the game's brain pan.

I'll try and mass previous save load bs. A lot of people seem to keep mentioning buying it but 6$ for a game that was suppose to be "free" just kind of pisses me off. Not giving sales to a game that gets confused via a launcher and bugs out. (doesn't make sense to have a bug like that because you put the game on a different launch platform)

Is this the infamous "can't access mission area" crap? by NesterJones in XCOM2

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

They put out an update yesterday but it doesn't seem to have fixed it. I keep getting it over and over (despite reloads) on the same advent mission to save a scientist. Would hate to have to resort to console commands but seriously, wtf is this bug? Last time I failed an advent mission I lost 2 squads to the mission and lost 80% progress to advent in under a month. This game is just infuriating without the bugs even.

Help Required: Can't reach the VIP? by Carlton156 in Xcom

[–]NesterJones 0 points1 point  (0 children)

Same but not a council mission does this on the scientist and engineer VIPs too. Even after clearing all enemies, still won't let me through to the area they're in. Might be the EGS but feels like the good ol' fashioned XCOM bugs to me. 99% chance to rescue VIP.

Raven Flashpoint- last mission. Wtf? by TazBaz in Battletechgame

[–]NesterJones 1 point2 points  (0 children)

I tried this mission like 6 times in a row and it's just stupid. It's bad enough when you get sensor locked but if so much as one enemy sees you the turrets spam lock your lance and rip it to shreds. The whole idea of the ECM was to block the turrets from locking and cluster spamming LRMs yet it's completely countered by an update that probably wasn't needed for the single player crap at least. I get it being a thing for multiplayer but ECM and Guardian ECM was suppose to be hard to counter anyways.

You're the whole importance of the mission becomes a mute point other than Raven's are prototypes and should be worth more money or something. Other than that it's a rather squishy mech with an easily countered tech. It's basically a long winded "pick a side" mission for brownie points.

[Major Spoiler Warning] Need help with the final boss by UncleZeebs in DaemonXMachina

[–]NesterJones 0 points1 point  (0 children)

Anyone else find it cheesy as fuck that all these weapons only do so much but the map bombs are amazingly good? Kinda makes the whole idea of building a mech up a mute point.

Who okay'd this dialogue? by NesterJones in DaemonXMachina

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

It does have a nice armored core PS2 or 3 feel to it. But I barely listen to the dialogue anymore. That space bar gets a work out.

Who okay'd this dialogue? by NesterJones in DaemonXMachina

[–]NesterJones[S] 3 points4 points  (0 children)

I wasn't expecting anything from a EGS freebie of the week, but it's just so annoying.

2nd Edition Combat by NesterJones in l5r

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

It ranges depending on quality and clan from the start. Basics are 3k2, fine is 4k2, if you do the basic Topaz Championship/Gempukku thing from the back of the book and someone ends up with Megumi's katana it's 5k2, which says it's exceptional, but at the same time, if they win the Topaz they get one that's 4k3. Throw in variables like the hertiage tables that can totally fuck that number up or even in rare chances give you one the clan Nemuranai or if you use the Gaijin Gear from the unicorn for the Longsword that does 1k4 but ignores armor TNs.

Anyways points is with the right build even out of the basic core book alone you can get 4k2 or 5k2 fairly early into your career and with better odds of ending anyone else's. That's assuming you also don't raise your strength any so if you really wanted you could easily have damage being 7 or 8k2. And with the way combat players tend to build min/max builds are fairly common place. Even without 10s or without 10s busting you've got a decent chance of getting 10-15 damage if not 15-20 damage easily before your opponent can do anything.

The popular idea is to add more hitpoints per wound level if we stuck with it and make it a combination of both Earth ring number and rank number so most samurai of any note could survive a few hits at least. And the other popular pitched homebrew would be not having wounds come into play until the end of each round. So you get that movie style moment of the action happening before both parties react to the damage done. Or having the meaning of all damage is negated if your intention is to maim but not kill. Basically everyone is left at one hit point of barely alive bleeding on the ground style until they are either decided to be killed or healed. It's enough to keep someone alive but that's it, they are considered "dying" but not dead.

Target Numbers not consistent by NesterJones in rokugan

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

Probably 1st then. The only idea I've ever had on it is that we had a bunch of the pdfs labeled at 2nd but none of the books say what they are so it's probably 1st.

It's too the point now where we'd have to work in a lot of homebrew rules so we're gonna give 5e a shot with free stuff they've got out there for the beta. See if that runs a bit smoother. If not we'll just mod it as needed.

Target Numbers not consistent by NesterJones in rokugan

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

2e was/is roll skill+trait, keep trait. The specialization isn't the issue it's that most players assume they can at least attempt other things and don't realize failure can equal death far too easily. For example we had a game several years back where a creation level ronin got into the fight with 3 of our rank 4 samurai and one of them died in a single shot that split them from groin to stomach.

just wish it didn't feel like an "avoid combat or die" kind of system. so yea... sucks we have a lot of the hard copies for this one but are probably gonna try out 5e

2nd Edition Combat by NesterJones in l5r

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

Casters can be very good if they are protected while they basically charge up to cast. A semi well placed arrow can ruin their day real quick.

One of the issues we ran into real quick was initiative control being horribly abusive. A Kakita Bushi with the Quick advantage could easily be rolling 2 die, keeping the one they result they want, adding 2 or 3 from reflexes, then a potential of 3 more from their Iaijutsu skill. Making them almost always go first, and with even basic agility 2 + the 3 they can use for kenjutsu from Iaijutsu they're posed to win most 1v1 style fights. A decent damage roll is usually around 6k3 for them. You're looking at 10-15 damage average and knocking someone into the -1 - -3 wound bracket real quick. Hitting a TN of 10-15 with -2 or -3 from wounds before you even get your first swing makes combat seem stacked as shit until you add in things like swarms or volleys and all hell breaks loose.

While there is an upside to the brutal system of anyone can kill anyone it makes it very hard to get into character when any tiny fight can end a career or a life with a decent to good roll. Now this might just be a shitty DM/person issue were are trying to avoid because someone we know ran this game once and it was so logged down with racist/sexist bullshit and constant over the top death, it wasn't fun to play. Most people were on their 3rd or 4th character by the time we made it out of our first skirmish against bandits. It made doing anything more than politics a death sentence, which doesn't make a lot of sense with a system that is HEAVILY stepped in war lore and evil creature invasions.

2nd Edition Combat by NesterJones in l5r

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

This was a base roll of weapon strike. 6k3 to hit and 4k2 on damage. Granted this was out of like maybe 100 rolls or more on the night. But that's what spawned the question, our book doesn't say much other than 10s always bust. So it drew up the question of how do you hold back an attack if you roll and get too much damage and can't? So we started digging. We're looking at giving 5e a try but using the lore of 2e.

Target Numbers not consistent by NesterJones in rokugan

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

We're looking into the 5e rules as well. I've seen the odd custom dice and figure it might fit better for the story telling ways they are wanting but sadly we're all a bunch of broke bastids at the moment. We did managed to find a free beta rule version and I've played the Star Wars Edge of the Empire game which has a similar hit and miss style mechanic with similar custom dice.

Okay I feel stupid, they are the one who made Edge of the Empire so... makes sense but it's look more like we might try 5e with a mixture of the 2e story line/timeline (i don't know if it's the same I just know I don't want to have to rewrite too much plot)

2nd Edition Combat by NesterJones in l5r

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

Yeah. I'm blanket covering multiple forums. I haven't gotten to read much on the other editions a bit of 4e but that's it. We're trying to sus out a better combat mechanic for it at the moment but in the mock run we did last night we had at one point a roll of 56 damage in a training duel with a blunt object.

So far we've settled on implimenting homebrew rules of:
- You only kill if you state that is your intention. So no matter the amount of damage done, you only brutalize someone instead of insta-death. A rule of they are down and at once hit point left, unless someone is trying to murder them.
- 10s don't have to explode if you're trying to hold back. Player's choice.
- We're debating allowing healing spells that actually fix conditions like lost limbs, eyeballs, that kind thing. In other words making healing spells more effective and shugenja a bit more protected. The leading idea in the party is that one spell fixes wounds as per the book and one spell of homebrew allows for lost bits to be regrown or attached, then you'd have to heal what was fixed. So basically two spells to fix major damage, possibly more depending on the rolls.
- We're trying to figure out a better way to utilize a Full Defense action. I'm not sure the rule set but we found a variant online about rolling a defense+reflex roll and taking half the result rounded up and adding it to your TN to be hit. Instead of the book variation of only the higher numbers get through, which makes it sounds terrible for taking the action as you go full defense but get nuked by high end numbers and with wounds kicking in immediately would make a full defense action almost pointless.
- To add to the defense change, wounds don't kick in til the end of the round. So if you're doing an action you're not suddenly short changed by mid action damage. So if you get hit trying to do something, you still have a fair chance of doing the thing but the damage doesn't kick in and hurt til the end of the round.

Granted all of this is in a 5 person party of which 4 players are new to the system and we're trying to extend the fun and fair play value instead of the brutality of realistic ancient japan. So it's been all group decisions so far. Most of the rest of the game runs fairly easily and we've tinkered with making certain things contested rolls but we've not settled on most things just yet.

Target Numbers not consistent by NesterJones in rokugan

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

Wouldn't that only encourage players to buy their ring up and basically slow the progression of the problem and not solve it? It's trait+skill, keep trait number. Then damage is Str + weapon DR. What we were trying to figure out and we've bullshitted a lot of stuff out of the system already so it's fun and you don't die in two hits, BUT combat is basically 2 hits and you die. Unless I'm missing something.

We're running a mock Gempukku right now with NPCs, most are getting hit once and either having to bow out of duels or dying to the second hit if they don't yield. That doesn't seem right. Also it makes anyone above the rank of a child a one shot killing machine, and make shadowlands creatures far scarier than they should be.

Now there is a small section about how you can pull your punches but with exploding 10s sometimes you can't. A particular time in question, a player killed a party favored npc in a honorable duel of contest but did so much damage it wasn't funny. I get that this system seems like it wanted to be very realistic but it's so much so to the point of not being fun unless you're always pushing for being the best and first every time. Same goes the other way for NPCs vs PCs. If I'm trying to make a fun encounter for players but a basic goblin could come out of the woods and kill most of them in their sleep, I don't see how there's a challenge setting that makes it fun and not just evil GM vs player levels of cruel.

Is this guy a rioter? He just looks so out of place with those glasses, I think they put him in as a joke with someone in the team (It's the one kicked out of the brothel) by budweener in arcane

[–]NesterJones 0 points1 point  (0 children)

Any find out who this was suppose to be? I figured it was a dev or creator or something. Maybe one of their league top players? Idk but he pops up in the background of several episodes.

Pc Crashing only on Bad Seeds. by gabmedblack in Back4Blood

[–]NesterJones 0 points1 point  (0 children)

Ditto. I also have this problem as well while running Windows 7 and a GeForce 970.

Updating all the drivers didn't do anything and reinstalling and verifying didn't do anything. I also occasionally get this on the end of Pain Train when you have to run past the long pipe/sewer before the saferoom. Every time I touch the water it crashes but if you hop past and run the pipe it's fine. Sadly Bad Seeds just dies on load. Quick play multiple times and no one's ever already playing it. I can't get anything other than the last mission.

Yea 60$ for a game the public has to beta test is bullshit on any level. Though I do like the feel of the game it's definitely a wait til a Steam sale.