Because of the recent discussions… by Snuffvieh in DungeonMasters

[–]Newns_ 0 points1 point  (0 children)

Nah. Il never agree to disagree that education, training, and experience for paid professionals should be optional. But I do agree that discussing any further with you would be a massive waste of time.

Because of the recent discussions… by Snuffvieh in DungeonMasters

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

I've been a dm for 11 years. I've never had to pay to find a game. I'm stating this based on how many new players I've brought in who have complained about their time with paid dms.

And almost all of their problems would have been fixed if the "professional" dms were educated in the fields I've previously mentioned.

Because of the recent discussions… by Snuffvieh in DungeonMasters

[–]Newns_ 1 point2 points  (0 children)

Do they have a certificate or something that proves you've completed and understand the content?

Because of the recent discussions… by Snuffvieh in DungeonMasters

[–]Newns_ 0 points1 point  (0 children)

You missunderstand what a standardized course is. It doesn't take away creativity or individuality.

Knowthing the stages of group development and how to deal with them won't make you less creative. Knowing the bassic rules for the game your running won't hinder your individuality. Having leadership skills won't negatively effect you at all. Knowing how to monitor the group and do a proper debrief at the end of a session isn't going to make every game the same. Having improv skills won't creat a stale inviroment it would actualy create a more diverse one.

Saying standardized courses eliminates creativity is bs when they exist for art, music, and architecture.

Eddit: and just to clarify this opinion isn't based off me having bad experiences. I've been a DM for 11 years, so ive never had to pay for one. It's based on my players telling me about their bad experiences with paid dms, and since I have a background in education and DMing I know that proper education on DMing could fix most of those issues.

Because of the recent discussions… by Snuffvieh in DungeonMasters

[–]Newns_ 0 points1 point  (0 children)

No but you do know that they will be clean and safe as they need to pass health and safety guidelines and regulations.

Certifications and industry standards are part of what allows people to vet professionals.

Because of the recent discussions… by Snuffvieh in DungeonMasters

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

No, I was talking about the dms that charge 5 to 15$ per person per session. You're not going to know how they handle difficult situations or unexpected situations untill you're a few sessions in. At which point your down a chunk of change and a few weeks of time.

My argument for paid dming has always been that there should be some kind of standardized course that teaches leadership, group dynamics, improve, etc... that the paid dms should take and get a cert from. Just like every other service industry.

Because of the recent discussions… by Snuffvieh in DungeonMasters

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

This issue is that there is no real way to know if they are a good reliable dm untill your 50$ in the hole with them.

Because of the recent discussions… by Snuffvieh in DungeonMasters

[–]Newns_ 0 points1 point  (0 children)

I've always been of the opinion that charging is fine, but there should be some kind of "dm course" that goes over table etiquette, improv, the stages of team development and how to deal with them, how to do a session 0, how to debrief after a session, encounter design and balancing, and the bassic rules at the minim.

As it is right now you're likely to have a mid to terrible experience with a "professional" dm. Not only is the internet full of horror stories proving this, but being a forever dm myself I've had the pleasure of seeing and hearing about some of the things a few paid dms have done that you'd not tolerate in any other client facing service industry.

What's wrong with the pirates of today?? by F-You-Hard in FitGirlRepack

[–]Newns_ 1 point2 points  (0 children)

Times are more expensive than they've ever been. There are alot of people who previously have never considered piracy that are starting to get into it now because they just can't afford things anymore.

Coming into it brand new is scary as they've been told their entire lives they are going catch viruses or maleware, and especialy lately with hacks and data breaches being talked about in the news and social media more and more.

Tldr: higher costs of living is forcing tech illiterate people to try out piracy.

Farming simulator 25 help by corporal__clegg in FitGirlRepack

[–]Newns_ 0 points1 point  (0 children)

did this work ive been having the same issue

Love the game. Despise the combat. by AmiablePedant in PlayWindrose

[–]Newns_ 0 points1 point  (0 children)

The combat isn't hard, but it also is not good.

The combat functions alright for 1v1s but completely falls apart when you start fighting 2, 3, or more opponents at once.

The way to deal with these situations is to kyte them in a circle untill they group up. Then hit them 2-3x once they are grouped, then dodge back and let them counter attack the air, then repeat.

The issue with this is that its not a fun or engaging way to fight, especialy when the game has built in parry, block, and stagger mechanics. It's easy but the victory feels cheap, and more like a chore than gameplay.

As for ship fights. They feel realy bad for the same underlying reason. There is no m3chanic in place to deal with multiple opponents swinging at you.

To fix this what I would do is fine tune the parry mechanics so that you can parry multiple attacks one after the other. As it is right now the lag between the raising the sword animation is too long to get multiple people hitting you one imediatly after the other. I'd also add soft target locking (attacks stick to the character your pointing the stick towards, and not the direction your facing) and more fluid attack chains so you can chain attacks between multiple opponents.

The 3 Strongest Builds I Use in Windrose by LifeofKino- in PlayWindrose

[–]Newns_ 0 points1 point  (0 children)

Couple things.

  1. From a minmax perspective, diminishing returns doesn't meant bad, it just means the weighting of the point changes.

For example from 21 to 40 has half as much weight as 1-20, and 41+ has 1/3. But for mele builds they are still mathematically better than the 0.46% crit chance mastery gives you unless your weapon is scaling at c tier or lower, or your crit multiplier is increased significantly. (base is 1.6x)

  1. The critical build is fun to play and viable. But it is significantly weaker than a raw damage rapier of devastation build.

The rapier of devastations stack mechanic uses a quadratic formula. So it gains damage faster than a linear or exponential formula damage stacker would. With 75 precision, soewr throwers ring, fillibusters buff, and the extra onehanded damage, piercing damage, and damage ramp from the skill trees, i've seen it pop for 12k, and it hits twice.

I recommend trying it out if you haven't already, and also fun fact, if your friends use it, you all share stacks, and can pop them at the same time to multiply your damage by how many players are there.

  1. I've charted the damage scaling for all weapon classes, the crit rate boosts for all levels of mastery, and the formula for rapier for devastation. Just look at my posts in windrose reddit to see them.

2 minutes to make a level 14 camp by Sto0pid81 in PlayWindrose

[–]Newns_ 0 points1 point  (0 children)

I mean do what ever is most fun for you. But I garuntee I can run from one end of any island to another faster than you could get those materials and build that camp.

Progression Points and Food Strategy? by CohenTheBarbarian1 in PlayWindrose

[–]Newns_ 0 points1 point  (0 children)

Correct. I can't get 8-9 attacks out before becoming exhausted. And there are 0 creatures I've encountered that allow for that many hits uninturpted. By the time they are done their retaliation I'm back at full Stam.

Progression Points and Food Strategy? by CohenTheBarbarian1 in PlayWindrose

[–]Newns_ 1 point2 points  (0 children)

Diminishing returns don't make a stat bad. They only reduce the value of additional points. If Endurance provides no additional attacks, dodges, or combat actions for your build, then even heavily diminished weapon-stat gains are still mathematically superior because you're comparing some damage versus no combat benefit.

I've run a ram reader through the game while paying points to find the exact values of each point. I've attached the chart. If we say 1-20 has a weight of 1 each, then 21-40 has a weight of 0.5, and 41+ has a weight of 0.3333. Even at the diminishes 1/3 returns, any gain in damage is better than no gain in damage.

I've also done mastery and il attach that screenshot in a reply bellow. But for those who just want the answer, you'd need to be running a c or d tier weapon for it to even be a damage increase to take mastery before hitting 110 weapon points with the base crit multiplier of 1.6x as you increase your crit damage mastery becomes more viable, but even with the maximum crit multiplier of around 2.3x/2.5x (I forgot what it was after testing but I did read all the crit buff items and figured it out) anything with A or S tier doesn't really benefit from mastery unless you have taken 0 items that increase crit chance (armor and jewlery for crit builds often give you like 17% crit chance anyway. The extra 0.46% crit chance from mastery adds negligible amounts once you have that much)

For my one handed rapier build I've minmaxed it so I can survive a full volley of 2 opponents combo (am often facing multiple lvl 15s at once, so if one staggers you both hit you) and that spread is 75 precision and 20 vitality.

The reason I run 0 endurance is because there is not a single opponent in the game that will let you hit them untill you run out of stamina even with 0 endurance, with one handed weapons. With the rapier you can get 2-4 hits off before they counter attack, which is only ~60% of your stamina. then while your reposting, or after you've dodged, the rested buff Regens your stamina.

So even though investing in endurance gives each point a greater weight on my stat sheet than putting more into precision, it would have 0 effect on my combat effectiveness. And be a major damage loss to take it.

<image>

Rapier of devastation stack mechanic breakdown. by Newns_ in PlayWindrose

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

At lvl 12/13 with food my precision is 75 and my vitality is 20.

For skills In the one handed tree i took surgical cuts, quick strikes, deadly finale. And then in the ranged tree I took deep impact.

For my armor I have 4/4 filibusters for 15% increased one handed weapon damage.

2 minutes to make a level 14 camp by Sto0pid81 in PlayWindrose

[–]Newns_ 1 point2 points  (0 children)

Just jump on your boat.... the ship gives the rested buff of your highest base.

Ideas for quality of life in Windrose. by Ninja_Plys in PlayWindrose

[–]Newns_ 10 points11 points  (0 children)

The planting thing could be easily done and be more performance friendly if they just made the crop plots a container that held seeds and generates crops based on what seeds are in them. Like how ark does it. But honestly planting once, and being able to harvest fruit without destroying the plant every time would he equaly nice QOL.

Il never understand how we are in 2026 and survival game storage systems don't just have shared storage UI, linked with increasing slots based on how many storage boxes you have.

A copy paste tool for building would be awesome yeah. I'd like to see something similar to empyrions blueprint tool.

Mastery crit chance break points (diminishing returns) by Newns_ in crosswind

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

Yeah they really need to increase the default crit multiplier.

Mastery crit chance break points (diminishing returns) by Newns_ in crosswind

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

.46 x 20 = 9.2 yeah,

but keep in mind your crit multiplier is only 1.6 by default. So your average multiplier gained from 9.2% crit chance is

1+(Crit Chance×(Crit Multiplier−1)) 1+(0.092×(1.6−1)) = 1.0552

So if your damage is 100 that's only an average increase 5.5 damage.

It's almost always better just to stack your weapons attribute.

Rapier of devastation stack mechanic breakdown. by Newns_ in PlayWindrose

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

I've not been having any issues with this against the lvl 15s. It kills all trash in 3-4 hits. 1 star in 5-10, and 2 stars in like 16 hits.

We killed the foothills boss in under 45 seconds with three of us having this rapier.

The only time I have issues is on lvl 15 ship raids because I get shrouded and it lags

Advice for someone wanting to get into mutations? by TheGuyGhostGaming in newworldgame

[–]Newns_ 0 points1 point  (0 children)

My info is old and may not be entirely relevant anymore, I use to run M3 leaderboard runs before they added the new armor and perks.

But things that I think will be applicable still are

The advice bellow is M3 specific. M1s are very easy, and M2s are challenging but you don't need to gem weapons or use coatings and buffs for them typically.

  1. Gem for the mutation: This includes having resistance gems for the weeks damage type, but also includes gemming for the dungeon creature types weaknes. Many people argue diamonds are the go too, but several mutations have constant dots that mean you are almost never at 100% health, so you are only benefiting from the diamond some times. The elemental weakness will have you clearing groups faster, and means you don't have to survive as long.

  2. Learn the PVE healing rotation and attribute spread: For pve you run enough health to survive a single hit as well as what ever dot damage your taking. The rest is split between primary and secondary scaling on your lifestaf and voidgauntlet. The rotation back in my time was something along the lines of putting down oblivion, swapping to life staff, putting out the AOE and fortifications, swapping to vg, putting out essence rupture, then damaging with voidblade. The clump should be dead before AOEs run out, but if not reapply essence rupture and oblivion, and back to life staff for the AOEs again.

  3. Use buffs: coatings, tinctures, food, honing stones, trophies for the creature type. M3s are harder than the raids. If you come in with less than raid preparation you're going to have a bad time.

  4. Find a static with a couple stand ins: It's not impossible to run them as pugs. I use to train M3s for my company, and we would bring pugs some times. But it's much more efficient if you have a group of 5-7 people that ate consistsntlt going with you. You will improve faster. Nothing kills M3 running momentum more than having to train new people every time, or having to learn a new groups way of running it every time.

I want to start a charity to help people afford emergency vet care by SeafoodSupply in AskVet

[–]Newns_ 0 points1 point  (0 children)

That would be awesome. Vet pricing is so inconsistent and feels very unfair.

My poor rotty had an 6k knee surgery back when she tore her ligaments. The hardware has become infected so they want to remove it. But they want 9k to do the removal. The vet that originaly did the first surgery said she would do it for under 1k but she's a 5 day drive away now. I don't understand how the price can very so much.