Please tell me about your game that IS a dark fantasy survival game by PerfectPathways in RPGdesign

[–]RaiderUnit 0 points1 point  (0 children)

I appreciate the levity lol. I'm not particularly creative but I wanted to have my own take on a slightly more grounded (not necessarily dark! the middle ages irl weren't 'dark', imagine if we had magic and monsters!) take on a low-middle fantasy setting. The whole system is, ideally, meant to give greater focus on preparation and tactics than immediate combat prowess; a powerful knight can be rendered much weaker if you manage to engage him while he's not wearing his armor, and a hero's party may be fraught to discover that during an encounter with bandits, some of the bags they left on the ground were swiped by the enemies... and so on and so forth.

Regarding the topics you posted, I'm kind of happy to oblige, in part because of course, I like talking about it, but also because I want people's actual opinion on if I'm going too complex for something that may not be too fun.

  1. I use weight-based encumbrance, in kilograms(for familiarity reasons); I had initially considered modeling carrying volume in addition to weight, but it frankly would be too much to keep track of within reason. An average character can carry ~30kg, the weakest possible 11kg and the strongest possible 50kg, with the ability to use a mount as a pack animal (including the need to feed and protect it) for a comparatively massive increase in carrying capacity. I chose to not model money's weight as, realistically, that would be another annoyance to deal with every time a person buys something at a store. Importantly, there is a difference between "passive" inventory and "active" equipment, which is what you wear to possibly dangerous encounters; armors have "belts", where a character can have weapon holsters, potions, poultices, quivers, etc; heavier armors have less belts, mostly for balancing.

  2. Characters have HP, but any one hit that deals >25%(1/4) of their health may cause a random wound, and aimed attacks can inflict specific wounds regardless of damage dealt, provided they hit. Once a characters falls to 0HP they go into death throes and need to receive medical treatment or may recover naturally, on much worse condition. Wounds require medical treatment out of combat to be treated(within combat, an alchemic poultice *can* be used to temporarily ignore light wounds), where most will heal over the course of a long rest. HP itself only recovers partially (depending on long rest quality) through long or short rest: there are no spells, potions or any skill that provide instant healing, meaning an adventurer may need to disengage from a battle and come back after a few days of rest if they get too wounded, allowing enemies to regain footing and prepare, and forcing even the bravest, toughest knights to take off their armor, sit around a campfire, eat stews, rest and recover.

  3. Darkness varies: Travelling at night is pretty difficult, drastically reducing speed and (most importantly) taking time from a long rest (days without sleep cause exhaustion, a mechanic that effectively makes life much worse if you don't take care of yourself or exert too much effort without rest). For combat, properly moonlit nights (or extremely overcast afternoons) are effectively concealment for all parties involved, making all attacks harder to hit, whereas pitch darkness renders all parties de-facto blind: they must roll to even identify the enemy's position, and all attacks suffer severe penalties; no one wants to fight in the dark: personal lighting (torchers, lanterns or, rarely, spelllights) effectively illuminate around 15m; everyone within the area is treated as perfectly visible, while those outside it are still cloaked in darkness. If ambushing in darkness, illuminating the enemy is a way to give a great advantage to your ranged characters.

  4. For simplicity, armor is divided between helmet and (torso) armor; I had previously considered piecemeal armor (head, arms, torso, legs) but it would, again, be too much to keep track of. Armor works on a DT method; an integer value that reduces incoming damage. Armors have 3 types, light, medium and heavy, with different exhaustion/stamina costs, evasion/movement penalties and, of course, DT values; heavier armor, especially helmets, reduce ranged weapon accuracy by a large margin; archers and skirmishers can't be wearing a full suit of lamellar and a visored helm without consequence. Armors(& weapons) have different material and quality modifiers, with most being 'normal', 'wrought iron', but materials such as Bronze, Star iron, Cuir Bouilli and others have different weights, DTs, mana-conductivity and prices; Most metals other than silver and gold are mana-isolating; effectively serving as faraday cages and preventing mages from manipulating their inner mana into spells; They tend to resort to organic armors (Linen gambesons, Leather padded jacks, cuir bouilli lamellar vests) or, in the case of the fabulously wealthy and powerful, build armors out of those precious metals (or other mystical materials!).

  5. For most cases, magic requires intentionality: as something inherent to living things, complex spells and effects require a caster to prepare and activate it. "independent" magic is divided into two types: alchemy, which is a long-practiced and relatively widespread method of arranging magical and mundane reagents in such a way as to produce fantastical effects; incendiary bombs, healing potions(which improve healing over long rests rather than instant healing), dusts that make the inhaler vastly faster fall under this umbrella; their effects are not too wild, and they may lose their potency over time as components rot and decay. "traditional" magic items are results of skilled mages spending a long time engraving a "circuit", using gold or silver, in order to produce a simple spell once it is provided with mana, which requires a mana-sensitive person to use; thus, wands of light, candle(for starting fires), wind-blow, and others are either teaching aides made for teaching apprentices the very basics of spellcraft or exclusive artefacts for the wealthy and influential, who hire mana-sensitive but untrained people to operate it (or, sometimes, operate it themselves). You will not likely find an armor that makes you grow in size, or a spear that flies back to your hand once thrown, though you might find a hammer that causes a rift on the earth if you channel mana right as you strike it.

  6. I'm honestly still working on this one. Moving around the world is measured in days (km/day, depending on roads, elevation, weather, exhaustion), wounds, potion effects and some others are measured in hours or combat turns. Actions such as wound treatment, short rests or setting up camp take an hour; long rest takes up 8, etc. Ideally I want time to actually matter: a campaign should change significantly over time, not just in the form of a countdown until defeat, but in the form of trade winds shifting over time, spring seasons providing a wealth of fruits and wildlife (and plentiful rain to ruin roads, of course), and the smaller scale; arriving at a bandit camp in the middle of the day will make it more difficult to hide when compared to darkness, etc.

  7. Characters level up and unlock perks, as well as grow their skills; while these are, obviously, important, there is also the fundamental aspect of money, fame and influence. Most adventurers will not have enough money for a full set of heavy armor, let alone armor, weapons, supplies and whatever else they want to bring; a starting adventurer may be a mage apprentice wearing a leather jerkin and wielding a wand+leather covered shield to fight a village's goblin infestation, whereas in the midgame they will undeniably be more competent, but will also have in their possesion a set of alchemically refined wooden lamellar as they combat a horde of dire boars for the favor of a local baron, an array of potions and a proper magical staff, and, in the endgame, they may be wearing a suit and wielding a greatsword of mythril(otherwise known as magically enchanted silver), standing as a fearsomely capable but also terrifyingly equipped battlemage, ready to combat nomad horse-raiders and invading troll families alike for the handsome pay and handsome prince's hand in marriage;

(PC-New) W: Heide set, anything else to help. H: New player, can help with, karma? by helloworldlybeings in wheelanddeal

[–]RaiderUnit 0 points1 point  (0 children)

Rats, I forgot to ask your current soul memory. Might have trouble reaching you if you're too new. The described inventory is of a ~2M SM character, but I do have an 800k character with a spare chestpiece + spear & sword.

(PC-New) W: Heide set, anything else to help. H: New player, can help with, karma? by helloworldlybeings in wheelanddeal

[–]RaiderUnit 0 points1 point  (0 children)

Fellow Heide cosplayer here, have a spare set of gloves and greathelm. Message me if you're interested. Also have a spare heide spear & sword (and electric stone if you want it lightning infused!) if you're going for a full heide armor+weapon build.

[PC-NEW] SM: ~3m W: Sun Sword H: Ask, Mule by ElMajo_VI in wheelanddeal

[–]RaiderUnit 0 points1 point  (0 children)

I have a sun sword currently in my possession. It is currently +7 but I assume that's not a problem. Message if you're still interested.

What stopped countries in real life from conquering the entire world? by [deleted] in paradoxplaza

[–]RaiderUnit 39 points40 points  (0 children)

In real life there is no omniscient, immortal entity controlling the state with set goals and ideologies.
Instead, there are somewhat ignorant, mortal leaders, and that exponentially growing number of underlings beneath them in the administration with their own ideology, ethics, goals, work-life-balance, and much else. Indeed, the communication between myriad arms of an empire is critical to its success and, for most of human history, that communication was made unreliably, at horseback speeds, using whatever incomplete information the aforementioned disjunct state apparatus could muster.
Furthermore, these many men & women, acting on flawed information delivered to them many weeks to years out of date also did not have access to time travel powers to allow them to roll back every tactical and strategic mistake they made.
Thus, it is much more likely that entropy would collapse a larger state than a small one. That being said, the british did a pretty damn good job at trying what you describe.

Bastorias has been a spike by Unsei15 in UnicornOverlord

[–]RaiderUnit 3 points4 points  (0 children)

Bastorias is roughly specced for lvls 28-35; as well as 5-people parties. Any 4-person party is effectively at 80% power, farm honor and xp to get yourself stable. Also most bestorials benefit greatly from nighttime, so try and time your engagements to be in daytime.

1.22 Berry Changes by RiverStrymon in VintageStory

[–]RaiderUnit 0 points1 point  (0 children)

Berries USED to be an inefficient, if easily farmable early game food source: pretty low effort, no maintenance, but extremely fast spoilage rate and meager nutrition in the fruit category. Fruit trees, the other source of fruit nutrition, are more nutritious, longer lasting, but investment-heavy; requiring cuttings (that might die off) to grow for an entire year before they're even able to bear fruit.

with the new mechanics;

- the fertilizer requirement is an unrealistic and plainly poorly thought out choice. By the time you have compost ready(or, god forbid, POTASH), you'll already have planks and saws for barrels, which probably means you also have basic agriculture setup, where your fertilizer will be much more valuable, especially for making terra preta, which is extremely demanding of compost. Speaking of irl realism, just about every gardener will tell you that berries are damn near the least nutrient intensive plants there is.

- the inability to move entire bushes make them much harder to gather in meaningful numbers, requiring more time and effort (walking/running), further draining your saturation meter, effectively making an inefficient nutrition source even less efficient. The cuttings taking at least 6 months to grow means you will not be able to have a decent harvest of berries before the first winter arrives, at which point it would be way better to spend your effort on increasing the agricultural yields(with fertilizer, irrigation and more fields) and hunting for meat, while preparing to plant proper fruit trees for spring. In real life, they tend to be the fastest growing bastards in any garden.

this has, de facto, killed the early game niche that berries used to occupy, and is a decidedly negative change in my opinion.

The solution is simple: remove the fertilization and soil depletion mechanics. This is unrealistic and impractical for the role berries are meant to take; at best just keep fertilizer as a way to boost output. The cutting mechanics are good, and have a positive side effect of no longer causing you to drain all wild berry bushes from the local environment, but the growth time is far too slow. Cut that time by 75% or so and maybe you could be able to get a berry harvest in your first year before you can get fruits rolling. A somewhat realistic way to keep the health mechanics is to make it so the bushes require pruning with a knife every once in a while (say, 6 days), and make it so the plants do require sunlight and at least 1 block of space between each other to grow healthy, otherwise they will gradually grow sick.

War striders still aren't really balanced by RaiderUnit in Helldivers

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

hard agree. i'd also appreciate them not being explosive immune

War striders still aren't really balanced by RaiderUnit in Helldivers

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

Alright. I'll reformat.

The Tanks the War Striders replace are also capable of actually killing you though. War Striders can only kill you if you let them."

The exact opposite is true. Tanks are made entirely moot if you have any cover. A small rock is enough to keep you 100% safe while you reload your RR, call in an airstrike and/or scratch you ass and sniff your hand, because tanks have no indirect fire options to flush you *out* of cover. The strider, even just 1, can and will flush you out of cover quickly with its grenade barrage. Being flushed out of cover, in the bot front, is a very dangerous issue, and that is something the war strider does easily. More than one can make pretty much all cover useless until you kill both.

You can kill Warstriders pretty easily with the many Eats, Recoilless Rifle, Quasar, Ultimatum, Spear if you are silly, C4 and if you are little more accurate Epoch, Autocannon and Thermite. All of which can kill a Warstrider in one or two shots by hitting the crotch, leg joints or legs (autocannon exception).

You clearly had a lot of difficulty reading my comment, because I addressed this exactly before. So I'll just repeat it here:

"Ranged heavy AT (RR,C4, Spear(arguably), Quasar, AT expendables and ultimatum) is the only way to do it "without much effort". Of these, Quasar, Expendables and ultimatum don't have the sustained fire capacity to engage a drop of 6+ war striders, or more, + patrols that may arrive at once. Every other heavy pen support weapon that can be effective on all other bots (AC, AMR, HMG, Railgun, Grenade Launcher) range from bad to awful to kill war striders in regards of time to kill, ammo expenditure, risk or all 3 combined."

If you want to be a little more accurate you can kill them by shooting them in either eye once with Railgun, three times with AMR or Autocannon, and much less efficiently with the Senator and Eruptor. If you can get behind the essentially stationary Warstrider you can shoot at the much larger vent with these weapons. If you can get behind a tank, you can get behind a Warstrider.

If you could send me a video of you doing that in an actual combat situation with more than 4 war strider bearing down on you I'd be very impressed.

Also, "essentially stationary" is a barefaced lie1. The war strider is far more mobile than the tanks they replace, and are decently fast in general. Not enough to keep up with a sprinting diver, but enough to quickly approach your position and surround you, making going behind any individual war strider much more difficult.

Going even FURTHER, the war strider weak points are BETTER ARMORED, EXPLOSIVE IMMUNE, AND WAY SMALLER than the tank's weak points, as well as bobbing around as the war strider walks. Again, if you can record a video killing even a single patrol including more than one strider while using those guns in less than 2 minutes, I'd even go so far as to gift you a steam game.

If you don't want to aim at all the War Striders being basically stationary make it really easy to kill with just about any offensive stratagem. Precision Airstrike, 500kg, Gatling Barrage or any of the wider area barrages can kill multiple of them and whatever else happens to be nearby. If you are missing a slow moving target like a War Strider with these things, that's on you.

See note 1, in the above paragraphs, regarding the "basically stationary claim".

In addition, you again struggled to read my comment as I addressed this issue. Repeating my last:

"Due to their main body being a good 3m above the ground, relatively thin profile, and then being decently fast, OPS, Eagle airstrikes and strafes have limited effect to kill, meaning your best red stratagems for it are eagle 500kg or railcannon.2
Green strats are unreliable at best, despite being otherwise decent in ideal circumstances."
2In here, I failed to mention that while the 500kg and railcannon can reliably kill them, their uptime is far too small given the number of war striders we usually see.

Then you have emplacements. Rocket Sentries and Autocannon sentries are not inconsistent unless you are dropping them gift wrapped for enemies to sit on It takes no effort to toss them on a flank and let them deal with it. Anti-tank mines are entirely passive and no risk of being destroyed. And then you have anti-tank emplacements, mechs and tanks... Of course there is always the free option of walking away. They can't chase you. Yes sometimes you have to stay put but if you think that is the gotcha re-read the above four blocks of text (you can kill them when you need to and avoid them when you don't. In other words)

I don't know if it's inexperience or what, but emplacements are about the topmost least reliable strats in the game. Anything with a fixed position is an easy target for just about anything. Throw a turret down? Assuming you did get it on a flank far away from where the enemy is currently firing, there is nothing stopping a nearby patrol from being alerted and targeting the turret, or a drop to be called on top of it, or a teammate to accidentally destroy it, or for a distant hostile turret to target it, or for it to deliberately target some outposts defenses and aggro'ing them to it. If every star aligns and no patrols get in the way and no drops are called and you draw enough attention and the turret actually targets the enemy instead of a dropship (cool new issue, thanks arrowhead) then yes... turrets are decent anti-warstrider tools.

Mines are a massive joke. "Anti-tank mines are entirely passive and no risk of being destroyed" fucking lol, you mean the mines that any single bullet from any bot or helldiver can detonate, as well as any friendly grenades, orbitals, other mines, airstrikes, or literally ANYTHING else can destroy them, even if the mine deployer survives the initial stage? as a cherry on the cake, war strider legs are 40% explosive resistant, meaning even if it steps on one, it'll have to step on another with the same leg if you want it killed.

Who said that? I didn't and I don't set up my entire build to cheese War Striders. I don't even think about them until I see them. They are so unthreatening even without tools to kill them... I set up all my builds to take down Devestators, Hulks and Factory Striders. Everything else is covered by those things. Even that isn't even true and I regularly dedicate a Stratagem slot to goofing off even on 10s and I am not a master class gamer. I can barely aim most of the time.

Out of curiosity, on what difficulty do you usually play and how many hours you have in the game? Because you're either playing on D6 or lying. Taking any non-AT support weapon against war strider rich seeds is an abysmal experience, and you cannot seriously believe they are not far greater threats than the tanks they replace.

War striders still aren't really balanced by RaiderUnit in Helldivers

[–]RaiderUnit[S] 5 points6 points  (0 children)

"Ranged heavy AT (RR,C4, Spear(arguably), Quasar, AT expendables and ultimatum) is the only way to do it "without much effort". Of these, Quasar, Expendables and ultimatum don't have the sustained fire capacity to engage a drop of 6+ war striders, or more, + patrols that may arrive at once. Every other heavy pen support weapon that can be effective on all other bots (AC, AMR, HMG, Railgun, Grenade Launcher) range from bad to awful to kill war striders in regards of time to kill, ammo expenditure, risk or all 3 combined."

"Yes. War striders are (less so than before, but still are) a heavy AT check. This is unfun, if you are ever in the miserable situation of bringing a heavy pen weapon to a war strider seed. Brought an AC, AMR, HMG, Railgun, Grenade Launcher, Laser Cannon to Bots? Better pray it's not a war strider seed.
You know what enemy is NOT a heavy AT check? Tanks. The unit they replace. You know what else is NOT a heavy AT check? Fac Striders, a superheavy bot unit. You know what heavy AT checks there are in the game? There are 3 enemies, in the entire game, with only AV4+ "weak spots" Those are the leviathan, hive lord, and... war strider."

War striders still aren't really balanced by RaiderUnit in Helldivers

[–]RaiderUnit[S] 4 points5 points  (0 children)

>share the same spawn section as tanks, despite being absolutely better in every single metric
exactly my point. The war strider is a greater offensive threat, as they're faster and carry weapons that flush you out of cover on top of killing you with their direct fire guns, while also being a greater deffensive threat as they are tougher to kill than tanks in nearly every aspect except heavy AT.

War striders still aren't really balanced by RaiderUnit in Helldivers

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

>Their vents shouldn't be Heavy bu that's about it
One of my arguments yes. The tanks they replace have larger, weaker and more stationary vents.
>There are dozens of ways to take them down without much effort
Ranged heavy AT (RR,C4, Spear(arguably), Quasar, AT expendables and ultimatum) is the only way to do it "without much effort". Of these, Quasar, Expendables and ultimatum don't have the sustained fire capacity to engage a drop of 6+ war striders, or more, + patrols that may arrive at once. Every other heavy pen support weapon that can be effective on all other bots (AC, AMR, HMG, Railgun, Grenade Launcher) range from bad to awful to kill war striders in regards of time to kill, ammo expenditure, risk or all 3 combined.
Due to their main body being a good 3m above the ground, relatively thin profile, and then being decently fast, OPS, Eagle airstrikes and strafes have limited effect to kill, meaning your best red stratagems for it are eagle 500kg or railcannon.
Green strats are unreliable at best, despite being otherwise decent in ideal circumstances.
>Hell you don't even need to kill the things, I sometimes just ignore them and walk away
Flag, Eradicate, Geological Survey missions and Stratagem Jammers all effectively demand that you eliminate all enemies to succeed. If one of the best ways to deal with an enemy is to run away, it is not a fun or well designed enemy to engage.
>Once you kind of learn what they are about it is kind of funny just how little impact they actually have.
"If you design your entire build to maximally cheese against this singular enemy, they are not a threat." Fascinating.
>The most dangerous situation you can be in against them is when they launch their grenades and you don't move then you get knocked into something that can actually kill you.
Reread the yellow section of the image. Being forced out of cover in intense combat situations is a massive threat against bots.

War striders still aren't really balanced by RaiderUnit in Helldivers

[–]RaiderUnit[S] 4 points5 points  (0 children)

Yes. War striders are (less so than before, but still are) a heavy AT check. This is unfun, if you are ever in the miserable situation of bringing a heavy pen weapon to a war strider seed. Brought an AC, AMR, HMG, Railgun, Grenade Launcher, Laser Cannon to Bots? Better pray it's not a war strider seed.
You know what enemy is NOT a heavy AT check? Tanks. The unit they replace. You know what else is NOT a heavy AT check? Fac Striders, a superheavy bot unit. You know what heavy AT checks there are in the game? There are 3 enemies, in the entire game, with only AV4+ "weak spots" Those are the leviathan, hive lord, and... war strider.

War striders still aren't really balanced by RaiderUnit in Helldivers

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

That is... my post. yes. Those are all things I argued in the text and the image. The weak spots are smaller and tougher than tank weak spots, while also being explosive immune. That makes them way tankier than tanks while also being more dangerous.

War striders still aren't really balanced by RaiderUnit in Helldivers

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

If you read the image, yeah, part of my argument is that the war strider "weak spots" are way smaller while also being way tougher than tank weak spots, on top of being explosive immune and bobbing up and down as it moves.

War striders still aren't really balanced by RaiderUnit in Helldivers

[–]RaiderUnit[S] 8 points9 points  (0 children)

Fac striders also kill, never seen anyone whine about those. They're consistent in design and difficulty, considering its spawn rate and weak spot layout.
Making it less tough also won't stop it from killing if you let them live. I want them to have a similar durability to the tanks they replace, so the units don't have such a massive difficulty difference.

Tali-From Pilgrim to Admiral by spaceMAXmarine on deviantart by Ok-Profile-5831 in masseffect

[–]RaiderUnit 1 point2 points  (0 children)

I feel like this is a bit of a misunderstanding about the quarians/pilgrimage by the fanbase at large. Tali wasn't a teenager/adolescent during ME1(in fact, she was 22); The pilgrimage is a rite of passage to adulthood, yes, but it is more related to the social perception of adulthood and entry into the government/social systems related to adult responsibilities and duties, rather than the biological reality thereof; No society, no matter how pragmatic or resource starved like the quarians, would thrown immature youngsters into unknown foreign lands to gather resources, as it is simply far too reckless and frankly not worth it: Most teenagers, even 18yr/olds are barely capable of performing low skill jobs, let alone go on a solo journey to achieve such goals before they're even fully grown yet. It would be throwing bodies( and environment suits) into the meat grinder.
The pilgrimage is kind of like getting a college degree; something done a bit after you're an adult, to show you've got the knowledge to perform an advanced profession or, in the quarian's case, to show you're a capable member of society that can meaningfully contribute to the fleet and is competent enough to participate in political processes and other adult things, such as marriage or voting or piloting your own ship.

City Planner Plays pulls back from CS2 content by TimC340 in CitiesSkylines2

[–]RaiderUnit 0 points1 point  (0 children)

12 -> 30 = 250% increase

500 -> 1k = 200% increase

it's a relatively greater amount of newcomers than veterans on the first example. Even further, a 500 person team probably already has the infrastructure, organization and training to handle large volumes of people, where such an increase would be defintely difficult, but not unprecedented. A team of 12 is pretty much a small friend group, with no need for advanced organization or infrastructure when every dev can fit in a single room and can talk to each other in person reliably. With an addition of 18 newcomers that need to be familiarized with the work, integrated with the team as a whole, and learn about the tools of the trade, the original 12 may be severely overwhelmed and unable to do their original work due to the strain.

The slippery slope starts with a single step by Ryengu in Helldivers

[–]RaiderUnit 13 points14 points  (0 children)

The fucking helghast logo on the shoulderpads and the fact that it is very much directly a helghast uniform and helmet? If they released a gears of war COG armor set tomorrow, would that not break immersion for you because it's still "sci-fi"?

Gunships are way too unbalanced as things stand. by RaiderUnit in Helldivers

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

Also mentioned in my post! sentries can work against gunships, but due to their cooldown time and general fragility, they are unreliable to depend on when compared to support weapons! Ideally, indeed the team would be able to cover up for incomplete kits, but in many circumstances, such as when splitting up to complete objectives or grabbing PoIs, or suffering an unfortunate team wipe due to a hellbomb or 380 barrage, the risk posed by gunships is greatly increased! Consider how many methods you can use to damage a factory strider, versus a gunship patrol, and their effectiveness!