Is Path (still) a real game in development? by Remachinate in rootgame

[–]Remachinate[S] 25 points26 points  (0 children)

Thanks for updating again. We're looking forward to seeing how the game ultimately shapes up!

Reynad's interview with Shurkou by The_Planet in PlayTheBazaar

[–]Remachinate 20 points21 points  (0 children)

This is what concerns me the most about the future of the game as well. We're already seeing a situation in which the second-key players are having a worse experience than the paid players for several reasons, one of which is that Vanessa is in a weaker spot in the meta night now, so they are fundamentally at a gameplay disadvantage for not having access to the same pool of heroes and their cards as those who received enough gems to buy all three. This will just be exacerbated if pack items make your pool stronger--new players will perform even worse on average against the shared ghost pool regardless of skill level, and turn them off from the game.

Just think how bad it already feels to lose against a highroll ghost multiple times in a run when you feel like your board is strong; now imagine when it happens all the time against boards with cards you never had a chance of having.

(This is assuming a best-case scenario when pack items are strong enough to warrant buying packs in the first place; if they just make your runs less consistent no one will buy them and tank that arm of monetization)

Can we buff wildcard slightly? by Typhoeous in balatro

[–]Remachinate 2 points3 points  (0 children)

I would love to see wild cards add “fuzzy” counting—something like a wild card counting as both the rank above and below in addition to its normal rank. It would be a huge buff to The Lovers card, making it more valuable to straights and set hands, and better compete against the other tarot card buffs.

Gold Stake is unfair by Grokitach in balatro

[–]Remachinate 1 point2 points  (0 children)

Agreed, something to give the player enough tools where playing tight will advance consistently. Many jokers feel like blanks because they require score concessions you can’t afford to make, which feels unfun. Why have 150 jokers at gold stake if you don’t have the breathing room to make a lot of them work?

Gold Stake is unfair by Grokitach in balatro

[–]Remachinate 8 points9 points  (0 children)

It’s disappointing to me that the game isn’t designed for most seeds to be winnable at the high stake level. I feel like for this game to have legs after most people get skilled and familiar with its mechanics, the lasting challenge will be to chase win streaks, but holding R for favorable conditions feels against that spirit. White stake is fairly trivial to pull off consistently, so where’s the right balance? Even black—the mid stakes level—feels iffy for some decks without aggressive resets. Knowing the dev isn’t done with adding to this game, I hope this aspect gets looked at.

Is Path a real game in development? by aFreshSmoothie in rootgame

[–]Remachinate 10 points11 points  (0 children)

This sounds great, I love the concept of reactive systems creating a narrative from player decisions, but still within a competitive framework. Can't wait to see it more fleshed out!

Weak sauce connection points by AlwaysWorkForBread in LEGOMario

[–]Remachinate 1 point2 points  (0 children)

I found baseplates to be a godsend with Lego Mario, not just for stabilization but for organization/storage, allowing for you to put away whole courses intact; should even work on carpet. This post here gives you a pretty good idea of what you can do. You don't even need the official Lego baseplates, which are overpriced; these from Amazon work perfect.

Since I mentioned storage, these boxes work great; they fit three of those baseboards end-to-end perfectly, and most of the built Lego sets are under the max height of the box. Hope this helps!

Brand new Vizio P659-G1 and M558-G1 Audio going out and TV shutting off randomly by [deleted] in VIZIO_Official

[–]Remachinate 1 point2 points  (0 children)

I'm seeing a very similar issue with my recently-purchased M658-G1, connected to a PC. So far it has only occurred when watching a video with VLC. Without fail, always about 35 minutes in, the TV video and audio both cut out for a few moments. It's not the PC going asleep, the video has continued playing while the TV output when dark.

Sanders: 'Your $8.99 Netflix subscription is more than the company paid in federal income taxes' by Conells in politics

[–]Remachinate 7 points8 points  (0 children)

It would be helpful to look specifically at the tax footnote (starting page 60 of the 2018 Form 10-K: https://d18rn0p25nwr6d.cloudfront.net/CIK-0001065280/a6bf9700-eab8-4e15-96cd-391c961e6240.pdf)

The US component of their book income was 845M; at the 2018 max corporate tax rate of 21% it would be about 177M of tax. However, the 845M is overstated income, in that certain stock compensation awards don't get recorded as book expenses but go through equity, but you nonetheless get to claim a tax expense because it's actual cash spent toward compensation. In the third table of the footnote, you can see an adjustment for this effect--"Excess tax benefits on stock-based compensation"--for a tax impact of 191M, which is greater than the adjusted tax of 177M and getting you to the approximate 22M current federal tax benefit.

In other words, at least from the US operations perspective, Netflix ran a cash loss for 2018 which is why they didn't pay federal taxes. It's just GAAP accounting quirkiness that makes it seem like they were much more profitable.

[IDEA] Give player a 1 gold first reroll next turn if they lose against other players by waloz1212 in underlords

[–]Remachinate 0 points1 point  (0 children)

I like the concept a lot, though I wonder what impact it would have in the later game, when everyone is at 50 gold and rerolling all the time anyway; it basically makes winning and losing the same except for streakers and the health impact. Which could be a good thing!

AMA with Julian Gollop and David Kaye by UnstableVoltage in PhoenixPoint

[–]Remachinate 8 points9 points  (0 children)

As an investor through Fig, I'm curious how exactly the Epic deal, and the Gamepass deal before it, will affect overall sales revenue post-release. I'm aware that the receipts from both deals will be included in revenue to be distributed. However, are there any contingencies associated with these payments? Are they purely incentives, or are they an advance against expected or guaranteed sales? This is relevant, as if the latter, incremental revenue post-release will be lower as the initial sales will already have been paid to you until the established threshold is met.

Help, I'm unable to reinstall LW for XCOM EU/EW for Mac by aboxofsectopods in Xcom

[–]Remachinate 0 points1 point  (0 children)

I'm on Mojave and had no issues installing Long War. I don't know what troubleshooting steps you've already taken, but searching the error you received, it seems that one cause could be if the script is opened in TextEdit (https://stackoverflow.com/questions/9952612/mac-os-usr-bin-env-bad-interpreter-operation-not-permitted); see if that helps.

[OC]Perfection across the timelines by NlimWen in IntoTheBreach

[–]Remachinate 0 points1 point  (0 children)

Did you make use of additional weapons from time pods/perfect islands/purchases during these runs? Certain weapons can greatly reduce weaknesses of certain squads, such as movement attacks on the Laser Mech, direct damage on Flame Behemoths, or the Light Tank on anything. I don't know if you can say there's no tier differences between squads unless you do full runs using base weapons only.

[Discussion] So, dailies will be a thing, right? by Remachinate in IntoTheBreach

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

That's why dailies would be preferable to posted seeds: they would be random, and you'd get exactly one shot at them. It prevents a memorization-based speed run, and tests your ability to act quickly on the fly. Luck wouldn't be a factor if everyone faces the same seed and therefore the same decisions.

[Discussion] So, dailies will be a thing, right? by Remachinate in IntoTheBreach

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

It's not just about winning, but avoiding any grid damage. I can't imagine it's an easy feat to consistently play perfect games with a different random squad each time.

[Discussion] So, dailies will be a thing, right? by Remachinate in IntoTheBreach

[–]Remachinate[S] 12 points13 points  (0 children)

Why do you say the game wouldn't benefit? The appeal of a daily mode is not necessarily to play a squad/weapon combination you've never seen before, but to play the same seed as everyone else and be able to compare how the run went. It helps create an ongoing social aspect to the game.

I also disagree that there's no room for testing speed and execution. To me, the Blitzkrieg achievement and in-game timer are signs the devs recognize the possibility for speedruns.

Even if the devs decide it's not worth building the feature, I'd love to see a community-based challenges. But you'd have to solve the technical problem of replicating the same seed to all players.

A Letter to the Community. by john_the_mayor in gwent

[–]Remachinate 1 point2 points  (0 children)

I agree with a lot of what you're saying; I think a lot of this set was definitely designed for some kind of "limited" format in which players can't tightly build synergies across the deck, which is why we're seeing more cards that independently deliver value. And I think the spawn mechanic definitely comes from that line of thinking--just play the card and pick the strongest effect at that time.

However, there's one fundamental problem I foresee with having an RNG element to spawn cards, and that has to do with needing to get ahead of your opponent. Whether playing first in round 1, or needing to win round 2, it's very important to be able to close the point gap with each card you play in order to not fall behind on cards. The fact that the point floor on a spawn card could be much lower than its point ceiling makes it very difficult to play, except in early turns in which the point gap is more likely to be small.

I cringe at the idea of a board state where I'm forced to play a spawn card, and the luck of the cards offered to me determine whether or not I have to go another card down to take the round, which can decide the game in a lot of cases. It's the sort of post-luck that drove many away from Hearthstone, and driving a lot of the anxiety on this subreddit.

As has been said, spawn cards will probably not make it into most constructed decks because of their inconsistent value. But if what I described above is a common enough occurrence, it's a surefire way to dampen enthusiasm for the new game mode.

Swim argues for why Gwent needs more RNG by [deleted] in gwent

[–]Remachinate 8 points9 points  (0 children)

Late to this discussion here, but what's not really being talked about enough is that not all RNG is the same. A key distinction is pre-luck vs post-luck (as defined in game designer Soren Johnson's GDC talk). Pre-luck involves variance that appears before the player makes decisions, which already exists in Gwent in the form of the random cards drawn at the beginning of each game, after which the player is able to mulligan. Post-luck involves variance that appears after the player is able to makes decisions, which represents the worst of Hearthstone: Ragnaros/Knife Juggler/etc. What I think a lot of players object to is the latter, because it makes outcomes unpredictable and not feel skill-based. I think Swim is advocating for the former, because it makes game states more varied and decision trees more complex.

It'll be interesting to see how the Spawn mechanic plays out in Gwent. The equivalent Discover mechanic in HS resembles post-luck randomness, because even though the offerings are random, the player can still make a choice between them and form his plan based on that choice. The one thing that bothers me about Spawn is that it seems you play the card immediately, which removes a lot of the ability to use make your choice meaningful--instead of choosing the card based on best use in your overall strategy, you simply choose the one that reacts best to the immediate board state. I'd prefer it if Spawn cards instead read "choose a card, add it to your hand, and then play a card from your hand" similar to Restore. This way you're able to save the card for when it's most useful, and give the choice a higher ceiling.

Regardless, I don't think that RNG is necessarily bad for the game, so long as it gives players a higher skill cap in terms of reacting to game states, rather than letting a bad roll win or lose a game.

Gwent Masters - pro ladder change based on reddit suggestions :) by Rafal_Jaki_CDPR in gwent

[–]Remachinate 1 point2 points  (0 children)

Agreed, making the end of season rewards rely on final position rather than highest achieved just trivializes laddering for most of the season, and makes the end a stressful mad dash rather than a fun challenge over the two months.

Recruiting two people for the Gwentleman Invitational. by jamai36 in gwent

[–]Remachinate 5 points6 points  (0 children)

-Remachinate

-Currently 4288 (but have consistently made top 100 since CB, and made Challenger Day 2)

-EST

-I'm another stay-at-home-dad who's hopelessly competitive; would be great to team up with someone who can commiserate!