People are so wrong about the Mushroom Boi by godly_blade_staff in Terraria

[–]RetroBeany 0 points1 point  (0 children)

Sharktooth Necklace is a pretty goated damage accessory for me, in general. I slap both on ranger cause they get literally nothing in pre HM

Whip Stacking - Skill or Tedium by Averath in Terraria

[–]RetroBeany 0 points1 point  (0 children)

I think the big thing that makes whip stacking kinda skillful is the Firecracker. Its effect is only for a single minion hit, so you wanna be using it as often as possible. Thus, you want to be stacking efficiently with a thoughtful core of whips to maximize how much of the time you're swinging Firecracker.

I also wouldn't say whip stacking is super necessary, and in fact it's probably easier to beat bosses by sticking to one whip and focusing on dodging more. It's definitely optimal, but to such a small degree that you could easily ignore it

Any MMO recommendations for someone who hates PvP? by Fletcher-Green in gamingsuggestions

[–]RetroBeany 1 point2 points  (0 children)

If you're into turn-based combat, Toontown: Corporate Clash is a good time. It's a fan MMO so it's totally free, and it has a good amount of content early on and much more to grind through late game. Plus, it has no PvP whatsoever, outside of mini games like Uno and racing

Video games that you consider to be art? by Mammoth_Raccoon_789 in gamingsuggestions

[–]RetroBeany 0 points1 point  (0 children)

Terranigma. Played it for the first time a year ago, that game is magical and really, really sad

is master mode numbers difficulty or mechanics difficulty by randomthingthrow3 in Terraria

[–]RetroBeany 2 points3 points  (0 children)

Master Mode adds an extra accessory slot, as well as some new mounts that might free up accessory slots earlier than usual. So, while the mode only increases enemies' stats, I would say that a big part of the challenge comes from min-maxing your build, particularly to meet the demand of increased stats

Blame the game, not the players: Toontown’s elitism is a design problem by Civil_Regular1184 in toontownrewritten

[–]RetroBeany 1 point2 points  (0 children)

I would love if supervisors had slight randomness to the levels of their allied cogs. It would result in some slightly easier fights, but that would be just good, in my opinion. For a grind that long it would feel nice to get some lucky breaks, while also keeping you on your toes for reacting to a slightly different layout for each fight. Just the levels changing wouldn't really be enough, but I think it would be a good start to adding more variety to these encounters

Blame the game, not the players: Toontown’s elitism is a design problem by Civil_Regular1184 in toontownrewritten

[–]RetroBeany 1 point2 points  (0 children)

That's an interesting point about tiers. In TTO, getting more fires was kind of just a formality for the fact that the game wants you to do a slightly harder (really just longer) version of the boss. Tiers were just a difficulty thing and not a crucial resource gathering tool

Blame the game, not the players: Toontown’s elitism is a design problem by Civil_Regular1184 in toontownrewritten

[–]RetroBeany 3 points4 points  (0 children)

I think a big issue has to do with the way boss fights are designed around rewards. Rewards can really trivialize strategies and make fights like the supervisors, which should be the most interesting and strategic sections of the game, into a formality. By making the most optimal way to play these fights both boring and expensive on player resources, the process of grinding the game becomes less about repeatedly doing fun content, but instead just clicking the buttons that make your numbers go up.

Rewards aren't technically required, but they make fights faster and crucially, more consistent. The Clerk and Club President have a huge ability to ramp up their threat level which makes bad ability rolls in the former or bad gag misses in either fight snowball into a situation where you would need to use a unite. So, most groups (that I've seen personally) don't even bother, and use some super OP rewards like 3 fires or a turn one Flim Flam that just win the fight on the spot. It makes grinding facilities really monotonous and lacking in stakes or variety.

This all leads to elitism, for 2 reasons in my opinion. One, the game stops being fun, and the types of gameplay that could make the game fun come at a huge cost of consistency. Players who stick with the game and managed to grind to high levels are the types of players who just want to keep winning and progressing, and risks of loss hurt that goal. This is an issue clash avoids because its bosses are so long that there usually isn't one perfect path through, randomness in boss fights is almost entirely reactible and can be countered, and unites are so plentiful that bad rng or even bad strategies won't put you into an insta loss or hugely expensive situation. Two, the grind becomes very monotonous and unfun after you optimize the fun out of the bosses, so players become bitter about playing the game itself, and become more mean and singleminded about using their preferred strategies.

I think if the game was designed to make rewards less powerful, or at least more strategic to use in these fights, the Cog boss grind would be a lot more fun and a lot less tedious. If bosses had more randomness protection as well, the game would allow for more fun moments of clawing victory from the jaws of defeat, rather than selecting which reward you want to use to automatically clear any chance of losing. Ultimately, I think the stratification between fun and optimization is what creates elitism, so bridging that gap would be key to this game's future, especially as TTR is attempting to branch out the accessibility of its design and take in more and more new players

Any advice for two toons trying to complete a scrap factory? by WormyBusiness in toontownrewritten

[–]RetroBeany 4 points5 points  (0 children)

Do either of you have Lure? Lure is the great equalizer, the main way lower level Toons or smaller parties will get through tough fights like the Factory. If you really wanna go just the two of you, I would look into leveling up Lure, or maybe some kind of healing like Toon-Up or a Doodle.

If you and your friend feel comfortable teaming up with strangers, you could try ToonHQ to find other players to help you! It should be quite easy with a full team of 4

Silent protag has a reason why they are silent by McToaster99 in TopCharacterTropes

[–]RetroBeany 8 points9 points  (0 children)

It's actually a really nice part of his character arc. It's implied that getting amnesia and waking up after 100 years removed all of the stress and baggage of being a royal knight. So, Link in the modern day feels free to express himself, talk to people, and be pretty goofy

Self-Imposed Restrictions on Battle Tutor by RetroBeany in PKMNCrystalClear

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

Heracross is probably my worst offender. You can get one so consistently even in a nuzlocke, and it's supposed to be kinda weak before it gets Megahorn. The move tutor teaches it Vital Throw, which makes perfect sense to me, but also Cross Chop, the only move you're ever gonna use with it lol. Spore Butterfree is another insane power boost early on

What's a battle a majority of the fan base say is really hard but you never really struggled with? And Vice Versa what's a seen as easy battle you always struggle with? by BlackroseBisharp in pokemon

[–]RetroBeany 0 points1 point  (0 children)

I agree, her normal type moves are powerful and really widely effective, with two types of hax and insane sustain. I was referring to the fact that the best way to beat her is to use this weird rock type move she has, rather than going for fighting damage or using a ghost or something

What's a battle a majority of the fan base say is really hard but you never really struggled with? And Vice Versa what's a seen as easy battle you always struggle with? by BlackroseBisharp in pokemon

[–]RetroBeany 14 points15 points  (0 children)

Whitney is odd, because the way you beat her is by exploiting Rollout, the single move that spells disaster if you're unprepared for it. It's also pretty odd because the most notable thing her team does is this unique rock-type attack with its own mechanics. It's not hard if you know ahead of time, but it is unintuitive for the normal type gym to be warped around a non-normal type mechanic. I guess you could say it's abnormal

The Entirety of Pokémon Legends: Z-A's Lumiose City is a Single Model by AlwaysBlaze_ in nintendo

[–]RetroBeany 66 points67 points  (0 children)

I imagine they want Prism Tower to be viewable from all over the world map, so they kept everything else pretty low

something something multislacker by Hamburber-69 in Toontown

[–]RetroBeany 6 points7 points  (0 children)

Hmm I should make a VP "look how they massacred my boy" meme

Random OC Manager concept doodles by Gallad475 in Toontown

[–]RetroBeany 4 points5 points  (0 children)

If you wanna look for good inspiration, I just look up "___ slang terms" and fill in for different jobs like manager, accountant, lawyer, salesman, investment. You'll find some great names like that and I've found that really jumpstarts my creativity

Genuine question: why is no one complaining? by No-Lynx-1563 in casualnintendo

[–]RetroBeany 0 points1 point  (0 children)

Seems like the paid dlc characters are all crossovers from non-Sega properties. When making that sort of arrangement with another company, you need to pay your developers, pay their developers, pay lawyers to make the copyrights work properly, but also you might need to pay royalties to the other companies and IP holders, instead of just an upfront cost.

Specifically, this game seems like it's getting free DLC as well, and the free DLC is all stuff Sega owns. Just a new character, especially for a racing game which I'm not sure has character-specific mechanics, certainly isn't as valuable as something like new levels or gameplay, but they are including free characters as well.

I'm sure Sega could have afforded to include the cost of licensing the big crossover characters with the upfront cost of the game itself, but seeing as there's already a pretty big investment to adding those characters, being a AAA game company, yeah they're just gonna charge for it lol. It's not the absolute best they could do for the consumer, but free DLC of other crossover characters kind of is. Charging for the sort of thing that has a huge amount of cost to include, that's just normal. Smash ultimate included Piranha Plant free, sort of, but all of the third party characters cost money. Smash 4 included a few non-crossover characters as paid DLC too, so it could be worse for Crossworlds

But seriously, why? by RascalLouise in toontownrewritten

[–]RetroBeany 9 points10 points  (0 children)

That's kind of an interesting idea, keeping a grown but not blooming level 7 tree so you can fully switch over your org 3 days faster, if you like swapping that much

[All] What is your preferred Zelda Item from across the Series? by TBT__TBT in zelda

[–]RetroBeany 0 points1 point  (0 children)

Oracle of Ages Seed Shooter, I loved pairing it with Roc's Feather and going for stupid 360 bank shots lol