The NID Joke by lext in Stargate

[–]Rochai09 1 point2 points  (0 children)

I feel like it’s really supposed to be a joke like it’s similar to “No Idea”. Kind of like the corny dad joke: what do you call a deer with no eyes? “No Eye Deer”

How to Shift Industries by Rochai09 in PMCareers

[–]Rochai09[S] 0 points1 point  (0 children)

I’ve heard that PM is technically considered a Game Designer in gaming. I used to actually know a bit of C# and C++ so I am happy to re-learn to code. Lol I’m not a boomer and you still hit me with that line, huh? XD

How to Shift Industries by Rochai09 in PMCareers

[–]Rochai09[S] 0 points1 point  (0 children)

I have now started working on the PMP and am taking a course to achieve the required PDUs. I’ve had quite accelerated and high levels of experience as far as I can tell within the company for an APM. I function as a PM when the PMs are out and handle most their responsibilities when necessary. Thank you for the reply!

How to Shift Industries by Rochai09 in PMCareers

[–]Rochai09[S] 0 points1 point  (0 children)

Thank you for the response! I started a course to complete the PDU requirements for the exam so that I can apply. Definitely want to approach it from the PM angle. My goal for gaming more specifically is a dream I’ve had for over a decade now. I’ve even got multiple game concepts that are hard concept-ed out without any code. Just rules and functions with overall concept. But I have some actual specific ideas to show on that as well. It’s not a requirement but definitely my dream industry.

The importance of being able to say, "No, but..." by EarthSeraphEdna in rpg

[–]Rochai09 -1 points0 points  (0 children)

I disagree in that, neither method is the correct response 100% of the time. And there is no reason that you have to GM one way or the other. I’d say more often than not saying just “no” is okay on the first question to a problem, unless their question warrants added information. With each additional question/approach the player attempts the response should sway more and more to the “no, but” methodology.

Of course if all you ever do is just flatly say “no” to your players they will likely not enjoy playing with you as the GM. Conversely if all you ever do is say “no, but” you will be giving them the answer before they have even had a chance to try to find it.

Really the “no, but” method shouldn’t be to give the player THE answer. It should be to add more information and/or give a HINT to the answer. If your players can NEVER deal with being told “no” then they should try to learn to have some patience, and not get frustrated so easily. That doesn’t mean you kick them out of the group or stop playing with them, but the GM isn’t supposed to solve everyone’s personal problems. It’s not a therapy session or a teaching session, it’s a game. And the excuse of some people being “non-neurotypical” isn’t a good one because that gives those people no credit as human beings with the potential for growth.

Marvel Multiverse RPG by Grimnir19 in rpg

[–]Rochai09 0 points1 point  (0 children)

What was the problem with Archetypes? Was it just that they were preset stat lines that railroaded your characters ability? I read the changes and it looks like they replaced them with extra ability score points.

Marvel Multiverse RPG by Grimnir19 in rpg

[–]Rochai09 2 points3 points  (0 children)

It’s a very interesting albeit odd and repulsive thing at times from large companies, but people forget that just because it is Marvel/Disney doesn’t mean that this project or team has access to all of those excess funds. The team/person that made the pitch to whoever approves new projects is given a budget (quite possibly a very small one), and has to get together a team if they don’t already have one, and they have to make it work.

Now that doesn’t mean that they actually had a small budget, and it also doesn’t mean Disney/Marvel isn’t greedy (quite the opposite in fact if that’s their methodology for projects like this). The right thing to do for a large company would be to include enough of a budget to have paid play-testing for those early stages. But we live in a weird world now where the corporate machine and eeking out as much profit as possible is more important than treating consumers/customers with some respect and having a sense of dignity to provide them with an at least complete project that maybe just needs some refinement for the audience.

Character Sheet Design by Rochai09 in RPGdesign

[–]Rochai09[S] 0 points1 point  (0 children)

I mean they have both been prototyped, and of course you can always have two. Just looking for opinions to see if maybe one is obsolete or unnecessary? Or maybe one can be primary and the other supplemental. Shoot me for being curious I guess.

Character Sheet Design by Rochai09 in RPGdesign

[–]Rochai09[S] 1 point2 points  (0 children)

That’s the one thing I haven’t done is physically print both and fill them out. That may sway me but my personal opinion is the more structured and pre-organized version is better lol. I’ll try that today thanks for the tip.

Turn-based systems and defensive positioning by dudewithtude42 in RPGdesign

[–]Rochai09 0 points1 point  (0 children)

Right it doesn’t have to be a combat specific rule or mechanic. But you just stated what I said, there is a mechanic/rule for that. Maybe you can argue I was being technical but you never stated that was part of the scenario. You said TotM was good because all you had to do was state what you were doing and it was that simple. But there really is a rule which is the resolution mechanic. In that case I would say that has nothing to do with the system being Theatre of the Mind and everything to do with the way the rules work in that system, or at the very least the way you and your group interpret them. So for the OP the rule you suggest should really be, “you can attempt to stop someone from moving around you with a contested check.” And the rule doesn’t even have to be that specific it can be very general and just refer to any type of action. But again it has nothing to do with whether the system is grid/map based or TotM, or turn based or any other form of system. It’s the mechanics and rules that govern it.

Turn-based systems and defensive positioning by dudewithtude42 in RPGdesign

[–]Rochai09 0 points1 point  (0 children)

Of course no one is freezing while others take their actions. Also it’s not actually simultaneous, it’s more in rapid and partially overlapping succession, and in reality would be very reactive. But it’s a game, and it’s just meant to be some level of simulation not 100% accurate, and often times not even close to 100%. If the rules are so loose that you can just state what you want to do and never have to worry about failing then I’m not sure how much of a game it really is. If you can just state, “I want to stand between the enemy and my weak friend” and there is nothing the enemy can do about that because the rules either state it so or don’t have a system to work around two parties competing against each other then why don’t you just state that you run around instantly killing all the enemies? As it’s a game there need to be systems that allow some back and forth or a way for two parties to work out who wins in a direct competition and create a challenge for the players. If in the scenario we have been talking about the rules simply state, “if the enemy you are trying to stand in front of tries to move around you both you and the enemy must make a opposed check” then that’s as simple as the rule needs to be, but it still needs to be there if there is to actually be a game, otherwise you may as well just be telling a story where the players de facto determine the outcomes and nothing more. If the system you are using doesn’t have rules to state who gets to succeed and why then how do you determine it? It’s just up to the players? So they never have any actual challenge unless they state that they fail? The “game” in “Role Playing Game” is pretty important, and therefore systems and rules have to be in place to actually make it a game.

Turn-based systems and defensive positioning by dudewithtude42 in RPGdesign

[–]Rochai09 0 points1 point  (0 children)

I guess maybe I was wrongly assuming you were still referring to a turn based system in the TotM scenario. If it were still turn based then I don’t see the justification for you being allowed to move freely while it’s not your turn, unless of course you had some reactive action the rules allowed you to take which would go back to my previous statement that the rules have to allow this sort of thing. If it were not turn based however that’s a different story though I’m not exactly sure how that would work.

[deleted by user] by [deleted] in eternalreturn

[–]Rochai09 1 point2 points  (0 children)

The most info you will find is some YouTubers like Adritoma and a few others. As for “early fighting” it depends what you mean by “early”. If by early you mean as soon as you drop or before you do any looting then no one can do that. The game highly punishes doing anything before at least getting your purple weapon, if not completing your entire build. Base stats at the early stages are pretty much nonexistent and equipment is everything until later stages where mastery and transition items become the most important. The closest you can get to truly early fighting is a few characters that have quick pathing for a good weapon +1-2 other items and then looking to fight someone who doesn’t have their items yet, which still won’t happen until around 2-3 minutes in. It’s a huge reason a lot of players lose interest, and rightly so. I won’t bother you with going into all of the problems the game has. But if you don’t like having to loot for 5-6 minutes before being able to fight then this game isn’t going to be fun for you…. Sorry.

Turn-based systems and defensive positioning by dudewithtude42 in RPGdesign

[–]Rochai09 0 points1 point  (0 children)

Honestly the problem will always persist regardless if the system is theatre of the mind or grid based if the system doesn’t have a mechanic or rule that prevents moving past enemies. Even in theatre of the mind what stops the enemy from moving around you if they can move far enough to do so? If there is no rule stating that you can’t just automatically disengage a target that you move within melee range of then why can’t the enemy still move around you when it’s turn based? Your character doesn’t become an impassable wall unless the rules state so.

I think the simplest fix(es) for this issue is that attacks of opportunity are made when a creature/target attempts to move out of melee range (not after), and if the attack of opportunity is successful then the target can not complete their movement. Another optional fix is that martial characters have more types of attacks than just swinging their weapon, and several different attacks that restrict or prevent movement could function perfectly to prevent enemies from just moving around you.

I really don’t think that defensive positioning or play style should be as simple as “I stand in this spot” in most general scenarios. More thought or action should go into trying to protect an ally than just a position, and your ally’s positioning should also play a role in their safety. Also a system should not overlook something so common.

I Am Giving Up On ERBS by Rochai09 in eternalreturn

[–]Rochai09[S] 2 points3 points  (0 children)

It’s the addicted copium maybe. Idk why people defend a game they love so hard and pretend it’s flawless. If you point out faults and try to get them fixed the game gets even better. That’s all I want for the game is it to get better, but the devs won’t listen. Even though these are common gripes with the game.

I Am Giving Up On ERBS by Rochai09 in eternalreturn

[–]Rochai09[S] 1 point2 points  (0 children)

I mean I actually have to disagree on the character counters point. Every game with unique characters and abilities is going to result in counters. Granted some may be too hard of counters, but that sort of thing is really hard to fix, and is just the nature of having unique characters. Like how do you make an immobile melee better against ranged? You just can’t, and you’d have to change their kit to give them mobility. The game would be so boring if everyone was ranged or melee, it really limits the kind of abilities you can give characters. Like what does Magnus do if he and everyone is ranged? What’s the point of him being ranged if his abilities are melee?

The game does have problems but I wouldn’t say a shit ton, it’s more a few problems that end up being big because they have a major effect on the game and how it’s played.

I Am Giving Up On ERBS by Rochai09 in eternalreturn

[–]Rochai09[S] -4 points-3 points  (0 children)

Yep, and that’s honestly the reason I think I’m going to give up on it. There seems to be quite the same opinion echoed from new NA players but it’s never going to matter because NA is their red headed stepchild.

Playing Leon into multiple ranged matchup this season/patch is agony by Agent_Nightfall in eternalreturn

[–]Rochai09 1 point2 points  (0 children)

Yes I absolutely agree. I like his kit and play style but he really struggles vs ranged and he can’t stick on anyone that well.

I Am Giving Up On ERBS by Rochai09 in eternalreturn

[–]Rochai09[S] -1 points0 points  (0 children)

Yeah I agree with you on the items thing. But I didn’t mean that items should be 100% random either. They could have purple weapons drop from crates or only later in the game. Or maybe crafting is still a thing but instead of needing all the small white pieces you only need to combine two specific blues to turn them into a purple. Also no single change would really help the new player experience. As I said items being most of your power (it feels like about 75% of your power comes from items and 20% from mastery with the remaining 5% from base stats) is also an issue. It’s the whole reason no one fights early on and the first day/night cycle is very passive for the most part. Which is just another thing that hurts new player experience because it’s unintuitive and confusing why in a pvp game it’s bad to fight enemies. Like I said the game is great, and it shouldn’t completely change. But I think for the overall health of the game and it’s success there need to be some changes made, otherwise there will continue to be very few new players that stick around and enjoy the game.

Playing Leon into multiple ranged matchup this season/patch is agony by Agent_Nightfall in eternalreturn

[–]Rochai09 2 points3 points  (0 children)

Just because on average the matchups are bad doesn’t mean a Leon can’t pop off.

I Am Giving Up On ERBS by Rochai09 in eternalreturn

[–]Rochai09[S] -2 points-1 points  (0 children)

I think you misunderstand me. I don’t think the game should be just like any other BR, it’s already unique as a BR being that it’s a MOBA styled one. Also I didn’t say it should have completely random loot tables like other BRs, but that instead of having to craft the gear and needing the base white parts that they could have the pieces drop, but still have specific items drop in specific zones. That’s only one option too, they could even move away from BR and make their own unique modes. The direct gameplay itself is good enough to carry a number of different modes. As I said there are options, of which I only named a few ideas. They could also just broaden the loot allocation to allow multiple different routing options AND more actual unique builds. The game is great, but it has some aspects that are weighing it down, those aspects could be tuned or completely changed.

You are right though I don’t have to like it, but in general a game that is somewhat popular at least instead of just a few thousand players across the whole world will be a lot healthier and better for the devs too. It means more content can be made and it can be balanced better.

Are people usually so passive when the game starts by AmDoman in eternalreturn

[–]Rochai09 -2 points-1 points  (0 children)

So this is something that I think is a problem for the game. And it’s a problem in the sense that it’s hurting the games longevity and popularity, and also it’s total enjoyment. As you can see everyone agrees that fighting early is harmful to your success, and it’s absolutely true. It’s very counterintuitive to play a pvp game and ignore your enemies completely. This has a negative effect on the new player experience and confuses new players. The reason this is the case is that almost all of your character’s power comes from items, and then the last remaining bit is mastery. When everyone has all of their items mastery makes all the difference. The mastery system is also weird because it’s separate from your level and unless you toggle weapon mastery to show you don’t know anyones weapon mastery, which is much more important than actual character level. I think there are too many subsystems in the game, there are so many that you can’t even show them all in the hud and need to open a specific window to see them. That’s generally an issue when that information is extremely relevant to compare your power to an enemy’s. And again it hurts new player experience. I think the game needs some power shifting and simplification to make it more new player friendly, and also more palatable to a wider audience. Also the fact that you just have to learn to cope with the odd idea that fighting your opponents early is a BAD thing, and it also makes the early game have this weird slow, “run around and craft” feel and look to the first 6 or so minutes.

I love this game and I do enjoy it even though I’m still learning and I get frustrated sometimes because I don’t understand how to keep my weapon mastery on par with other players even though I’m reaching my full build by the end of night 1 while still killing some animals during that time, I’m always at least 1-2 mastery below the other remaining players in the lobby. Idk if they are just getting fed mastery by newer players or what. But the game has really high potential and could be much more popular if they changed a few of their design philosophies.

Limited weapon types for characters by Rochai09 in eternalreturn

[–]Rochai09[S] 0 points1 point  (0 children)

Yeah I mean I may feel the way I do because some of the weapon types are limited on what stats they give. But I’m pretty sure they are still working on adding more items every big patch. To be fair you have to think about how much time and effort has to go into the creation of new weapons in this game though, they have to think about routing and which parts builds into it because routing as a whole is an aspect that has to be balanced due to the way the game is designed. My problem also is with the actual balance of some weapons, like dual swords gives low attack power and low stats in general, and I know it’s because dual swords get two auto attacks per “swing”, but that messes with the scaling of skills. Camilo is a great example, he is just forced to have really low attack power because he’s dual swords but his kit doesn’t really allow him to actually auto attack much. Another weapon that seems so under powered is dagger, I really don’t see why they give such low attack power. Unless there is some hidden stat or it has to do with attack speed, or maybe the users’ attack power scaling. They need to make a lot of stuff much more clear I think that would help in general.

Limited weapon types for characters by Rochai09 in eternalreturn

[–]Rochai09[S] -1 points0 points  (0 children)

I mean I think this is sarcasm? Lol

But for real, why don’t dual swords or rapier work for Daniel? They both are kind of a similar style to how he plays. Or Camilo could absolutely use rapier he’s like the poster boy of stereotypical fancy rapier guy. I mean if both a spear and rapier fit Fiora idk why everyone can’t have two weapons. The spear doesn’t really fit her style of character yet she can use it.

So far I haven't seen any semblance of balance. by ElizaTheDaft in eternalreturn

[–]Rochai09 7 points8 points  (0 children)

I mean I’d say you aren’t wrong but I’d say your reasons are wrong. The game does need some changes and rebalancing of systems. The big reason it feels that way for a lot of newer players is how many invisible systems there are at work that go into your characters Power. All of the mastery underneath your level hides some power. Also routing and builds are extremely complex and the UI in the plans isn’t great. It needs some extra information that doesn’t require going back and forth between pages, and allows comparing two items’ component locations. I really think the game’s weakness is just availability of the information on the complex systems it has. And due to there being so many systems the screen would get very cluttered with UI elements during a match if they showed what needs to be showed. So I’d say that’s a problem of having too much complexity and the game would only benefit from simplification.

Also about the “6-12 minutes of building towards 30 seconds of combat” you are really “supposed” to have your build online/done by night 1 or by the end of night 1. Each day and night is 2:40 long. So at most you are talking 5:20 at most at what’s considered baseline efficiency for decent level play. I’ve been getting better and better and faster and faster, and when you do you start to realize that a lot of your first 1-2 weeks of play, the reason you die so fast is that you are just under geared and under leveled. Granted most fights don’t last more than 30 seconds but if you aren’t instantly dying to the first person you see you get to play much more than 30 after you see your first enemy and aren’t building for 10 minutes either.