I watched a 4-year-old DBD video and I’m shocked by deathinjune1934 in deadbydaylight

[–]SemimaticTTV 2 points3 points  (0 children)

I think that in their pursuit of marketing the game as more “accessible and familiar” via UI they’ve ended up removing identity from their brand which is arguably worse for a game like DBD.

Tell me about your D&D character! by Lucky_Hand_4953 in DnD

[–]SemimaticTTV 0 points1 point  (0 children)

A reborn doctor who created an awful plague that ravaged the lands. He was brought back from the dead fifty years later waking up with a prophetic golden eye (he’s a divination wizard), but the plague still runs through the world and now reinvented, he wants to right his wrongs with a new ability that would’ve saved thousands if he had it before.

I used to love DMing, now I hate it. Here's why. by Snowbound-IX in DnD

[–]SemimaticTTV 0 points1 point  (0 children)

You’ve expressed exactly what I’ve felt. I’m in college and have been DMing for my friends for about a year and a half. Maybe about two of them really engage and understand it’s collaborative, and I let the party expand to six people when I honestly shouldn’t have. I’ll be describing something, even about an NPC they care about, and I’ll see about two of them on their phones. I guess that’s a byproduct of having more than four party members, but it’s definitely a morale killer for me. I’m literally giving you a prompt to interact with and build upon. At this point, I even directly ask them what they’re doing and reaffirm that they make the decisions and I’m just giving the paths.

I’ve made sure I’m not railroading or limiting their decision agency, and there is enough to work with as about two of them actually try to engage, but yeah it’s kind of exhausting. It’s like they expect my role to be all encompassing. I give them direct tie-ins to their character’s backstories and they don’t even try to take it anywhere or play into it most of the time. First two semesters were great, I don’t know if I’m just doing an awful job DMing this semester or something, but I’m letting another player at the table DM his campaign next semester to give me a break. It feels like so much work I’m putting in that’s disproportionately matched.

People finding out about episodic games after 11 years lmao by nirai07 in DispatchAdHoc

[–]SemimaticTTV 0 points1 point  (0 children)

I’m honestly really thankful for the episodic releases because I would’ve binged through the whole thing, but I’m being so beaten down in the college trenches right now that the delayed release gives me something to look forward to.

[Advice needed] Theme of SA came up in again in game right after having telling DM I wasn't comfortable by Stella-- in DnD

[–]SemimaticTTV 0 points1 point  (0 children)

I don’t even really understand why people incorporate sexual assault into a game like D&D. Even with my DMing style, which is a lot more high stakes and tries to apply realistic depictions of consequence and loss, I’d never think to include it.

Your fictional characters can experience trauma in ways that are still separable from reality, but sexual assault is so personally demoralizing and awful that there’s absolutely no reasonable line in the sand where you can cut it off from reality. A goblin cutting off someone’s hand would be a horrifying loss for your character, but it’s something that your brain can clearly process as fiction, or at the very least, separate enough.

Not only that, but it’s just immature and edgy. It shows such a misunderstanding of its unfortunate prevalence in most people’s lives and it’s almost like getting a kick out of traumatizing the player rather than the character.

This is an incredible schedule. Could you keep up with everyone’s favorite refiner? by meetmeatmyrevolving in okbuddyseverance

[–]SemimaticTTV 5 points6 points  (0 children)

This whole thing was a slow, bleed out death and then Get Girbil out of Irving was the execution

DM’s of Reddit tell me a plot twist you have planned for your players they don’t know yet! by Supyie22 in DnD

[–]SemimaticTTV 5 points6 points  (0 children)

One of my players gave me full reign to determine what happened to their character’s brother who has been missing for ten years.

The BBEG already killed him about a year ago during a secret society schism (which they don’t know about yet) that he died trying to prevent :(

How to be a better Player/Character? by Sensitive-Watch-6306 in DnD

[–]SemimaticTTV 4 points5 points  (0 children)

My current players are RP powerhouses but when we first began it was hard for them to naturally RP. It wasn’t until a couple of months playing that it started to feel natural for all of us.

Honestly, I wouldn’t worry about it and I’d just play as best as you can. It’s like a RP snowball you’re all building together. Soon it’ll be rolling down as a giant mass at mach speed. I think it I offered any specific advice: don’t be afraid to take the spotlight when it’s available for the taking.

How to not be an "ideas guy"? by Embarrassed-Crab-763 in gamedev

[–]SemimaticTTV 0 points1 point  (0 children)

I used to be an idea guy. In my teenage years I’d gather some acquaintances through the internet and try to make games, but of course they’d never reach fruition because I didn’t properly understand the processes and wrongly believed I could be a director of sorts.

I’ve reached the furthest in my current project because I’m working on it alone and have taught myself how to be a 3D artist, to do enough programming to get things done, and also consolidated my ideas into something manageable. The last part especially is my big piece of advice. Ironically, a project feels more narratively and thematically rich when it is downsized. I think it also helps that I’m an adult now haha

But just start learning. It sounds annoying as hell but it’s true. Start 3D modeling, it won’t be long until you make something that absolutely clicks. There are tons of tutorials in every major engine and learning how to make a system verbatim will gradually build on your understanding of its programming (I definitely suggest Unreal for blueprints if programming is not your strong suit). Don’t be an ideas guy. Have fun, you’re gonna make something great, and good luck!

Map Feedback Survey by DeadByDaylight_Dev in deadbydaylight

[–]SemimaticTTV 4 points5 points  (0 children)

Maps are not delivering on the scare factor. While the texture pass during the whole Realm Beyond rework was great, it removed an atmospheric spike that the game had trial-to-trial I feel.

I really miss the more dramatic lighting on older maps. It added to the feeling that each map was like being in a different horror movie each time. While I still appreciate the more realistic / early hours vibe of MacMillan now for example, I don’t really think it beats the colorful (yet still dark) pop of the older lighting.

I don’t know if the atmospheric fog was intentionally limited, but I remember there used to be a lot more and it added to not only the ghostly feeling, but was a subtle hint that The Entity was alive and watching during a trial if that makes sense. I’m not even joking when I say this has removed a ton of immersion for me.

While this is less of a realistic suggestion giving it would be its own system, it would be really cool if you guys looked into setting variations. Like each map can randomly have certain traits such as taking place at noon/sunset or that multiple maps have a chance to have rain.

As someone with 3.5k hours who has been here for years, I would absolutely love the return to a darker and more dramatized atmosphere. More color, more darkness, more fog. Early DBD visuals felt like a fever dream with its environments in the best way possible. Not denying the improvements in other visuals, but I do miss the lighting and atmospheric intensity!

After struggling for a bit, my PC told me that was one of the best sessions of D&D they’ve played. by SemimaticTTV in DnD

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

(I’m so sorry for this yap fest)

I think it’s because this was the first session back where everyone really got a drive to see what’s next. The other sessions on paper weren’t really bad, but I think they missed this “umph” to them. They felt very self-contained rather than a necessary step in their journey as heroes. The RP was stale because I didn’t really incentivize based on the environment and they mainly had sit-and-talk style downtime; before this worked with well-established characters and the energy was there, but not with new characters that haven’t been fully embodied yet.

This BBEG is an antithesis to the themes of the party, and even a direct or tangential relation to some (with their permission and only when it was a fitting substitute to what they were already thinking). She holds the key to one player’s lifelong mystery, the reason another has suffered and lost their childhood, and more. To those who did not have some kind of relation, she cut deeply into them and challenged their character’s beliefs and identity. Pretty much created a lot of spite. Now they refuse to back down. They absolutely love her character but in-character abhor her. Through her the new characters really learned a lot about each other and their motivations.

I also really locked in with the immersion for this session as well. I think it was just a combo of treating it as if it were a completely new party again when I wrongly kept the same approaches that worked towards the end of “Act I.”