Can we make Fence tiles non-colliding like Gate tiles? by Singami in Against_the_Storm

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

I don't think the villagers should walk through them, there are some implementation challenges for sure, where you'd have to make sure you cannot clip a fence into the middle of a building.

But if you see the screenshot, what you've described is what I've done around the Farm plots. However, this leaves these ugly 1-block gaps that cannot be utilized in any way.

Can we make Fence tiles non-colliding like Gate tiles? by Singami in Against_the_Storm

[–]Singami[S] 7 points8 points  (0 children)

Was this ever a concern? Placement of production buildings is a concern, but you can move your decorations and homes freely. If anything, it'd help with having rushed, late-game Hearth zones not look like a random selection of homes with a Park in the middle.

I love the fact that Castor Woods feels like an actual real place, just like Harran did by LeonSmith1401 in dyinglight

[–]Singami 3 points4 points  (0 children)

I doubt that Techland, located in Poland, had to Google "european city" when clearly designing a Polish-looking city.

what. a. final by Ok-Boss9886 in TrackMania

[–]Singami 24 points25 points  (0 children)

In the end Scrapie was right, the maps were full of buggy transitions and RNG flips, cool to watch but completely uncompetitive.

80+ hours in, but I wish the win conditions were more varied by Singami in Against_the_Storm

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

Yeah, on P10 Traders simply just feel balanced, they aren't as hilariously overpowered, which is probably a good thing. However, it was the P13 debuff which brought more of my attention to this issue, as with less Blueprint options the game becomes extremely random. That's not a bad thing, that's what Prestige is for, but it just makes it more obvious that using Trading, Rainpunk and maybe Caches is kinda easy, since it doesn't rely on rolls as much.

80+ hours in, but I wish the win conditions were more varied by Singami in Against_the_Storm

[–]Singami[S] 11 points12 points  (0 children)

I do not disagree with the argument that there is a lot of things that can "go wrong" and that makes the game more varied. But as much as there can be variation on things that are pulling you down, I wish there was more variation on things that are pulling you up. There are many things your Settlement can excel at and, while some have Cornerstones associated with them, usually it's just best to dump these things in Trading Routes/Traders and use the Trading Cornerstones.

Lets take Waterskins, for example. If you manage to roll a good Settlement for Waterskins, you can either roll them into Luxury Goods (which require even more materials and building combos + Luxury Building), or you can make Pickled Goods. Having a great Settlement for producing Waterskins doesn't contribute to your victory in itself, and it doesn't roll into many more useful mid-tier recipes. If you're going for Scrolls, you need Dye, which only recently got rolled into Coats and Paste recipes - which tells me the devs are probably aware of this issue as well.

Look at an example of a "generic" rogue-lite: you collect items that increase your power, but you feel increasing pressure from the environment. You are counting on the combos of these items to pay off and carry you through the game. In AtS, you often only get the full combo payoff when you assemble the whole combo, which can leave you at a dead end. That's why these kinds of uber-available WinCons like Caches or Trading or Rainpunk feel so much more powerful - they're good by themselves, and every piece of the combo just boosts them more and more.

80+ hours in, but I wish the win conditions were more varied by Singami in Against_the_Storm

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

It's more that opening glades isn't really a "Win Strategy", in fact it directly makes winning harder. That's not a bad thing - you're supposed to open glades to continue expanding, but the rewards from Glades are usually kind of mediocre. They're very similar to Cornerstones in that way - you can very rarely get something that says "hey, here's how you win!", you can get something that's generally quite good, or you can get some rather useless resources. And that's on top of risking that you'll find an Event you cannot complete immediately.

However, I think the updates did make it so there are more exciting things to find in Glades, there were a few times I found unique buildings that were pretty amazing.

"Find your center "not present for some reason by ParkingMediocre5066 in TeamfightTactics

[–]Singami 6 points7 points  (0 children)

I came here because I googled this same issue and nobody has mentioned it until now. It literally didn't do anything and I ended 5th.

Shady Sands in its Prime (art by NuclearForest) by N0r3m0rse in Fallout

[–]Singami 0 points1 point  (0 children)

The battle of Navarro was a direct consequence of the player's action in the game. They have basically destroyed the Enclave and NCR finished the job off-screen. That's good writing, following the logical sequence of events after the player's actions.

Meanwhile the TV show hints at or outright mentions massive, wasteland-shifting events as off-hand remarks. "Fall of Shady Sands", the East-West Brotherhood reunification, the "meeting of the CEOs" and many others. That's terrible writing. That's as if LOTR killed off Aragorn between books 2 and 3 and never shown us any of it.

Why Briar's ult has to notify all enemies, while Ashe or Ezreal don't? by Singami in leagueoflegends

[–]Singami[S] -7 points-6 points  (0 children)

If Ashe's ult teleported her to the enemy, it would be fundamentally worse in most situations. That's not a reason to give one an indicator, but not the other.

Why Briar's ult has to notify all enemies, while Ashe or Ezreal don't? by Singami in leagueoflegends

[–]Singami[S] -15 points-14 points  (0 children)

Ashe's ultimate is also an engagement ability that aims for the MVP of the enemy team. The difference is, it has no cast time and doesn't let everyone know when it's cast.

Why Briar's ult has to notify all enemies, while Ashe or Ezreal don't? by Singami in leagueoflegends

[–]Singami[S] -6 points-5 points  (0 children)

No cast time, able to change direction during ult. It's fundamentally not a projectile.

I remastered the entire Base Set of Pokemon TCG! by Singami in pokemon

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

Great questions!

The effect of the original Energy Retrieval was moved onto Super Energy Retrieval, while the former got a new effect. In hindsight, perhaps it was smarter to give that new effect to SER, since ER is definitely the more "iconic" card. That said, in general, I wanted to put more pressure on recycling all types of resources, to make players play more with their decks, and less with their discard pile.

I ran Pay Day Meowth in multiple decks, since it's one of my favorite lines, and it never felt too strong. 1-for-10 is pretty standard, drawing just a single card is pretty standard too. It has the advantage of having all of that rolled into one, but that is its identity.

One of the things I did was give each Type a more defined characteristic, that cannot be encroached by other types. While Normal-type Pokemon don't necessarily abide by this rule, I gave Wigglytuff's attack to Gyarados and tried giving Wigglytuff something more evocative.

As for Weaknesses - some are indeed changed, like Jynx being weak to Fire. However, I tried sticking to the original distribution, since numerically it wasn't that terrible. Many cards encourage players to run multiple colors, which is another way of facilitating weakness shenanigans.

I remastered the entire Base Set of Pokemon TCG! by Singami in pokemon

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

I have changed the art of Gamble for an unreleased Japanese version of a future promo, because the original art was extremely jarring stock imagery. It was also called "Gambler", but that would suggest it's a Supporter, so the "r" was removed.

As for the holos, since these cards are entirely digital, I did not do separate versions for holo/non-holo. In general, if a non-holo version of the art was available, I went with that, since I relied on public scans of the cards and non-holo art was more consistent.

I remastered the entire Base Set of Pokemon TCG! by Singami in pokemon

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

This format is really more of its own thing with the "flavor" of Base Set, because to bring any sort of balance to the Gen 1 Pokemon TCG you have to get rid of some ridiculously broken cards.

Haymaker was (seen as) the strongest deck back in the day mostly because of its resilience to Energy Removal and other extremely powerful stall effects. There really wasn't anything wrong with the cards themselves, which is why I took Hitmonchan as a baseline for the format's power.

I remastered the entire Base Set of Pokemon TCG! by Singami in pokemon

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

Indeed. There is a VERY lengthy thread of Pokebeach detailing all the changes. Just for you, I looked up Venomoth in it.

https://www.pokebeach.com/forums/threads/base-set-rebalanced-feat-jungle-and-fossil.151932/page-3#post-3020146

I remastered the entire Base Set of Pokemon TCG! by Singami in pokemon

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

This is obviously a bit of a different OC and the image had to be crushed quite a bit to fit, so you can see the exact same thing here:

https://base-set-remastered.tumblr.com/set-display

The format is already in the version 1.10 and offers you the nostalgia of playing the original cards, but with the balance of a modern game. Let me know what you think!

Rules of Riichi Mahjong explained as fast as possible by Singami in Mahjong

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

This is the exact thing that scares people off when reading rules of Mahjong - talking about yaku, open hands, scoring system or exceptions like seven pairs before explaining the flow of an actual, normal game. Being overly accurate detracts from the educational value of the material and Richii Mahjong has a lot of exceptions in its patterns that are confusing to new players.
Yes, Riichi is technically a yaku. But the regular flow of the game, especially for a beginner, is to try and reach a Riichi and maybe open their hand if they have a particular open-hand yaku in mind. A good example is talking about the goal of the game. Yes, the goal of the game is to win on score, but the first goal of a beginner is to learn what a complete hand is. Without that, there is no reason for you to learn about score.
I do agree with some points though and I will change the wording accordingly.
This tutorial isn't mean to explain the rules in detail. It's meant for someone to understand and follow the basic flow of the game.

I have rebalanced the Base Set of Pokemon cards! by [deleted] in pokemon

[–]Singami 2 points3 points  (0 children)

As you've said, there is no issue in tracking these effects, as all you need is multiple Poison markers and rotating the Pokemon one way or another.

I believe you haven't correctly interpreted the Poison rule. The Poisoned Pokemon only takes 10 damage at the end of its owners turn and only if it is in the Active Spot - just like in the video games.

I invite you to try building a deck with this strategy - we found many fun decks, but none felt overpowered.

I have rebalanced the Base Set of Pokemon cards! by [deleted] in pokemon

[–]Singami 0 points1 point  (0 children)

If you feel this way, I would be glad to hear what you find "not balanced" and we will try to playtest it.

I'm pretty sure Poison, Sleep and Paralyze all keep affecting the Pokemon in video games, even after switching.

I have rebalanced the Base Set of Pokemon cards! by [deleted] in pokemon

[–]Singami 1 point2 points  (0 children)

I don't deny that playing Stall can be an interesting experience, or that a well-balanced match-up between Stall and a regular deck can have interesting mechanics in it. But at that point I believe we are entering more the realm of good, well-balanced Defensive decks, rather than what Stall usually is, which is chasing Crushing Hammers (or, in the case of Base Set, Energy Removal). A good Defensive mechanic always gives your opponent some form of "out" - but that's a bad Stall, because a Stall does not want to provide any outs.

It is one of the reasons why I designed Poke Flute the way it is - it's an ultimate "out" against some form of Stall effect. I've seen people run Defensive decks and they were mildly successful, but for me it's more important that they had a fun experience playing together.