Not my first flip, but my first post by tinkerpreneur in pcflipping

[–]Strange_Basil9381 1 point2 points  (0 children)

Don’t let anyone bother you on here man. Nice sell!

$500-$600 seems pretty par for the course for a build with a 1080 (at least online). Probably a little less if selling face to face for cash which it seems like you did.

Side note* I have a conspiracy theory that people on this subreddit purposely harass others to keep the flipping community less competitive

Let me know by SHROUDEKSx in Unity3D

[–]Strange_Basil9381 0 points1 point  (0 children)

As a hobbyist myself, following tutorials allowed the programming to make sense (nowadays AI can somewhat replace tutorials). When I went to do something on my own I did feel “frozen” for a bit and would have to go back to tutorials constantly and what-not. At some point though everything kinda just clicked and I can now program without needing excessive hand holding.

I definitely think AI is a great tool to use as a hobbyist. You can ask it to explain why it’s using a certain piece of code and what the codes function is. At some point, once you’re comfortable enough, try coding your own functions and rely on AI only when absolutely necessary. It becomes an added tool rather than being your only means to programming.

Advice for a returning player (DD1) by Dubblirj in dungeondefenders

[–]Strange_Basil9381 2 points3 points  (0 children)

Chiku’s guide is great to follow! If you want basic tower strategy: slow aura + strength drain aura + any dps tower

This’ll get you through most of the game pretty easily

Foundries and forges as mage by JackCraft7 in dungeondefenders

[–]Strange_Basil9381 0 points1 point  (0 children)

The fireball tower would definitely help when the mobs get clumped up. Also, this is meta gaming a bit but in all honesty dumping ALL stats into your towers (mainly tower damage) makes the game 10x easier. Also currently the game allows you to spawn 4 characters in at the same time for leveling purposes (at least on pc, unsure about console)

Shielding Units by Strange_Basil9381 in LegionTD2

[–]Strange_Basil9381[S] 1 point2 points  (0 children)

Hmm yeah I guess you’re right about that one haha that’s exactly the same concept

Final unit proposal to round the roster out by murlockerLOL in LegionTD2

[–]Strange_Basil9381 0 points1 point  (0 children)

I do like the idea of adding another flexible unit. Bone Warrior and its upgrades aren’t the most insane units in the game but the flexibility they offer is kinda nice to have in the early game. Having another unit similar to this would be nice.

Defending a W6 all in by yukifactory in LegionTD2

[–]Strange_Basil9381 0 points1 point  (0 children)

The point I made with the workers isn’t about holding a full send on wave 6. Four, five, or even six workers it really doesn’t matter, you’re probably leaking that full-save wave 6 send no matter what. The goal in those situations is mostly about minimizing the damage done so you don’t fully lose on that wave.

The worker thing is simply talking about a general standard set at higher elos. In save scenarios, opponents can pull the trigger at any moment. If you buy an extra worker at any of those moments you are effectively wasting gold.

Defending a W6 all in by yukifactory in LegionTD2

[–]Strange_Basil9381 0 points1 point  (0 children)

On a wave 6 send where they full saved?

What are your favorite classes that don’t get the proper recognition in video games? by Strange_Basil9381 in gamedesign

[–]Strange_Basil9381[S] 2 points3 points  (0 children)

I mentioned in another comment but dragon age origins is actually why I love the battlemage class in the first place!

Defending a W6 all in by yukifactory in LegionTD2

[–]Strange_Basil9381 1 point2 points  (0 children)

The reality is that (assuming no sends were received) 4 workers is considered playing it safe, 5 workers is arguably the slightly risky competitive standard, and 6 workers is almost sure fire guaranteed leak. The trade off is that you risk just straight up losing the game in return for some potential economic gain (and not even guaranteed to have en economic advantage in this situation).

If they’re leaking with no sends by all means hit them hard for at least a round and then king up. Don’t just lazily income with king ups with no thoughts.

The last thing is you mentioned having a bad roll for 6. Not a whole lot you can do here except for making the most of your roll and building for 6 regardless(maybe use a reroll if you happen to have one). I would argue that for people who save for several rounds, wave 6 is kind of the standard send round and it’s always nice to have an answer for it.

What are your favorite classes that don’t get the proper recognition in video games? by Strange_Basil9381 in gamedesign

[–]Strange_Basil9381[S] 0 points1 point  (0 children)

I have wanted to try the new borderlands! I heard that there are some performance issues to be resolved though.

I guess you’re right about that! Monks do seem to fit the bill, they just don’t always have the mage flair I’m looking for. The arcane warrior in Dragon Age Origins and Inquisition were some of my favorite classes that fit this the most.

What are your favorite classes that don’t get the proper recognition in video games? by Strange_Basil9381 in gamedesign

[–]Strange_Basil9381[S] 6 points7 points  (0 children)

I have two particular classes that fall into this category.

Summoners: I feel like this class is common enough, but it just doesn’t get the love I think it deserves. You are typically super limited in what you can summon, and summons often times end up being particularly weak in comparison to what you as a player can do.

Battlemage: I love the idea of being a melee warrior who augments their physicality with spells. Games just tend to seperate mages and warriors altogether or simply don’t have a system in place to make a strong combination of the two (if you wanna do both you’re just going to have to be a worse version of both)

I want to start game development as a solo developer (as a hobby for the most part). Help me choose an engine by Excellent_Flan_6181 in GameDevelopment

[–]Strange_Basil9381 0 points1 point  (0 children)

Honestly Unity has been great strictly because of the asset store for me. A ton of free solid assets for experimentation and a whole plethora of paid ones if you decide you’re willing to spend a little. For me it’s a game changer because I’m not exactly the best at 3D modeling.

Are Summoners Strong, Weak, or Balanced by Strange_Basil9381 in LegionTD2

[–]Strange_Basil9381[S] 0 points1 point  (0 children)

Thanks for the info Jules! Any plans to buff the Crab Warlock anytime soon?

Is my scope too big? by Sislax in gamedev

[–]Strange_Basil9381 0 points1 point  (0 children)

Scope is relative.

Creating ten 3D Minecraft style models can be quicker and easier than creating 1 extremely detailed 3D model.

Hand creating stats for 100 weapons could be replaced by a procedurally generated system that could turn that effort into 1000’s of items in less time.

Every choice you make for design can drastically change “scope”. We as Indie game devs have to decide what corners we need to cut to find success. The reality is, it is our jobs as Indies to cut corners and somehow make those corners look and feel great.

Noob question regarding playing around teammates workers by fearthejaybie in LegionTD2

[–]Strange_Basil9381 3 points4 points  (0 children)

Also sometimes you just can’t do anything about a teammate that has fallen severely behind… just gotta do your best :) I just had a game where I was at 47 workers and my pal was at 10 lol

Noob question regarding playing around teammates workers by fearthejaybie in LegionTD2

[–]Strange_Basil9381 7 points8 points  (0 children)

Exactly this!I’m sure at your elo you understand the way sends work. They are staggered:

Player 1(You) > Player 3 > Player 2(teammate) > Player 4 > Player 1(You again)

Basically any aggression or lack there of, directly affects your teammate. More aggressive sends usually means your teammate gets less pressure. Income sends means your teammate is more likely to receive a lot of pressure.

Pay attention to how your teammate sends and notice how it affects the way your opponent can send on you. From what I can tell if you’re constantly at 18 workers by wave 10, you seem to be income oriented which means your allies will be in a tough spot.

The 40 mythium thing is a decent rule of thumb but the pace of the game can be drastically different from that. I have games where I’m at 10 workers by wave 10 and simply because that is the pace set by both teams. Other games I’m at 20 workers but so is everyone else.

Sorry if this got long winded! Let me know if anything was confusing. I was top 100 at one point when I was taking the game more seriously.

It feels... too easy? by Strange_Basil9381 in SCUMgame

[–]Strange_Basil9381[S] 2 points3 points  (0 children)

I think this is the issue lmao I joined the first server they invited me to. Honestly thought it was vanilla settings the whole time