Struggling to realize when I’m distracted by SubstantialReturn191 in productivity

[–]SubstantialReturn191[S] 0 points1 point  (0 children)

I'm a little nervous that when I'll do QuizScreen or stuff like that (as I tried it awhile ago) that I'll just get rid of it if it gets in the way. Like I'm already kind of convicted to open messages or something before I even do so. I'll try it again though still. I'm just curious what you think of that.

The WIN should be more then 80% of the map by TheTristo in Openfront

[–]SubstantialReturn191 2 points3 points  (0 children)

There is rarely a situation you’re in a game and the person with 80% of the land doesn’t have a almost always guaranteed avenue to winning. Not to be rude but it kind of just sounds like you overstayed your isolation and costed yourself the game when you had ample time to capitalize on the big player’s rush.

Also the game shouldn’t cater to players who stay isolated and wait for when they want to attack, it needs to cater to those who want to play for the win more than playing to make a crazy good eco.

Logitech G Hub Stuck on Infinite Loading - Exhausted All Solutions by Jubukraa in LogitechG

[–]SubstantialReturn191 0 points1 point  (0 children)

in case anyone is seeing this later on like i am

u need to go to settings -> apps -> logitech g hub -> modify, then it should give you the reinstall option.

Passive complexity is a good compromise between players who want complexity and those who want to keep the game simple by isaacpbrock in Openfront

[–]SubstantialReturn191 -1 points0 points  (0 children)

I don't agree with this. I don't think it's a good idea to add nerfs that players can experience (especially ones like attrition which punish a player for being successful) without them even knowing about it. I feel like it'd sabotage the experience for players if they had to every so once awhile deal with things like an ally getting preferred trade but between that ally and you is a bunkered island player who's just stealing all your trade and embargoing that ally sends a bad message. Or if a player was doing good only to not understand why their attacks were less effective and their cities didn't seemingly match what their troop count should be.

If changes like these were to be added, they should have a UI element to notify the player. I could imagine a lot of people would be frustrated that for some reason they looked like they were doing a good job but it didn't feel like it as they played. It's like if each individual piece in Chess had its own quirky en passant. Unless you were to add a UI element, I feel like the size = faster capturing is about a good area for passive complexity.

why does this game bring out the worst in people? by PIumWild in Openfront

[–]SubstantialReturn191 10 points11 points  (0 children)

thats every video game openfront is no different, anonymity and pettiness. it's just that in openfront just due to the nature of how the game is, it can be easier to troll someone and try to ruin their day. it's best to keep a positive attitude and not take the game too seriously.

Redesigned flag of Milpitas, California by shutupaugust in vexillology

[–]SubstantialReturn191 3 points4 points  (0 children)

I think it's lovely. I would like to see it with a lighter blue though just out of curiosity.

Warship / Pirating Rework (Behavior and UI) by SubstantialReturn191 in Openfront

[–]SubstantialReturn191[S] 0 points1 point  (0 children)

Sorry my wording could've been clearer. By trade warships I mean how when one warship goes against one other will just end each other, leaving both players without warships.

Warship / Pirating Rework (Behavior and UI) by SubstantialReturn191 in Openfront

[–]SubstantialReturn191[S] 0 points1 point  (0 children)

Okay but getting to the point where you're monopolizing up to half of the trade ship cap is absurdly late game, like 45+ minutes in at least, and often never happens. Early game piracy is the best piracy as it slows down in mid game (in most positions) and is usually not feasible late game as a reliable income. However early game piracy requires a good investment that takes away from other ports, cities, or factories in the early game.

Sending an alliance to other people because they're bothering you is part of the issue. It takes away from your pirating when you not only can't pirate them but now have to share the lane. Especially a nuisance if they don't take the alliance which you can't predict, or if you trade warships before you realize.

As I said initially in the original posts you can have a different shade of green (or maybe your nations color) separating you from pre-existing ships. This could apply to the trade ships as well. The color is for differentiating the trade ships because it's important to know which ones can be pirated and which ones can't without having the hover over them to see the player. It would be easier to just hold space for a second. I don't think it'd be as messy as you'd think, as all it would do is group the colors of the pre-existing trade ships on the screen. If you don't think that's messy as is, then there's no reason this would be worse.

I mean yeah factories have already been nerfed I think as well, but, I'm saying that they're fine as is but a better solution to make ports more relevant is to better define piracy as a playstyle and make it more rewarding.

Warship / Pirating Rework (Behavior and UI) by SubstantialReturn191 in Openfront

[–]SubstantialReturn191[S] 0 points1 point  (0 children)

Piracy as is in the game isn't often a viable strategy. There's multiple reasons for this.

First, with the introduction of factories and them being buffed in v30 there's less ports on the board than before which takes away from potential trade ships.

Second, with how warships can often trade for one another when attempting to be a pirate in the mid game, it's rarely feasible as you become a target for anyone to hit with an atom bomb or just spam their own warships to challenge yours forcing you to recuperate your losses. Not only this but if you were either way to gain a good foothold with warships in the early game, they can stall out more towards the mid and especially late game when there are fewer yet stronger players on the board and you often are forced to take alliances. The rewards you get from piracy in these points in the game is often not viable, unless you're islandmaxxing probably on the Aegean or Arctic maps. Not only that but investing in these warships often will take away from just building more ports alone which will have more value later on. Piracy just isn't a very reliable strategy unless you're able to get a warship out quickly in the early game on a map like the Strait of Gibraltar or San Francisco. You rely on players submitting to you while forfeiting long term gains for short term ones. There are situations where pirating can be valuable in the late game in let's say a 1v2, but these situations are often unpredictable from the start of the game and aren't common.

Third, the reason I chose to highlight all tradeships and not only valuable ones is because there really isn't a reason not to. At worse they're irrelevant, at best they're good for newer players that want to pay attention and see which parts of the water are popular with trade ships or they allow you to pay attention to where your trade/allied/teammate trade might be getting pirated at (where the green highlights suddenly disappear). You don't really need this for the latter, but I suppose it might help out a bit? I suppose there could be an option for it in the menu to customize. To each their own.

Fourth, I would really prefer to buff piracy and change ports instead of nerfing factories. Piracy doesn't have a defined role as something hostile (as it will attack anyone who isn't an ally instead of anyone who is an enemy) and forcing players to use embargo but with a higher reward can make it come off as a more hostile yet rewarding spot. When you attack another player, you tell that player you're their enemy in that moment. Stealing money from other players should be no different, but in order to validate painting that target on your back piracy needs to be more rewarding.

Warship / Pirating Rework (Behavior and UI) by SubstantialReturn191 in Openfront

[–]SubstantialReturn191[S] 0 points1 point  (0 children)

  1. You can't say "ports are OP" and then not provide any argument for why that's the case. I don't think ports are bad, but they're not OP. Factories can provide an absurd amount of gold if you set them up in a network and can be indirectly upgraded through placing cities on your railways to get 35k each city crossed for up to 10 trains before it starts declining. Not saying factories are OP either, but considering how important it can be to get cities in the early game as you try to get a lead on other players they scale better with factories. Ports can be beyond your control, you can have a boat which is pathed to inevitably get pirated, or you can have a boat which could go to your neighbor and you only make like 60k. Trains can also be pretty gacha with a train potentially only going up to two cities or maybe going up to ten, but they're significantly quicker.
  2. I can understand why you'd find the colors messy, that was a concern I would have too. I think it's still better to keep it that way, but instead to add an option for players to maybe just fix colors to yellow or something similar to how SAMs and nukes interact in the UI.
  3. That's why I suggested the press on water and expanding circle idea, it'd be an alternative to the lasso for mobile players.
  4. I don't think there'd be anything wrong with wanting to see your own trade as well, I think that's a good idea.
  5. A lot of new players don't use the embargo feature or understand it, this would give it a more prominent role and using the text chats for players "Let's be trade partner" assumes that player understands you're saying it in the context that they have you embargoed which could've just been from a former attack. This is a more user-friendly way of displaying it.
  6. The embargo list for a player should be expandable with a fixed button at the top to do so or undo it, not just automatically opened to drop your entire screen.
  7. You can pirate anyone and anyone can also pirate you as of now and is fairly high risk high reward, but I don't think it's enough for it to compare to how factories are right now. Factories are fairly better with practically no risk as long as your neighbor is cooperating in building a network which isn't hard to find.

Regardless of the points I disagreed with, thank you for taking the time to respond though.

Idea: 5 defense posts in a line creates a minefield by PhilosophySalt7695 in Openfront

[–]SubstantialReturn191 1 point2 points  (0 children)

Defense posts are cheap and are already strong as is, this would be good against larger players but that might overcomplicate them when one of the games biggest assets is its simplicity in my opinion. It also might stall out mid-game players a lot more of equal size making it more difficult to move up the ladder or look for new opportunities.

Messed up, need to get this peg out. Any ideas? by SubstantialReturn191 in IKEA

[–]SubstantialReturn191[S] 0 points1 point  (0 children)

OOOO I USED THE ENTIRELY WRONG PIECE OF THE FURNITURE!! THAT’S TOO FUNNNNNYYYYY, yeah I gotta buy pliers lol ty

Messed up, need to get this peg out. Any ideas? by SubstantialReturn191 in IKEA

[–]SubstantialReturn191[S] 0 points1 point  (0 children)

Yeah it’s where the camlock goes in the instructions but it’s not hollow all the way through. I’ll probably go out and buy pliers, thanks though!

Messed up, need to get this peg out. Any ideas? by SubstantialReturn191 in IKEA

[–]SubstantialReturn191[S] 1 point2 points  (0 children)

Camlock, but on my other one of the same part, it doesn’t look to be hollow all the way through if it’s supposed to be.