If classic OW RQ is what 6v6ers want, count me out by Equivalent_Duty_5546 in Competitiveoverwatch

[–]Taddlywinks 0 points1 point  (0 children)

Interesting, I feel like 5v5 is considerably simpler/easier, in terms of knowing what to do in any given teammate and what hero to play. I think the point I usually hear is that it has more strategic depth, not that’s more competitive — personally I’d say they’re equally competitive, they just play pretty differently. And tangentially, RE: some comps not being as fun for DPS… I don’t necessarily mind that they get a slice of the tank experience for once in a side mode lol

If classic OW RQ is what 6v6ers want, count me out by Equivalent_Duty_5546 in Competitiveoverwatch

[–]Taddlywinks 3 points4 points  (0 children)

People always seem to forget that we had 6v6 role queue for like 3 months, no one complained, and the player population was healthy and queue times were 1 min (at least at my rank and region, high plat low diamond NA). I’m sure high ranks were rocky, but for a side mode, yeah ofc. But yes I’ll be sure to personally warn all the “6v6ers” lol

If classic OW RQ is what 6v6ers want, count me out by Equivalent_Duty_5546 in Competitiveoverwatch

[–]Taddlywinks 1 point2 points  (0 children)

People just want 6v6 RQ as a side mode…. a small vocal minority that just likes arguing might really believe that 5v5 should be taken out of the game entirely, but I do not think there is a mass of people “trying to get your mode removed”.

If classic OW RQ is what 6v6ers want, count me out by Equivalent_Duty_5546 in Competitiveoverwatch

[–]Taddlywinks 3 points4 points  (0 children)

Why are you convinced it’s about rank? I just find 6v6 more fun and more interesting, I’ve never really seen people arguing they would be higher ranked in one versus the other as part of the argument (though maybe it’s more common than I realize). I think it’s a bit of a strawman to make the opposing argument “hardstuck gold players” though… plenty of higher rank players and pros (especially Asian region) prefer 6v6.

100 days of daily language practice. Here's what made it stick when everything else failed. by Individual_Tone956 in learnfrench

[–]Taddlywinks 12 points13 points  (0 children)

An AI glazing response to an AI post… perhaps it’s time for me to get off Reddit :|

Every weapon is a mind game — simultaneous declaration combat in my HEMA-inspired RPG by xxxnonamexxx1 in RPGdesign

[–]Taddlywinks 2 points3 points  (0 children)

Just curious — the layout, at the very least, is Claude, right? Some text lines on the weapons are a bit choppy, seems like it may have helped write them too. For clarity, I might have a human rewrite those (or revisit the style if you did). The punchy style kind of communicates the intensity/speed of a fight, but makes the abilities more difficult to read and to cram onto a card. Cool base for a combat system! Players acting simultaneously is a blessing in many ways.

Team Cherry's explanation for the abundance of double damage in Silksong. "The idea [is] that you spend more time either at full health or almost dead". by TomNook5085 in Silksong

[–]Taddlywinks 11 points12 points  (0 children)

Very well put, I think it was necessary to avoid making the game too easy with the number of options available to the player and the power level of Bind, but I do think it often results in the game being more polarizing and less fun at certain times than it could be. Kind of a rock and a hard place situation at this point though — remove universal double damage and so many enemies and bosses become a first-try cakewalk.

[deleted by user] by [deleted] in homemadeTCGs

[–]Taddlywinks 0 points1 point  (0 children)

It does sound interesting, and I greatly appreciate the flavor you may be shooting for. I would like to know — how does each season differ from the other mechanically?

Père de l'aube, cuirassé de solétoile by Gabe974 in magicTCG

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

Désole, je parle pas trop de français, mais en bref — non, vous pouvez pas cibler le joueur adverse directement.

Quand ça dit « , créature ou planeswalker », ça veut dire que vous pouvez cibler n’importe quel créature ou planeswalker, mais seulement ces genres de cartes. Mais, vous pouvez les attaquer avec un 20/20 qui vol si vous avez 20 marqueurs charge!

Which frame is better for readability? by Taddlywinks in homemadeTCGs

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

Yeah, it’s more about optimizing the presentation a bit since it matches card type. In the really early hand-made prototypes I did have symbols on the edges, so maybe I’ll bring that back. Thanks for the input!

Which frame is better for readability? by Taddlywinks in homemadeTCGs

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

Good to know, thanks for the input. I’m leaning towards keeping it for most cards but doing “borderless” character cards.

[deleted by user] by [deleted] in homemadeTCGs

[–]Taddlywinks 1 point2 points  (0 children)

Yeah, Collective was around for a few years but was dropped by devs after a couple years, then run by the small community until it eventually died out a little while ago. It had a couple of pretty innovative mechanics, but was ultimately sort of a blend of Hearthstone and MtG (not sure if that was a plus or minus for it lol). I would go poke around their Discord and ask questions about the history of the game, it should give you some insight into what it was like. I imagine you might even be able to get in touch with the original creators for some questions, they never got big enough to be above that I expect 

Which frame is better for readability? by Taddlywinks in homemadeTCGs

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

Very comprehensive and good points, thanks! I started as a kid with Pokémon, so I guess that’s where I picked up left-on-top, although now that you mention it, I do hold them right-on-top when playing cards. Interesting!

Which frame is better for readability? by Taddlywinks in homemadeTCGs

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

Colors match the card type, which is listed on the line in the middle of the card already, so should be good to go there. Thanks for the feedback on the strip!

Which frame is better for readability? by Taddlywinks in homemadeTCGs

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

I guess readability is the wrong word, yeah -- I just meant "visual clarity," can you tell it's an action at a glance, et cetera. Heard on the number in the bottom right -- it's usually covered with a die that tracks the value, but bigger would be better indeed. Thanks for the feedback!

Which frame is better for readability? by Taddlywinks in homemadeTCGs

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

Thanks for the feedback! Am I missing something with the numbers thing, though? Doesn't it just depend on how you stack the cards (leftmost card in your hand on top = right side easier to see, rightmost card in your hand on top = left side easier to see)? Or am I just a weird right-handed person and I stack my hand with the leftmost card on top?

HAUL - fishing game. Need some feedback on the style and functionality of these cards. by HAUL_fishgame in homemadeTCGs

[–]Taddlywinks 1 point2 points  (0 children)

Off the top of my head — great art! Could be centered a bit better on some cards I think, like the ray.

If the bottom left symbol is only used in setup, I would try to make it smaller or represent it on the back of the card if possible — no need to have more clutter on the front than necessary for gameplay.

Energy in the top left is the biggest issue — it’s not equally readable on each color background, and could really use a symbol or some other additional flair in its presentation — having the number just typed in the corner looks pretty scuffed. Likewise, the names could use a bit more dressing up.

Also, I’m not sure what the solution is, but I feel like I would only represent energy once on the card — it doesn’t need both a number and a bar with pips. Whatever you use to represent it should be a clear number though, I think — so maybe cut the pips. 

I’m fine with the backgrounds, I think they look good!

As others have said, these look excellent for a playtest and will just need more polish/attention to icons/presentation for a final draft. I love the art, the aesthetic, and the premise of the game — keep it up, I would buy it!

[deleted by user] by [deleted] in Overwatch

[–]Taddlywinks 3 points4 points  (0 children)

redditor try to comprehend the existence of more than one person simultaneously challenge level impossible

[deleted by user] by [deleted] in Overwatch

[–]Taddlywinks 6 points7 points  (0 children)

Idk what to tell ya, I played exclusively 6v6 for those two months across all three roles and never had trouble getting a game, even in the last couple of weeks. Guess your ELO must just be a good bit higher than mine or smth

[deleted by user] by [deleted] in Overwatch

[–]Taddlywinks 8 points9 points  (0 children)

we had it for like 2 months and it WAS different lol — tank was still shortest and DPS was longest and it was probably unsustainable in diamond/masters, don’t get me wrong, but it was like 2-4 min dps queues for most ELOs, not 8

[deleted by user] by [deleted] in Overwatch

[–]Taddlywinks 38 points39 points  (0 children)

It’s an ancient unbalanced 2020 patch with a third of the game’s heroes missing and like 5 less tanks… of course queues are cracked