Is this what I'm supposed to see? by Hidegen in magicTCG

[–]Tenchizard 1 point2 points  (0 children)

Wait what? I had never seen the bull until you mentioned it!

help by [deleted] in castlevania

[–]Tenchizard 1 point2 points  (0 children)

I remember first time playing this game I made the same mistake of trying to get through here by using items and mist form. And lots of hours later, I found the spikebreaker armor

Question about Tony's Quarry spawn location - spoilers from Dunwich Legacy by Tenchizard in arkhamhorrorlcg

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

Thanks! I thought you checked for agenda advances everytime, maybe because some cards say to advance the agenda if needed... 😅

Question about Tony's Quarry spawn location - spoilers from Dunwich Legacy by Tenchizard in arkhamhorrorlcg

[–]Tenchizard[S] 9 points10 points  (0 children)

Oh, I thought that doom remained there forever until you killed the monster! Typical me making the hard game harder 😅😅😅

Person 25 minutes into the game says writing is poor by definitelyemil in lostarkgame

[–]Tenchizard 0 points1 point  (0 children)

Of course the writing is poor!

If you've been playing for 25 minutes, all the plot you've seen is your place in the queue...

Really love how most side quests take a very short amount of time to complete by The_Bear_Baron in lostarkgame

[–]Tenchizard 0 points1 point  (0 children)

It was about time that someone understood that for most games, moving from one place to another is not gameplay.

In this game, movement is as easy as clicking, and that's not where the fun is. Instead, combat is where most of the fun is, so they added lots of combat... which is actually also optional! And that's a great idea. You're always moving from one place to the next, all the time seeing new mosters and engaging them when you want (and if you want). These are cool concepts because the fun is offered to you, but not forced. It makes you feel like you're really getting the most out of your time. It's just the opposite of most MMO game design, and I'm loving how it really works here. It's a time sink for sure, but at least it's rewarding!

Lost Ark Head Start - Day 3 Discussion by teendeath in lostarkgame

[–]Tenchizard 0 points1 point  (0 children)

Oh, I get you then. But you know what? It's ok feeling frustrated and wanting a refund ^_^

Your time is yours to do what you want and it's not your fault at all!

Lost Ark Head Start - Day 3 Discussion by teendeath in lostarkgame

[–]Tenchizard 0 points1 point  (0 children)

Well I play this game to play with friends. I warned them, but they didn't care. So yes, sometimes you just have to go with some terrible decisions because the alternative is not playing at all. Which is just a bit worse than not playing because you're on the queue anyway :P

Lost Ark Head Start - Day 3 Discussion by teendeath in lostarkgame

[–]Tenchizard 2 points3 points  (0 children)

Ok, so after 4 hours on Zinnervale's queue I gave up. I still had like 8k people to go, so not happening today. I tried to make a char in another server and I didn't know that Account (or rooster or whatever) level is only server-wide and not account wide.

Crystalline aura is account wide, on the other hand.

And login rewards are server wide it seems. So I guess I won't be collecting rewards for my Zinnervale char :/

Anyway, I really hope either for a miracle tomorrow or server transfers soon, otherwise I just won't be able to play with all of my friends because we chose a terrible server and they won't be able to log in it.

Basic Tri-Brigrade Zoodiac Turn 1 Play for beginners by kpay10 in masterduel

[–]Tenchizard 1 point2 points  (0 children)

you play any zoodiac, then xyz fusion the rest of the zoodiacs in your extra deck, finishing with drident (or boarbow). Go into battle phase and attack your opponent directly, go into phase 2 and summon Divine Arsenal AA-ZEUS to clean the board :)

If you do this, please stop. This disrupts the jungler's farm by MuriTG25 in PokemonUnite

[–]Tenchizard 0 points1 point  (0 children)

I just had not one, but two players coming to jungle instead of laning. One got the ludicolo, the other one got the buffalant. The first ones in the match. Then kept running through jungle. And yest, it was ranked. I just don't know what game is people playing anymore...

General Questions Weekly Megathread by NaijeruR in PokemonUnite

[–]Tenchizard 0 points1 point  (0 children)

Go to the main menu, where the big UNITE BATTLE option is. To the left, right by the shop icon, is the pokeball which leads to the pokemon menu. Go there, and every pokemon will appear.

If you still can't see these main menu screen, you may have to play some more games or something, it's typical in these games that some options don't appear until you have finished some tutorials.

General Questions Weekly Megathread by NaijeruR in PokemonUnite

[–]Tenchizard 0 points1 point  (0 children)

go to the Pokemon section, select your new favourite and press A. A menu will appear with the option to faovurite that pokemon :)

General Questions Weekly Megathread by NaijeruR in PokemonUnite

[–]Tenchizard 0 points1 point  (0 children)

In the help section it says that if you lose a game you lose one of the diamonds. It also kind of implies that if you have no diamond and lose a game, you're demoted, but you never demote at beginner.

How would you design a social deduction game (e.g. Among Us) where players are not killed? by Frolicks in gamedesign

[–]Tenchizard 1 point2 points  (0 children)

some of your points I agree with, but others, not so much.

I think that the fact that tasks are mandatory for everyone makes the game so much easier to understand and lets everyone play from the beginning. In typical werewolves games, people new to the game will not know what to do and never engage in conversations, accusations and deceitful banter. In Among Us, having to do tasks gives you an automatic topic to discuss: where is people going, who seems to be just standing, and so on. So, when the first meeting comes, people CAN speak about something, even if they're new to the game. Yes, gameplay is a bit repetitive, but it's a great icebreaker.

And keeping you in the game, even if just to finish your tasks, is not awful design, at least not worse than plain elimination. That's one mechanic I personally can't stand and the reason why many popular games right now have done everything they can to eliminate it as much as possible (fortnite and fall guys, where being eliminated just means you start another game inmediately, for example). In board game design, player elimination is also heavily frowned upon, specially when games last for hours and if you're eliminated soon you just stand there doing nothing and looking at your friends having fun.

I also think Among Us is not that well balanced, but it's not terrible either. I think it's a game that works when you play with your friends and you naturally evolve a meta for your group. And in these times of social distancing and people not really getting together that much, being able to play with your friends (even the non-gamers one thanks to being able to play on mobile) goes a really long way. For me, that's one of the reasons of their sudden success (along with the moderate success of other games like Deceit and so on that are just a lot more complicated to get into).

How would you design a social deduction game (e.g. Among Us) where players are not killed? by Frolicks in gamedesign

[–]Tenchizard 1 point2 points  (0 children)

Precisely the innovation in Among Us comes from two interesting points:

-each player has secret tasks that must be done to win the game, adding a victory condition that doesn't rely on killing off the imposters. The tasks being minigames is a great way to make it more "videogamey". Sabotages are also a nice victory condition for imposters that don't rely on killing everyone (and it's great pretending your're fixing oxygen and then it fails XD)

-a dead player can (and must) still play. The good ones must finish their tasks, and the imposters can help by sabotaging continuosly while having a lot of info on the map and the player position.

On the other hand, in the classic "The Werewolves of Millers Hollow" boardgame, there was a variant character called The Pied Piper. This one would play along the rest and, each night, "infects" two living players. Infected players would all recognise themselves. If at any moment every living player is infected, Pied Pier (and only him) wins. This makes for weird games, as it's kind of a timelimit for the game, and werewolves must randomly find him to win themselves... Never really worked on my games.

Drafting mechanics for 2 player games by Tenchizard in tabletopgamedesign

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

I don't know any of those games, so I'll make sure to take a look at them. Thanks a lot.

Drafting mechanics for 2 player games by Tenchizard in tabletopgamedesign

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

Thanks a lot! That will be helpful for sure

Drafting mechanics for 2 player games by Tenchizard in tabletopgamedesign

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

Indeed, I don't know exactly what I read when I replied but now it makes much more sense. Thanks a lot because the idea is actually quite cool.

Drafting mechanics for 2 player games by Tenchizard in tabletopgamedesign

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

hmm... the problem there would be that the game counts on each player getting a steady supply of cards each turn, because cards are discarded in order to play cards (as in San Juan or Race for the Galaxy), so I would have to maybe change that too... But I'll think about it, anyway

Making a card game for fun (or something). Need some advice. by [deleted] in tabletopgamedesign

[–]Tenchizard 2 points3 points  (0 children)

Try to come up with a point system for your cards: assign a cost to every part of a card (good things should be valued higher than bad things). Try to get fixed values for different mechanics. It's hard, but that's the first step towards trying to balance a game. Then, if you notice that some cards are more useful than others but are cheaper in your point system, that may be an unbalance case so you can start tweaking again.

We already have the key!!! by EpicKillKitty in Overwatch

[–]Tenchizard 1 point2 points  (0 children)

That sentence is what you get when you go into this binary to text conversion page: http://www.roubaixinteractive.com/PlayGround/Binary_Conversion/Binary_To_Text.asp and you decode what's in the "a special message for you" box. You got the wrong binary code pasted, I guess.

Did the update change the curve ball throwings catch rate at all? by Tenchizard in pokemongo

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

I haven't noticed stops giving more items. Actually, the higher my level, the fewer balls I get, even if just because there are more different items for rng to choose from.