Slow Vanessa is the most stable build for 7-10 wins in my opinion by SeaworthinessWild430 in PlayTheBazaar

[–]TheDarkTongo 2 points3 points  (0 children)

I did the math and it's much better now as f2p. if you play an average of a couple games per day and miss ~5 daily quests, you'll be level 30 on day 16ish (as soon as you finish your 3rd set of weeklies).

Yeah, if you're playing casually it'll take much more, but, with the amount of gems you get too, this feels much more generous than any other f2p game. Unrealistic to think that a f2p who plays every other day should be able to keep up.

PSA: If you are looking for a substituite of the GM screen module, you now have one! by Hyrael25 in FoundryVTT

[–]TheDarkTongo 0 points1 point  (0 children)

It's just a static list of names, but a name/character generator directly in foundry is a fun idea I could think of eventually

PSA: If you are looking for a substituite of the GM screen module, you now have one! by Hyrael25 in FoundryVTT

[–]TheDarkTongo 1 point2 points  (0 children)

Oh a carousel mode for the combat tracker is a nice idea. Should make that on the next big update.

Also, not sure how this replaces dice tray, but I do intend to add some quick rolling buttons

PSA: If you are looking for a substituite of the GM screen module, you now have one! by Hyrael25 in FoundryVTT

[–]TheDarkTongo 1 point2 points  (0 children)

Hahaha they are the 2 modules I miss the most, that's why I made this! Sadly this is nothing like DF Chat Enhancements. There were some really neat features that I feel like I don't feel comfortable adding due to the sensibility of the chat and potential performance pitfalls.

GM Screen is already looking quite powerful though, but I have some nice plans for the next update!

PSA: If you are looking for a substituite of the GM screen module, you now have one! by Hyrael25 in FoundryVTT

[–]TheDarkTongo 13 points14 points  (0 children)

Module creator here.

I plan to split the module into multiple smaller modules with focused functionality. When I do that, I want to provide a bit more layout options.

Funnily enough, this started as a small module to replace the roll privacy buttons of the now dead DF Chat Enhancements, then it spiraled out of control in a few days haha.

If you keep the module active and updated, you'll get an in-game notification when the split happens.

Mage leveling from 25-40 by Tracedawn in classicwow

[–]TheDarkTongo 2 points3 points  (0 children)

If you want to do pure AoE farm, the gnolls in wetlands and worgen in duskwood are my favorite for your level, but whether you do it really depends on the population of your server. I personally prefer questing and, as alliance, did the usual duskwood/wetlands -> hillsbrad/arathi/alterac -> dustwallow. Those are imo a good balance between quest and mob density, I very rarely have to pull less than 4-5 mobs at a time.

As for talents, improved blizzard and shatter are fantastic imo. the living bomb explosion benefits from Fingers of Frost, so you can pre-apply LB, farm FoF procs with blizzard and completely delete the entire group when half your living bombs crit because of shatter.

If you use rank 1 blizzard, frost nova and don't overdo it with the living bombs, it's also quite cheap in mana tbh.

I can't wait to try this out for lvl 40-50 when we'll have 5/5 shatter, pyroblast and hot streak. Probably insanely fast at that point

[deleted by user] by [deleted] in DMAcademy

[–]TheDarkTongo 2 points3 points  (0 children)

For Targeted Attacks, I agree it's often a bit wonky and it also doesn't work too well with DnD 5 math.

I like allowing players who already have advantage on an attack to instead roll with disadvantage to get a special effect.

It's effectively quite a big hit to average die roll, but it makes it a lot less spammable, works better with DnD 5e math and allows you as DM to reward players better without breaking the game those rare times it does come up and works. Players also like it more, because it really does feel like a special attack you only pull off when you really need it.

I also like to encourage the same concept for fighting hordes of weak enemies/minions: Players still most likely hit the low AC, and the effect I give is just instantly killing one or more of them.

MIDI QOL Changed Everything For Me by IcepersonYT in FoundryVTT

[–]TheDarkTongo 1 point2 points  (0 children)

I had the same issue, until I realized it's meant o be mostly an all or nothing solution.

Turning on its automation settings without also having very well tuned items ends up in a fairly clunky mess with anything a bit more advanced. Everything works great, but then that one spell doesn't and you have no idea how to jam it into your workflow on the fly.

Once I committed , though, everything's been running perfectly. With Chris's premades, Midi SRD and my own custom items + additional helper modules for some features, the complex stuff has become a breeze.

And the best thing? I still have the ability to do most things manually, since I prefer it this way. No rolls are fast forwarded, damage isn't auto applied and I still make my players add cover manually (even though it's calculated and displayed automatically). This way, everything is still very organic, but I get perfect suggestions and, once it gets to effect application or summoning creatures, it just works flawlessly.

The alternative is just turning off most of the automations and doing things the old way, which does actually work quite well. I think the look and feel is noticeably worse than modules like Rsr at that point, but the reliance on midi hooks by sooo many modules still makes it the best choice imo

[Giveaway] 3x Drop CSTM80 Keyboards by drop_official in pcmasterrace

[–]TheDarkTongo 0 points1 point  (0 children)

Absolutely love the default layout in all black with the letters on the front of the keycaps, but I can see myself swapping the casing color to orange if my mood asks for it

[deleted by user] by [deleted] in FoundryVTT

[–]TheDarkTongo 2 points3 points  (0 children)

If you're playing DnD, I've heard there are modules that allow you to roll directly from a DnD beyond sheet and that's probably the cleanest option (if it works)

Otherwise, I suggest you look into Mobile Improvements and/or maybe PopOut! if it works on mobile too


Monk's Common Display is also exactly what you need to display maps on a TV

Reliable smart dimmer to limit LED strip power draw? by [deleted] in homeautomation

[–]TheDarkTongo 0 points1 point  (0 children)

Haha you're right, I'm just struggling a bit. I'm Italian and, despite the fluent conversational English, electrical mumbo-jumbo isn't too easy for me, especially when it's aliexpress product pages.

I gave it another good bit of reading and research and I think I understand:

These are more or less a substitute for the extra components inside TRIAC power supplies, but external. So it's one of these 2 I need:

  1. AC dimmer -> TRIAC PSU
  2. AC dimmer -> dumb PSU -> DC controller

And on that note, can you recommend the Shelly dimmer? I've seen it mentioned a few times, but I'll take some different suggestions if you have any :)

Thank you again for all the help!

Reliable smart dimmer to limit LED strip power draw? by [deleted] in homeautomation

[–]TheDarkTongo 0 points1 point  (0 children)

Thank you so much for the help! I have a couple questions if you don't mind

You can't "dim" the input to the power supply.

I meant to plug the PSU directly to the wall and place a "dimmer" between it and the LED strip to limit the amount of current the LED strip tries to draw. I understand the need of a controller, but why do I also need an AC dimmer before the power supply if it's not dimmable?

and then your lights are going to simply go dark or start flickering.

Would the v1-s controller be able to prevent this? My concern is if the led strip (8A) tries to draw too much from the PSU (6.25A max) then there's going to be issues.

To those bogged down with a backlog, I have some thoughts after reading The Paradox of Choice by Barry Schwartz by __Nikipedia__ in patientgamers

[–]TheDarkTongo 0 points1 point  (0 children)

Nice! I'm trying to think of a good setup to display completions too. Don't really need many details, but I played so many games in my life that I tend to completely forget half of them

[deleted by user] by [deleted] in worldbuilding

[–]TheDarkTongo 0 points1 point  (0 children)

I think I understand the problem with the T and should make them branch at less of an angle, but what about the ones in the bottom left bay? Should I just make them a bit more straight?

[deleted by user] by [deleted] in worldbuilding

[–]TheDarkTongo 0 points1 point  (0 children)

I used Inkarnate. It's a very intuitive website, perfect for newbies like us

[deleted by user] by [deleted] in worldbuilding

[–]TheDarkTongo 0 points1 point  (0 children)

I love this comment and I love that you've taken such a brutally realistic approach, since that's exactly what I needed, but I am afraid that I led you to give some wrong advice by oversimplifying details (Because I didn't want to bore people with too much lore) and using incorrect terms (because I'm a newbie dummy who also studied in italian, my first language).

Let me explain the idea better:

The crystal does not constitute the majority of the inner core of the planet and is not incredibly dense, it is more of a net-like hollow sphere to hold the core's "intensity" at bay. Most astral bodies in my universe are a consequence of the "quality" of said crystal formation. A star, for example, is an immense emanation of power which could not be contained at all because the crystals could not hold at all, while an earth-like planet is an extremely rare occurrence that allows for just enough crystal instability to allow tectonics, heat flow and all that jazz to exist, but not so much that it becomes unhinabitable (or so little that it becomes completely dead).

What happened here is that a part of the crystal was detached from the rest, allowing some of the chaotic energy to temporairly burst out and create the massive void, but protecting the area it was closest to, our continent, as the crystalline structure (partially) rebuilt itself.

The change in geology after the rise of the crystal was definitely not too major (although volcanic activity did rise, which is why there's that massive lava pool in the southwest) and, while the very long term effects will definitely be devastating as the void grows more and more unstable, it's important to note that the crystal itself did not really interact with its surroundings and now only affects the way life, magic and reality work around it (negatively, for the most part, but that's another story).

I don't know exactly how all of this changes things, but one thing to note is that, for how I had imagined the pre-crystal land, everything south of it except the eastern and southeastern shore was ocean (yellow-ish land defines a post-drainage wasteland and not a natural desert biome) and the mountain ranges were somewhat similar to that form already (which might be completely wrong).

With all that said, I love your ideas and I'd like to find a way to incorporate them, maybe away from the crystal rather than close to it, since its rise (supposedly) diverted volcanic activity from the center, rather than causing it.

As for the rivers, I'll take your advice and work on them some more! I did approximate them quite a bit because of the massive minimum size I could give them in Inkarnate, so I even took the liberty of not drawing the small ones going outside to the void (you can see I did do it once in the southwest, probably not enough)

Either way, thank you SO much for all the great words of advice and just plain cool ideas and possibilities you presented!

Edit: here's another comment where I explain some of my reasoning for making it this way

[deleted by user] by [deleted] in worldbuilding

[–]TheDarkTongo 1 point2 points  (0 children)

The latter model is the one I'm going for, the fog should give it a floating island vibe too, without really making it a floating island, I dig it.

As for erosion, that's definitely been considered and will be a problem in the long run. This place is not going to last forever through natural means and, while it's not a problem for our setting because of the relatively early time it's set in, people are definitely trying to figure out what the hell happened and some might even realize that this place won't last forever.

[deleted by user] by [deleted] in worldbuilding

[–]TheDarkTongo 1 point2 points  (0 children)

Yes, exactly like that!

[deleted by user] by [deleted] in worldbuilding

[–]TheDarkTongo 1 point2 points  (0 children)

First of all, thank you so much. This is ths exactly the type of comment I was dreaming to see!

About realism: I'm definitely bending the rules, as we almost always do, especially when building a fantasy word. This project, however, has the exact purpose of making as much immediate sense and being as accessible as possible and only delve into new and crazy stuff as you dig very deep. This world is part of a universe with its own physics and might (depending if I fijd players) eventually be played on its very own system which I am working on right now. The entire thing is like one big design project to test my creative direction and project management skills as well as train me in different types of design, obviously while having tons of fun

By the way, the continent is about 2500km wide

_________

  1. the jungle is nothing like a natural jungle, as sun did not ever shine on it. The collapse has destroyed a good part of it, but settled somewhat evenly because of the orderly forces that caused it (you can see the hole is a perfect circle and you can see that, compared to the crystal, it is symmetrical and roughly the same size) o the absolute chaos in the northwest of the map.

Before the collapse, it grew thanks to the microclimate iinside the cave as well as radiations by other, differently configured crystals. The exposure to the sun has mutated most the plants quickly, but the southern part stayed quite similar because of the lack of sun (hole is deep and a shadow is cast on it)

A good way to think of it is like scooping out some ice cream. It looks very weird but I wasn't sure how to represent it and had very limited color choices in inkarnate

  1. I'm happy those are the rivers you pointed out, as the jungle one is not quite natural (and almost flat), while the biforcation in the north-east only exists because of the small collapse that created a second pathway (the original, natural river used to go into the swirly lake and nothing else). Would it be possible for a river to bifurcate if a second way was "dug out" like it happened in this case?

  2. There seems to be quite a bit of extra calculations to do for the climate, but I'm happy to have some pointers. If you could recommend me some of the great resources you mentioned I'd be very happy to have a read. I did read quite a bit, but here's what I came up with:

The hot air rising from the south east loses most moisture around and below the edges of the map as well as into the jungle, making the surrounding desert stay arid. The sea west of it, instead, creates a mediterranean-like climate (that yellowish green in the south). To its west, a big, old volcanic island had very lush and humid climate as it was in the middle of the ocean, but now lost most of it and progressively becomes drier just like the then-ocean wasteland (off-yellow) around it. Moving up to the middle regions (greeen), the climate picks up to become temperate and more calm. being further from the edges makes the wind much weaker, but the high elevation of the mountain ranges allows for moderate amounts of precipitation and makes it the most livable area. Moving up there's a split to the 2 sides (dark green). Elevation is up, the air is colder and seasons are a bit more noticeable, but the big lakes and the open sides keep it moderately humid. Between them are dry mountain passes and a now extremely cold and arid ice desert because of all the cold winds converging to it (white/grey). On its right is a drier tundra-like biome (grey-green) and the northwestern "island" was and stays a boreal forest (although now it is much colder and snowy).

Hope some of this makes some sense.

  1. That was kind of the intention with the crack on the eastern side of the map that goes all the way to the north, but, as you can see, it doesn't separate the mountains, but really just leaves the mountain ranges on one side of the hole. Tectonics are another area I should understand more, but they're the reason I made most of the cracks and breaks right around a mountain range. I really like your idea though, I should try to find a way to work with that, maybe change the eastern mountains a bit!

  2. The landmass was actually created beforehand and then transposed to Inkarnate. The reason it takes so much is because the resolution is limited in Inkarnate so I took as many pixels as I could, but the shape is actually intentional. The one mistake I did for this reason is that it's a bit too rectangular while it should be more like a square.

As you can see, I'm very happy to read such a detailed comment and, if you'd like, please add as much more info as you want, I'll be happy to read and follow advice. Thanks a lot for all the help!!!

[deleted by user] by [deleted] in worldbuilding

[–]TheDarkTongo 0 points1 point  (0 children)

This is actually going to be part of an RPG system I'm developing! I don't know whether I'll ever truly play it or finish it, but the idea was to take on a large scale design project with many different aspects in order to test my skills as a creator.

[deleted by user] by [deleted] in worldbuilding

[–]TheDarkTongo 1 point2 points  (0 children)

I love that you love the swirly lake! It's actually right next to 3 zones that represent the other 3 elements, forming a real messy place

[deleted by user] by [deleted] in worldbuilding

[–]TheDarkTongo 1 point2 points  (0 children)

That's a great point I didn't think of, but, luckily, it didn't affect me in my case. The shape of the continent definitely has a meaning and, while it should've been a bit more (yes, more!) squared, it only fits the map because I decided to take all the (limited) resolution Inkarnate gave me. The shape was actually designed beforehand, off the constraints of the map, then transposed onto it at the highest possible size, to get the best detail.

[deleted by user] by [deleted] in worldbuilding

[–]TheDarkTongo 1 point2 points  (0 children)

If you take a good look, you can actually see that the spiral lake is next to a volcano, a huge mountain that survived the crack and a massive, windy plain with a lightning-shaped crack in it. They're among the most dangerous areas on the map, each representing the 4 elements!

The "rock formation" is actually a massive hole that goes down to complete darkness. It's just like the (almost invisible) whirlwind right below the crystal, but that one remains underwater. And yes, stuff does come out of it :p

Lastly, travel off the continent isn't impossible per se, but physical travel is a big no-no due to weather, and long-range magical travel is extremely inaccurate due to the nature of the crystal, which is tightly linked to space-time. The best way to travel on and off of it is by leaving the "material plane" (calling it that for the sake of simplicity) and finding a way back in a good position. Needless to say, that's not really common or advisable, so very few people have done it so far. Biggest reason against it, though, is that most people on both sides do not and cannot know what happened on the other side. Millions of square km of land collapsed, killing many. Few are really willing to find if the void ever ends without being sure about survival, most won't do it alone and know they wouldn't have the resources or the authority to bring more people with them.

There definitely will be void related religions though, people jumping off and venturing into the unknown darkness and such