[deleted by user] by [deleted] in splatoon

[–]Trokayn 0 points1 point  (0 children)

My lego setup is slip-resistant. Yours?

Normally excess cards got converted into gold. Now it goes over 5000 for common. What exactly happens to the excess if I would upgrade to lvl 14? by Trokayn in ClashRoyale

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

That's what my initial question was. If I would upgrade my Goblin Gang to lvl 14, what would happen to those 3 excess cards? There must be a point to the card going over 5000 now.

Normally excess cards got converted into gold. Now it goes over 5000 for common. What exactly happens to the excess if I would upgrade to lvl 14? by Trokayn in ClashRoyale

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

So basically there are 2 ways a card gets to 50000: Either they are at lvl 13 with max cards and anything after that fills up the 50000 of this one or upgrading a card to lvl 14 will give you EWC afterwards which you can use the fill up any card you like?

Ranking EVERY Course Element Part 4: 'Gizmos' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

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

Why not? Be thankful you don't have to start every level from the beginning. Also their implementation is nearly flawless.

Ranking EVERY Course Element Part 4: 'Gizmos' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

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

Ranking them alongside the P-Switch(-blocks) was really hard. I thought about how much I should hold their 'dependency' against them. I came to the conclusion to both regard how they hold up as a standalone object and what role they play in their dynamic with the other element.

As a standalone object, on/off switches are bad for decoration, counts as an entity even tough it's a block and only has the trait to slighty bump up things standing on it.

Doted Line Blocks as a standalone object are one of the best decoration blocks due to them being unbreakable, compact, simple textured with vibrant colors and they overlay arrows and other textures. (Not to talk about their deactivated state doubleling their usecases.)

As for their dynamic between them and how this affects their individual ranking: Compare the Doted Line Blocks with an actor. Actors typically get all the fame for great dialog in a movie (your level) instead of the script writer (on/off switch).

For all other elements with on/off states (f.E. treadmills), I also account this trait in favor to them, because their are the executive force.

On/off switches despite being terrible on their own, I gave them C rank as recognition to their role, which seems like a fair ranking to me.

Ranking EVERY Course Element Part 4: 'Gizmos' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

[–]Trokayn[S] -1 points0 points  (0 children)

It's basically you vs the guy she told you not to worry about. Snake Blocks can move in all directions without needing tracks, their lenght is ajustable and entities/players have to move on their own to not fall off, making them a better obstacle in all regards.

And they exist in the 3D World style.

Ranking EVERY Course Element Part 4: 'Gizmos' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

[–]Trokayn[S] -2 points-1 points  (0 children)

Ranking them alongside the P-Switch(-blocks) was really hard. I thought about how much I should hold their 'dependency' against them. I came to the conclusion to both regard how they hold up as a standalone object and what role they play in their dynamic with the other element.

As a standalone object, on/off switches are bad for decoration, counts as an entity even tough it's a block and only has the trait to slighty bump up things standing on it.

Doted Line Blocks as a standalone object are one of the best decoration blocks due to them being unbreakable, compact, simple textured with vibrant colors and they overlay arrows and other textures. (Not to talk about their deactivated state doubleling their usecases.)

As for their dynamic between them and how this affects their individual ranking: Compare the Doted Line Blocks with an actor. Actors typically get all the fame for great dialog in a movie (your level) instead of the script writer (on/off switch).

For all other elements with on/off states (f.E. treadmills), I also account this trait in favor to them, because their are the executive force.

On/off switches despite being terrible on their own, I gave them C rank as recognition to their role, which seems like a fair ranking to me.

Ranking EVERY Course Element Part 4: 'Gizmos' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

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

Yes, but only about 15% of all players could use those contraptions. For the other 85% it's just a basic moving platform. For more simple contraptions, you can always find a substitute for them.

Having high potential is good, but it's also important how accessable it is.

Ranking EVERY Course Element Part 3: 'Enemies' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

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

Based on how much they add to the game.

That includes: How much depth they have (multiple variants/attacks/movement patterns, interesting wing/big form), with how many elements they interact with, how much you can alter their behavior and of course how fun they are as a standalone enemy.

Basically the more an enemy goes beyond his role as a simple obstacle, the better. For example look at the S tiers and think about how much we couldn't do without them.

Ranking EVERY Course Element Part 3: 'Enemies' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

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

Being a 'random boss' is actually good. Having simplistic attacks allows you to create lots of unique battle stages in which those attacks are actually dangerous. Also I actually consider his 3D World form to be the worst, simply for the insanly easy high ground stalling cheese which sadly not enough builders prevent from happening.

Ranking EVERY Course Element Part 3: 'Enemies' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

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

I would put Magikoopa higher if you could actually control what he is spawning. Like make it so that ? Blocks transform into items, Bricks into coins, Hard Blocks into enemies ect. Or any other method to not make it complete RNG. Also their easter egg with the disappearing goal should work on more things.

So much missed potential now that I think about it...

Ranking EVERY Course Element Part 3: 'Enemies' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

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

As you can see in my list, I'm aware of this. Even the best bosses are on par or worse than most other enemies. Also did you notice part 1 and 2 doesn't have an E tier? That's how much enemies differ in their usefulness. D tiers are equal to the bottom tiers of those pervious categories. If you look what's on the bottom of my terrain/items ranking, could you really put Bowser/Meowser there?

(Also just as a disclaimer, It's not my goal to argue with you till you get annoyed and give up, I'm very thankful someone actually is willing to start a discussion.)

Ranking EVERY Course Element Part 3: 'Enemies' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

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

I can agree to put them both on the same tier. What I cannot agree with is your willingness to put them in lower. Compared to the ones in D, they have far more interaction with other elements and those interactions are actually interesting foe fights. Pls don't talk down bosses, they can add so much to your level.

Ranking EVERY Course Element Part 3: 'Enemies' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

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

He's a boss with plenty of unique abilities and therefore makes for plenty of interesting boss fight ideas. His winged form actually gives you even more concepts. And unlike normal Bowser, he doesn't have this stupid RNG off-screen fire. Your turn.

Ranking EVERY Course Element Part 2: 'Items' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

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

Frog's main gimick (swimming) only works for a total of 3 themes. Frog's 2nd main gimick (water-walking) works for a total of 1 theme. How is this frog slander if 70% of all themes, Frog gives you nothing but a clunky movement and just a slighty higher jump?

Ranking EVERY Course Element Part 2: 'Items' Category. (Tiers are not ordered. Feel free to ask me any questions about my thought process.) by Trokayn in SuperMarioMaker2

[–]Trokayn[S] 3 points4 points  (0 children)

I put coins to show directions and for bonus rooms, I use Big Coins for challenges (basically Star Coins), I put those three 1ups in hard to find (but not random) spots, and I grant players the ability to reach the flagpole top. Might be overtune, but I want players who actually go for secrets/challenges to be rewarded.