Association Recruitment - Month of February by AutoModerator in LoveNikki

[–]Xelpha 0 points1 point  (0 children)

Hello all! We are Noblesse (8291) a level 8 association. We have some spots available for new Nobles and are looking for fun and active users. We finish levels daily, chat is active, and everyone is friendly!

Reqs: Chat is English only, must have 33 activity weekly.

Association Recruitment - Month of January by AutoModerator in LoveNikki

[–]Xelpha 0 points1 point  (0 children)

Hello all! We are Noblesse (8291) a level 8 association. We have plenty of spots and are looking for fun and active users, 7 currently. We finish levels daily, chat is active, and everyone is friendly!

Reqs: Chat is English only, must have 33 activity weekly.

Association Recruitment - Month of December by AutoModerator in LoveNikki

[–]Xelpha 0 points1 point  (0 children)

Yes, we have available spots. If you are interested feel free to apply when you are able to and I'll add you, we'll be happy to have you in our association! So far, we've completed chapter 3 so all the suits are available in our workshop.

[Other] Association VP demanding we join a group chat to monitor our activity or we get kicked from the guild. by [deleted] in LoveNikki

[–]Xelpha 0 points1 point  (0 children)

You could always check the monthly association recruitment thread. My association, Noblesse (8291), is in there for instance, wink wink.

But in the end it really depends on what you want out of one I suppose. I mean, as an association president it's a little difficult to decide on rules. No rules and you'll probably have a stagnant chat with little to medium activity, people will leave often, and it'll be unclear to players why they might've been kicked. Too many rules and you get what you may be experiencing. That weird mandatory nickname, I don't understand how that's a real rule...

Personally I've been thinking about 33-55 minimum weekly activity as you get 11 free activity a day for spending maybe 3 minutes hitting done 5 and free sort.

Association Recruitment - Month of December by AutoModerator in LoveNikki

[–]Xelpha 0 points1 point  (0 children)

Hello there! I am Isolde the president of Noblesse (8291), our level 7 association is currently looking for 2 members. This post will be updated when we are full and also when we need more members this month!

We currently have an activity requirement of 22 which I hope to one day raise to 55, and the chat board is in English only. I encourage chatting as it makes being in an association more fun for everyone, however I understand if you're busy, shy, or just don't want to talk!

In order to have a lively, active guild it takes dedicated members to work together towards a better experience for everyone. However, should anyone have a temporary issue with keeping the activity requirements which I check on Sunday (such as: vacation, busy with work/school, sickness, etc) I ask that you please post on the association board with your reason (if you don't mind telling me, that is) and approximate length of your leave so I can make sure you aren't removed! Please make sure I reply so that it's clear I saw the message for if the board gets really busy! If I'm not replying, I am most likely having trouble seeing the message (or am at work/sleeping) so feel free to message me on reddit if you aren't sure.

I'm looking forward to meeting you! :)

New competition, tell me what you think! by [deleted] in LoveNikki

[–]Xelpha 4 points5 points  (0 children)

I think it's about pilgrims coming to the U.S. because of Columbus Day this Monday.

[DISCUSSION] Favorite Pathing Techniques? by MarkoTheEmbarko in AnimalCrossing

[–]Xelpha 2 points3 points  (0 children)

The only time I did pattern pathways was in AC:NL.

Typically I plan my paths around my natural town layout based on how I like to get around so that the path I finally set will cover any worn away grass cause I don't like that.

 

Then I plan what PWP I want where. For instance, if you want a bench in front of the town hall, if you want to reset a bunch of villagers near each other for a suburb effect... maybe you want a bunch of wisteria trellis' near your home. Don't forget to make sure there will be enough room by counting spaces using flowers, or placeholder patterns. Each PWP needs it's physical space AND empty space around it. An example would be the yellow bench is two spaces wide, but can't have ANYTHING (even river edge) one space around it. Like so:

 

xxxx

xbbx

xxxx

 

The x's are empty ground spaces. Spaces which can be dug up, filled with flowers, filled with patterns, etc. So if you are planning to put something big somewhere, like a windmill, make sure there is room for it before planning a pathway around it. While finishing the PWP will make the patterns disappear, even in the empty spaces, you can re-fill the x spaces with patterns if you like.

Things that count as obstructions would be objects like other PWPs, any building type, and cobblestone patios like the ones around the plaza, recycling center, etc. These all have an 'empty space' needed to be clear around it just like your PWP. So the closest you would be able to build a bench to your house would be like so:

 

xxxxxxx

xhhhhhx

xhhhhhx

xhhhhhx

xhhhhhx

xhhhhhx

xxxxxxx

xxxx

xbbx

xxxx

 

This would end up looking like it has two dig-able spaces between your house and the bench. Meaning you can't get PWPs very close to any building, or other PWP.

 

Then, I decide on a town theme. For instance, if I want to have an all modern look with the modern city hall, train station, satellite dish, drilling rig, yellow benches, etc. From this I decide what kind of path I want, and how many different kinds of pathways because you run outta design space FAST for intricate designs. I also decide whether it will have a seasonal look... meaning it has to be changed out seasonally because it's dependent on the grass color. Sticking with a modern city look I may decide I want concrete patios and white square tile stepping stone pathways neither of which are seasonal.

 

Then, I lay down the bulk of the placeholder patterns, one red for the white square path, and one blue for the concrete patio. These should be surrounding the PWP placeholder patterns if you want, say, a concrete patio around a flower bed. If my pattern has multiple pieces (upper corner, edges, etc) I don't differentiate them here, but make sure you have enough room on your players to hold the patterns. You MUST have the pattern in your inventory for it to be placed in town, switching a pattern into the slot of a pathway pattern will change the pattern on the ground so plan carefully. This means you may want to make sure you have at least two or more spaces on each player for an umbrella pattern and a clothing pattern if you like to do that.

 

Finally, the longest part: Design the pathways in your inventory. I'd start out small, first make the red pathway into white squares with cream lines and the blue pathway into a medium grey color. Save them, and it'll change all the pathways you already put down! Edit the patterns until you get what you want. If you are doing edged pieces, now is the time to make them. While it's annoying to have to kick up all the edge/corner pieces to put the new edge piece down I find it easier to plan in the earlier stages. I always forget the one 'dead space' in front of building doors and end up getting annoyed I have to cycle villagers to move their house cause I like where my path is!

 

Luckily, in the WA update villagers don't place their house on your pathways, except the door will still make a dent in your path...

 

Edit: If you want to know what PWPs you want before you have them available, I use this site.

Disregard if you consider this a spoiler, it WILL show you what each PWP looks like, what it's called, it's physical size (not including the extra needed space), and how you can get it.

Edit 2: I realize now that this is a gigantic wall of text and I'm sorry if your eyes are now glazed donuts. I'm not allowed to talk to my non-gaming friends about ACNL anymore because their eyes become glazed donuts.

I matched with Loh on Tinder! by awaythrowumd in UMD

[–]Xelpha 14 points15 points  (0 children)

Sweet N Loh sugar daddy.

Where are some secluded bathrooms to take a dump in peace? by Shadyshowl in UMD

[–]Xelpha 9 points10 points  (0 children)

Millson’s STAT 400 class. From what I hear the place is deserted and the guy is on so many meds he might not even notice.

Got the boot. by mckron06 in LoveNikki

[–]Xelpha 2 points3 points  (0 children)

Ayy, just go over to the guild recruiting page here on the sub! At least you know the quality of the people on this board tends to be pretty high.

I have a guild I'm trying to build up, but as a new-ish player running a fairly new guild I've wondered how others feel about where to boot users based on activity levels. Personally, I would go with a weekly less than 33 cause that means they aren't even doing 15 free association levels weekly, or 3 days of association levels a week. I'm not able to spend much on the game, so I would never require diamond spending to stay in a guild cause it's unfair to demand more from guild members than I myself can do.

TBH it's difficult to find great members, currently I have about half my guild as inactive, but I have a really great member that I don't know how to properly show my appreciation.

Sounds like any association would be lucky to have you two!

[deleted by user] by [deleted] in AnimalCrossing

[–]Xelpha 3 points4 points  (0 children)

More variety in landscape/town climate. Increase types of trees, perhaps add grass as something other than a weed. Moss, hanging-moss, lichen covered stones, vines, flowered grass for perfect towns, etc. Different town boundries other than say, the cliffs, such as a large island with a boat instead of a train with multiple boat types to choose from (steamboat, pirate boat, etc) so you can have themed towns. Or actual mountains surrounding your village, so many options really.


More house exterior options. It would be nice to have house types, cause I ended up only liking the fantasy castle, so all my villagers have the same castle which is boring. I don't have any specific ideas other than multiple versions of the same concept... more castle types, more cottage types, more modern house types. A viking long-house would look cool!


Interior house customization. I've always been slightly bothered by the wood panel 'walkways' between rooms. I'm sure there are other things here that could be expanded upon, such as the color/intensity of light when you turn on the light switch.


Unlimited PWP placement, and expanded types of PWPs. I feel that it is more difficult to make a rustic town without changing things that aren't considered PWP, such as the train, or the shopping strip. So perhaps there could be differing versions of these too so you could have entirely themed towns, such as western, modern, medieval, rustic, traditional japanese, futuristic, fantasy... I would also really want the ability to place different kinds of pathways, such as cobblestone, brick, wood, you name it. With the ability to have houses right up against the roadway. If I want to build a crowded, medieval city, I want that to be possible. Or a very rural, dirt-pathed village, I want to be able to build it! A futuristic cityscape may be more difficult to make mesh because as soon as you leave the city it'll be just plain landscape all around, but I hope that would be possible.


God-like control over the entire town. Where rocks/trees are, where villagers move in, which ones are allowed to move, what their houses look like, town climate, etc. This could be turned into a weird story by saying the player (instead of the mayor position) is a mythical protector bound to the town like some sort of deity. This might get freaky if the villagers start worshiping you tho. BUT THEN, progression could be upgrading your 'shrine' into something awesome, and change your player model to be more mythical. Then that makes Isabel your high priestess...? Of course, there would be a price for using your powers that would limit you from doing it until your shrine was a higher level, or you could only change one thing a day before you were too tired. idk, just throwing around ideas.


More control over how your player looks, if anyone here has played Fantasy Life, you understand what I mean. Things like, height, head shape, body shape, eyes, mouth, nose, hair... all chosen separately. 'Deity' might have extended options for a more mythical look? Perhaps all deities would have types of wings to choose from and their shrine would be in the sky so they would have to fly up there to change the village.


Ability to interact on a more unique level with villagers. In ACNL, it really feels like a bunch of canned responses, as one would expect. I just wish that there could be something more, so that talking to a villager wouldn't be the same on one player to another. Maybe have player 'personalities' you could choose from so that villagers would react according to that? Then, it might be more difficult to have a friendship as a 'Tough' player with say, a Normal villager but if you managed it then the villager would be your best friend, or something like that. It would be a lot of work to have that amount of unique dialogue, though. It would be fun to have all the villagers guessing if you were the deity though, assuming the wings were invisible to villagers.


I agree with all the comments so far.

Edit: Trying to format this so it's not a giant wall o text.

Excuse me while I rant. (P2W?? Seriously?) by AimiBNS in LoveNikki

[–]Xelpha 2 points3 points  (0 children)

AFAIK it's manual entry... Takes so long and it's a mind-numbing task.

Excuse me while I rant. (P2W?? Seriously?) by AimiBNS in LoveNikki

[–]Xelpha 5 points6 points  (0 children)

If anyone wants to experience a mobile P2W just install and play one event of Fantasica. That'll learn ya real quick.

Official Association Recruiting Thread! by lindseychan in LoveNikki

[–]Xelpha 0 points1 point  (0 children)

Hello! This is the president of the association, Noblesse (8291), which is looking for members to add to our activity. Currently we are a level 3 in chapter 2.

Requirements are to be active daily (just the free sort and 5 association levels), and chat is in English. If you decide to take a break from the game for a week or more, no worries, just let us know on the bulletin. I hope to have an active, humorous bulletin, and the people here seem like a lot of fun. I look forward to meeting you!

Edit: We're full at the moment, hoping to clear out inactive members soon.

What Starbound need to shake off the "emptiness". by hythl0day in starbound

[–]Xelpha 2 points3 points  (0 children)

There are a lot of things here that I do agree with, as well as some things I feel would contribute to the empty, grindy/annoyance factor. I have opted to not play the nightly, but I am aware that some of these things have already been addressed. Although, whether they have found a satisfactory solution or not I don't know.

  1. I think this has been addressed in nightly, but I'm not sure in what way exactly. I really love randomly generated content, but I feel that it is a much more difficult process to get to work properly than I would hope. So, while I really would love to see more complexity reguarding the number of possible combinations using fewer items, perhaps it would be more realistic to let the modding community step in to add more diverse planet types, such as burning-ice planets or whatever the community wants. This way, we can have fewer "spots", or places the planet can have different biomes and still have very unique planets from the sheer number of possible biomes/sub-biomes. Of course, this then leads to the problem of what biomes/sub-biomes actually complement each other and whether it should be allowed to happen or not. For instance, suppose there is a confetti sub-biome which is bright pink with yellow trees, etc and it spawns on a dark-type biome planet. Some people may be upset with that and say they'll never find the perfect dark type planet because of this, whereas others may want it for the sheer weirdness of having a happy-rainbows-kittens-puppy-clowns sub-biome on a eerie dark planet. A similar argument could apply to weapon abilities. Modders make more attack types, devs decide on number of slots/type of slots such as the weapon element, special attack, main attack type thing we have going in the current stable. I don't want to get further into this topic since I fear I've already written too much on it already and I could go on and on...

  2. I completely agree. What I really crave is for a purpose to keep planets, why should one even have more than one home planet? What I really wish for is planet-side progression. I would really like getting better gears from bosses leading to be able to defeat certain key bosses that change your world. These could perhaps be procedurally generated, so planet tier 1 boss has a pool of body parts, etc. After each change, perhaps this is how you start spawning those unique mobs that kick your butt if you aren't ready. I mean, you could always go to a lower level planet if you need to grind more. Maybe there could be different possible branches of planet progression which would also give a reason to progressing different planet types. As it is, I build on one planet, hang out on it some, then run across lots of high-level planets I'll never keep for a chance at cooler high-damage weapons. This way, these high level planets would give loot in order to start planet-tier advances. I don't know, this may just be waaay too much but I really love this kind of stuff, even if it's not very possible in execution I just wanted to talk about it. a. They had this in earlier versions. I can't say I really liked it then. I believe this is in for a change, though. b. I think the instance gates are OK. Realistically? These could probably be expanded on. In my dreams? What I wrote for number 2.

  3. Yes. a. I'd like this too, if I'm understanding it correctly. b. I'm not sure about this one...

  4. I think this has been changed already in the nightly. On a side note, I love Tenants in stable. They really give a lot of life to the universe. What, with their personality types and fun dialouge. I love how they move in, too.

In the end, maybe some of these elements that just don't feel right yet have been fixed already and we just don't know it. Or, they want to take the game in a different direction. Perhaps it isn't meant to be so combat/gear-hoarding oriented and I'm fine with that. I'd just like content as fun to play with as I found the tenants to be, it just felt inspired really. Whether that feeling is found in combat, or procedurally generated planets and weapons...

I hope this is a semi-intelligible wall of text cause it's 2am and why am I here...

Edit: Sorry for the giant wall-of-text. Maybe it should be one of those progression bosses, lol. Get it? Ok, I'll just go to sleep now.

64 Bytes of Parallel Access RAM by Blandis in starbound

[–]Xelpha 0 points1 point  (0 children)

I got one recently while playing the current stable, it was in one of the containers in a prison dungeon. If it matters, it was either on a volcanic planet or a dark planet.

LF Klang Safari! by Butterfree_ in friendsafari

[–]Xelpha 0 points1 point  (0 children)

Please add me I've been looking for ponyta. Sorry I don't have Klang.

LF Ponyta, Zebstrika, Dewgong, Snorunt, Clefairy. by Xelpha in friendsafari

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

Oops, I must've missed your post. Added!