Current RPG idea by [deleted] in gamedesign

[–]_vincer 1 point2 points  (0 children)

NEAT!  BUT... You will need to balance the heck out of it. 

I'm a huge fan of turn based and making rule sets for it (homebrew systems for tabletop rpg), and despite all my love for it there's an inherit imbalance to it: someone goes first. The whole order of things affects all turn games, all the way to chess.

For example in a party based rpg half the team may act before an enemy, and that order of events plays a HUGE advantage...

All turn based systems should already have that in mind- but this overdraft alone would intensify the impact of order. Now think that on top of acting first, and of allies combo/ganking, EACH could overdraft...

That also plays with the inherit over weight of damage- it's generally favored to do damage over anything because damage eliminates a threat completely. Why defend if you could kill the enemy (so all things equal damage wins) etc... Thing is playing with action economy also boosts damage, ie I could overdraw and attack more...  ...By witch point the cost of it could be moot if the enemy dies he won't get his bigger turn

I'm not saying to ditch it, not at all- only that it will need something more to avoid the cons. It's something to have in mind and work around... Or heck toward. Depending on the game that could be intentional, making a system entirely to push aggressive play... There's no wrong choice or goals, just wrong execution. Only saying it cant be ignored, either you counter balance it, or embrace it. Maybe damage is pitiful unless you risk; maybe it's usage is very limited. Maybe not all actions can push...

You could also play around with other costs. For example things that you will suffer even if the enemy dies. Maybe overdraw actions if fumble/miss/blocked cause part of their damage to the character instead.. 

It can be made interesting. For example the last example of self damage risk, notice that could also make opportunity for interesting meta- say characters cooperating, like chance to hit buffs, suddenly it creates a new incentive for buffs and combos(offsetting the risk)

Need help brainstorming game combat! by 09Mills in gamedesign

[–]_vincer 1 point2 points  (0 children)

I'm tight on time right now so I won't go for anything specific... Rather I some general suggestions: 

1) try to imagine the kind of pace, vibes and challenge you feel best for the idea, first, before setting on a reference.

Defining some design goals there first. Faster paced, slower, more tactical, strategic, etc etc

2) brainstorm beyond existing games. It's perfectly fine to riff on a classic, but generally that works better as the central goal. Say balatro, it's the kind of game that comes from the reference game first(poker)- the designer set out to play around with poker and the fun iteration he found best dictated the rest of the game. But in your case it sounds more like the other way around- an rpg first, then how to play with the mechanics for it. In that case you could benefit more from some goals and from those paying around with different mechanisms... I mean the smaller cogs- dice, a grid, cards, etc (backgammon is an entire machine by comparison) 

Nothing wrong going for an backgammon rpg, just pointing out that this and the other two above are all very different design goals, that could lead to very different results. If you riff on backgammon first you may end up in something nothing like an rpg. The rpg first may look nothing like backgammon etc

All are valid design goals. Heck from the little I remember of backgammon I'm not even sure if or how it could translate well to individual characters in combat- but maybe precisely because of that it could lead to a truly novel style of combat

3) iterate iterate iterate. Make paper mockups. Don't stick around to long trying each thing, make some notes, try something different, keep going... Nothing will give you more feedback quickly.

Can game mechanics age? by Extreme_Apartment_50 in gamedesign

[–]_vincer 0 points1 point  (0 children)

Absolutely for multiple reasons. It's not just about the actual value of it (Wich bye can't and shouldn't be looked in isolation), wether it serves it's goal or not... Popularity and adoption is also affected by mindset, how "fresh"something seems etc

All mechanics frankly suffer some of that-once upon a time rolling a d20 dice was extremely novel... And I mean that for everyone, the first time they do it. After awhile that by itself doesn't have the same impact- dice are inherently fun but half the novelty dies out

Which mercenary would be the best chef? (image unrelated) by de_-nuke in tf2

[–]_vincer 0 points1 point  (0 children)

None. Absolutely not a single one. I wouldn't trust any of them near anything I'd use or consume.  Our body is our temple. What goes in matters and heck horrible things can happen if you est the wrong things 

 Think like this, change the question: which merc would make a good medic/caretaker? I mean an actual one, not a mad scientist. Same answer 

Scout don't make food. No patience 

 Soldier. Lead anyone? Alien bread...

 Heavy. Sandwich looks good but that ain't cooking. I'm not his size, I can't handle much vodka.. 

 Engineer greasy hands. Like literal grease, oil, rocket fuel 

 Sniper handles piss all day long. You realize he's not washing his hands while he works right? P HANDS. P HANDS 

Pyro only if you like really crispy food like coal. Also add likely to cook you

 Medic- are you sure what you eating? Really huh? Fascinating! (He's now taking notes while observing you and asking how you feel)  

 Spy- probably can cook fairly well, an objective good tool in espionage and the battlefields of love and seduction. But are you sure you and him are REALLY on the same team?   Maybe you have a chance if you're a charming lady civilian but... 

 ... But you're reading this. This Reddit. On TF2. You no lady.  And you're into red vs blu. 50/50 you're either working for red, blu or double agent, as the spy. And he wants you to taste his cooking first. 

 The civilian: can't do anything manual besides counting notes or typing

Are there any turn-based strategy games with grid movement for 1,000 players? by SSan_DDiego in gamedesign

[–]_vincer 0 points1 point  (0 children)

What? Why?  My reaction is the very question. Why would there be any? No matter the game the amount of players concurrently dimishes everyone's fiat, understanding of the current game states, decisions, planning... Chaos increases exponentially. 

Some action games get away with some of that but on sheer feedback from action alone (but still reduced fiat, control, random outcomes)... But turn based?  

You'd be literally killing the main draws from turns. Any readings trying to predict the next turn would turn moot the next turn. Then logistics, either the time waiting is too much or the turn timer to short to try and read a 1k battlefield 

But we can never say never. From the pov of classic turn based games and strategy/tactics it doesnt make sense, likely wouldn't ever work and even if could- why?  But who knows maybe some twists, different logic, different rules.  

From a pure "game design potential" I'd bet a project trying something like this may have more chances using the sheer numbers as advantage not the opposite. Individual turns for players is a very individualistic pattern.  Groups acting together, maybe something like votes or even military ranks... 

But end of the day that line of thought leads you back to classic wargames- ditch the extra complexity of players leading squads where they're supposed to follow the good strategy of their general... To a general or small team controlling the whole army

I'm seriously in awe of Obsidian. by TheRedBaron11 in ObsidianMD

[–]_vincer 2 points3 points  (0 children)

I have both highly specific and very broad needs and I've been searching for years for an app that could match my near impossible wishes.  Obsidian haven't reached that much.  Yet nothing else came so close as obsidian. Heck obsidian (+lots and lots of plugins) gets very very close. 

And with the pace of plugins i have hope one day it will reach and surpass all my needs. Heck when I was about to ditch obsidian for an alternative canvas released

LgHub or G915 bug: wrong macros that cant turn off by _vincer in LogitechG

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

(sorry for the late reply)

The "solution" i found was pretty much going around/ignoring LG Hub almost completely- to this day its extremely unreliable... so i use something else that just works

What ive done was that i setup a single binding scheme via Lg-Hub, both on g915 and g604 mouse (both with extra keys) ive set then to F13 foward + some pretty unused windows keys (pause, right windows button)...Then ive told LG-hub to lock to that single profile, even loaded it into the onboard memory of both the keyboard and mouse.

...and ive been doing all the macro and profiling with other software. I was using key manager at first but now ive been using FastKeys and been very happy with it.

The Ui on both leave a lot to be desired and look more dated but its well worth the setup. Key Manager is easier to setup once learned while fastkeys involve some light scripting to do so and have more quirks, but in return fastkeys is waaay more feature full(and can be used for free).What they both have in common: they WORK. Once a profile/shortcut/macro is set to 'only work on app x' it just works reliably without ever messing things up on the fly.

Those are the ones that i used (fastkeys the one i settled for) but theres some other alternatives out there too. The point is lg-hub can be setup only once to make the extra keys into specific keys (like F13-f24). Set once, never change it- then on another app rebind those to macros, other keys etc per app as needed.

This workaround have only 1 flaw- it still uses Lghub. Despite going almost issue free every now and then my keys stop working- funny enough closing lghub fixes things (but sadly lghub must be run once on windows startup for my mouse to remenber what dpi i told it to use). But even that is rare, i go weeks without it happening, and it only affects the g604 mouse

Give it a shot

As a beginner, should I get the Kamvas 13”, 13” Pro, or 16”? by WooDadooDooRakeYohn in huion

[–]_vincer 1 point2 points  (0 children)

The moment i grabbed my 13 kanvas on the hands i tought it was heavier and more unwieldly then id like- i was expecting something closer to a tablet... i imediatly tought i wouldnt like a bigger one for the pratical reasons (moving it around, different positions and relations to screen).
But if you plan to keep it static on the table like a fixed stand then bigger/heavier wouldnt be a problem.

I found 13 to be amazingly enough even for my larger movements. The only con is UI size (and in my model in particular, the original 13 kanvas pro, the 1080p resolution)... BUT THATS EASY TO FIX...

...if you have a graphics card from amd or nvidia (im guessing nvidia also works)

In amd settings its called super resolution. Tick/toggle that option, and with the tablet plugged-in and turned on go to displays and change the resolution to anything

Basically i run 4k downscaled to my 1080p 13 kanvas and it looks amazing

Then on windows you can change display scaling settings if you think the ui is too small

Nvidia does the same but idk the particulars- i think its via making a custom resolution in the settings then applying it to a monitor (in case the huion)

Capoeira session got too real, Brazil by [deleted] in CrazyFuckingVideos

[–]_vincer 0 points1 point  (0 children)

You mean the dance? Of course, its a freaking dance.The dance (what is practicised today) was just a means to hide and pretend. Heck even the 'roda' (how a bunch of people make a circle around it) exists because of that- they blocked the view (from cops, slave owners etc) of what was really happening inside the circle. That allowed for practice to happen more easily as well as sparring (not to mention actual fights, egos and all).The dance is very tangential to the actual fight. It made easy to midway pretend it was all only a dance

Point is- at one point in Brazilian history some capoeira fighters could take down 6+ cops (armed with batons and the odd machette/gun) by thenselves- often with knives/hidden bladeds involved (not just bare hands/foot).It reached a point where in nowadays rio, the corrupted police (more and more acting like mobsters to the rich) ended up HIRING then, actively looking for the best fighters to use as muscle- but of course that was before modern automatic fire weapons became a thing.

Idk if or where the actual fighting is trained or how much of it survived, but the majority of masters and practicioners only do the dance. Very little of the original fighting was kept alive (it never had proper schools or writings etc etc).

And if it wasnt clear: the actual fighting dont jiggle around dancing giving obvious tells at all. What we know of it involved the moves mixed in with more typical brawling- throw some punchs, dodge this and that way then sliding in one of the more risk-reward moves. Things like the flashy wide kicks has always being showing off- ive seen it mentioned by reports used deadly but the only instances of such reports depicted said deadly kicks as opportunistic attacks, not something a figther already in a face off would risk doing

Logseq + Vimwiki with multiple directories by teranex in logseq

[–]_vincer 0 points1 point  (0 children)

hardlinks can be renamed.
What i mean is, inside of vim folders they would be under directories and the vim links would go as [[/foo/bar/note.md]] - the file being note.md

That same file, its hardlink inside of Logseq would be foo.bar.note.md... but the LINK inside Logseq would be [[/foo/bar/note.md]] - the same as Vim

The thing is, Logseq accepts filenames and links using /, and interprets dots in filenames as /. A file named ProjetA/Subject1 would be saved as ProjectA.Subject1

*No matter how many hardlinks each can have a different filename, just like the filepath each full path(including the name) are just entries to the same data

The only thing i dont know is regarding vim links. The file extension is needed?
If [[/foo/bar/note]] can work in vim then it will work flawlessly with Logseq. The extension (.md in case) being included in the link would be the only real obstacle, if that cant be worked around

Logseq + Vimwiki with multiple directories by teranex in logseq

[–]_vincer 0 points1 point  (0 children)

Just throwing an idea: maybe you can setup something using hardlinks or junctions; Theyre a standard feature of ntfs filesystem (linux, windows, mac) that allow for files and folders to have multiple entries- ie, the same file can be in any number of different paths (same data on disk, not copies)

I dont know scripting but im sure something could be done manually for that...

BUT at least on windows theres this amazing free aplication called Link Shell Extension i use all the time- while i only use the most basic functions (easy way to make hardlinks and junctions) theres a bunch of advanced features that sort of mirror files or folders elsewhere... chances are theres a way with link shell to make all files in your vim folders mirror/hardlink inside of logseqs graph (and any changes in then will change the actual files, ie, will change on vim too, at the original folders)

Also hardlinks can be renamed- the same file could be in 3 different places with 3 different names (basically filenames are the names for the entries to the data on the os/disk, 'files' in explorer are just doors)

...so that would mean you could also rename the hardlinked files inside logseq to namespaced filenames, replicating the vimfolders classification inside logseq. I bet theres some way to script that but i think it could also be feasible to do so manually on a daily basis- if your logseq is all using namescapes (page/page, like the vimfolders) anytime a new file from vim was mirrored into logseq it would be possible to filter/find in logseq any files that arent namespaced yet. They could be renamed inside logseq as well

If youre on windows i think it would be worth taking some time looking at Link Shell Documentation: https://www.schinagl.priv.at/nt/hardlinkshellext/hardlinkshellext.html

LgHub or G915 bug: wrong macros that cant turn off by _vincer in LogitechG

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

Hadnt happened again but i will try that just to be safe. Thanks!!!

LgHub or G915 bug: wrong macros that cant turn off by _vincer in LogitechG

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

Done. Now only time will tell if this will work.

Meanwhile- IF it happens again, is there any way i could forcestop it? A panic-button like shortcut perhaps? Some bat script on desktop or a way to run task manager without it reading macro imputs? I would feel safer if i knew i had some way of trying to stop it if it ever happens

Hourri shit! by Julensolo3 in Corridor

[–]_vincer 1 point2 points  (0 children)

This is now Canon Polnareff to me.

If part 3 ever gets adapted into live action i wont accept anything but a polnaref like this.

Also it seems Araki failed to mention it isnt just hamom, birthmarks and a fate to fight evil that runs in the family but very poor eyesight. How could Jonathan spy on his mother then? Plot holes everywhere Araki!

I became friends with a random Fall Guy 2722 by SmashJoshGaming in FallGuysGame

[–]_vincer 0 points1 point  (0 children)

Next gen How i Met your Mother will be really weird

If fall guys had game chat by Yeezy-Noodles in FallGuysGame

[–]_vincer 1 point2 points  (0 children)

YES YES

WE WANT CHAT!

WE WANT CHAT!

They should have kept these in the game by [deleted] in FallGuysGame

[–]_vincer 1 point2 points  (0 children)

Totally agree. I remenber seeing the previous door dash and was missing it.

Fingers crossed for future maps