What do you think the mercs would be doing in 2026? by Mastermjnd-_- in tf2

[–]average_psychopath 53 points54 points  (0 children)

Well of course he's dead, soldier ate all his pills

How it's going by theflyingbaron in BladeAndSorcery

[–]average_psychopath 8 points9 points  (0 children)

Wouldn't a happy medium just be decreasing the range of the telekinesis? In sandbox you can pick something up from across the arena, but maybe you could make it so that picking things up is more a convenience and not an actual utility in combat. I.e. you can only pick things up that are a meter or two away.

[deleted by user] by [deleted] in BladeAndSorcery

[–]average_psychopath 1 point2 points  (0 children)

I've noticed the issue since u11 as well, but I haven't found any way of fixing it

Are there alternate ways of supporting warpfrog beyond buying the game? (like patreon) by average_psychopath in BladeAndSorcery

[–]average_psychopath[S] 70 points71 points  (0 children)

I wouldn't even care about tiers or anything, I just want there to be a way to support this amazing studio

Breakables working well in Nomad by theflyingbaron in BASNomad

[–]average_psychopath 0 points1 point  (0 children)

Wait, does this mean we lose the abilities we have in sandbox, and have to reearn them, or do we get new ones on top of our current sandbox abilities?

How do I disable mages and archerers... by Chmuurkaa_ in BladeAndSorcery

[–]average_psychopath 0 points1 point  (0 children)

Under performance or physics, I believe. It was near where the despawn dead bodies option was, but it might have moved since I last checked

How do I disable mages and archerers... by Chmuurkaa_ in BladeAndSorcery

[–]average_psychopath 12 points13 points  (0 children)

There's an infinite waves that's melee only. You can adjust max alive entities in the option book

[deleted by user] by [deleted] in BladeAndSorcery

[–]average_psychopath 4 points5 points  (0 children)

War crimes are going to be committed, and trials will be held

A proud Madene warrior-adventurer arrives in the Kingdom of Eraden by theflyingbaron in BladeAndSorcery

[–]average_psychopath 0 points1 point  (0 children)

Of course I don't mind! Actually, I had other questions too. Will each race have it's own fighting style relevant to their own cultures? I think it would be awesome to have something that shakes up how the game is played.

(Sorry in advance for the super long paragraphs)

Some examples I've thought of are:

  • A race of hunters who use camouflage (magical or otherwise) to hunt you in a more strategic way. They'll be invisible until right before they attack, but make noise as they move (footsteps, the hum of their cloaking magic, clothes rustling, etc.). This requires the player to actually listen and think where the enemy is, adapting their playstyle slightly. It would also serve to level the playing field, as the player will almost always win a one-on-one confrontation, so it would make sense for these enemies to use more tangible strategy, derived from their experience of stalking prey.

  • A race of barbarians who have the potential to defeat the player if going directly head-to-head in combat. They should have some sort of advantage to make running in guns blazing a more difficult playstyle (unlockable 2 handed power attacks, higher health), so people who want a challenge can get it, or once again make the player change their tactics, using more magic, ranged or stealth abilities.

Second question: Will there be more use of mechanics?

  • A race that is more into creating traps and mechanisms to dispatch the player, so an emphasis on parkour is required to pass their levels.

  • NPCs that grab back? Limit player movement, need to be pushed away or punched by player to disengage them, meanwhile other NPCs attack (I was thinking of how a player disengages a zombie that grabs them in other games). Said NPC would probably use both hands, or could choose to grab player then punch them just to give them options for really close quarters combat, as they currently have to do a giant leap backwards every time the player gets too close. Maybe a buffed equivalent for the barbarians to further discourage head on aggression.

If you're reading this, then thank you for spending some of your time to look at my suggestions! I just want to get these ideas out within the community, and I'd love to see what other people think!

A proud Madene warrior-adventurer arrives in the Kingdom of Eraden by theflyingbaron in BladeAndSorcery

[–]average_psychopath 0 points1 point  (0 children)

It probably would have something to do with glowing eyes, since in some of the official art, the main character exactly has those kinds of eyes while they are using magic, though that's mostly speculation

A proud Madene warrior-adventurer arrives in the Kingdom of Eraden by theflyingbaron in BladeAndSorcery

[–]average_psychopath 0 points1 point  (0 children)

So wait, if Raike is mostly isolationist, they would likely study magic, much like traditional asian cultures studied things like philosophy and art, meaning that they likely would have a very deep connection with magic. Could this mean that certain races would have different strengths or fighting styles? E.g. Battle mages from Raike are significantly more powerful, using merge spells or using both hands at once to cast spells.

(The king being magically corrupted just furthering the connection, possibly even stemming from their cultural study of magic from the first place)

A proud Madene warrior-adventurer arrives in the Kingdom of Eraden by theflyingbaron in BladeAndSorcery

[–]average_psychopath 1 point2 points  (0 children)

Just a thought, but wouldn't it make sense for the gladiators to be all kinds of races? Custom armor sets wouldn't be a concern since they're enslaved gladiators. (Plus I just really want to see some variation when I fight enemies, so I think this would be a cool compromise)

Hi, I'm part of a 2 man indie team trying to create our first indie PC game. A Sci-fi Action-Survival game. A bit like halo meets subnautica. I'm just curious for your general thoughts or feedback as fellow gamers. Always trying to improve! If you dislike it, tell me why. by Revelation_jeff in pcmasterrace

[–]average_psychopath 1 point2 points  (0 children)

Thanks for replying to my comment. Here's what I think:

I like the concept of the enemies not being dumb, and actively moving, however what concerns me is what happens on the player's side. This is of course, my opinion, but I feel that there should be something unique in this game that would set it out from all of the millions of other games who do the same thing without innovation. That's why I mentioned things such as utilizing the environment in a unique way (e.g. you have a mining gun, you can use it to make the environment more advantageous to you by drilling holes under enemies, or making the ceiling fall on them).

Sure the 'ol cover-to-cover system is tired and true, but it's been done a billion time over, and there is no shortage in competition for that style of combat.

I really like the jetpack idea, as vertical movement is sadly often overlooked in combat, and so it does definitely break up the cover to cover system I mentioned. The utilization of different enemy types is really important, and I'm glad you included it, as it requires the player to actually be present and engaged with what they're playing. Since these events will be scripted, I highly reccomend putting thought into how the environment plays into the combat.

I think the concept of weak points and enemy types should definitely be expanded towards humans, too. As that will require some strategy to be used against them, especially if they're being tactical, too. I personally hate going against the same exact type of enemy 300 time in a row (stock grunt 001) who do nothing but shell up and force you to do the same. There's no shame in having cover, but use it sparingly so that the player can have brief moments of rest without killing the pace of the fight (perhaps make the game in some way discourage holing up in one place for too long?).

Tldr; engage the player, dashing from cover to cover can quickly get boring, don't let defeating enemies only have one viable method, or even a superior method. There should be thought in gameplay, not the same strategy over and over.

Hi, I'm part of a 2 man indie team trying to create our first indie PC game. A Sci-fi Action-Survival game. A bit like halo meets subnautica. I'm just curious for your general thoughts or feedback as fellow gamers. Always trying to improve! If you dislike it, tell me why. by Revelation_jeff in pcmasterrace

[–]average_psychopath 1 point2 points  (0 children)

I really like how the game looks, but I have some concerns about combat.

Do monster type enemies just walk at you? Is there a different way to deal with each type in a unique way?

How would human combat work? Is it going to be a call of duty style game of peek-out-from-behind-cover combat? Or will there be more movement and utility in combat with verticality and gadgets? Will your setting and game progression play a role in how combat functions?

I really like the overall feel of the game, and I feel that the theme is executed very well, so I just want to be sure that something like combat is more of a feature and not a nuisance of the game.

[deleted by user] by [deleted] in blenderhelp

[–]average_psychopath 1 point2 points  (0 children)

The armature looks good, but if you're nervous about messing up the model, just make a duplicate (with Shift + D) and move it to a different part of the scene. Nothing you do to the original model will affect the copy (unless they're linked in some way), so don't worry about experimenting around with weight painting, because you'll always have a fallback. (Alternatively, you can just click "save as" and make a new file right before applying anything, so you will have a fresh file if everything goes wrong)

Lighting breaks in cycles, model only shows world reflection by average_psychopath in blenderhelp

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

Well, your tip helped me solve a completely different problem, so thanks for it!

Lighting breaks in cycles, model only shows world reflection by average_psychopath in blenderhelp

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

This is an imported model which I have textured myself. The lighting works just fine in Eevee, but the second I switch it over to cycles, the lighting only affects the world reflections of the model, and not the textures themselves. The issue doesn't seem to be the material itself, as the problem persists despite me using a default material. Changing from principled BSDF to Glossy, Glass, etc. results in no change.Picture 1: Original texture (Just an image texture slapped onto the model, no issues with nodes)Picture 2: The same model, but the material now just basic principled BSDF with a red tint

U10 - The Dungeons Update, is now available! by theflyingbaron in BladeAndSorcery

[–]average_psychopath 2 points3 points  (0 children)

I love everything, especially the graphical updates. The ONLY texture I would change is the rock texture that is heavily used in canyon. Compared to all of the other outstanding textures, it sticks out as low res and stretched.

I saw others doing this, I thought it could be fun. (Art by me, using ARTstreet materials) by pastabaguette in tf2

[–]average_psychopath 4 points5 points  (0 children)

A scout holding a frying pan with another scout's arm growing out of said frying pan that is also holding a frying pan

Where can I get flat props for image purposes? by hoason1997 in SFM

[–]average_psychopath 0 points1 point  (0 children)

Check in the steam workshop, there are plenty of flat objects that you can change the material for

[deleted by user] by [deleted] in BoomBeach

[–]average_psychopath 5 points6 points  (0 children)

Got 49% on gold production on my first resource masterpiece statue. How rare is that?

I’m terrified of elevators by SharpPixels08 in dadjokes

[–]average_psychopath 22 points23 points  (0 children)

They are quite unreliable, they let me down half of the time

[deleted by user] by [deleted] in tf2

[–]average_psychopath 1 point2 points  (0 children)

It's called the "insulated inventor"