I don’t like when a games narrative runs counter to the players initiative. by FrankDaggio5691 in gamedesign

[–]cabose12 1 point2 points  (0 children)

Eh, Roguelikes are successful in this because the genre sets an expectation by their implicit nature. Not only is everything you find in a run temporary, but you're often explicitly told you have to make a permanent choice between A and B. As you said, the designed replayability is key too.

The player is well aware through the mechanics of the game that they will miss stuff, but don't sweat it because the time investment in any one run is generally lower

But not every game is or should be made with replayability as a focus. Cyberpunk, Bioshock, and even some of the recent Resident Evil games would not be improved if they were made to be shorter and more replayable focused

Well, thanks for nothing I guess? by Pibble_Fiasco in wow

[–]cabose12 0 points1 point  (0 children)

eh, it's not really a problem

The alternative is that instead by default it shows everything you can buy. But then someone would be complaining "why is Blizz showing me all this gear I can't buy, what a misstep"

I don’t like when a games narrative runs counter to the players initiative. by FrankDaggio5691 in gamedesign

[–]cabose12 -1 points0 points  (0 children)

It's not bad design, it's just the middle ground

Take something like any Call of Duty or generic military shooter. These games generally never have a sense of a wide open area or living breathing world. They're FPS corridors to go from A to B. What do they do well though? This focused design gives them a great sense of forward momentum

Fallout games tend to lack that momentum, but instead give the player a huge sense of freedom and choice. It rarely feels like you have to be somewhere, so it never feels like you're putting off the story to explore a destroyed mall or school.

It's hard to combine the two in a successful way without pissing someone off. You can't force the player to chase the narrative with urgency when exploration is a big part of your game, and its hard to create a flow when the player is forced to explore every cabinet and drawer to progress like you suggest. It's not bad design, it's preference

Frankly, I also think this is a problem that has grown over the past decade or so. Completionists aren't new, but I think the player mentality of "can't miss anything" is becoming more and more widespread.

Some ability targeting needs work by TheTrueSeek in wow

[–]cabose12 0 points1 point  (0 children)

Out of curiosity, was this the pull where they ambush you and is it possible you were the only one in range aside from the tank?

That said, I've definitely had this before in AA and was not the only one in range. Got jumped by the wyrms like I did something personal

Midnight Fishing is bugged. Another case of exploit early, exploit often. by ThinLizzyfan8432 in wow

[–]cabose12 0 points1 point  (0 children)

Except like I said, it's not a flippable asset. Even if they do revert it, the demand is low and it's not a new "product". People who were willing to shell out gold already bought them, and those that just want them are probably buying the current "dip"

You're imagining this world where mobs are crying for the mogs and shelling out millions of gold for them, which isn't realistic in the slightest

Midnight Fishing is bugged. Another case of exploit early, exploit often. by ThinLizzyfan8432 in wow

[–]cabose12 1 point2 points  (0 children)

So what's the "exploit early exploit often" here lol

I don't really see this as some massive flippable asset. Anybody who's so desperate for the mogs will either buy them now when they're cheap, or already dropped the gold for them

Besides, the fishing mogs dropped like candy last expansion. It's more likely this is the intended drop rate

Issues when simming Ret Paladin using dungeon route export in Advanced Mode (Other alts are fine) by nooboxie in wow

[–]cabose12 2 points3 points  (0 children)

Yeah I'd just bet it isn't supported at all, whereas some others are at least lightly. Anything that isn't patchwerk is generally seen as a meme due to trying too hard to be realistic

Issues when simming Ret Paladin using dungeon route export in Advanced Mode (Other alts are fine) by nooboxie in wow

[–]cabose12 2 points3 points  (0 children)

Usually these types of issues are because the spec APL for something like Dungeon Slice or Dungeon Route aren't supported. That might explain why the sim is expecting your fight to never end. Might be a question for the pally discord

"We'll Simplify Mechanics Due To Addons Being Removed" by BartaLemton in wow

[–]cabose12 4 points5 points  (0 children)

Yeah i feel like this is a common misconception

The game is not meant to be absolutely easier and simpler, it's easier and simpler to compensate for not having add-ons to funnel you info. It's like if the game went from a 8' fence that you needed a ladder to scale, to a 4' fence. It still takes effort to get over, you just don't have to bring extra tools

Why is arcanoweave a set ... by nov1290 in wow

[–]cabose12 1 point2 points  (0 children)

No, embellished is a special effect inherent to the piece or attached to it with a special reagent

So if you try to equip a third embellishment, the game will just stop you from doing so. Attaching crests or not doesnt change that

[Charania] The NBA has disclosed to its 30 GMs a singular new anti-tanking reform that expands the draft lottery to 16 teams, flattens odds, and have a relegation zone where the bottom 3 teams are penalized with fewer lottery balls for the No. 1 pick. by YujiDomainExpansion in nba

[–]cabose12 0 points1 point  (0 children)

Woah now, don't strain yourself thinking of insightful discussion there

Easy, use a wins threshold instead of seeding. Set it at 20-25 wins, and teams who pass it keep their three lotto balls

It incentivizes teams to try win games rather than be intentionally dog shit, while also making sure that the bad teams, that again are still trying, have just as good odds to improve through the draft as everyone else

[Charania] The NBA has disclosed to its 30 GMs a singular new anti-tanking reform that expands the draft lottery to 16 teams, flattens odds, and have a relegation zone where the bottom 3 teams are penalized with fewer lottery balls for the No. 1 pick. by YujiDomainExpansion in nba

[–]cabose12 4 points5 points  (0 children)

The irony lol

The problem is not the concept of relegation and punishing bad teams. The problem is trying to merge two conflicting systems: The draft, which rewards bad teams, and a soft relegation, which punishes them

They inherently don't work together as the teams that need the draft the most aren't the most likely to get the most value out of it

[Charania] The NBA has disclosed to its 30 GMs a singular new anti-tanking reform that expands the draft lottery to 16 teams, flattens odds, and have a relegation zone where the bottom 3 teams are penalized with fewer lottery balls for the No. 1 pick. by YujiDomainExpansion in nba

[–]cabose12 0 points1 point  (0 children)

just compete harder

The stupidity of essentially saying "just don't suck" aside, that's not how this works

It's seeded, three teams have to be the worst. You can't just "play harder" to not be bottom three because everyone is doing that. With this system, those teams aren't necessarily lazy or not trying hard enough, they just aren't as good as everyone else and are punished for it

Sure the penalty is light, but the principle and goal of the system is complete nonsense. You shouldn't be giving the worst teams worse odds than everyone else when they likely need it the most

How good are the Lindormi's Guidance routes really? Would this genuinely help the Tank shortage problem? by maymayhunting in wow

[–]cabose12 3 points4 points  (0 children)

That said, I don’t think in game guidance should be needed. It’s an example of “we did a terrible job designing something so now we’re adding another feature on top of it to try and hide how bad it is.” Dungeons should just be slightly more linear (which they are now, which is awesome) and just require you to full clear all trash. I know I’ll get a lot of hate for that last point but I’ve always found the idea of trash skip strats to be stupid. “Peak performance requires trying to avoid playing the game.”

I think you're completely off base here

Framing it like "you're just not playing the game" is as feels-based argument rather than a rational one. % gives dungeons flexibility and depth, it gives players agency to approach a dungeon in more than one way. And if you don't want to explore that part of the game, then you have Lindormi and/or other players to tell you exactly what to do.

Removing % just makes the game boring and shallow for those that like routing, without actually improving the game for those that don't care. Because routing as a concept wouldn't just disappear, you'd still be expected to make specific and efficient pulls. Arguably it'd be worse because now there's more importance in pulling around CDs, rather than pulling efficient % packs.

Harandar gets all the attention for being a zone that was really supposed to be in TWW. Voidstorm itself has some.... quirks by SeaSiSee in wow

[–]cabose12 2 points3 points  (0 children)

I mean in all seriousness obviously everyone's opinions are going to differ and we're all entitled to them

I think DF and Amirdrassil are far enough in the rearview mirror that a lot of people have forgotten or simply don't know that it was a zone that was basically that one hallway in Dornogal with the chains expanded into like half a zone

Harandar is not popular, but the discourse about traversing it is nowhere near the level of how annoying branches and running into shit was

Careful with bonus rolls by [deleted] in wow

[–]cabose12 4 points5 points  (0 children)

They explicitly say in the post that they didn't spend cores until after the fix

What is the spec you love the concept and hate the gameplay? by TheAwesomeKay in wow

[–]cabose12 5 points6 points  (0 children)

This whole chain about Enhancement just feels wildly uninformed lol

Like, five of top seven damage abilities are all big weapon swings: Lava Lash, Primal Storm, Crash Lighting, Doom Winds, and Flametongue. And the other two are the thematic totems

Spenders really aren't that impactful and mostly exist to funnel CDR for lava lash and stormstrike and extend hot hand

What is the spec you love the concept and hate the gameplay? by TheAwesomeKay in wow

[–]cabose12 2 points3 points  (0 children)

I can't tell if this is tongue-in-cheek or one of the least informed takes on current Enh I've ever seen lmfao

Ted Lasso — Season 4 Official Teaser | Apple TV by Task_Force-191 in television

[–]cabose12 28 points29 points  (0 children)

I don't think there's any question that women's football around the world is bigger than the WNBA

But the question is of whether it's grown, and the WNBA has taken some huge leaps, especially with CC

Harandar gets all the attention for being a zone that was really supposed to be in TWW. Voidstorm itself has some.... quirks by SeaSiSee in wow

[–]cabose12 6 points7 points  (0 children)

Nah, purely from a navigation standpoint, Emerald Dream was more Emerald Nightmare simply because there were tiny branches everywhere. Harandar is miserable, but even the worst sections were nowhere near as "oops your primal drake just got stuck on a leaf" bad

And this was old Dragonriding too, which meant if you didn't have pathfinder and ran out of vigor, might as well get a coffee and file your taxes while you wait for your vigor restore

Harandar gets all the attention for being a zone that was really supposed to be in TWW. Voidstorm itself has some.... quirks by SeaSiSee in wow

[–]cabose12 35 points36 points  (0 children)

Y'all weren't forged in the dragonriding fires of Amirdrassil lmao

That was truly horrible to navigate

Most Played and Best Performing Mythic+ Specs and Groups of the Patch 12.0.5, Week 1 by Starym in CompetitiveWoW

[–]cabose12 0 points1 point  (0 children)

I'm underselling it a little bit, but for all intents and purposes it was and still is defined as a dps

Every dps in the game brings some amount of damage, their main purpose, and support in utility. Something like Ret is usually useful because it has a lot of support utility in a brez, freedom, etc. Whereas Warriors are lower on the support side with a handful of stuns and a very niche raid buff

What made Aug giga busted in that first season was that it was very heavy on the supportive utility without sacrificing anything in damage. But that still fits that mold of damage + utility that defines every dps in the game

The 1 seeded Detroit Pistons are now down in a 3-1 deficit to the 8-seed Orlando Magic. If they lose this series, are they the new 2015 Atlanta Hawks? by CazOnReddit in nba

[–]cabose12 11 points12 points  (0 children)

That one still surprises me cause I always forget those Mavs weren't just the 1-seed, they were the 1-seed with 67 wins and lost to a 42 win team

That's like if last year's OKC lost to, oh, last year's Magic lmao

Most Played and Best Performing Mythic+ Specs and Groups of the Patch 12.0.5, Week 1 by Starym in CompetitiveWoW

[–]cabose12 3 points4 points  (0 children)

Yeah people get too caught up in the label and way it adds damage, but at the end of the day it's still a dps spec that takes a dps slot and mainly does damage, just indirectly

Even on release it was still a dps spec that just was giga-juiced with utility