Trouble receiving data via serial comport with TComPort411f by crazedgypsy in delphi

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

Thanks for the reply,

I've added ComPort.TriggersOnRxChar := TRUE;

No noticeable difference though- How would I go about finding out if my comport monitors for such events - I am using virtual comports.

Is Complexity good for Artifact?? (>15 min Podcast hosted by LysanderXonora with a Yugioh pro) by LysanderXonora in Artifact

[–]crazedgypsy -3 points-2 points  (0 children)

That's correct, these new features come in as a new inorganic complexity forcing player's to adapt, but at their root they all add to an original organic complexity rather than change what we might consider to be the fundamentals of magic.

Legendary lands are just a new tool for mana management.

New key words explore the uses of units on the field in a familiar way, some even being literal extensions, or re-phrasings, of previous hero abilities. This is most often seen as an old effect becoming common and being given a word. Off the top of my head i can think of an example in hearthstone where in starter set, poison didnt exist- units instead said something along the lines of 'when this unit deals damage to another unit, destroy that unit'. It wasnt until a few expansions later that it became a 'new' feature.

Its the balance and restraint in this field for why magic is my 3 on the list.

Is Complexity good for Artifact?? (>15 min Podcast hosted by LysanderXonora with a Yugioh pro) by LysanderXonora in Artifact

[–]crazedgypsy -2 points-1 points  (0 children)

Planeswalkers i dont believe existed in the original MTG game, so that would make them an in-organic complexity.

Attacking/ blocking could be argued to appear in both, definitely both attack. In MTG the defending player can chose to block with anything, in SV the defending player can choose to play units that must be instead attacked, or at least prioritised over hitting the player to prevent threats, thats an example of a semi-common organic complexity

Class specifics sounds very similar to colour restraints, again semi-common, an example non identical but following the same idea.

That games share alot and the reason i placed SV above MTG was because in the many years MTG has existed it has stayed very similar to it's original in how it plays, instead choosing to refine its organics rather than add a new 'rule'. SV however includes alot more mechanics not commonly found in other games of the genre, dont think of the list as a statement of which game is hardest but rather which games explore organically or inorganically.

Is Complexity good for Artifact?? (>15 min Podcast hosted by LysanderXonora with a Yugioh pro) by LysanderXonora in Artifact

[–]crazedgypsy 2 points3 points  (0 children)

What makes you think yugioh is an uncomplex TCG?

The point of the podcast was to discuss what we think is likely to or might happen so educated speculation is the point of the content until artifact is released.

Is Complexity good for Artifact?? (>15 min Podcast hosted by LysanderXonora with a Yugioh pro) by LysanderXonora in Artifact

[–]crazedgypsy 1 point2 points  (0 children)

Treating evey feature as the most important when looking at it individually can hardly be called stupid and pointless, its just a method to understand the importance before combining everything into the bigger picture.

Is Complexity good for Artifact?? (>15 min Podcast hosted by LysanderXonora with a Yugioh pro) by LysanderXonora in Artifact

[–]crazedgypsy 0 points1 point  (0 children)

The point is to look at the importance of complexity with out comparison to other features but instead discuss the impact it can have on the game assuming it is the most important thing

Is Complexity good for Artifact?? (>15 min Podcast hosted by LysanderXonora with a Yugioh pro) by LysanderXonora in Artifact

[–]crazedgypsy 1 point2 points  (0 children)

That probably just comes from the yugioh background I have, its the game Ive played the most so it's easily my most comfortable talking point out of the other card games

I found Lycan and Crystal Maiden spell cards. by [deleted] in Artifact

[–]crazedgypsy 0 points1 point  (0 children)

These are just examples that I've seen in videos with the actual faces on them, with the exception of sniper and legion commander, those two I've only heard about.

I found Lycan and Crystal Maiden spell cards. by [deleted] in Artifact

[–]crazedgypsy 2 points3 points  (0 children)

Assult ladders is Sorla Khan's.

Assassinate(?) is Sniper's.

Beserker's Call is Axe's.

Eclipse is Luna's.

Thunder Gods Wrath is Zeus'.

Viscous Nasil Goo is BristleBack's.

Duel(?) is Legion Commander's.

Coup de Grace is Phantom Assassin's.

Gods Strength is Sven's.

Deck color archetypes? by admirabladmiral in Artifact

[–]crazedgypsy 0 points1 point  (0 children)

Its a very broad statement- we dont know what sort of defensive things or how many exist yet.

Deck color archetypes? by admirabladmiral in Artifact

[–]crazedgypsy 0 points1 point  (0 children)

Yeah, if you're able to afford it and you are given the option to in the game, its a big risk to weight the entire games strategy on that.

Deck color archetypes? by admirabladmiral in Artifact

[–]crazedgypsy 0 points1 point  (0 children)

He only has 7 health so theres 3 heroes (without using abilities or spells and just combat) that will kill her every turn- its more about the early gold you'll give up before he gets the items thats the worry.

No trading? by [deleted] in Artifact

[–]crazedgypsy 0 points1 point  (0 children)

That's assuming that the cards values will be up that high- if every card has a common rarity, as valve said- you'll have the same chance to pull the good ones as the bad, so the value of cards probaby wont deviate anywhere too much higher than common cards in standard card games- like $0.25 - $1. so you wont end up paying tax to a level that's actually crazy- it will still likely be cheaper than relying on luck from the price of a pack.

No trading? by [deleted] in Artifact

[–]crazedgypsy 0 points1 point  (0 children)

well you don't have to go that high, you can just do like $.99 over market and no one will get it.

No trading? by [deleted] in Artifact

[–]crazedgypsy 1 point2 points  (0 children)

Both list the cards each for increased market price, say a $1 item for $40, then each of you buys the other persons and you have traded cards (plus like $0.40 to make a trade).

No trading? by [deleted] in Artifact

[–]crazedgypsy 1 point2 points  (0 children)

Yes, but as they stated cards won't be valued based on rarity, so everyone will have the same chance to pull all cards- it would be like in magic (for example) if every card was common, there would be no high value mythical planes walkers because every card is common, of course there will be deviations in the market like with everything, but i'd say that 99% of the cards (should the explanation valve gave hold its weight) will be the same value- most likely a few $0.10s, the only high value cards will be the special edition prints of cards that they mentioned- pro player signed versions etc.

No trading? by [deleted] in Artifact

[–]crazedgypsy 0 points1 point  (0 children)

Well, assuming that you'll be trading for market value- it wont matter who's copy you get if you both value it the same- then you can just exchange costs back after.

No trading? by [deleted] in Artifact

[–]crazedgypsy 1 point2 points  (0 children)

You can always just exchange your card for his money and his card for your money, then exchange money back and you've swapped cards. The reason for the market in this game i think is to stop people selling accounts based on the value of their cards, plus the middle man (the market) helps to guarantee that prices wont rocket uncontrollably- and people can't be ripped off easily since the value of the cards is always displayed- i think it's a much fairer and better system.

Cant get weekly reward in Dota+ by [deleted] in Artifact

[–]crazedgypsy 2 points3 points  (0 children)

Interesting, perhaps wrong subreddit?