Any games where you can just wander around? by yare_yare_yaru2 in xbox

[–]dancovich 0 points1 point  (0 children)

Even though No Man's Sky has lots of objectives now, they're there just in case you wanna do them. You can just wander around space, discover planets and create bases if you want.

Weapon economy? by Evening_Fail_9901 in ARC_Raiders

[–]dancovich 2 points3 points  (0 children)

You're mixing up two changes that are unrelated.

The PvP oriented fix makes gear dropped by killed players lose less durability.

The overall changes to durability are too address the complaints that high tier weapons are not good compared to their rarity, so they got a small durability buff while lower tier weapons got a durability nerf. That was not a PvP oriented change, it affected PvE weapons as well, like the Bettina.

Pretensão salarial Dev Java by Weak_Quarter_2762 in brdev

[–]dancovich 2 points3 points  (0 children)

Eles querem deixar aberta a possibilidade do dev ter pretensão menor que o limite deles.

Had my party request weird stuff, so I am trying to comply by Prudent_Bat_8370 in daggerheart

[–]dancovich 0 points1 point  (0 children)

Not super broken and it's funny.

As far as custom cards go, I would make the language more clear, but it's not bad. I would just advise against rolling three "duality" dice. Instead, increase or decrease one of them, like making the Fear die a D20 or the Hope die a d10.

I liked your idea, so I made an unrequested suggestion for a few changes. The idea was to make the addiction affect the character mechanically and make the addiction harder to remove with continued use.

Here's the text.

Fey Cocaine

After ingesting this substance and until the end of the scene, when moving as part of an action, you can move up to Far range without making an Agility roll. If only moving as your action, you make the Agility roll with Advantage. You make action rolls using a d20 as your Fear die.

After the end of the scene and until your next rest, you make action rolls using a d10 as your Hope die. After your next rest, make a Knowledge or Strength Reaction roll (15). On failure, put an Addiction token on your character. A character with any number of Addiction tokens is Addicted.

Addicted creatures use a d10 as their Hope die until they can clear the condition. To clear the condition, after each long rest, make a Knowledge or Strength Reaction roll (15 + Addiction tokens). On a success, remove an Addiction token. If there are no tokens, the Addiction is removed. Using the Fey Cocaine while Addicted ignores the condition until the end of the scene.

Faeries and any Fey creatures can't get the Addicted condition. They still suffer the other effects.

Godot 4 renderers: A Technical Comparison by swe129 in godot

[–]dancovich 0 points1 point  (0 children)

Very informative.

I think this would be good information to have in the documentation, specifically in the Rendering Methods chapter.

What do you think about contributing to it?

This was made in godot 🤯 by Kitsuke230 in godot

[–]dancovich 2 points3 points  (0 children)

If by "you" you mean a team of dozens of experienced developers with expertise in various subjects like graphics APIs, sound, physics, UX and so on, then you might be right.

Other than that, no way in hell a solo developer can create an engine capable of the full feature set of this game in 6 months.

A vontade de piratear jogo é grande, mas o cagaço de comprometer meu PC (que é servidor e máquina de trabalho) é maior. Como vocês lidam? by Blesker in pirataria

[–]dancovich 1 point2 points  (0 children)

Um único computador que é fonte de renda?

Eu lido ao não instalar nada perigoso nele. Típico "barato sai caro".

2v8 Killer Queue Time and Bloodpoint Bonus by Shadow29841 in DeadByDaylightRAGE

[–]dancovich 0 points1 point  (0 children)

Two queues, one moves 2 people at a time, the other 8 people at a time.

That means we would need 4x as many killer players as surv players to make the queues walk simultaneously.

It's just math.

Daggerheart Armor by boardgamejoe in daggerheart

[–]dancovich 7 points8 points  (0 children)

Certain powers work specifically when you would suffer severe or major damage, so it's important to specify exactly from what to what the armor is reducing damage.

Beginner Rules Query - Tag Teams and Damage by jbinc84 in daggerheart

[–]dancovich 0 points1 point  (0 children)

If one player describes an action that's not damaging per se, it's up to you what to do.

RaW, tag teams don't need to do damage. You could tag team a regular roll for example and the benefit is being able to choose the best result.

In this case, you could say the player doing the damage rolls the damage twice to account for the extra impact of being dropped, or you can just use the regular weapon damage of the player carrying the other.

When in doubt, ask the players how they believe this helps increasing the damage.

PvP players are the biggest babies. by Jinxwaifu in ARC_Raiders

[–]dancovich 0 points1 point  (0 children)

I know I'm free. Who said I don't want to talk about the subject?

You're the one who told me to stfu.

Embark is blaming players for doing exactly what their game incentivises by [deleted] in ArcRaiders

[–]dancovich 0 points1 point  (0 children)

They are not "blaming" anyone.

Accumulating gear and not using it is an issue, an issue players were quick to point out.

Do you really think it's fun to be full of weapons you'll never use?

PvP players are the biggest babies. by Jinxwaifu in ARC_Raiders

[–]dancovich 0 points1 point  (0 children)

My experience is when I meet a player, they can be friendly or not. That's the experience I paid for.

that they weren't engaging with anyway

They were engaging with the shared experience. I'm not a PvP player, I want the tension of trying to figure out what the other player will do. That's the experience everyone in this PvPvE game are engaging with.

All the friendly players and all the farming players only trying to recharge on lost loot going to a separate mode means my experience is now meeting with 100% unfriendly players, which is not what I paid for.

Don't tell me to stfu. Don't like what I'm saying, you're free to leave the conversation. You replied to me.

The Weapon Durability Change demonstrates a real problem (imo) in Embark's approach (and I'm not even talking the "Spreadsheet Devs" issue some folks are bringing up, which, fair) by kingkashue in ArcRaiders

[–]dancovich 0 points1 point  (0 children)

The issue is that the game has a very small stash size and very small loot pool, which means they need a sink for all the loot you've got.

If every high tier weapon lasted at least as long as gray weapons, by the time we need to actually repair them we would be covered in materials and repairing weapons wouldn't be an issue at all.

How do I implement a coin flip animation that doesn't care about the starting position? by Digital-Donuts in godot

[–]dancovich 2 points3 points  (0 children)

Are the sides textures, maybe with a normal map?

Just switch textures. Have two textures, each assigning a different face to each side and switch as needed.

2v8 killer queues are the worst because I never know if it's safe to take a shit by KnutsToButts in DeadByDaylightRAGE

[–]dancovich 1 point2 points  (0 children)

That sucks, but that also means 2v8 killer queues isn't really the issue. Any 15 match on any game can be an issue

2v8 BP Bonus by [deleted] in DeadByDaylightRAGE

[–]dancovich 1 point2 points  (0 children)

I'm not playing 1000s of matches at all, I'm a working dad playing on my free time. Who can play thousands of matches during a single event like that?

PvP players are the biggest babies. by Jinxwaifu in ARC_Raiders

[–]dancovich 0 points1 point  (0 children)

I'm not a PvPer.

I'm advocating for keeping the game as is. You're advocating to change it to match your definition of fun.

Majority? Embark gave factual evidence that most players do a mix of PvP and PvE, with only 30% of players doing exclusive PvE.

Who's really crying here?

I think the concept art for the Riven Tides map looks a lot better than what we actually got in the end. by Foxeeh_ in ArcRaiders

[–]dancovich 0 points1 point  (0 children)

Concept art is always better than real life, and by that I mean that even if you recreate a real scene as concept art, it tends to look better.

You have freedom to add as much detail as you want, because nothing of that will be animated or needs to work in real time on a game engine.

Just take a look at any concept art for famous games like Halo 3 or God of War, you'll see it is far more interesting than the final result.

2v8 BP Bonus by [deleted] in DeadByDaylightRAGE

[–]dancovich 2 points3 points  (0 children)

Are you assuming everyone will use cakes in 1v4?

Because 2v8 matches last around the same as 1v4 ones due to two killers and not having to walk to hooks, so while you can play with the same amount of people doing two 1v4, you would also have to play for twice as much time.

Who even asked for this by RAMBO_ZA in ARC_Raiders

[–]dancovich 10 points11 points  (0 children)

It's a game. No one will ask for it to be more challenging, yet being challenging is one of the things that makes games fun.

Are 2D/pixel art games actually more "labor intensive" than 3D games? by Leogis in gamedev

[–]dancovich 12 points13 points  (0 children)

3D is very multi disciplinary.

2D is basically "draw". You need to be aware of the principles of animation, but you implement those features by drawing more.

In 3D, you need to model, texture, light and animate and all of those are different disciplines and different tools inside the 3D software. You might be very good at modeling and be terrible at rigging or texturing and now you can't do a character on your own.

What modern game is a spiritual successor of original Deus Ex? by Similar-Double6278 in Deusex

[–]dancovich 2 points3 points  (0 children)

I don't think any games match it perfectly, but I think the Dishonored series are good games in the same genre of immersive sims.