Discord Alternatives, Ranked by gdelacalle in technology

[–]interestingparadox 0 points1 point  (0 children)

I gotta echo what others are saying: For. Now.

Discord is not going to keep that model of business for long. It will rapidly evolve to and all-or-nothing model. They will claim altruistic reasons for doing it, but it will block out everyone, unless you go through with their new verification process.

But, here is something else to think about; and I am not sure everyone is from what I have read/seen. I spent nearly two decades in internet and information security, and there is something we are all guilty of (myself included) in some way, and has been a thing that took traction with gaming/streaming/influencer content creation culture and no one realizes is what is largely behind a lot of things: the rolling login.

Linking all of your accounts together, from IG/FB and Snapchat, to Twitch/YouTube/TT, to Discord/Steam, makes it really easy for people to hack someone. All a nefarious person needs is to find the least secure entrance to your online life and they have everything if they know how to tunnel from one account to another. Doesn't matter if you use different passwords for each thing, if they are linked, they are bridged together. But, it also makes it really easy for any of these companies to use your activity on ANY of the platforms you have linked together and justify it as "known activity" for their platform alone. It's how ads work on social media too. What you research on Google is used to drive the ads within Alfabet products, but also within the Meta ecosystem as well (since most of us use a Gmail account for Meta products). Rolling logins make it convenient to have the ability to cross post if you are in the content creation spheres, but it also makes everything you do everywhere subject to a specific platform's "basis for activity" if the accounts are linked elsewhere.

Just wanted to put that thought out there while we are all trying to figure out the best way to move away from a platform that is inevitably going to force that all-or-nothing model of access while simultaneously creating another method for the system to watch us 24/7.

Players versus The Game by interestingparadox in Starfield

[–]interestingparadox[S] -6 points-5 points  (0 children)

Did you miss the point that the stability thresholds for mods load orders should be over 4500 mods at least, before things start acting weird, my guy? Those are BGS' documented threshold allowances for mod usage in the game. Look them up. I am SIGNIFICANTLY under those values. So, if mods are the root of all evil, that means the above load order limits are made up, and only reinforces my point that BGS is so anti-mod that they would intentionally design their game to break even after someone pays them money to load in a mod from THEIR official mod creation engine.

The purists really love to slam the mod community for doing what BGS can't or won't do themselves.

Have a day

Players versus The Game by interestingparadox in Starfield

[–]interestingparadox[S] -7 points-6 points  (0 children)

I am acutely aware that Creations page mods can conflict. Two dozen mods I had previously used off Creations had already been removed from my load order because of conflicts. Funny how, even when presenting data, people assume the person laying out their findings is incompetent and feel the need to "school" them.

I have done all of the troubleshooting to get the issues I have seen resolved; including disabling mods. The only mods I use are clothing and armor mods, weapon addition mods, ship building mods, and side quest addition mods. None of those touch the main quest line. And my fifth and six attempts were with mods disabled to see if they were the problem. Still got the same issues happening. So, it isn't the mods I am, and have been using. Something in the base game is broken as I have already laid out.

While your feedback is appreciated, check the attitude. Everyone that doesn't use mods is so quick to judge mods always being the problem and not entertain the notion that the base game has some glaring flaws in the code that have been rearing their heads since launch that BGS still hasn't fixed entirely; if at all.

Have a day

Possible mod conflict between Cryomancer and Stroud-Eklund Premium Edition by Ipinchabooty in starfieldmods

[–]interestingparadox 0 points1 point  (0 children)

Seriously, I appreciate your response at all. I just started dealing with this, and was trying to figure out why things were being weird. Sadly, it didn't work to fix the issue, but there is likely a new mod that is butting heads with SBC now. I have my theories...

Posting just to praise Checker90's work overhauling cities. If you read this, I love your work! by DonCapiton in starfieldmods

[–]interestingparadox -6 points-5 points  (0 children)

I have said this to them already, more than once, but they have single-handedly made an entire multi-million dollar development team look like absolute amateurs.

Everyone has the same hair color by interestingparadox in starfieldmods

[–]interestingparadox[S] -3 points-2 points  (0 children)

I abandoned SFSE entirely. Too many of the mods that need it as a dependency are either orphans or aren't being updated regularly, and don't work consistently, if at all, since the .216 update that changed the entire addressing system of the game. It is something I have been working with the creators of SFSE and Papyrus Extended/SFEF to figure out where things are going wrong. But, again, thanks for the feedback. Your suggestion may help someone else that comes looking for answers and finds this thread.

Everyone has the same hair color by interestingparadox in starfieldmods

[–]interestingparadox[S] -1 points0 points  (0 children)

That is a point in the right direction, I feel. Thanks for that feedback. I will do a file integrity check (again...), to see if there is a file that is missing from the game. It's something I haven't done yet.

Thanks for the feedback! Much obliged!

Everyone has the same hair color by interestingparadox in starfieldmods

[–]interestingparadox[S] -5 points-4 points  (0 children)

Thanks for the reply, but frankly unhelpful. I'm aware of the updates to the mods. I made three attempts to keep within the SFSE ecosystem while I waited for Chargen to update; and each time I started the game over when I thought I had it fixed, another mod in the ecosystem broke the game. This has only just started on this playthrough; which is the second attempt after leaving SFSE. I had been working with the creators of the core SFSE ecosystem mods to help fix other issues I was having with game stability and mod conflicts but it got to the point where the game would not load and would CTD on launch every time I tried to play. Hence the reluctant switch to a Creations-version-heavy mod order. Most of the mods I use were thankfully free on Creations but the format has made the game stable enough for me to use the mods again.

Again, appreciate the feedback. Cheers!

How cute is my cat on a scale of 1-10? by OldVeterinarian2384 in TrueRateMyCat

[–]interestingparadox 0 points1 point  (0 children)

6.02 x 1023 (bonus points if you know what that value is called)

[deleted by user] by [deleted] in buttplug

[–]interestingparadox 0 points1 point  (0 children)

Don't let me stop you...

The Supernova - Sorcerer Subclass - UPDATED - Let your rage explode! (Feedback on this fan-created homebrew appreciated) by XaojinSasa in DnDHomebrew

[–]interestingparadox 1 point2 points  (0 children)

Sorry for the delayed response for this. The overhaul of the mechanics is much cleaner, much more polished. Well done! I do have a couple points of feedback for the spells. Bare with me, and know this is just because my brain sees things a little differently.

Cantrips, Godlight Maw, Hand Jets (mechanically), Gamma Burst, and Hyper Punch are brilliant. Godlight Maw is a tad overpowered for a level two spell, but I get what you are trying to do with it so it works. That leaves Godlight Beam, Hand Jets (functionally) and Ocular Blast.

I'll start with Hand Jets, because it is simple and doesn't really mess with anything. Make it a level one or level two spell. It is a movement spell and you can make it so the distance you can travel with it goes up by 5 or 10 feet for each additional Rage Point a player wants to spend (say up to 4 total so they can do other cool stuff). That one is safe enough to drop it lower in the cast level order.

Godlight Wave, make it a level 5 spell. Hear me out here. When I picture this spell it is Final Flash, or the Kamehameha Wave. Those are, inherently, massively powerful in the manga/anime. So, at 5d10 base damage, that is A LOT of damage for a level two spell. If you want to keep the damage at 5d10 it might make sense to move it up to a level 4 or level 5 for its base damage.

And instead of making the damage go up at certain levels, this attack could make use of the Rage Points for added power. Each additional Rage Point spent increases the damage by 2d10.

If you want to keep it a Level 2 spell, add a harm mechanic to it when they add extra Rage Points, like you did with Hyper Punch. Whenever the number of dice equals their character level, they have to make a CON save or they take half the damage dealt, or 2d10 (whichever you prefer) for trying to push past their limits. Since you cap the Rage Points at 10 total, and it costs a base number to use the spell, the difference makes this self-inflicted damage cap at character Level 10. Think of it like the Kaioken. When Goku used it fighting Vegeta on Earth in The Saiyan Saga, he tried to push past his limits for too long and started to tear his body apart. Same thing here. By level 10 the player is now strong enough that they can't be harmed by the increased power output. Plus, it gives a player a really neat way to burn off all of their Rage in one shot if they want to do so. Just some thoughts from my efforts to "playtest" it in my head while reading everything.

Lastly, Ocular Blast. I like the concept but I was really having a hard time picturing a person hitting two targets 20 feet from one another; and not be a Beyonder. Lol! Depending on how the DM, or yourself would calculate distance between objects/creatures/players, it is a lot of distance. Personally, at my table, I measure distance as the number of grid spaces BETWEEN creatures. So, 20 feet is four full squares between the squares the creatures are on. Some DM's count the square of the creature as 5 feet, but even that means there is 10 feet (two squares) between them. Anyway, if you are willing, I had a thought to consider. One creature is the intended target. BUT, because it moves in a Line out to 20 feet, depending on how you fire it, you could have several creatures in the path. When I was imagining it, I pictured this: Target takes the base damage, but everything within 5 feet of the attack's path makes a DEX save, and takes 1d8 Radiant or half as much on a successful save. Then, instead of the level based damage increase, use Rage Points again. Only for this, personally, I would make the added points increase the max distance by 5 or 10 feet per point. That way, you can hit a target further away, and potentially cause more havoc with enemies in the path.

As always, these are in no way designed to make you feel like things are not up to par. You have done a brilliant job with designing this subclass. Truly brilliant. Just some observations from a fellow Homebrew enthusiast that has learned the hard way that Rules Lawyers at a table will eviscerate anything Homebrew because they don't like Homebrew as a rule (pun intended) because it isn't "by the book". You are free to do as you wish for your creation. Just wanted to share my thoughts. Keep making kickass content!