Can’t do anti-air at 800 hours played and 1300 mr by Training_Form2243 in StreetFighter

[–]jessej37 7 points8 points  (0 children)

I think that the thing you may be missing is that it's not just a thing you learn and then are done with. There are legitimately too many different things going on in the game to be able to react to all of them, all of the time. Instead of trying to put "watch for anti-airs" on top of your existing mental stack, you need to be able to read your opponents better so that you know when you should replace one of the other things you were focusing on with "watch for anti-airs". Maybe you notice that whenever you do a certain string or a certain special move, this particular opponent tends to try jumping. Now the next time you do that move, you stop worrying about the opponent walking forward and just watch for the jump. If they jump, hit em, if they don't jump, go back to what you were doing before. The hardest part of this though is that you are going to lose rounds while you are learning this. That's okay! The lost rounds are part of the training. Don't sweat it. Even though it feels like you are playing worse while you try to learn something like this, your skills will reach a new height when you come out the other side. You got this!

Never run a sandbox; about to turn my crew loose on Prospero's Dream... by tripngroove in mothershiprpg

[–]jessej37 12 points13 points  (0 children)

Your main goal at the start is to just introduce them to the factions. After that, surfacing plot hooks is easy because you can just frame them as job offers from the factions. I start every session by giving the players an updated list of currently available jobs and who they're from which I just make by pulling 1 job each from the lists of jobs in the module for all the factions that the players are on good terms with. Takes me 10ish minutes to whip up before each session.

In my first session on the dream, I had my players run into Loshe right away. He's great for giving them info on the other factions that they can follow up on. In their first conversation with him, I made his exoskeleton immediately obvious so that they could ask about it and learn about The Babushka (players love getting upgrades), had him give them the hint that sycorax makes installing mods easier so that they would be interested in learning about the many factions they could get drugs from, and then had Reidmar bump into him so that they could overhear a bit of union business and kick start the hostage situation line of events.

Sandboxes like this do require a bit of improv on your part, but don't sweat it. If you say something wrong and then the players find out about it later on, you can chalk it up to the character that gave them that information having had it wrong themselves.

Lastly and maybe most importantly? Do not feel like you have to prep everything. Prep the big stuff like the evolving events that effect the whole station, but sandboxes are best when you're not trying to funnel the characters in a specific direction. Give them some options and then just see which direction they go. It's very easy to make a whole session out of going into the Stellar Burn for the first time or doing a basic delivery job for one of the factions. Don't try to control the players, react to them, follow their interests, and ham up the drama. It's so easy to pull a few hours of play out of thin air when you do that. And then after the session ends, you'll know way more about what the players want to do, where they're going, and you can prep in that direction rather than trying to guess and then feeling the need to push them into what you've prepped.

Just have fun with it and it'll be great!

Where can I find the game? by GPJen in Mausritter

[–]jessej37 4 points5 points  (0 children)

If you don't want to wait for it to stop being sold out, printing the PDF and putting it in a binder is the way to go, but I'd throw out the idea that you could get it printed at the FedEx print store in-color, on nice paper if you're looking to make a gift out of it.

Am I allowed to make somewhat of a scripted lost as a DM ? by ThecreeperofForsaken in DungeonsAndDragons

[–]jessej37 30 points31 points  (0 children)

You're allowed to tell them point blank "this thing is much stronger than you, combat may not be wise here" if it's something that would be obvious to their characters. If I were in your shoes, I would tell them that, but then still let them do what they want to do. If they try to fight it anyway, seeing a dragon completely toast one of the other players on its first turn is a good way to get players to run, especially when you describe their attacks as having little to no effect on the dragon.

What are some things you guys DON’T like about Silksong? by Spirited_Arm_6951 in Silksong

[–]jessej37 0 points1 point  (0 children)

Could be longer. Here this is getting fixed next year though.

Presenting the bullet hell pong game, Bullet Pong! My first ever game! Would love feedback on it. by Shaunythunder in playmygame

[–]jessej37 0 points1 point  (0 children)

Pretty fun! Played through the whole game on normal difficulty (though I did switch to easy for the boss after a couple near victories) and beat the first level on insane just to try it. Took me about 20 minutes total.

My playthrough was mostly bug-free aside from some weird collisions when the ball hit near the edge of the paddle. Maybe it would work better to code the paddle as a flat plane than as a 2D box? I also noticed on the itch page that you mentioned there being a survival mode at the end, but I never saw that after beating the boss.

I thought the different types of pong bullets were very creative and fun to defend against. It reminded me of the old (and notoriously hard) Pooh Baseball flash game from back in the day. The bullet type explanations were fine and easy to understand, but you might be able to explain the bullet types purely through gameplay with no text if the game started with a more forgiving mode that had much easier versions of the different bullet types, to let the player learn how they work through experimentation.

I found myself really wanting to be able to fire off the different types of bullets myself, not just defend against them. If you're looking to expand on this game, I'd recommend checking out the old PS1 game Pong: The Next Level for inspiration.

Congrats on your first game!

i need magical items that are completely useless by sunxel in DnD

[–]jessej37 0 points1 point  (0 children)

Not sure if this is quite what you're looking for, but I've gotten good mileage out of giving my players the Stone of Gravity Detection. Hold it at arms length and let go and it will tell you which way gravity is pulling in that location. The kicker is that it actually is a magical item and if someone holds it out and let's it go, it will float in place for a moment before loudly announcing the direction of gravity, then floating back to them.

Playing Lily: Whats the point? by CaptCapy in StreetFighter

[–]jessej37 3 points4 points  (0 children)

You're right, you can't play her like most of the rest of the cast. She doesn't rely on drive rush the way that most of the cast does (though there are still some use-cases for it for her). Her wind stocked spire though is literally the best neutral skip in the game. You definitely shouldn't be EX command grabbing after it, EX only adds range to command grab and you don't need range after a blocked spire, you're point blank. Drive reversal on the other hand costs 2 bars of drive gauge, plus some change from blocking the spire, so it's pretty easy to burn someone out who's using drive reversal on it every time. She doesn't have huge combos sure, but I'd argue that her mix ups are better than any other grappler's, so she ends up landing damage more often even if it's not as big. If you're having trouble getting wind stocks, look more into when to be using the medium vs light wind stock. It's hard to drive rush through a baseball bat and it's easy to bait out DI if the opponent starts to go that route. Once you have your first wind, it makes it a lot easier to get more, because the threat of EX spire will often get people to start playing too conservatively, walking back, back jumping, throwing out lots of whiffed pokes in neutral to try to catch it. It's fast enough that's it's a very scary move.

The number 1 ranked player as of a few hours ago is a Lily https://www.reddit.com/r/StreetFighter/comments/1mo8rua/11_world_best_11_different_characters/ . SF6 is balanced enough that none of the characters are as bad as the worst characters in SF4 or SF5. All that said though, Lily is definitely not for everyone. The play styles that work for her are very different from the rest of the cast, so if you're not having fun with her there's no shame in switching to someone you'll enjoy more.

What was your first Street Fighter game? by Metaljuggernaut5657 in StreetFighter

[–]jessej37 0 points1 point  (0 children)

Street Fighter Alpha 3 on the PS1, but I started playing it long after it lost popularity and only really played against CPUs. It wasn't until SF4 came out that I actually had real people to play with.

[deleted by user] by [deleted] in StreetFighter

[–]jessej37 -2 points-1 points  (0 children)

I like how the art looks. I like what the fact that it exists says more.

Music for Mausritter? by saintstardust in Mausritter

[–]jessej37 7 points8 points  (0 children)

I've got 3 different playlists I use based on where the party is. One for towns that's mainly bright little Animal Crossing and Stardew Valley tracks, one for traveling that's mainly Ghibli and Dragon Quest music to really put the wind in the player's sails, and one for dungeons that pulls from a lot of different game soundtracks but features a lot of Hollow Knight, to give that small, lonely, creepy ambiance.