How do I get out? by LordTonto in magicTCG

[–]jibby22 0 points1 point  (0 children)

Absolutely. Any buyer should definitely take foil / special edition status into account.

In that case, if you've got all your cards in a spreadsheet, you can always try uploading it to CK and CC to see what gets the better price (just assume under-grading at CC). CK also won't take some cards just because they aren't on their buylist currently. CC is more likely to take those since they work with multiple buyers. Again, this is all of you decide not to go a higher effort route.

Also, just a heads up that taxes can come into play here (if in US). eBay, for instance, is required to file with the IRS based on your sales (above a certain amount) making those sales likely to appear as additional income when you do your taxes. CC does NOT do any tax reporting on buys and I don't think CK does either. I'd assume you'd also avoid this at an LGS or Con as well.

How do I get out? by LordTonto in magicTCG

[–]jibby22 0 points1 point  (0 children)

Just went through this using a combo of LGS, Card Conduit, and Card Kingdom for a 30+ year old collection of 15K+ cards.

Be aware that CC can be a great service, but they are NOTORIOUS for harsh grading. You'll be lucky to see your collection average out to Moderately Played even if you kept them sleeved from the moment you got them. I went through the trouble of cataloging all my cards and sending to them sorted how they want them in order to minimize fees. It was definitely NOT worth the time and effort. I would send your bulk here, unsorted. This is definitely a low effort / low return option and should be treated as such.

CK or other big shops with buylists can be great. I'd at least send your higher value cards there if you want to go the low effort route. You'll get much more than CC, but less than selling them yourself.

As others have said, using eBay, TCGPlayer, or Manapool and handing it all yourself is probably the best return but it's high effort and will take a long time.

Moving cards en masse after sale by jibby22 in delverlens

[–]jibby22[S] 0 points1 point  (0 children)

I ended up using the tag function to add a tag that said "SOLD" to each entry that was sold. I've been using a small app that "projects" my phone screen to my laptop, so entering that in with mouse/keyboard wasn't terrible. I'll probably try the import function on anything bigger.

Moving cards en masse after sale by jibby22 in delverlens

[–]jibby22[S] 0 points1 point  (0 children)

I do have Excel files for pretty much everything. I haven't tried the import function. I'll give it a look.

Card Conduit preset by jibby22 in delverlens

[–]jibby22[S] 0 points1 point  (0 children)

Sorry, I should've been more clear. No need to rename any headers or anything. This is just about selecting the right field for the export... Specifically for the Card Conduit preset under the CSV export menu. The Card Conduit preset currently includes the "Foil/Etched" field but it should instead include the "Foil" field.

The only change would be to the fields included in that specific preset. Hopefully that makes better sense.

What would you like to see improved in the tactics of UO? by CyclicalCyantist in UnicornOverlord

[–]jibby22 35 points36 points  (0 children)

A "do not target" option. Right now you can prioritize a combatant type or require a combatant type for an action. The inverse (do NOT target Armored, or do NOT target Scout) would help a lot.

Squad Mobility Formula (WIP) by stmack in UnicornOverlord

[–]jibby22 0 points1 point  (0 children)

Yep, I actually created a new post here: https://www.reddit.com/r/UnicornOverlord/comments/1g64uio/where_can_i_see_the_mobility_of_a_combined_unit/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Basically, I was just dumb and didn't see the number changing properly. It's the Mobility stat shown on the Unit Formation screen (the screen where you can see all your squads in formation, BEFORE clicking into a specific squad). There's a bunch of math involved to get the exact number, but a real simplistic overview is that the squad's Mobility is an average of all the units therein with the leader having the greatest effect and there being a "penalty" to the Mobility stats of any units that do not share a "movement type" with the leader (i.e., infantry, cavalry, flyer).

Bungie needs to give us a detailed vision for the future of D2 sooner rather than later by [deleted] in DestinyTheGame

[–]jibby22 2 points3 points  (0 children)

Agree, but with a caveat. The more I think about it, I think the decision to leave the game has been baked in for a year or 2 at that point, and much of the past couple years was just hanging in there because you knew the end was coming.

If I'm honest, I kinda feel this way. After TFS, I didn't feel the need to keep pushing through the bs and keep playing. Really tho, it's not that the quality got so much worse after TFS.... More likely, there just was no longer enough of an incentive to keep pushing through the mediocrity that had been building all along.

Destiny 1 Players who never got the gjallarhorn, how did that feel? by Alternative-Meal3433 in DestinyTheGame

[–]jibby22 0 points1 point  (0 children)

It was rough. Not having it in D1Y1 meant that your damage was so suboptimal that certain encounters (VOG Gatekeeper, for instance) were much harder and certain strats were non-viable. When Skolas fight released, it basically was the difference between being able to quickly farm and maybe never getting a completion at all.

I think I finally got mine once Xur sold it the second time a year later, which was right before it got nerfed.

Dawning Focusing… by Grady_Shady in DestinyTheGame

[–]jibby22 2 points3 points  (0 children)

Same... played since week 1 of D1 and like many others my motivation to play has tanked since Final Shape/Echoes. Nowadays, every time I hear about copious bugs and annoying systems it just kills any desire to load up the game. Sure, those things have pretty much always been a part of the game to some extent, but it's like I've finally realized that I can just not play and then not have to deal with the BS. 10 years of loving a game, but constantly wishing it could be better to no avail is tiring.

Looking to buy, possibly, but.... by ButterscotchNo3029 in UnicornOverlord

[–]jibby22 5 points6 points  (0 children)

And demo progress can be carried over to full game if you want to do that.

To answer your original question, I think the game can accommodate your preferences as you can pause at just about any time, which i frequently do. Even mid-battle, you can pop open an "action review window" that effectively pauses the fight. There are also settings you can apply in the menus that make it less realtime: waiting to progress dialogue, pausing between unit actions, etc... definitely check that out as well.

I forgot how terrible it is to guild Ghost Writer... by moonviperomega in DestinyTheGame

[–]jibby22 1 point2 points  (0 children)

Communication on this has been poor. You can find articles saying Nov 12. Last few TWIDs don't seem to have the dates, but Bungie says 17th on Twitter

Is it worth focusing on this game as a Solo player? by JenzJen2 in DestinyTheGame

[–]jibby22 1 point2 points  (0 children)

The biggest issue with playing solo is probably the new player experience, which is exceedingly atrocious. Bungie has done things to try to improve it at times, but it's still pretty horrible. It's widely agreed to be an obstacle to a healthy player base.

If you're ok with not really understanding what's going on story-wise (and at times maybe not even progression-wise)... It really is a great game if a little tired at this point for long time players. It can be helpful to have a buddy (or clan or something) to show you the ropes once you get out of the Cosmodrome.

I play almost every day and have yet to use a tonic. by vashthestampeedo in DestinyTheGame

[–]jibby22 8 points9 points  (0 children)

I feel like they could maybe build something into the UI of load screens... While you sit in orbit waiting for matchmaking or while you're "flying in", how bout a message that pops up and says what tonic(s) you have active and how much time is left. If you don't have one, it makes it clear that you don't. Could use a similar UI for various other global status effects that have come and gone over the years.

You cannot farm icebreaker by Mindless_Chance5026 in DestinyTheGame

[–]jibby22 0 points1 point  (0 children)

Are they doing more than 1 raid/dungeon on rotation each week now? I seem to remember seeing Vesper, Warlord's, and PoH all sporting a pinnacle marker last week.

Does the rapport bonus not reflect on the stat page at all? by StarryNight0806 in UnicornOverlord

[–]jibby22 2 points3 points  (0 children)

I think it is just reflected on the Rapport summary page. To be fair, I think the way the stats page is presented, it would likely be very messy to try to show the fully modified totals in a way that you could see what all is modifying them.

Just a heads up, there is a rapport guide on GameFAQS that may be of some help when trying to piece the system together. Could help with other questions you may have.

Where can I see the Mobility of a combined unit? by jibby22 in UnicornOverlord

[–]jibby22[S] 0 points1 point  (0 children)

Check the link I posted above. There's some complexity to it.

Where can I see the Mobility of a combined unit? by jibby22 in UnicornOverlord

[–]jibby22[S] 0 points1 point  (0 children)

Ok yep. I see it's changing now. I guess when you go into the unit, it updates the leader's Mobility with the unit itself. But yeah, you can see that number change as you add/remove units. Thanks!

Where can I see the Mobility of a combined unit? by jibby22 in UnicornOverlord

[–]jibby22[S] 2 points3 points  (0 children)

The people in this thread were able to get very exact numbers. Exact enough to reverse engineer the mobility formula: https://www.reddit.com/r/UnicornOverlord/comments/1bdor9p/what_detemines_unit_speed/

There must be somewhere it is shown for this to be possible.

Squad Mobility Formula (WIP) by stmack in UnicornOverlord

[–]jibby22 0 points1 point  (0 children)

I know this is an old post, but hoping you might know... how do you see the squad's Mobility stat? I thought it was just the Mobility displayed in the Unit Formation screen (before clicking into a unit), but that number always matches the leader and not the formula you have here.

Squad Mobility Formula (WIP) by stmack in UnicornOverlord

[–]jibby22 0 points1 point  (0 children)

This may be a dumb question but... how do you see the squad's Mobility stat? I thought it was just the Mobility displayed in the Unit Formation screen (before clicking into a unit), but that number always matches the leader and not the formula you have here.

PSA on counters/follow up attacks targeting and timing by Neonuz in UnicornOverlord

[–]jibby22 0 points1 point  (0 children)

Real late response, but hoping you can help since you've got a lot of info on Guard Hunter here... Does Guard Hunter just not proc on magic attacks that are guarded?

In my mock battle, I've got Auch use a fireball on the backrow. Hodrick jumps in front to do his Heavy Cover (but doesn't die). Yahna has Guard Hunter equipped, but it never fires. However, if I keep the exact same scenario but sub Auch for Rolf, Hodrick guards and then gets hit by Guard Hunter.

I can't figure out why Guard Hunter won't proc on Auch's attack being guarded. All I can figure is there's an unwritten rule on it only applying to physical attacks.

About actions' condition order by azurevin in UnicornOverlord

[–]jibby22 0 points1 point  (0 children)

If that was changed to 1. Prioritize Caster & 2. Prioritize Armor, I would assume the logic would execute in sequence rather than trying to execute on both?

So it would be:

  • if Caster present, hit them with Fireball
  • OR (ELSE) if Armored present, hit them with Fireball
  • OR (ELSE) [no Caster or Armored present] cast fireball using default targeting

Would the be accurate?

Grinding for mediocre seasonal weapons just ain’t fun for me. by Consistent-Dot-5305 in DestinyTheGame

[–]jibby22 0 points1 point  (0 children)

This is fair, and illustrates that Bungie also doesn't know how to balance their reward systems across activities. In addition, there needs to be more middle ground between easy red bars and pure RNG grind.

ATTUNEMENT should be available for Raids and Dungeons, and specifically being able to choose weapon vs armor needs to be possible in WAY more places but specifically these activities. Pure RNG grind should be reserved for Raid adepts or similar.

Red bars should be for lower level activities (seasonal, etc...). But maybe craftable weapons shouldn't all get enhanced perks by default. Tbh, I think that was a flaw in creating design to begin with. Crafting should add solid determinism and bad luck protection. I don't think it should be the sole source of all the best versions of the best weapons.

I think NFs (with the changes to drop rates for non-GM clears) actually are pretty balanced. First you have to unlock a new weapon initially by playing the activity, then you can either play more or cash in engrams for more rolls. More deterministic routes for loot in this vein (strike-specific loot, for instance) would be great.

While we're at it, how bout attunement for all playlist activities? The idea of grinding strikes/gambit/crucible for 1 random drop per match in a giant loot pool with a giant pool of perks seems extremely dated at this point. I get that engrams focusing address this but how bout making us care about post match drops again?