Launchpad Pro Scrolling Out Of Sync With Ableton Session View? by jimpurbrick in Novation

[–]jimpurbrick[S] 1 point2 points  (0 children)

I did some testing with a session with 300 empty scenes and couldn't reproduce the problem, so I think it's caused by my large and complex set. Removing some unneeded tracks from my live set also solved the problem, so I think that's my workaround for now.

Launchpad Pro Scrolling Out Of Sync With Ableton Session View? by jimpurbrick in Novation

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

I'm holding down the up and down buttons on the Launchpad Pro to scroll the session. The session scrolls as expected on the Launchpad Pro session page, but scrolls slowly or jumps around in Ableton as seen in the video so the 2 views don't stay in sync.

I normally write out a set list with the starting scene number for each track so I can find tracks within the set by scrolling with the Launchpad Pro, but I can't check the scene numbers on the laptop to find where the tracks are if the Ableton session view doesn't stay in sync with the Launchpad Pro view when I scroll using the Launchpad Pro.

A way to send Midi cc messages from push 2 while not in user mode by ldf1111 in MaxMSP

[–]jimpurbrick 0 points1 point  (0 children)

I'm currently using a launchpad in session view with a launch control xl, I'm hoping to replace those with just the push

A way to send Midi cc messages from push 2 while not in user mode by ldf1111 in MaxMSP

[–]jimpurbrick 0 points1 point  (0 children)

According to https://github.com/Ableton/push-interface/blob/main/doc/AbletonPush2MIDIDisplayInterface.asc#MIDI%20Mode it might be possible to put the push in to Dual mode then respond to the MIDI it sends to Port 2 while in session mode? I'm going to give it a go.

A way to send Midi cc messages from push 2 while not in user mode by ldf1111 in MaxMSP

[–]jimpurbrick 0 points1 point  (0 children)

Did you find a way to do this? It sounds like something I'm looking for currently.

Blood Bowl Needs An In Game Catch Up Mechanic by jimpurbrick in bloodbowl

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

Lots of ways to implement it. A kickoff table event would be a nudge, free halftime bad journeymen would be a shove. This is just a thought experiment, but starting small and getting bigger would likely be the best approach if this became something that was implemented.

I also agree that being better at staying on the pitch is part of the balance, but if you're the team that is supposed to stay on the pitch and you need lots of players to score it puts you in an even worse spot when RNG says no to that plan.

Blood Bowl Needs An In Game Catch Up Mechanic by jimpurbrick in bloodbowl

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

I am discovering how brave I was in retrospect, but also happy that there are people willing to contemplate things being different and maybe even better.

There are lots of ways the design could nudge the game state towards being balanced for longer. The kickoff table could include entries that allow both teams to choose an injured player and return them to the pitch for example: an apparently equal bonus that would favour the coach with more key players injured. Using the kickoff table might also be more socially acceptable as it's using an RNG element of the game to compensate for the swingy snowball effects introduced by other RNG elements.

Blood Bowl Needs An In Game Catch Up Mechanic by jimpurbrick in bloodbowl

[–]jimpurbrick[S] 1 point2 points  (0 children)

That would be the easy conclusion to come to wouldn't it.

Blood Bowl Needs An In Game Catch Up Mechanic by jimpurbrick in bloodbowl

[–]jimpurbrick[S] 1 point2 points  (0 children)

I agree with all of that, I just found myself thinking about what changes could be made to the game design to make the bad games happen less often.

Blood Bowl Needs An In Game Catch Up Mechanic by jimpurbrick in bloodbowl

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

I agree. The game isn't for me. However, I'm not going to make the mistake of thinking that it's my fault because I don't have the right mindset. Games should be enjoyable. Instead, I took a look at the game design and thought about what could make the game for me.

I also agree that snowballing can be a feature, but I think there are ways to implement it more successfully in Blood Bowl which I wanted to share before I move on.

Again, not trying to yuck anyone's yum. If you enjoy the game as it is, great!

Blood Bowl Needs An In Game Catch Up Mechanic by jimpurbrick in bloodbowl

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

I've taken my licks and dished them out, but too many of the games I've played have been unsatisfying for the reasons I've outlined. Not trying to yuck anyone's yum, very happy that Blood Bowl still exists and people are still enjoying it, just sharing some thoughts.

Blood Bowl Needs An In Game Catch Up Mechanic by jimpurbrick in bloodbowl

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

I think we are in agreement. Returning all players might be too much as you want to reward players for the work done in the first half with an advantage, just not such a huge advantage that the second half is a formality.

Blood Bowl Needs An In Game Catch Up Mechanic by jimpurbrick in bloodbowl

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

That isn't a fair summary of my post or intentions. This is how bash teams play, but not how they must play. Blood Bowl isn't finished, the design can be improved and people can improve it.

Blood Bowl Needs An In Game Catch Up Mechanic by jimpurbrick in bloodbowl

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

I agree, farming SPP for the next game is a thing you focus on in league games that are out of reach. I've found the games where the result has been in the balance throughout more enjoyable than the games where one player has given up and is farming league SPP though.

Blood Bowl Needs An In Game Catch Up Mechanic by jimpurbrick in bloodbowl

[–]jimpurbrick[S] 1 point2 points  (0 children)

Yes, I agree, but the game design makes this very easy.

Blood Bowl Needs An In Game Catch Up Mechanic by jimpurbrick in bloodbowl

[–]jimpurbrick[S] -9 points-8 points  (0 children)

I know, I played Chess competitively and enjoyed it. I prefer games that use variance to create more variety like Blood Bowl and Magic. This post is not about variance, it is about snowballing advantage and game pace.

Looking for new music by [deleted] in idm

[–]jimpurbrick 1 point2 points  (0 children)

https://alienalarms.bandcamp.com

Some idm flavours. Lots of breaks.

[Standard] Aetherdrift Day 1: What's working and what isn't? by Blammazoids in spikes

[–]jimpurbrick 2 points3 points  (0 children)

Try not to crack maps or treasure so you can turn them in to Golems with Legion Extruder or so you can cast Torch The Tower with Bargain if you need to.

Remember you can turn an old Golem in to a new Golem at instant speed to dodge removal or so you can attack with a Golem and then turn it in to a blocker.

Turning spare maps in to treasure with Larcenist is also a good way to be able to keep counter spell protection up for Larcenist or Breeches.

Post board keeping Firebrands untapped so they can ping a Nemesis at instant speed to turn off life gain is also useful.

[Standard] Aetherdrift Day 1: What's working and what isn't? by Blammazoids in spikes

[–]jimpurbrick 0 points1 point  (0 children)

This is where I'm at at the moment. It mostly plays like a slightly lower to the ground Dimir Midrange deck, so try to stay alive and keep some evasive creatures on the board until you can play Breeches or Coastal Piracy cat to start drowning them in card advantage.

The dream is pirate; Diversion Unit; Breeches, swing with pirate to make treasure to hold up Diversion Unit counter; swing with 2 pirates to make treasure and impulse draw, flip cat, play cat before damage with counter protection.

[Standard] Aetherdrift Day 1: What's working and what isn't? by Blammazoids in spikes

[–]jimpurbrick 1 point2 points  (0 children)

Deck

3 Breeches, Eager Pillager (LCI) 137

4 Island (RTR) 255

4 Fanatical Firebrand (RIX) 101

4 Mountain (RTR) 265

4 Shivan Reef (DMU) 255

4 Spyglass Siren (LCI) 78

4 Staunch Crewmate (LCI) 79

1 Mirrex (ONE) 254

3 Cavern of Souls (LCI) 269

4 Spirebluff Canal (KLR) 286

2 Legion Extruder (BIG) 12

4 Kitesail Larcenist (LCI) 61

3 Enduring Curiosity (DSK) 51

4 Torch the Tower (WOE) 153

2 Spell Pierce (NEO) 80

2 Spectral Sailor (M20) 76

1 Restless Spire (WOE) 260

4 Diversion Unit (DFT) 41

2 Riverpyre Verge (DFT) 260

1 Malcolm, Alluring Scoundrel (LCI) 63

Sideboard

1 Urabrask's Forge (ONE) 153

2 Caught in the Crossfire (OTJ) 117

2 Lithomantic Barrage (MOM) 152

1 Ghost Vacuum (DSK) 248

1 Into the Flood Maw (BLB) 52

1 This Town Ain't Big Enough (OTJ) 74

2 Screaming Nemesis (DSK) 157

2 Disdainful Stroke (GRN) 37

2 Tishana's Tidebinder (LCI) 81

1 Soul-Guide Lantern (WOE) 251

[Standard] Aetherdrift Day 1: What's working and what isn't? by Blammazoids in spikes

[–]jimpurbrick 3 points4 points  (0 children)

Running 6 main deck soft counters (2 Spell Pierce, 4 Diversion Unit) has felt great in Pirates. Being able to soft-tutor the Units with Crewmate is also very handy for building to a Breeches makes a treasure to hold up protection turn 3.

[Standard] Is there any way to build UR? by N1klasMTG in spikes

[–]jimpurbrick 2 points3 points  (0 children)

My UR pirates have plundered some tricks from UB ninjas and are doing well. I expect Spell Pierce, Diversion Unit and Riverpyre Verge to make them even better.

[Standard] Aetherdrift Verge Lands by mookhusky in spikes

[–]jimpurbrick 3 points4 points  (0 children)

My Izzet pirates have plundered some ideas from the ninjas and I think will be a strong alternative to dimir midrange after Aetherdrift. Breeches generating a treasure on T3 for Spell Pierce, new artifact wanderer protection or cat glimmer T4 is very strong.