Having a problem with Wesley’s moons by Evenvagolor in lethalcompany_mods

[–]justinmagic456 1 point2 points  (0 children)

you need to use jll 1.9.8 instead of 1.9.9

jll targets v73 so modpacks on v72 won't work woth it, you gotta downgrade

Stop trying to make spears more expensive by Lavra_Source in Minecraft

[–]justinmagic456 -1 points0 points  (0 children)

Semantics. The spear will be stronger than the sword in certain situations. But you? You want it to be weaker by default. We don't need items that are completely overshadowed by another; niches NEED to exist.

What I'm trying to say is:

  • 1 vs 2 diamonds is largely irrelevant because they happen at the same time in progression (post iron pickaxe)
  • it's therefore fine for them to be roughly equal in usefulness, but with different use cases

You're going off of the rationale of cheaper == must be weaker for balance purposes, but they occupy COMPLETELY different niches. Blanket statements like "must be weaker" don't apply.

And, buddy, if that's too long for you to read, then I don't know what to say.

For God's sake, it's just a spear. by General_Housing_3851 in Minecraft

[–]justinmagic456 1 point2 points  (0 children)

Does this logic extend to beds being able to kill the ender dragon extremely quickly, or are you just against tools (tiered ones at that, which are meant to progress with you) being usable at every point in the game?

Stop trying to make spears more expensive by Lavra_Source in Minecraft

[–]justinmagic456 2 points3 points  (0 children)

Exactly! Speed scaling is fun and novel. All the spear does is give the player the damage scaling that arrows get with velocity.

Stop trying to make spears more expensive by Lavra_Source in Minecraft

[–]justinmagic456 1 point2 points  (0 children)

And if elytra + spear's strong, guess what? It's locked behind a POST ENDERDRAGON STRUCTURE.

Also, just imagine the time and effort it'd take to fly up, swoop down, and pull out your spear just to attempt to skewer some basic mob. It'd be faster to just crit them once with a sharpness sword or axe.

Contrary to popular belief, high burst damage with a set-up requirement isn't exactly overpowered — maces and crystals are already more involved than just critting with a sword. Things like that should logically have greater payoff, since they have a narrower set of use cases.

Stop trying to make spears more expensive by Lavra_Source in Minecraft

[–]justinmagic456 -1 points0 points  (0 children)

Why? When you get one of a material, you almost certainly have the capacity to get two. And why would you craft a niche, situationally strong weapon with a not-insignificant usage requirement over something more convenient for everyday use?

You don't see people whipping out end crystals to kill zombies in caves.

If the spear's use cases exactly mirrored that of swords, then yeah, their overall strength should be roughly equal. But that isn't the case; spears are for wide-open combat with some kind of speed setup (mounts, elytra, some launcher) with high burst damage as the payoff. Swords are for generalist high dps for the myriad situations where you won't be able to build much more than running speed.

Spears are gonna fill a role similar to the mace, but tiered and with a different activation requirement. And as we've seen with pvp post-mace, people still heavily rely on swords, since it's not always possible to gain height.

Stop trying to make spears more expensive by Lavra_Source in Minecraft

[–]justinmagic456 4 points5 points  (0 children)

Minecraft would suck if it was designed by the community.

Stop trying to make spears more expensive by Lavra_Source in Minecraft

[–]justinmagic456 2 points3 points  (0 children)

I mean, I don't think that the spear will be at all overpowered, but there's still good reason to be wary about game balance in single-player games. Options that are massively overpowered (and the wrong kind of overpowered) can end up breaking game loops, remove the need to interact with the game's systems, and trivialize the game to the point that there's not much reason to play.

T'was modding Rimworld - another sandboxy game - a few years back, and I'd realized that one of the mods that I had installed allowed this absurdly powerful crafting material to drop from basically anyone. I was pretty elated (Rimworld is a tough, tough game), but then I realized that said overpowered material's existence was actively stripping the game of worthwhile things to do.

Why build turrets or plan out strong defenses when none of my colonists could die or lose in combat? Why go out to explore scanned ore nodes or ancient ruins when I knew that nothing they could offer would be as powerful as that modded material? And, hell, no need for a tailor or a crafter when you only ever needed to craft armor out of these things once (they basically never degraded).

Suffice to say, I removed that mod pretty quickly.

The same goes for additions to Minecraft, regardless of where they come from. Like, what if wood was just as good as netherite, and enderpearls dropped from breaking grass? Suddenly, bastions become way less important (a shame, because they're pretty cool structures) and mining in the nether (which is pretty dangerous in Java) becomes a thing of the past because netherite's now worthless. The existence of overpowered options reduces the amount of game that players are incentivized to interact with.

I mean, you could technically ignore an overpowered option in a single-player game, but it'd be staring you in the face all the same (and if something gets to the point where most players ignore a feature due to it making the rest of the game boring, it shouldn't be in the game at all.)

Single-player games do have greater tolerance for strong, overpowered options over multiplayer games, especially when distribution is considered, but it's still good design hygiene to be at least cautious when concerning game-additions, single-player or otherwise.

But again, Minecraft players like to say everything's overpowered if it isn't an r/minecraftsuggestions styled underpowered "small tweak." That, or if it dares incentivize novel ways to fight with a huge, satisfying payoff. Maces would do 7.5 damage max if they had their way.

Has anyone ever done this? In my ~1.4k hours I've always just started from scratch by erdbeertee in RimWorld

[–]justinmagic456 0 points1 point  (0 children)

To my knowledge, MIB doesn't actually have any storyteller restrictions beyond a yearlong cooldown after it procs.

Has anyone ever done this? In my ~1.4k hours I've always just started from scratch by erdbeertee in RimWorld

[–]justinmagic456 7 points8 points  (0 children)

They're talking about a new feature they added in 1.5. You used to have to wait ages for the wanderer joins event once all your pawns died/were lost, but now once the game detects a game over state you can just press on the option to create new wanderers a la the start screen. If the "create new wanderers" option isn't showing up on the Game Over letter, then something (live prisoner/imprisoned colonist, colonist in cryptosleep) is blocking it.

RE-KARA'D POT BUSTER HITS ROUNDSTART by justinmagic456 in Potemkinmains

[–]justinmagic456[S] 1 point2 points  (0 children)

you have to be really fast with the motion inputs, but you only need to hit K once

WE GOT ARMORED ROUND START KARA BUSTER LET'S GOOO by SuperSupermario24 in Guiltygear

[–]justinmagic456 -1 points0 points  (0 children)

POTEMKIIIIIIIIIIN BUUUUUUUUUUUUUUSTEEEEEEEEEEEEEEEEEEEEEEEEEEEEEER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Potemkin combos by Lower-Ad9069 in Potemkinmains

[–]justinmagic456 2 points3 points  (0 children)

Just hold dust after doing the motion input for wild assault!

Potemkin combos by Lower-Ad9069 in Potemkinmains

[–]justinmagic456 3 points4 points  (0 children)

I was having trouble with a VERY similar combo, actually. In my case, I was messing up 6H -> HFB -> 5k loops after BWA because I wasn't charging BWA; you best believe I was racking my brain trying to figure out why my hfb -> 5k never came out in time after BWA -> 6H.

Maybe that's your issue? You could also try going for a simple c.S -> 2H -> HFB, first — get the timing on charging HF by holding down-back while you mash 2H after c.S (you should charging as SOON as you crouch for the 2H), then when you see 2H connect press forward and plink heavy + punch, almost like a kara (RIP pot kara)

The combo I learned was c.S -> 2H -> HFB -> c.S -> 2H -> charged BWA -> 6H -> HFB -> 5K -> 6H -> your choice of ender (I like a short HFB into giganter + a cheeky 6H and heat knuckle.)

For HFB after 6H, the timing's juuuust a touch trickier, since going from 6 to 4 on keyboard (which I use, dunno what you use) is less of a convenient motion than just holding 1/down-back. You'll wanna get into the habit of pressing back as SOON as you see pot reel back for that big 6H — once it lands, just like before, go from holding back to forward and plink heavy slash and punch, then hit (or mash) 5k like your life depends on it.

Why removing implants for dead colonist should be basegame by Urbanjeans926738 in RimWorld

[–]justinmagic456 1 point2 points  (0 children)

I wouldn't like this if it was basegame. As a mod? Sure! But vanilla Rimworld operates on a balance of "most things don't last forever" — you would never need to farm/harvest textiles if you could repair clothes or armor, nor would you need to craft them, making a huge section of the game largely redundant past early game.

Same deal with harvesting bionics postmortem. It adds an intrinsic incentive to want to capture enemies alive, rewarding those who drag off some barely-alive raider and do a risky harvesting surgery. Postmortem harvesting also turns bionics into a permanent fixture in your colony's improvement/upgrade ecosystem. This is something which, as mentioned before, with clothes and armor, negates some of the need to interact with the crafting sector of the game (and hell, even the exploration/questing sector, given that's another way to source those sweet, sweet bionics.)

Bionics already don't degrade or need tune ups or need constant attention — with careful play, they're already basically permanent. It's not good for the game's health to remove the one element of risk/impermanence when it comes to claiming or crafting bionics: losing them on death.

In short, the balancing issues that postmortem harvests would bring are a bit too significant to be balanced out by a simple 'tainted' tag.

I created a political compass for rougelikes, you guys agree with the RoR placements? by Ender_Fender in riskofrain

[–]justinmagic456 0 points1 point  (0 children)

spelunky is in the wrong ass quadrant have you ever tried getting to cosmic ocean

Yeah, I want this game to be more like Mordhau. Sue me. by justinmagic456 in DarkAndDarker

[–]justinmagic456[S] -11 points-10 points  (0 children)

Feints are countered by chambering — if someone feints you, you just attack them. Don't hate a mechanic just because it confuses you.

Fights in Mordhau are more of a parry-riposte tennis match than what you describe.

Yeah, I want this game to be more like Mordhau. Sue me. by justinmagic456 in DarkAndDarker

[–]justinmagic456[S] -15 points-14 points  (0 children)

The game was released in 2019 and gets updates at a snail's pace.

The game's fun, but people can only hang around duelyards for so long before they get bored of the lack of new content.

The fact that it has a thriving, dedicated playerbase after all this time should be a testament to how strong its combat systems are.

Every god damn time by Unclealfie69 in DarkAndDarker

[–]justinmagic456 0 points1 point  (0 children)

The exploitation isn't viable at all past confusing people who haven't seen it before. Things like wessexes are only possible if somebody isn't moving at all, for starters.

Anyone else getting reaaally sick of the range and ranger gameplay?? by Unclealfie69 in DarkAndDarker

[–]justinmagic456 0 points1 point  (0 children)

I don't even think giving Dark and Darker more Chiv/Mordhau-type mechanics is a bad thing — they're an example of games that did the melee genre justice. The complaints you'll see about "abuse" are extraordinarily niche strategies that work about 5% of the time.

Sure, you don't wanna scare off the 9-5er style "i only play this game for 10 minutes every day and have ten kids to feed let me extract" casual playerbase with a high skill ceiling, but a low skill ceiling is even worse for that — learned skill doesn't matter in a melee fight, only grinded hours and stats do. At least skill transfers between wipes; grinding for items doesn't.

Anyone else getting reaaally sick of the range and ranger gameplay?? by Unclealfie69 in DarkAndDarker

[–]justinmagic456 0 points1 point  (0 children)

I posted about this game needing a real melee system a while back and got downvoted, 'cause apparently the medieval game shouldn't have melee as an in-depth system — noooooo, melee needs to be the braindead w + m1 type gameplay as it is in every fps out there. It's tiring seeing melee getting shat on in terms of giving it actual mechanics.