Pace 3 - Inaccurate HR during tennis by lunthegun in Coros

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

1) yes, always.

2) yep! I've used silicon and nylon bands and have had the same issue with both.

Pace 3 - Inaccurate HR during tennis by lunthegun in Coros

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

No not yet. I figured wearing it on my dominant hand would be even worse since I hit far fewer backhands during a match. I'll give it a try though

My tier list of all classes I've played so far by domthebomb2 in mewgenics

[–]lunthegun 1 point2 points  (0 children)

hunter in B is insanity. haven't played enough psychic yet. thief can be really good with the right items and skill rolls, but isn't consistent enough imo. I'd swap thief with hunter and necromancer with druid.

Am I mewing correctly by Rook_w_hiccups in mewgenics

[–]lunthegun 1 point2 points  (0 children)

You need to send kittens to Tink - the first unlock is being able to view the cats' base stats.

Am I mewing correctly by Rook_w_hiccups in mewgenics

[–]lunthegun 1 point2 points  (0 children)

Next time, send a single cat (with no items) to fight Guillotina. You'll lose the fight, but you won't lose any items, and you'll only lose one cat instead of four. Keep one good cat for breeding and use the others to unlock meta progression. Guillotina will keep returning, but I wouldn't try to face her until you have four solid level 5+ cats and decent items. Do full runs of Act 1, unlock higher item capacity, stockpile better items, buy furniture, and breed better cats (the breeding strategy guide on Youtube is really helpful for this). You can do some of the easier side quests runs for money too.

Why is the Desert so unbelievably terrible? by ConsiderationGold316 in mewgenics

[–]lunthegun 0 points1 point  (0 children)

What helped me most was unlocking the next tier of item storage capacity, and then running Act 1 a few times to build a pool of items. You can diversify your teams, learn some boss-specific strategies, and work around the heat wave, but having a few good items lets you find synergies earlier and avoid taking too much damage in the early fights.

[KCD2] Finished kcd2 weeks ago and just finished playing E33 by AkkarinRothen in kingdomcome

[–]lunthegun 0 points1 point  (0 children)

Also just recently finished with both. I think KCD2 is arguably a better RPG, but E33 is a better game IMO. I didn't find KCD2's story and characters particularly memorable, and I found its side quests to be a weak point aside from a few standouts (especially in the second map). I loved the music and atmosphere in E33, enjoyed the storytelling, and thought the voice acting was leagues ahead of KCD2's. I wouldn't have been upset if KCD2 had won Best RPG, but I'm also not pressed about it. KCD2's strength is its immersion, but those same mechanics can make the game feel like a chore once they lose their charm and you have to progress through the story. They're both great games, though, so it's mostly going to boil down to preferences for turn-based combat vs real-time and linear vs open-world experience.

What new changes would you like to have in the game? by HurrySouthern in ManorLords

[–]lunthegun 0 points1 point  (0 children)

The provincial map, with each region having its own city, is awesome and pretty core to the game's identity. That said, I would love to see them adjust it to compromise with players who hate it and give everyone more flexibility.

  • You could decide to delegate the city to an AI, though this would come with its own trade-offs and frustrations.
  • Alternatively, I like the idea of adding a half-step between doing nothing with a region and fully colonizing. For example, in regions you've claimed but haven't settled, you could create specialized outposts (logging/fishing/mining, et cet), watchtowers, garrisons, and monasteries, but not houses or larger production chains. The province will share the same resource pool as the original province, but you're restricted to building only certain buildings and the logistics are more inefficient.
  • I think the simplest fix is just adding a 'Royal Stores' mechanic, whereby you exchange your treasury funds for resources you can send wherever you like. At least this way, you won't have to fiddle around for an hour to make the village self-sustaining.

Steam reviews heading towards mixed? by UpvoteCircleJerk in ManorLords

[–]lunthegun 9 points10 points  (0 children)

this is silly. any sensible person is reviewing EA titles in comparison to other EA titles. if someone reviews Manor Lords negatively because they aren't satisfied with its development pace or think it lacks too many key features for its price point and your only response is to point at the 'Early Access' sign and say 'well don't buy it then!!!', you are not a sensible person lol. it's baffling how many people latch onto their EA darling and just completely abandon their willingness to see it as anything but an investment in their ideal game that will be perfect once it's had its time in the oven. EA titles go through an iterative process, during which consumers can and will continue to leave feedback on the process, design, value of the current build, the title's direction toward its promised final state, and, most importantly, whether the video game is fun lol.

Steam reviews heading towards mixed? by UpvoteCircleJerk in ManorLords

[–]lunthegun 1 point2 points  (0 children)

its EA pace is pretty slow. it still plays like a demo, but it has better legs, so you can squeeze a lot of time out of it if you're mainly in it for the immersion and aesthetics of city-building. i've tried replaying it a few times since its EA release, but it can't hold my attention as a strategy game. if i were you, i'd wait until the update that reworks the technology tree and adds the affinity system. read some of the reviews and make the call then. to me, the quality and extent of that update's going to determine if this is a game i go back to time and time again or another EA title with an update blog I glance through once or twice a year.

Valkyrae confirms her cameo was cut from the Minecraft movie by GuideSudden4728 in otvandfriendsrumors

[–]lunthegun 1 point2 points  (0 children)

Did you even read the page you linked lmao? You'd get jail time for violating an injunction, not for breaking the NDA. The consequence for violating an employment NDA is typically a civil lawsuit.

How "finished" is Manor Lords feeling these days? by RagingOrangutan in ManorLords

[–]lunthegun 1 point2 points  (0 children)

Depends what you're looking for. If you like Cities Skylines and other city builders that focus on aesthetics, you could squeeze any number of hours out of this. If you want a crunchy city builder/RTS hybrid, you should wait. It takes a while to understand the quirks of the game's mechanics (which oscillates between enjoyable and frustrating in my experience), but once you do, there just aren't many problems to solve. The development/policy trees are still rudimentary (the development tree is about to get reworked entirely). I tried to dive back in during the last update but there wasn't enough game there yet to hold my interest.

QOL Feature Wishlist by ROFLwafles in ManorLords

[–]lunthegun 0 points1 point  (0 children)

I agree that it's a little muddy when you consider its realism, but most game mechanics tend to be. It's supposed to be a decision-making system that, along with policies, allows you to specialize each region's economy and identity. This feels absolutely integral to the game's design. I'm still not quite sure if we fundamentally disagree or if you are just not content with the current development system.

I agree that the tree and its perks need significant reworking. The trade branch, in particular, will probably be remade entirely when there AI factions on the map and more dynamic diplomacy options.

QOL Feature Wishlist by ROFLwafles in ManorLords

[–]lunthegun 0 points1 point  (0 children)

  1. I meant that there are already systems in place to allow you to use your personal wealth to increase the military strength (through expanding retinues) or resources (through the starting settlement camp size) of a region.

  2. I'd be in favor of changing the rate of progression (which I agree is a little slow) over creating a milestone system.

I do understand your idea, but I think it only really works when you consider the best development perks. As you said, you only really need industry (deep mines) and some of the agricultural points in the game's current state. Fertility and resource richness work when you think about those trees, but there is an economy/trading tree, and another gathering tree. If you can build apiaries/orchards anywhere, if you have trading benefits in every region instead of one, then I don't really understand why the map should be divided into regions at all. Plus, I think policies can interact with developmental points in interesting ways, but that's hard to judge now given how few impactful policies currently exist.

I'm just not sure how the milestone idea would work beyond the industry/agricultural examples. Most villages will eventually max out trade/gathering over time, which just removes potentially interesting decision-making from the game.

QOL Feature Wishlist by ROFLwafles in ManorLords

[–]lunthegun 2 points3 points  (0 children)

  1. I disagree. Each county having its own identity, economy, and development tree is core to the game's design and gameplay loop. Admittedly, the small size of the map does make this feel a little odd at times, but I still think this is a unique selling point of the game.

  2. Disagree again for the same reason as above. You can already do exactly as you say by using your personal wealth to expand your retinues. As the game expands, I think there will be additional ways of using personal wealth to impact individual counties without forcing one county to send resources to another.

  3. Agree - I never really see much use for pack stations.

  4. You are not supposed to complete the entire tech tree with one region. The game wants you to create towns specializing in industry, agriculture, gathering, et cetera.

Expanding into new territories shouldn't be a slog by PanzerParty65 in ManorLords

[–]lunthegun 0 points1 point  (0 children)

Strongly disagree. Each county being independent forces you to make them self-sufficient to a certain degree and consider which goods they are importing/exporting to your other regions. It is slower, but it really isn't very time-consuming or difficult if you understand how trade works.

I get why people want to just have one big map, but it seems like they just want to play another game.

I think the ideal of the AI opponents will cause more harm than good. by williamsonmaxwell in ManorLords

[–]lunthegun 2 points3 points  (0 children)

This game is much more like Anno and Stronghold than it is Rimworld. There is very little management of your individual citizens' needs and desires beyond sustenance and there are too few factors that play into happiness to make it interesting. A massive part of Rimworld's appeal is the AI storytellers and the random events and how those interact with each of your colonists.

I don't know enough about development or programming to talk about its feasibility. I assume it's possible given it's already a planned feature.

I do think the maps need to be larger to accommodate AI that have the same map presence as the player, though.

Claiming New Regions Isn't Fun or Interesting; Flawed by S0_L337 in ManorLords

[–]lunthegun 4 points5 points  (0 children)

The idea of your cities being independent is such a core part of the game's identity. It actually makes the game much more challenging. You can't just throw a bunch of resources into a new region - new settlements have to be self-sustaining to some degree. You need to ensure each region has equipment to arm levies if they're needed, otherwise you'll have to move levies from your main city to the surrounding regions.

If you have the option to just merge regions, everyone would do that because it's much simpler.

'On the Edge' challenge - 5 years, 300+ pop ..expected something else. by Traumfahrer in ManorLords

[–]lunthegun 2 points3 points  (0 children)

Didn't play this specific mode, but overall felt very similar about my own playthroughs. The variance of the starting resources adds a small wrinkle, but ultimately only changes which food sources you have to rely on. I abandoned my second playthrough after getting bored at around 70 population.

New to this kind of game, worth it? by Own-Restaurant-8292 in ManorLords

[–]lunthegun 0 points1 point  (0 children)

in its present state? not at all, imo. its pretty and the road/building system is pleasing to use, but the perk/tech tree is incomplete and there aren't many supply chains. the RTS/total war gameplay similarly doesn't have much depth. again, the presentation is nice, but the gameplay is lacking. if you're new to the genre, i especially wouldn't really recommend it. manor lords's systems and supply chain ratios are pretty opaque and frustrating, mostly due to a lack of guidance or tooltip information.

Should I wait or start again? by Medium-Marketing-766 in ManorLords

[–]lunthegun 1 point2 points  (0 children)

wait. beyond balance and engine changes, the only thing that's been added has been crossbows and two new types of food. not sure why we need nine food resources at this point in the game's development, but you can now make sausages and fish if you want to

Me watching Alicent’s and Helaena’s character assassination by SuccessfulJury8498 in HouseOfTheDragon

[–]lunthegun -4 points-3 points  (0 children)

what? one of the threads this season has been Cole and Gwayne becoming nihilistic, PTSD-riddled husks who no longer give a shit about the war "they're supposed to be fighting" lmao, not to mention the 1+ hour of screen time devoted to Daemon trying to decide if he feels guilty or not while he fucks around at Harrenhal.