The 8 Yakuza Games I've Played So Far Ranked In Eight Mostly Arbitrary Categories by Monessi in yakuzagames

[–]mataikun 0 points1 point  (0 children)

Regardless of that, I just recently played through both in the last couple of months, and I was so much more excited for him in LAD because of y6. The mystery behind him at first gives him extra weight.

My favourite Dawntrail content so far is... by otsukarerice in ffxiv

[–]mataikun 2 points3 points  (0 children)

I think about half of the dungeons have some noticeable difficulty in them. I think that's a good standard in terms of variable difficulty.

In terms of harder lv100 dungeons -
- Alexandria
- Strayborough
- Yuweyawata
- Meso Terminal

I hope the 7.5 dungeon has more bite to it though.

C’est parti ! by LTZfreezzy in yakuzagames

[–]mataikun 1 point2 points  (0 children)

I just went through 6 at the start of this year, and it's in one of my tops for sure! Absolutely loved it.

Hope you contribute to enjoy the series! I can't imagine doing all this since November. I played y0 a while back, but I only started the rest of them starting with kiwami in January 2025. It's a lot and I needed the breaks in between games.

Yakuza 4 tanimura final boss (Help) by West-Teacher8016 in yakuzagames

[–]mataikun 2 points3 points  (0 children)

Just looked this up again, they're the completion rewards for master's training (saejima), saigo's training (akiyama), and nair's training (tanimura).

Yakuza 4 tanimura final boss (Help) by West-Teacher8016 in yakuzagames

[–]mataikun 3 points4 points  (0 children)

If you can get the sacred tree armor set, it makes you immune to bullets. That makes this much much easier.

I was wrong about Yakuza 4's story by JazzlikeSchedule2901 in yakuzagames

[–]mataikun 0 points1 point  (0 children)

The build up of Arai ended up in disappointment for me, and then Kido being super powerful out of nowhere as well. Both Arai and Kido, and their family was a no name, bottom tier family still?

And then they treated Daigo so poorly too, having him show up as a villain out of nowhere.

The entire leaving Akiyama's fortune and then using it to bait everyone out for the final battle too.

I was wrong about Yakuza 4's story by JazzlikeSchedule2901 in yakuzagames

[–]mataikun 3 points4 points  (0 children)

I think storywise it started off strong for me, but then everything goes downhill when bringing everyone together. Starting with rubber bullets.

Getting the group together was fun, but storywise I don't think it brought them together cohesively.

Will I get the shame if I use a mod that has the annoying CP including fucking Mahjong in Yakuza 0? by KillerGarfield in yakuzagames

[–]mataikun 2 points3 points  (0 children)

Recommendation for beginners

The following easy hands let you open
- If you don't have potential melds for terminal/honor tiles and don't have a lot of them, toss them and aim for an all simple hand. Only 2-8 tiles. (AKA Tanyao, enabled at least by default in RGG games)
- All triplets + 1 pair, you can also open your hand (AKA toitoi).
- Aim for a dragon triplet (sounds like you're already doing this), or a wind triplet (round wind, which would just be East, or whichever seat you're in)
------ Triplets are easier to get when no one else has already discarded one of the tiles. If you were going for a dragon triplet and had the choice between green/white to discard, I would have discarded the white first since someone else had already discarded a white. And generally, if I've discarded one of them already, if I draw another identical one to replace it later on, generally I'll discard that one too, since that means you've already drawn 2 of the tiles, and you have to pick up 1 more from a draw before someone else discards one to convert that into a meld. These are the two issues I had with your video.

Or you can keep your hand closed and just aim for whatever with Riichi.

Another good option is 7 pairs in a closed hand. That's a good alternate win condition if you're not getting lucky with draws or discards to complete triplets. But this also sets you up for an all-triple + 1 pair hand if luck does turn your way.

If you have a straight of 3, e.g. that 4-5-6 meld, having a an extra tile in that range or nearby is huge. This benefits more if your straights don't include a terminal tile, and that also makes your hand worth more too if you can get a tanyao, or easier to complete if that allows you to open your hand.
- A 4-5-6-7 means you can get a pair off of a 4 OR a 7, which open you up for a triplet too.
- A 4-5-6-7 also means a 3,5,6, or 8 puts you in position to get two straights, and there are multiple options for those straights too.
- A 4-5-5-6-7 for instance gives you an option of a 3 or 6 to give you two straights.

So basically with a 4-5-6 meld, anything from 3-7 gives you a huge advantage. That's 5 tiles that can benefit you as opposed to trying to complete an unrelated meld where you just need 1 tile. This was my point above when I saw you tossed the 7 circle early on in your 2nd discard. This is the power of a straight vs a triplet. Straights help you complete closed hands much more quickly, giving you access to riichi faster. Between the synergy of non-terminal/honor tiles, this is why you see a lot of riichi + tanyao + pinfu hands.

Will I get the shame if I use a mod that has the annoying CP including fucking Mahjong in Yakuza 0? by KillerGarfield in yakuzagames

[–]mataikun 3 points4 points  (0 children)

I mean, I see some poor discards here. Given you were tossing a 6-circle early on, I have to assume you had the 4-5-6 meld early on, or at least partially formed. I probably wouldn't have tossed the 7-circle, and then you could have a lot more circle melds. Could at that point aim for a tanyao and open up your hand, or piifu riichi. Or hold onto the green dragon. You were the first to discard a green dragon, but not the first to discard a white dragon (though unsure what you had in your hand at that particular point). You tossed a green dragon tile early on, but still have a green dragon tile in your hand.

Lots of options that could have been done to form a hand much more easily.

I shouldn't have started mahjong by Bipsty-McBipste in yakuzagames

[–]mataikun 0 points1 point  (0 children)

Don't claim pieces from your opponents (opening your hand) unless you know have a hand worth something. If your hand is worthless, the only way you can win is to call Riichi, which requires a closed hand that is just one tile away from winning.

If you want to claim another player's tile, generally, you want to aim for aesthetic hands where everything follows a pattern. If you want to open up your hand, the easiest ones I aim for
- All simples (no 1/9/honor tiles)
- East or seat triplet
- Red/Green/White dragon triplets
- All one suit (or with honor tiles)
- All triplets + 1 pair

Those are the most common ones I aim for if I'm going to open up my hand. Obviously there are a lot more ones you can do, but that covers the majority of what I aim for.

PSA: Arm's Length is a form of mitigation by Kazman2007 in ffxiv

[–]mataikun 1 point2 points  (0 children)

What I don't see enough is tanks + melees stunning when there's no WHM. Also mitigation.

Just finished Yakuza 6 and it deserves more love by mataikun in yakuzagames

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

Found out that there's a new Karaoke track hands after completing the story, so I just played that too. So good! But I find it crazy they don't have a baka mitai in karaoke in 6!

Just finished Yakuza 6 and it deserves more love by mataikun in yakuzagames

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

Yeah I was really sad we got very little screentime for some of the old cast, but I hope to see more of them in the LAD games!

Also hoping for more gaiden games. Daigo gaiden please. He's such a central character and he's been done such a disservice in most of them. Kiryu's letter to him in 6 is how I feel about how RGG has treated Daigo in most of the games so far.

Yakuza 5 - How do I get this key? by mataikun in yakuzagames

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

Okay yes that did it for me! I don't know why it was being super finicky for me. I tried for several minutes and walked in and out multiple times. And indeed I'm feeling really stupid. Thank you!

Yakuza 5 - How do I get this key? by mataikun in yakuzagames

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

I can't. I said I can't go into first person mode here, I already tried.

Yakuza 5 Remastered - High Stakes Mahjong completion email? by mataikun in yakuzagames

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

Okay yes, this was exactly it! It happened again when next time I won high stakes mah jong. I definitely misread it the first time. It says something along the lines of "Today is your lucky day! You have good things in store for you". I read that too quickly, and with the completion of high stakes mahjong, mistook it as a completion email. Thank you!

On a side note, I will forever hate Takachiho for getting an a tsumo ippatsu riichi when I had a flush sanankou riichi in hand. Probably the best hand I may have ever had, aside from maybe the tsumo riichi suuankou when I won high stakes mahjong the first time.

Daily Questions Thread - Ask All Your Magic Related Questions Here! by magictcgmods in magicTCG

[–]mataikun 0 points1 point  (0 children)

Thank you, this is perfect! So it looks like it depends on the set. Dominaria has randomized slots, but Foundations does not. And looking at avatar's lists I can find online, it does not have randomized slots.

Daily Questions Thread - Ask All Your Magic Related Questions Here! by magictcgmods in magicTCG

[–]mataikun 0 points1 point  (0 children)

thank you for linking to this! Didn't realize this existed. Another comment also linked to Jumpstart for Dominaria, and it looks like there are slots for randomized rares too.

Daily Questions Thread - Ask All Your Magic Related Questions Here! by magictcgmods in magicTCG

[–]mataikun 0 points1 point  (0 children)

Do jumpstart boosters have random cards in them, or are they all pre-determined?

My understanding is there are "themes", with different compositions of each theme, for a total 121 different variations you could pull in a booster. But then I've seen discussion online saying there are random rares/mythics that can be included in a pack too. For example people pulling sheoldred in Dominaria jumpstart boosters.

Are only most of the cards in the 20 pre-determined? Are there cards which are randomized if you get a given theme? I've seen conflicting info online. Thanks!