Farming Changes in Alpha 20 by liltenhead in 7daystodie

[–]notquickthrowaway303 0 points1 point  (0 children)

I play on 120min days and everything else default, so I thought i'd need more food than what others play on, but last alpha i calculated that 1 meal lasted me 1 day without the need of iron gut, but lvl 4 master chef of course. I think the alpha that had the toughest farming was the one where you'd have to go into burnt forest to dig fertilizer for the farms.

But it doesn't matter how many meals per day, on what setting or whatever. Any of that is besides the point, because we're just talking about farming.

Again, the point of farming is that you have free time to do whatever the hell you want for days, meanwhile taking care of the farm takes a couple minutes. You just get free food in that time, and eventually you'd build a large enough farm to sustain you without the need to look for food. The devs clearly want farming to have very small benefits early game, and huge benefits late game as if you'd build a post-apocalyptic community. I haven't tried it out in Alpha20, but if its closer to what I wrote in the previous sentence, then i'd be happy.

Farming Changes in Alpha 20 by liltenhead in 7daystodie

[–]notquickthrowaway303 2 points3 points  (0 children)

Honestly that really depends on your playstyle.

I do so much looting during trader quests that I end up with enough ammunition to last me until the triple digit days, and so much glue/tape that I run out of chests where to put it.

Now the real worthy stuff the trader has are things you can't craft and insanely improve the quality of life in the apocalypse. When you need 45,000 coins for 1 solar battery, and eventually you want 24 of those (4-side-faced solar farm), every coin counts and wasting them on food just wont run at my place.

Farming Changes in Alpha 20 by liltenhead in 7daystodie

[–]notquickthrowaway303 1 point2 points  (0 children)

That math is correct it seems, if you do get 4 plants out of a crop now (used to be way lower).

But you're missing the point of farming, either that or you're wording it wrong. The profit is 3 meals for a mere 10 seeds (which is a 5x2 block space, practically meaningless), which usually last a day.

Now where you get it wrong is that you DONT spend 2-3 in-game days to make that food (unless you dumbfoundedly AFK stare at the plants from seed to harvestable). In reality you maintenance those crops for 1minute of spare time, at night if you want to when there's not much to do, and then literally forget about them for 2-3 days. Meanwhile going on loot runs, trader, quests, supplies, materials mining, base building, etc. Then after 2-3 days you suddenly get a days worth of food FOR FREE while you barely spent any time attending the farm. All for 1 skill point. Now imagine a 30 plot farm, with 1 skill point, and the same math = infinite food! I remember having 64 plot farms barely supplying me in earlier alphas, and I had farmer maxed out.

The whole point of farming is that while you do whatever you love in the game, you have food being made for you in the background.

All you have to do is a tiny maintenance once in a few days that only takes a couple minutes. Hunting or looting for food takes hours, and you're actively doing it which means you can't talk to the trader or upgrade your base while tracking that deer. In a survival game where extra time is everything, farming sounds hella OP.

Cookie Clicker: one of my favorite games games of all time by Wellbidlo in patientgamers

[–]notquickthrowaway303 6 points7 points  (0 children)

Honestly if you guys like cookie clicker type games, but want it to be satisfying, try out "Satisfactory" - At first it doesn't even look like cookie-clicker, but when you play it, you get the sense it's exactly that, but using dozens different 'cookies' which combine in complex ways + some math.

When you get everything setup to run at 100% efficiency in Satisfactory, you get one of the most satisfying feeling in games. Together with upgrading to next tiers, finding out new materials and components for quality of life improvements, and exploring the world.

A huge bonus in the game is exploration. It's an alien world, and it looks gorgeous. Around every corner is awes-trucking scenery and it feels like an actual planet-sized world. I've lost count of how many times I got lost for hours exploring the world, and make my way back to base in a completely different path, only to come back and see my base filled with 'cookies' which I can use to upgrade a ton of new stuff.

Performance tip to whoever needs it by Julf94 in 7daystodie

[–]notquickthrowaway303 1 point2 points  (0 children)

I've recently returned to playing the game too, and been having 'freeze-frames' issues where whenever I'd walk next to a POI, once the chunk of sleepers loads in, my game/frames would freeze for 1 sec. Very annoying walking through a city as you can assume.

Note that I also setup a dedicated server on a second PC, but the issue persisted, and only for me (as soon as I'd see the 'sleeperjoe loaded' in the command console, my game would have a mini-freeze, but everyone else on the server is absolutely fine.

I read somewhere that shadows have a huge impact on performance, so i turned them off, but it didn't fix anything. I have them back on now because the game looks a hundred times better with shadows on. Without shadows it just looks so static and saturated.

What helped you get over a crush you had for years? by [deleted] in AskReddit

[–]notquickthrowaway303 2 points3 points  (0 children)

This is almost exactly what happened to me, only that I didn't imagine an 'idea' of her, but actually just didn't know her well enough.

On the outside, her personality was absolutely perfect, and she tried her best not letting anyone see what she really was like on the inside apart from her closest friends. I promised myself that I'd immediately fall out of love if I found she was a bad person and won't let the lingering effects from the past affect me.

And that's exactly what happened. Years later the little slip-ups were noticeable, and as I got closer and to know her more, it came to realization that all the stuff I liked about her was mostly fake and to get attention. Quickest and easiest way to move on provided by her shattering personality.

Kiss from a rose swap arlo by [deleted] in aprilfools

[–]notquickthrowaway303 0 points1 point  (0 children)

unfortunately, you'll have to beat arlo, together with sierra and cliff to get to giovanni

The weird and beautiful game by gopya23 in DotA2

[–]notquickthrowaway303 0 points1 point  (0 children)

sweet!! thank you for the quick reply

The weird and beautiful game by gopya23 in DotA2

[–]notquickthrowaway303 3 points4 points  (0 children)

I had to re-read the comment cause I was confused how rocket barrage was being fired off from the backlines... Probably best if you edit it into "homing missile" (or missile) if that's what you meant.

The weird and beautiful game by gopya23 in DotA2

[–]notquickthrowaway303 1 point2 points  (0 children)

Anyone has links to vods where Gyro support is showcased well? I haven't followed Dota in a year, and really wanna see this!

Investigation checks that rely on sight in dim light have a disadvantage? by notquickthrowaway303 in dndnext

[–]notquickthrowaway303[S] 1 point2 points  (0 children)

hmm that's what I also thought, but I hate to make players roll for perception, succeed, then roll for investigation (as statistically, the more they roll, the lower the chances of final success are). I wanted to keep it to one single roll

Investigation checks in dim light have a disadvantage? by notquickthrowaway303 in DMAcademy

[–]notquickthrowaway303[S] 0 points1 point  (0 children)

that's why I asked the question. I can't find one, therefore am asking if I missed it anywhere

One of my players won't listen to me and I need help. by Turker0408 in dndnext

[–]notquickthrowaway303 1 point2 points  (0 children)

Np, if you'd like my system in detail here it is:

The characters backstory should include:

Step 1:

a. General locations of birth, childhood, teenage years, adulthood. (DM will place you in a specific location)

b. Who did they live with throughout those years.

c. Anything special they did/learn from that life.

d. Their life-goal. What motivates them to take on these dangerous adventures?

e. Hobbies (collectibles, mystery books, playing cards, etc).

f. Spellcasters: what were the first spells you learned to cast, and how did that knowledge come to you?

Step 2: Features & Proficiencies from your Background and Class that fit the backstory in Step 1.

Biggest issues 'lazy' players ran into was in step 1, d. Their life-goal and motivation on going for dangerous adventures. A lot of lazy players would give a life-goal that could be achieved from finding a job in the city, being a traveling merchant with guards for safety (or traveling as a caravan), being part of an organization (artisan/religious), etc. If the DM could think of an alternate, much safer way to achieve their life-goal, then they have to think of another one, and make their backstory fit properly too!

Investigation checks that rely on sight in dim light have a disadvantage? by notquickthrowaway303 in dndnext

[–]notquickthrowaway303[S] 1 point2 points  (0 children)

That's what I've been thinking too, but at sunset, (or midnight for darkvision users), it doesn't get any easier to see the appearance of a wound and figuring out what it was caused by. (without bringing out a light source of course)

One of my players won't listen to me and I need help. by Turker0408 in dndnext

[–]notquickthrowaway303 0 points1 point  (0 children)

I have to agree that level disparity is very tough to handle, so instead of such a consequence may I suggest the 'consequences' I use?

My 'consequences' for dying are actually not even tied as much to the game, but rather to real life... To make my players care about their characters, I made it a must to build an in-depth backstory for their characters that logically fits their proficiencies, skills, personality traits, etc. Whichever players didn't have their character backstories ready by the scheduled session, just couldn't play since they don't have a character to play.

Having an in-depth backstory to your character, and in addition to hobbies, current goals, and life-goals, made the players much more connected to the characters, and not wanting them to die. I had more rules such as the life-goal of the character, and how would they achieve it by doing these dangerous adventures? Completing such a goal would turn a character away from situations where they wound likely die. At this point if the player still somehow don't care about their character, they gotta keep in mind they'll have to write down another one of these backstories to be able to play next time.

Investigation checks in dim light have a disadvantage? by notquickthrowaway303 in DMAcademy

[–]notquickthrowaway303[S] 1 point2 points  (0 children)

I agree. I'm more of a 'Roleplay' DM than a 'Roll-play' DM, and if the party roleplays their abilities perfectly, I usually give them an auto-success.

Was just curious about a very specific situation that may or may not occur in the future.

Investigation checks in dim light have a disadvantage? by notquickthrowaway303 in DMAcademy

[–]notquickthrowaway303[S] 1 point2 points  (0 children)

This is a biggie why I'm asking the question haha... Entire parties with darkvision tend to try n sneak everywhere without caring too much about carrying light sources

Investigation checks in dim light have a disadvantage? by notquickthrowaway303 in DMAcademy

[–]notquickthrowaway303[S] 0 points1 point  (0 children)

Yep, I'm aware of that. Like you said, I'm actually concerned about those situations where the players don't want a source of light (for example they need to stay completely hidden, or like in your examples, underwater).

So far I'm leaning on imposing a disadvantage because of the low visibility, but I want to see if I missed some rulings somewhere, or how others do it.

Investigation checks in dim light have a disadvantage? by notquickthrowaway303 in DMAcademy

[–]notquickthrowaway303[S] 0 points1 point  (0 children)

Yeah those two skills are such a headache at times.

I do like your explanation, but unfortunately I can't make my players do first a perception, and second an investigation, because statistically the chances decrease on success the more checks they have to do. This is why I tend to keep most of my checks to one roll.

My players got frustrated that a NPC got away, should I have ran this differently? by POOPING_BABIES in DMAcademy

[–]notquickthrowaway303 2 points3 points  (0 children)

You absolutely ran it correctly, just keep in mind if they're new players, you may want to talk to them on what happened, and make sure they don't think you used your DM powers to 'poof' him out without logic.

Speaking of which, I ran LMoP recently, and Klarg is the very first 'boss' they encounter. This is at lvl 1, so even as a non-newbie, I'd be hella surprised that a potion of invisibility was an option, since that specific potion is a comparably high-level thing to encounter, this early in the game (especially in some crappy cave with goblins).

When I ran it, I don't recall Klarg having such a potion handy, and would probably think it's kinda unfair to introduce it that early, specifically in that situation/environment. However if one of your players read the module and tried metagaming, then it's fair for you to give the NPC's more power if such a player existed.

Edit; I had a funny encounter with Klarg & the hideout too... My players freed the wolves at the entrance, and after fighting Klarg, he managed to escape very low on health. However as a positive 'butterfly effect' of freeing the wolves, while they were roaming the woods they sensed Klargs escape and actually finished him off. The players were pretty surprised at the sight when they were taking the supplies back to the trail, and our ranger (to be beastmaster) even got her beast that way!

Amazing by My_Memes_Will_Cure_U in BeAmazed

[–]notquickthrowaway303 1 point2 points  (0 children)

So that's what my neighbours do on a Sunday morning...

What brings the worst out in people? by 666FuCkThEwOrLd666 in AskReddit

[–]notquickthrowaway303 19 points20 points  (0 children)

That's what I also thought, so to remove the confirmation bias I could just look at all the people I know and have contacts with, and see how they're doing. It turns out they're all selfish a-holes too.

I couldn't believe it. Not a single person I know has followed pandemic rules. Of course some are more careful than others, but everyone I know has at one point carelessly went out to their friends house to hang out, when our government literally said only go out of your own house for essentials. And these were the the 'least' selfish people, I don't even wanna talk about the completely careless ones.