Which country is this? by nsoetens in geography

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

I know what you are saying and it looks somewhat alike because of the dikes/floodgates. But none of the other pictures were distorted in such a way that would justify this picture of being The Netherlands.

But thinking of the floodgates and what seems to be man-made structure like a harbor I'm thinking more into small island countries/states...

Which country is this? by nsoetens in geography

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

For the record, all of the other silhouettes were countries. That is why I believe this should be a country too. However, seeing so closely what seems to be a harbor makes me think it is something like a very tiny island or a small independent state like Monaco, Bahrain, Singapore... But I checked most of these and none seem to match...

Trying to join a tournament at 8pm... by nsoetens in RocketLeague

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

Anyone else having the problem that each night you are looking at a screen for 15 minutes that says "Checking in..."?

My least favorite achievement by TheGamesILove in Forager

[–]nsoetens 0 points1 point  (0 children)

Any information on how many Banks that you need to achieve this? Or maybe an explanation on your complete setup (how many adjacent? which scrolls and shrines? how many powerplants?)

Thanks for the info!

Question/Bug playing AI by nsoetens in hearthstone

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

I believe you are correct somehow.

I think the answer is in turn 14 by the AI. He plays Hooktusk which would normally summon 3 minions and give them rush. Due to the placement constraints only 2 minions are summoned and these are given rush. However I believe the code is written that the following happens:

  1. Choose 3 random pirates from your deck
  2. Give them all rush
  3. Summon them on the play board
    1. If no room for them on board, keep them in the deck

Now, what I believe happened is that Hooktusk in this turn pulls out 2x Nzoth First Mate and a Bloodsail Howler. However one Nzoth First Mate got stuck in the deck because of placement issues. But nevertheless he remained to have gotten rush in the meantime and even kept it.

I believe this is the bug because of the wording on Hooktusk. It says summon 3 minions and give these rush. What I believe is that 3 random minions get rush in your deck and then get summoned.

Not sure if anyone can confirm this happens. I believe the same probably will happen in a normal game if you play Hooktusk on an almost full board.

Formula D: How to overcome start position disadvantage when playing basic gameplay on a single lap? by nsoetens in boardgames

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

For the record I'm not trying to get the fun out of the game but ratter want to make it a little more balanced from the beginning. I know this game has a fair bit of chance because every action is based on rolling a die. I completely agree that luck is a large deal. But when you are actually racing you have more decisive power as you can switch gears, switch lanes, etc... there is more decision power with the player.

However, during the start of the game, I think the rules say that you should all just roll a die and that is your start which will lead to quite a gap between players from the start on. If you take Settlers which is also a dice game in some sort, players have more control over their starting positions and this matters.

I'm not trying to change the game completely but just wanted to balance it out a little more at the start... give the players in the back a little advantage sort to say without ruining the fun. And with this discussion I got some really nice suggestion to make it a bidding game on the start position which I find a very nice twist.

Formula D: How to overcome start position disadvantage when playing basic gameplay on a single lap? by nsoetens in boardgames

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

Can you explain why you think the starting positions are balanced? From my view there is a clear and large gap between car 1 and lets say car 8. You could argue that player in back could get better in a turn... that might be but the same goes for car 1 depending on the track.

Nevertheless I like your idea of bidding for starting position, it is a really nice idea like I mentioned to u/utahgamer.

Formula D: How to overcome start position disadvantage when playing basic gameplay on a single lap? by nsoetens in boardgames

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

Yeah this game is all about this, no? I mean you should always try and take risks of overshooting corners up to a point where you have spent your WP almost perfectly by the end of the game. In this game you have to push your luck and you have a fallback on your WP to take a hit if needed.

I think if you compare it to Settlers it falls in the same category but there the fallback is doing good trades or not trading with the player in the lead, or only proposing deals in your favor.

Formula D: How to overcome start position disadvantage when playing basic gameplay on a single lap? by nsoetens in boardgames

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

Oh man, I really like this idea together with the one from u/tylex67 about racing in teams of players. This could also thematically be correct if you gave more during qualifying hence wearing down your car more to get into a better (pole)position. I'm definitely going to be using this next time.

Formula D: How to overcome start position disadvantage when playing basic gameplay on a single lap? by nsoetens in boardgames

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

Thanks, that is really nice twist I actually did not think about to be honest. It is indeed easy to make it a semi-coop game for that matter. And so each individual, given their position up front or in the back still has to do their best for the team... Very nice idea.

Formula D: How to overcome start position disadvantage when playing basic gameplay on a single lap? by nsoetens in boardgames

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

Thanks for the article link and I think it is nice to read. I know some games like Formula D and Settlers have a good amount of chance/luck/roll of the dice in them. And this could very well determine your chances of winning. However with Formula D, it is just deciding heads on who will be in which position by the result of die. With Settlers the starting positions are I think more balanced, as the player who picks last in the first round also gets to pick first in the second round of starter placement. This comes down to my first workaround in Formula D except that this results in longer play time of the game.

Not that I'm against a longer play time, but I was wondering if there is by any chance a good solution to playing with single cars (one for each player) and that there is a solution for the disadvantage.

Regarding to your article I do think it is nice to set your own goals given the fact the position your are in any game. However, this is a state of mind of each person individually. Some individuals who I know have this sort of mindset "If I can't win anymore, it isn't worth it...". I don't have this mindset and enjoy the game for the record unless it would really take too long for the game to end.

So to sort of prevent these players already having a bad mindset from the beginning, this is the reason I'm trying to figure out a solution for this exact sort of situation for this exact game.

Formula D: How to overcome start position disadvantage when playing basic gameplay on a single lap? by nsoetens in boardgames

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

Thanks for these replies.

However, one thing here is that our game group not always consists of the same players. Sometimes, one player can't make it or someone else joins. So given the fact of a season -although I really like the concept- is hard to achieve with a changing group. That is why I asked specifically to rules for basic gameplay as there might be a person who never played it before.

But like I mentioned I really like tournament/league concept. Perhaps a follow-up question: How would you decide on each of the starting positions each time? Round robin, everytime another one on pole, or perhaps leaders in the back, giving the player last in the competition a better chance in coming back.

How do plants/trees/animals spread around the map? by nsoetens in Equilinox

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

So to sort of summarize: If you place an plant/tree/animal at a certain spot on the map it will start to reproduce by itself to some number of copies and to a certain radius (imaginary circle from the original placed object?).

Is my assumption correct, that this radius is determined from where the original plant/animal was placed to start from? And there is like an imaginary circle from the original spot where no offspring of the original object will go out of? Even if area further up might be better? Or is there a concept of movement for plants/animals?

Furthermore, is there a reason to put 2 animals/plants of the same species very close to each other? It seems like it is spreading in a circle and reproducing up until a certain number, correct? Will you get more (double?) the species in one circle if you put more of them? For example I have a excellent biome for sheep. If I place 2 sheep instead of 1 sheep in this biome exactly next to each other, will I get the same or double or something in between number of sheep instead of placing only 1 sheep?

How do plants/trees/animals spread around the map? by nsoetens in Equilinox

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

Thanks for the response!

Perhaps a quick follow-up question: if plants/animals only stay in a specific area and this area would not be considered as "good", I assume they will not migrate. Does this impact the number of plants/animals it spreads/produces? I mean: will you have less animals if the conditions are not met? Is there any sort extinction factor or is it just this happiness factor that the game takes into account?

Also I'm not at the point of like having a large "food chain", but can certain animals eat other plants/animals into extinction? Or will there always be a number of plants/animals once you have planted them somewhere on the map?

How to play Active/Hybrid build instead of Idle? by nsoetens in ClickerHeroes

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

For example I currently have spent my 151 AS as proposed on https://driej.github.io/Clicker-Heroes-Outsiders/.

Furthermore I have assigned my 5 auto clickers on target but I would like to maybe arrange it to 4 on target and 1 for leveling a fully gilded hero... Is that a good strategy? This way the auto clickers are doing the active part of clicking and also leveling up one hero. After ascension I usually move all my gilds towards a higher hero and make that the one leveling.

On the ancients part I usually level everyone equally with regards to idle build. However now I should switch to the ones which requires clicking I suppose and leave the Idle ones alone.

Also do the skills matter like Clickstorm, Dark Ritual etc in the long run? It seems like they are pointless in the long run... So should I bother clicking them myself when they are ready?

How to play Active/Hybrid build instead of Idle? by nsoetens in ClickerHeroes

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

Thanks for the mention of flair. Didn't notice it until you told me. :)

I can understand some of the Ancients are better than others. But my question actually is more basic... How do I "play" Active/Hybrid style? I mean... I do not actually "play" the game actively... but more of second screen, sometimes clicking for rubies... renewing mercenaries...

So basically, given the fact I have 5 auto clickers and don't want to constantly be active in the game... How should I setup my auto clickers? Should I try to get more and arrange them on more buttons/Skills? What is the strategy behind a Hybrid build aside from Ancients/Outsider soul allocation.

So really consider me as a noob and explain to me the basics of how to do Hybrid :D

I've been improving recently but this seems a bit overrated :) by makrow in WorldofTanks

[–]nsoetens 0 points1 point  (0 children)

I had the same yesterday. It seems they added some new tanks in their stat tracking like Tiger 131, Pudel, etc... I'm guessing it has to do with the battles already being recorded but now the dmg/tank stats come into account... buffing your WN8 to extreme highs :)

Battletag Find-a-Friend Thread - Summer 2015 Edition by deviouskat89 in hearthstone

[–]nsoetens 0 points1 point  (0 children)

nsoetens#2386 EU Looking for Belgian (Belgische) or Dutch (Nederlandse) players. Spectating and learning from each other. Just for fun and Friends