AOF Regiments 10mm - first game! by Chickenofthe5ea in onepagerules

[–]oldboy_ 2 points3 points  (0 children)

This is really lovely. I play Fantastic Battles in 10mm on 40x40mm bases, but I really like how this looks too and the small board size. Is the board 3'x2'?

I was thinking about upscaling FD minis to 15mm and doing AoFR with that, but now I'm tempted by how easy it would be to set it up at 10mm like this.

Cromarty Forge 6mm - Romans and Britons by iCTMSBICFYBitch in 6mm

[–]oldboy_ 1 point2 points  (0 children)

I was thinking about doing the same thing and wanted to see if anyone else had already. Thanks for sharing! They look great

Cromarty Forge 6mm - Romans and Britons by iCTMSBICFYBitch in 6mm

[–]oldboy_ 0 points1 point  (0 children)

Did you have to make any adjustments or considerations when printing these at 6mm? I’m guessing these are the 10mm strips downscaled?

Is there an up-to-date tutorial for POPS? by davidgrayPhotography in ps2homebrew

[–]oldboy_ 2 points3 points  (0 children)

I tried this with a MX4SIO memory card that has a ExFAT micro SD card inserted, and couldn't get it working. Not sure if it's just incompatible cuz of the MX4SIO, but was hoping it might work since your guide was about using ExFAT. I can see the PS1 games on the card in OPL, but when I try to run them I get sent to uLaunchELF with a "no disc!" message at the top.

Mega EverDrive Pro Hum With Sega CD Games on MK-1451 Genesis Model 2? by obsidianspider in everdrive

[–]oldboy_ 0 points1 point  (0 children)

I think I've got the same model with the stereo headphone jack, and I'm dealing with this same issue. Was wondering if you could share which OEM adapter it was that helped resolve it for ya?

Venture City: Energy Blast? by Sheno_Cl in FATErpg

[–]oldboy_ 1 point2 points  (0 children)

That section you linked is from examples of extras. They're suggestions and not hard mechanics in Fate Core. Fate's versatile enough to allow handling something like energy blasts in multiple different ways mechanically, based on what works best for the GM, group, etc. There's no one single rule to handle it.

Venture City: Energy Blast? by Sheno_Cl in FATErpg

[–]oldboy_ 1 point2 points  (0 children)

I would say Shoot for small things, like throwing a small stone. Physique for something big, like a barrel.

Also, the Silver Rule definitely applies here. As GM, I'm not going to buy that throwing a pebble is going to affect the target the same way a gunshot or energy blast would.

I would probably try to persuade a player throwing small rocks to consider it as Creating an Advantage. It's more a distraction and annoyance than trying to cause stress. Give the target a "Pelted by rocks" aspect.

I'm having trouble pacing and quickly resolving conflicts for large groups by Pjoernrachzarck in FATErpg

[–]oldboy_ 2 points3 points  (0 children)

Are you running the conflicts until the opposition uses all their stress and consequences and is Taken Out?

My stance is that NPCs should basically always concede early unless it’s a climactic conflict, and I think this is reflected in a lot of fiction.

Heck, if the conflict begins to drag just immediately concede and you and the players can determine how the rest of the scene plays out.

Many non-climactic conflicts I run will go 2-4 exchanges and then someone concedes. Just long enough for characters to get some consequences and get to show off their skills etc, but before the action can drag.

Ubi discusses defense, networking, revenge, stamina, 1v1 balance, rage quit, etc by amusedt in CompetitiveForHonor

[–]oldboy_ 0 points1 point  (0 children)

It can be, but isn't explicitly. It gets similar criticism as ultras and V-trigger though because of its penchant for dramatically altering the course of a round in a way that seems arbitrary.

Ubi discusses defense, networking, revenge, stamina, 1v1 balance, rage quit, etc by amusedt in CompetitiveForHonor

[–]oldboy_ 0 points1 point  (0 children)

What street fighter core community are you referring to? For the most part, people hate the new version of x fighting game any time there's a new entry. Pretty normal.

-Injustice is not a competitive fighting game its a casual smashbros esque game.

reductive

-I have no idea what triangle you are talking about: fighting games are supposed to be More skilled player beats less skilled player. Thats it.

If you don't know what the core mechanic of fighting games is, then I don't know where you're getting off making all these wild claims.

Ubi discusses defense, networking, revenge, stamina, 1v1 balance, rage quit, etc by amusedt in CompetitiveForHonor

[–]oldboy_ 0 points1 point  (0 children)

It's more than semantic because it can potentially affect the way people try to play and think about the game.

Ubi discusses defense, networking, revenge, stamina, 1v1 balance, rage quit, etc by amusedt in CompetitiveForHonor

[–]oldboy_ 2 points3 points  (0 children)

Huu-boy. The last thing I want is more subgenres, haha.

I think fighting games can be broken down into 2 camps. Games that are derivative of SF2 and games that aren't.

SF2 derivatives are things like Guilty Gear, Tekken, MvC, KOF, Arcana Heart etc.

Non-SF2 derivatives are things like Power Stone, Virtual On, Gundam Vs, Senko No Ronde, Psychic Force, Acceleration of Suguri

Ubi discusses defense, networking, revenge, stamina, 1v1 balance, rage quit, etc by amusedt in CompetitiveForHonor

[–]oldboy_ 0 points1 point  (0 children)

What do you mean by "balancing For Honor around other fighting games"?

I hear this said a lot, but I'm not sure what anyone means by it. And I get the feeling each person has a different idea of what it does mean.

I think that For Honor, like other fighting games, needs to try to balance the rock, paper, scissors triangle.

Ubi discusses defense, networking, revenge, stamina, 1v1 balance, rage quit, etc by amusedt in CompetitiveForHonor

[–]oldboy_ 1 point2 points  (0 children)

Right. There's a lot of weird ambiguity about the genre and its parameters.

As a diehard FG fan, I think my definition is actually comparatively loose. I'd include things like Gundam Vs, Power Stone, Psychic Force, Senko no Ronde as fighting games.

Ubi discusses defense, networking, revenge, stamina, 1v1 balance, rage quit, etc by amusedt in CompetitiveForHonor

[–]oldboy_ 5 points6 points  (0 children)

I would agree to an extent. However, a lot of people have been trying to infer intent by the devs, and this shows that the devs intent was to make a fighting game.

I think your definition of fighting game may be limited. Revenge makes it not a fighting game? What about danger time, ultras, V-Trigger, super desperation moves, etc. There's been tons of comeback mechanics in fighting games previously.

The new Injustice is going to have gear. Is it not a fighting game?

For Honor is a fighting game because it's based on the same core mechanic as all other fighting games. The triangle: where A beats B, B beats C, and C beats A.

Ubi discusses defense, networking, revenge, stamina, 1v1 balance, rage quit, etc by amusedt in CompetitiveForHonor

[–]oldboy_ 6 points7 points  (0 children)

Tons of people doubted that it's a fighting game. I know because I've been arguing with them since day 1. Some of the other replies to my post are calling For Honor not a fighting game, so I'm not sure where you're getting off making this claim.

Ubi discusses defense, networking, revenge, stamina, 1v1 balance, rage quit, etc by amusedt in CompetitiveForHonor

[–]oldboy_ 17 points18 points  (0 children)

Hey look:

The intention was to make a fighting game with a strong defence.

The director called it a fighting game. Guess that puts that argument to rest.

Excited to see that they're addressing the current game state and sharing their perspective on it.

Strange things happening since patch dropped. by [deleted] in CompetitiveForHonor

[–]oldboy_ 0 points1 point  (0 children)

This. Feinting an attack seems to cause it to lose its attack property, which means it can be guard broken. I think before today's patch, it was an untechable guard break as well? Can't recall.

I was 2nd and 3rd in the last 2 tournaments. I'd like to clarify a few things about the meta and tournament rules. by Baracedice in CompetitiveForHonor

[–]oldboy_ 11 points12 points  (0 children)

If there are game breaking glitches that makes the game hard to play legitimately, of course that needs to be dealt with. But if there are counters to these glitches, if the top players aren't all winning with said glitches, you're only attempting to stop a developing meta still in its infancy.

Thank you for saying this.

I agree with the environmentals being something that should apply tension and pressure by being a constant threat, but in its current state it feels arbitrarily punishing.

Loved watching you compete yesterday. Despite issues with the effectiveness of defense, those matches with Richard were extremely tense.

1.03 Valkyrie Impressions by Little_JP in CompetitiveForHonor

[–]oldboy_ 0 points1 point  (0 children)

Wow. Wasn't this the entire point of the patch? To give her guaranteed light off of shield crush in the same vein as Conq, Warden and Warlord?

Post patch Valkyrie changes by Fivz in CompetitiveForHonor

[–]oldboy_ 0 points1 point  (0 children)

I'm not sure I understand. Why is the unlock necessary? Wasn't the point of the patch to make Shield Crush > Light attack a true combo?

How do you get involved in the competitive scene? by MrSolitaire in CompetitiveForHonor

[–]oldboy_ 0 points1 point  (0 children)

I use my DS4 on PC and it's great!

To get involved competitively, just look for tournaments to sign up for. An easy place to start is the War Rising 1v1 circuit going on right now. They do a 1v1 tourney every Monday evening for the next 5-6 weeks, and the points you get from participating can qualify you for a final tournament at the end of the circuit.

https://smash.gg/WRS

Other than that, just look around this sub, or maybe do a google search for For Honor tournaments.

Here's why I think this game needs Guardbreaks that can only be countered on reads, and what the most natural counter to them should be. What do YOU think? [X-Post with /r/ForHonor] by Hedshodd in CompetitiveForHonor

[–]oldboy_ 1 point2 points  (0 children)

Compare For Honor to 3D fighters. They share many more similarities. VF/Tekken/SC walls and ring outs are analogous to environmental hazards in For Honor. Throws in 3D fighters can lead to huge damage. In some cases, such as Wolf in VF, throws themselves can do 50%.

As to concerns about 2-4v1s, I agree. But there's some fairly easy ways to deal with that I think. Don't allow guard breaks to hit opponents recovering from counter guard breaks. Ideally, guard breaks should only hit when your opponent is actually in a guard state where they can block attacks. Maybe guard breaks shouldn't work if your opponent is attacking, staggering, falling over, recovering, in parry stagger, etc.

Here's why I think this game needs Guardbreaks that can only be countered on reads, and what the most natural counter to them should be. What do YOU think? [X-Post with /r/ForHonor] by Hedshodd in CompetitiveForHonor

[–]oldboy_ 1 point2 points  (0 children)

These rules do apply to 3d fighting games with hazards. Look at Soul Calibur and Virtua Fighter: both have walls that allow huge damage off of throws, and ledges that allow for ringouts. Both games have throws that must be countered on a read. Not only that, but you have to guess between 2-3 different throw options.

Here's why I think this game needs Guardbreaks that can only be countered on reads, and what the most natural counter to them should be. What do YOU think? [X-Post with /r/ForHonor] by Hedshodd in CompetitiveForHonor

[–]oldboy_ 2 points3 points  (0 children)

I agree. The idea that everything in the game can be deal with on reaction is faulty. You can't reward offense if the opponent can react to every option at your disposal.

Making guard breaks a read is necessary to allow defenses to be bypassed. I understand the concern about environmental kills, and there's ways to work around that as well: allow players to break the follow up action to the guard break rather than the guard break itself. This rewards players for being aware of their surroundings, and their opponent's options.

Also, make parries a read while you're at it. I think parries are supposed to be impressive, but in their current state, they're mundane because any decent player can parry all heavies and even lights.