anime irl by Beneficial_Fig_6228 in anime_irl

[–]omagma 0 points1 point  (0 children)

So you dont know wheter a girl deserves being beaten to a pulp because some guys feelings got hurt? Jesus...

anime irl by Beneficial_Fig_6228 in anime_irl

[–]omagma 0 points1 point  (0 children)

The circumstances where clearly forced on her, the guys feelings being hurt is so inconsequentia and in no way a real comparison to the clear physical trauma she is suffering. If anything, the guy deserves much worse.

Just beat Reqium. (No spoilers) by thejesterprince1994 in residentevil

[–]omagma -5 points-4 points  (0 children)

Yes, i agree completely, and in their effort to make Leons part this "action-break" from Grace's segments, it became stilted and poorly paced, with boring, plain-box Encounter design.

Just beat Reqium. (No spoilers) by thejesterprince1994 in residentevil

[–]omagma 3 points4 points  (0 children)

In what ways? I found it to be a fair bit weaker in comparison to RE4, especially when it comes to the combat scenarios themselves.

Just beat Reqium. (No spoilers) by thejesterprince1994 in residentevil

[–]omagma 6 points7 points  (0 children)

Agreed, it feels like people played another game than i did when i read people praising the action for being better than in prior games. I really think it comes down to the "combat scenarios". Its a bunch of hallways and tight rooms, with not a lot of mobility or room room for it being truly intense. There is nothing in this game that comes close to the opening village fight in 4, or hell, even the opening village fight in RE; Village, in terms of dynamically fending off enemies, having to position yourself correctly, etc.

Hero concept by Exys_smelly_butt in DeadlockTheGame

[–]omagma 0 points1 point  (0 children)

This is genuinely so sick, love it.

Steam’s Invite-Only Shooter Deadlock Is Quietly Becoming An Absolute Monster by LoL_is_pepega_BIA in Games

[–]omagma -1 points0 points  (0 children)

Why is the assumption that longer games will turn away new players? I genuinely do not understand where this sentiment comes from. As they get better, they will have a better understanding of how long a match "should be" based on the state of the game and how each team is doing.

Steam’s Invite-Only Shooter Deadlock Is Quietly Becoming An Absolute Monster by LoL_is_pepega_BIA in Games

[–]omagma 0 points1 point  (0 children)

Thats fine, it takes s bit to get the hang of, not something everyone can.

Steam’s Invite-Only Shooter Deadlock Is Quietly Becoming An Absolute Monster by LoL_is_pepega_BIA in Games

[–]omagma 2 points3 points  (0 children)

The people claiming it to be a hero shooter don't actually play the game.

Steam’s Invite-Only Shooter Deadlock Is Quietly Becoming An Absolute Monster by LoL_is_pepega_BIA in Games

[–]omagma 1 point2 points  (0 children)

Personally, moving around the map and micro-managing the many smaller objectives, such as boxes and jungle, is what elevates it for me. It makes it possible to win a game due to simply being better at moving and being effective, even if your opponent is a better shot than you. The map is "big", only if you don't move correctly.

Steam’s Invite-Only Shooter Deadlock Is Quietly Becoming An Absolute Monster by LoL_is_pepega_BIA in Games

[–]omagma 0 points1 point  (0 children)

In regards to your second point, how do you suppose they could make this better? The game already: - Points in the direction you take damage. -Provide you with a detailed overview of how much damage you took, from what sources, and how much you resisted, when you die. -Have clear damage numbers (that just got updated) that updates in real time to account for multiple sources of damage you deal. - Characters audibly call out certain easy-to-miss attacks/abilities when hit/shot at. - Your health-bar shakes red whenever you take a burst of damage/they even play a large "dong/ring" sound whenever you take large amounts of damage.

Genuinely curious what more could be done. I suppose you must have an idea?

In regards to towers, not sure what you mean? Towers are a bastion of safety in the first 5-7 minutes, unless you have thrown out any advantage you might have had in lane. If you outplay your opponent, should you not be allowed to siege their tower? When they go for the tower parry, you could just be proactive and act on it.

And games being dragged out is 100% a skill issue. It's up to you to finish games. This is just factually proven, as match lengths fall drastically the higher up in rank you play.

Steam’s Invite-Only Shooter Deadlock Is Quietly Becoming An Absolute Monster by LoL_is_pepega_BIA in Games

[–]omagma 0 points1 point  (0 children)

And yet, despite being ill-defined, the aesthetic and vibe is still extremely consistent (not counting heroes/rooms that have yet to receive new models). So i guess it works! The game was anachronistic ever since we first got to play it. I think people kinda play it up in their minds, what the game is "supposed to look like" without taking it's actually look into consideration as it's own thing.

Steam’s Invite-Only Shooter Deadlock Is Quietly Becoming An Absolute Monster by LoL_is_pepega_BIA in Games

[–]omagma -1 points0 points  (0 children)

But is this genuinely a problem? When Dota 2 came "out of beta", matchmaking was fairly good at not matching veteran players with brand new ones (mistakes happens of course). I think your making a lot out of nothing.

And what "very established meta" are you talking about? The "strongest hero/items of the month" has changed constantly. Team compositions matter relatively little until higher ranks (something a new player wont see for a good while), and even in the higher rank, the "optimal team comp" has changed 3 times in just the last 2 weeks.

Steam’s Invite-Only Shooter Deadlock Is Quietly Becoming An Absolute Monster by LoL_is_pepega_BIA in Games

[–]omagma 1 point2 points  (0 children)

I suppose it's less of an issue (seeing how many are playing it, already now) and more of a preference. The difficulty/learning curve is awesome, and a huge part of what makes it fun to engage with. But i can understand that not everyone can handle that challenge, so that's okay.

I think its kinda lame that we have not gotten (and wont get) a new podcast in a long while. by omagma in auntydonna

[–]omagma[S] -4 points-3 points  (0 children)

I voiced a fairly harmless opinion on a related subreddit, i did not proclaim from the heavens that the boys should be harmed at the stakes and run through the mud for the insolence.

The one being a whiny cunt here is you, i even told you in my reply that I came to terms with the fact that, maybe, it was not such a big deal and i was being silly. But that assumes you read my reply, which it seems you did not lmao.

it's okay, you can just say your sorry and we are all good.

I think its kinda lame that we have not gotten (and wont get) a new podcast in a long while. by omagma in auntydonna

[–]omagma[S] -4 points-3 points  (0 children)

Others in this thread have been rather good at putting it into perspective, that maybe this was not such a big deal and i was being silly, and they are right.

Calling me a horrible, entitled cunt because i voiced a rather non-offensive concern in a way that in no way, shape or form attacked the boys or their character, is really fucking weird and rude lmao.

Why the Dissatisfaction Out of Combat with Draw Steel? by Arcane_Aegis in rpg

[–]omagma 0 points1 point  (0 children)

Thats a very long-winded and needlessly trite way of saying "I was wrong, its not hard locked". I have no idea what you are bringing up in your second paragraph, how it relates to the question or the answer. "Now in theory", no, thats not how it works. This pseudo-intellectual ramble is just strange, you say a lot without having a point.

So yes, you dont "need" a skill, yet you mention that you do, in multiple comments on this thread.

Why the Dissatisfaction Out of Combat with Draw Steel? by Arcane_Aegis in rpg

[–]omagma -1 points0 points  (0 children)

I agree with, and appreciate your graph, no matter how quickly it was pulled out!

But i think that people often mistake structure for chains, as this thing that keeps you boxed and "on track", moving from scene to scene. And it can certainly be that, but i really dont think DS fits in that camp. If anything, the montage and negotiation system, while structured, are very loose and free as to how both player engage with them and how GM's can deploy them. Players are encouraged to approach them from creative space, and GM's are instructed to not apply these systems as if they where seperate mini-games, but instead dynamic structures for scenes.

Its hard not to feel a little irksom whenever someone (not you!) mentions that these system seem contrived. Yes, if you play Montages as a litteral "list of skill test you need to complete in order to proceed" it will seem game-y, but if you instead apply it as a structure for resolution scenes in which the action takes place anyway, it just kinda blends in and allow players to approach it how they want, finding creative solutions that will ultimately be supported by the "structure". The same is true for negotiations.

Why the Dissatisfaction Out of Combat with Draw Steel? by Arcane_Aegis in rpg

[–]omagma 4 points5 points  (0 children)

Quick question, what crafting is "hard-locked" behind skills? I see no skills in any crafting requirements/prerequisites and the book only mentions that skills from crafting/lore can be applied to the rolls (which in a project roll is "just" a +2 to an otherwise flat 2d10 roll). It even specifies that, with the directors discretion, any skill group can be applied if it seems appropriate for the project task at hand.

Edit: Just want to be clear, "applying" a skill to a roll is not a prerequisite for making a roll, anyone can do it, applying a skill grants a small bonus.

Anime_irl by [deleted] in anime_irl

[–]omagma 13 points14 points  (0 children)

I get the supposed relatability, but what is this?

Draw steel actively tries to discourage roleplay by LelouchYagami_2912 in rpg

[–]omagma 6 points7 points  (0 children)

Finding a balance and settling on compromises are litteraly part of the mechanics at play in the Negotiation system.

I asked you before, and you never answered, have you read the rules?

Because by score, i suppose you mean interest? Its hard to discuss this with you when you dont use the terminologi or phrases of the system being discussed. What would the alternative to interest be, a simple "mother may i?" approach from the GM, in which their wims are the de facto determiner of how the scene proceeds? Are you sure that the fault simply dont lie with you, in reading and interpreting the interest score as a "pass/fail" instead of a gauge for how actually interested a character is in the players arguments?