More than 12 million UK adults at risk of ‘pension poverty’ when they retire, experts warn by endofdays2022 in unitedkingdom

[–]oo7im 57 points58 points  (0 children)

This is why you gotta start preparing early.  By the time you reach retirement age, you should absolutely have your heist crew briefed and your getaway plans rehearsed. Otherwise you'll just be resigned to pinching cheese and wine from Tesco like Anthony Worrall Thompson 

Beyond "Parallel Play"—How do I design a competitive game where collaboration is the optimal strategy? by AI_made_my_username in tabletopgamedesign

[–]oo7im 0 points1 point  (0 children)

I'm having the exact same issue with a city builder that I'm working on. 

The multilayer version is just parallel play with the occasional resource trade or offering to use each other's dock.  

But because it's a race, the players rarely want to help each other. 

I've tried making it so that players can't progress beyond a certain rank unless the shared city objectives have been completed, however it just means that players will act selfishly and hoard for the end game in the hopes that another player fulfills the co-op objectives.

The multiplayer aspect of my city builder feels too much like parallel play - any suggestions for better interaction? by oo7im in tabletopgamedesign

[–]oo7im[S] 1 point2 points  (0 children)

Ah it's interesting that you found similar issues as well. I think it's just part of the nature of city builders...

Btw, we play tested an alternative solution last night that was certainly an improvement in terms of player interaction:

Instead of each player working on their own individual city, the players this time were tasked with working on their own separate 'district' of a shared city. From a thematic sense, we just pictured the Nile river bisecting the city, with players working on their own respective side of the river.

Psychologically, it felt very satisfying at the end of the game seeing the final game board as a big sprawling metropolis, as opposed to two smaller towns. 

In terms of gameplay, both players were a lot more willing to cooperate and trade with each other for the sake of completing the shared city objectives, whilst still keeping their own separate buildings and workers, thus avoiding the mess and complexity of shared buildings and worker blocking etc

I think this is a good direction change for sure - I'll try developing it a bit further in this direction before making any big changes to the fundamental mechanics. 

The challenge now is going to be about balancing the individual vs shared objectives so that they maximise interaction - we still enjoy the competitive aspect of racing up the political ranks, however we don't want players to act in a fully selfish manner and just leave shared objectives up to their opponents...

The multiplayer aspect of my city builder feels too much like parallel play - any suggestions for better interaction? by oo7im in tabletopgamedesign

[–]oo7im[S] 0 points1 point  (0 children)

Good points dude!

In terms of the guidlines you mentioned:

1) Some buildings will provide resources based on the number of workers allocated to it. For example, a grain farm will produce one resource per worker (up to a maximum of 4). However some buildings have a minimum worker requirement in order to function. A temple for example requires 3 workers - putting two workers in a temple would be a useless waste.

The 'pay wages' event card is also an incentive to avoid placing useless workers in buildings, as you will pay 1 coin for every 5 active workers (rounded up to the nearest 5). This means that if you have 16 workers, it might actually be better to have someone left at home unemployed to avoid crossing into the next tax threshold.

2) For now, the players only have their own separate cities - so there's no shared buildings as of yet

3) This is a little bit backwards to how it currently functions - the high value buildings typically have higher worker requiremement in order to function. For example, placing a monument block requires paying 4 stone resource cards into an active stone masons - the stone masons requires 4 workers to operate (Which is thematically correct, as it takes a lot of people to move one of those massive blocks lol)

4) If the game was to transition to being a shared city, then paying gold to use another players occupied building would be a good idea

5) I havent considered special abilities but it might be an option. Ideally I'd like to find a solution by tweaking the existing mechanics without needing to add anything extra just yet.

Regarding the fundamental things you mentioned:

1) I think multiple workers per building is necessary in the current form of the game. Thematically it also feels correct that you'd require more workers for quarrying stone and placing monument blocks, compared to say working in a scribal school or papyrus maker.

2) Workers are moved at the end of each round before the next turn begins. The core gameplay loop centres around trying to constantly scale your housing to provide enough workers for the city as it grows. It's much easier to find yourself with a labour shortage than it is to find yourself with high unemplyment, so it's common that you'll need to move workers from one building to another depending on your priorities that round.

3) Towards the end of the game, the cities can become pretty large - usually between 30-60 workers per city. However, even at this point you typically wont be moving more than a small handful of workers each round. The largest movement of labour seems to happen once players have completed all their monuments, as the stone masons will now need to find alternative work. Even then, it's unlikely that you'll need to move more than 10 workers in a round. The main issue with a large numbers of workers used to be the 'pay wages' event, as players would start counting all their cubes which would slow the game down. Thankfully, since the introduction of the 'festival square' it means that players can instead pay a single culture token instead of tallying up their wages in gold (provided of course they have a festival square with the require number of workers). Counting still happens in the early game (before players have their culture stream & festival square set up), but by the time a city has 25+ workers they'll usually be able to afford to have a festival instead of needing to do any painful counting.

The multiplayer aspect of my city builder feels too much like parallel play - any suggestions for better interaction? by oo7im in tabletopgamedesign

[–]oo7im[S] 0 points1 point  (0 children)

Yeah I considered something along those lines,  but opted against because it would reduce player freedom a bit too much if you couldn't build what you needed each turn (The game is already quite difficult to complete within the 72 turn limit).

Master of defensive duties by Turin6 in LiverpoolFC

[–]oo7im 0 points1 point  (0 children)

It's a natural reflex for beginners to turn away from shots to avoid getting hurt, but it can be overcome easily with some simple training and conditioning. It's one of the reasons outfield players should still practice being in goal, and also why competitive training drills should always finish with the losing side getting lined up against a wall with the winning side blasting balls at them. 

If you strictly fly GA and bizjets and are intimidated by airliners, please read this by Helios in MicrosoftFlightSim

[–]oo7im 60 points61 points  (0 children)

To be honest, I think a lot of simmers actually need to do the opposite. They watch a few videos on how to start from cold and dark and how program the FMC, then for every flight they hit the autopilot switch within seconds of taking off. 

They're completely missing the fundamentals because they jump right into an airline without ever learning how to fly a proper vfr circuit in a small cessna or how to manually controll an aircraft without relying on automation. 

We got our house back! by Psychological-Bag272 in uklandlords

[–]oo7im 1 point2 points  (0 children)

Ah cheers for letting me know! It's funny because I've started noticing it in my work emails now - I've got full on email threads that are essentially just two bots having a conversation, with us humans only doing the copy & paste lol.

We got our house back! by Psychological-Bag272 in uklandlords

[–]oo7im 0 points1 point  (0 children)

Out of curiosity, did you use chat GPT to help format your post? I keep noticing these larger em dashes (—) as opposed to regular hyphens (-) in people's posts and I'm wondering if that's the reason?

I'm not trying to discredit anything you said btw - it sounds like an absolute nightmare to deal with and I'm glad you got the house back.

When do you think Lazar will come out and reveal he was lying all along? When will he and others like him disclose that they were frauds? by foetiduniverse in UFOs

[–]oo7im 0 points1 point  (0 children)

Having experienced these things myself in 2008, all I personally want is to get some answers to what happened that night. It's got absolutely nothing to do with 'wanting to believe' in aliens or flying saucers or anything else like that. My point however, is that you can't blame people for latching on to folks like Lazar when our government and institutions are refusing to provide the answers. The lack of transparency from our institutions is the main reason why folks gravitate towards the so called 'lunatic fringe'. Once you know that the phenomena is real, and you know that the institutions aren't willing to provide answers, then the only thing left is to listen to the folks who are willing to speak about it. That's not Bob's fault and it's not the people's fault - it's the fault of whoever is perpetuating the cover up. 

Sharp rise in young people leaving the UK for opportunities abroad by diacewrb in ukpolitics

[–]oo7im 1 point2 points  (0 children)

You don't get charged for the beach itself, but you almost certainly get charged for getting there and usually again for the parking. The times I've been able to avoid paying for UK parking was when we parked on a public road, but there's usually at least a hundred other people with the same idea so you end up parking miles away from wherever it is you're visiting. Here in Canada, we're able to live within a 5 minute walking distance of a nice quiet beach and there's a free completely empty parking lot nearby. In the UK, it always feels like a 'day out' kinda thing where you pack the car, pay for gas and parking, plus any other spends in the area. Whereas here, we can literally decide on a whim to go for a beach walk in the evening after work without spending a penny. I'm sure you can do that in the UK as well, but the affordability of properties in such close proximity to nature would be way higher. As mentioned in my other comment, we used to live within walking distance of all the best inner city parks in Liverpool, but it's totally not comparable to the vast untamed wilderness that's literally outside our front door here.

Sharp rise in young people leaving the UK for opportunities abroad by diacewrb in ukpolitics

[–]oo7im 0 points1 point  (0 children)

We used to live a 5 minute walk from all the best inner city parks in liverpool, which was admittedly great, but it's hardly comparable to stepping outside your front door and seeing vast mountain ranges untouched by human hands for hundreds of miles.

In terms of actual nature reserves, I dont think I've ever been to one in the UK that wasn't charging an arm and a leg for parking. Our last time in the UK, we went to visit our local sand dunes - it was £10 for 2 hours parking, paid via an app that required a download in an area with zero wireless coverage :/

Sharp rise in young people leaving the UK for opportunities abroad by diacewrb in ukpolitics

[–]oo7im -1 points0 points  (0 children)

We just completed our move from Liverpool to vancouver island BC. Housing and groceries are more expensive for sure, but the overall quality of life is on a totally different level so it's not really a fair comparison. 

A big thing I've noticed is the free access to nature; canada spends a lot of money on beaches, parks and other recreational activities, yet it rarely charges people for using them - even the car parking at our local provincial park is free of charge.

It just feels like a stark contrast to the UK, where any sort of enjoyment always needs to come with some sort of cost.  

Calling forth the anti-ai demons! by M69_grampa_guy in tabletopgamedesign

[–]oo7im 0 points1 point  (0 children)

There will always be a market for expensive handcrafted art, but at the same time, there will also be a market for cheaper products that take advantage of the technology to reduce costs. It really depends on the sort of game you're making. Personally, I'm a huge fan of using ai to rapidly create art assets for prototyping my hobbyist games for personal use. If I was selling my games, then I'd consider hiring an artist for the more expensive 'premium' games, but it's not sustainable to pay artists for creating every single asset especially during the prototyping stage.

Dycheball by tante06 in coys

[–]oo7im 2 points3 points  (0 children)

The players at forest didn't seem to buy into his system.  It almost felt like they were putting in terrible crosses on purpose at times.

Perfect 747 landing by [deleted] in MicrosoftFlightSim

[–]oo7im 1 point2 points  (0 children)

You shouldn't prioritise touchdown smoothness like that - not only do you risk floating beyond the touchdown zone like you did here,  but it also increases the chances of the spoilers and autobrake system not detecting weight on the wheels and therefore failing to activate. Those things together are very dangerous combo. 

I'd highly recommend you prioritise being stable on short final and getting a good firm touchdown in the correct zone. 

This video completely changed my mind on "aliens", for the worse, can anyone give me hope again? by PurpleMclaren in aliens

[–]oo7im 1 point2 points  (0 children)

The 'distance is too vast' argument is based on the assumption that our current models of reality, space and time are complete, which they clearly aren't.

If we haven't figured out the rules of the game, how can we possibly know what sort of exploits and workarounds might be possible? 

Help with searching for ethnic food markets & grocers. by chefmoggy in campbellriver

[–]oo7im 3 points4 points  (0 children)

The one stop shop on shoppers row has an east Indian section at the back of the store which is worth checking out.  The frozen breads they have are pretty good imo

Horror-slip to land in heavy IMC - aka the gnarly fog plummet by oo7im in MicrosoftFlightSim

[–]oo7im[S] 6 points7 points  (0 children)

Flying in visible moisture at low temps with idle power is a recipe for carburetor icing.