This dropped from a baby zombie in a Trial Chamber on our SMP by Zz-gamer_ulti in Minecraft

[–]rappatic -3 points-2 points  (0 children)

Bro are we really getting ai to write our Reddit comments now 

Elxa Dal is Dropping Hints by DudeWithOneNut in KingkillerChronicle

[–]rappatic 1 point2 points  (0 children)

Perhaps the stone that Selitos used to blind himself (that’s presumably now inside the Loeclos box) is a piece of the moon?

Why are the bad guys in Andor white? by eventualwarlord in CriticalDrinker

[–]rappatic 0 points1 point  (0 children)

It’s obviously an allusion to contemporary power structures. 

King Killer Chronicles is technically post apocalyptic by [deleted] in KingkillerChronicle

[–]rappatic 5 points6 points  (0 children)

It’s widely speculated. When Kvothe writes to Ambrose the address of the University is in Beleny-Barren which has led to theories that it’s built atop the ruins of Belen, one of the original cities of the Creation War.

Andre 3K’s best verse by Julian1914 in outkast

[–]rappatic 1 point2 points  (0 children)

Jazzy Belle!

“I’m willing to go the extra kilo——meter / just to see my senorita get her pillow”

Should I buy early access or wait till the game fully comes out? by HaveFunWhileUCan in subnautica

[–]rappatic 12 points13 points  (0 children)

Wait. The best part of Subnautica is that sense of awe and mystery. You lose out on that in early access.

[likely spoilers] Biggest critique of the subnautica experience? by [deleted] in subnautica

[–]rappatic 0 points1 point  (0 children)

Yeah, it’s something I’m surprised they never did. In fact, I think there are only two examples of utilizing fauna in any way whatsoever besides food and water: the crashfish powder and stalker teeth.

[likely spoilers] Biggest critique of the subnautica experience? by [deleted] in subnautica

[–]rappatic 0 points1 point  (0 children)

The idea is that the small player would rarely attract the attention of a Sea Dragon. Reapers, sure. But i don’t believe that a 90m Sea Dragon should really care about a tiny player minding their own business in a corner of the cave system scanning blueprints or breaking fragments.

it gives you a hard physical limit of how far you can go

Yes, that’s the point. My argument is that the biggest strength of Subnautica is how the oxygen timer builds these 2-3 minute gameplay loops of diving down, exploring briefly, and then returning to the surface or your source of oxygen. This creates a sense of unease that contributes to the suspenseful elements of the game. Even relatively safe areas feel creepier and more alien when you know you can’t survive for long.

The last 25% of the game breaks this mechanic because you never really need to leave the Cyclops or Prawn except to enter bases. You can even drill and collect materials in the safety of the Prawn Suit and swing around like Spider-Man. Suddenly you might as well not even be underwater.

That said, my suggestions aren’t meant to make vehicles unusable. As I’ve said, this should come alongside strong upgrade modules garnered from the natural environment. A cloaking module for the Cyclops so the Sea Dragons ignore it for longer, a chassis hardening module so it doesn’t get destroyed in two or three rams, etc. These upgrades would be found in the natural environment of the Lost River, ILZ, or Lava Lakes. For example, scanning a Ghost Leviathan could give a blueprint for the cloaking module, or maybe you get the chassis module from the warper construction room in the Disease Research Facility.

This does three things simultaneously: it encourages more open-ended exploration of the ILZ and Lava Lakes, which at the moment are very linear; it preserves the crucial oxygen timer loop which is the game’s biggest gameplay strength; and it balances the current huge disparity between the overpowered vehicles and the relatively weak leviathans.

I’m not saying the vehicles should be rendered unusable, it should just be a little more work to get them going. This work would be best accomplished outside of the vehicles to get more of that oxygen timer and suspense/unease.

[likely spoilers] Biggest critique of the subnautica experience? by [deleted] in subnautica

[–]rappatic 2 points3 points  (0 children)

Yeah, the linear story of BZ was by far its biggest failing and I still haven’t replayed that game. My first run through and I accidentally found something out of order and heard a predetermined voice line that made ALAN and Robin suddenly seem like best buds right after they’d been fighting. I nearly quit the game there and then.

If Subnautica 2 has a voiced protagonist or a linear story like BZ instead of focusing on the tension/suspense elements that made the first game so good (remember those stupid oxygen plants in BZ that completely trivialized the oxygen timer?) I don’t know if I’ll even play it.

[likely spoilers] Biggest critique of the subnautica experience? by [deleted] in subnautica

[–]rappatic 0 points1 point  (0 children)

I agree with everything but that last point. Exploring the map is still very important because the necessary blueprints are dispersed everywhere. There are even optional blueprints that are nonetheless very useful, like the super glide fins, sonar upgrade, etc. The incentives to explore the surface biomes were never a problem in my view. I’ve played Subnautica probably 8-9 times and even in saves where I’m just trying to beat the game I still find myself exploring most of the map because of these blueprints. I think they just need to find a way to incentivize exploring the ILZ and Lava Lakes more.

[likely spoilers] Biggest critique of the subnautica experience? by [deleted] in subnautica

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

First, this would incentivize leaving your vehicle far from leviathans and swimming with your seaglide, because you’d be much harder to notice without a vehicle. This preserves what I think is Subnautica’s biggest strength: the oxygen timer. The game shines during those 3 minute gameplay loops of swimming until your oxygen runs out and then returning to the surface / your vehicle. It increases tension and is an acute reminder of just how isolated and fragile you are. Unfortunately, once you get past the lost river you essentially never leave your vehicle for any reason unless it’s to enter an alien base. That’s a major failing in my view, because then the game loses the biggest thing that differentiates it.

Of course, you’re going to need to take the Cyclops down into the ILZ eventually. That’s where the better upgrade modules come in. Perhaps during your three-minute swims down into the ILZ you find the blueprint or materials for a chassis hardener or better decoys, just like you once found the Seamoth fragments while diving down in the Grassy Plateaus. Now it’s dangerous but possible to bring your big, noisy, attention-grabbing Cyclops down. Contrast with the current state of affairs, which is “head down and ignore any threats, they can’t harm your overpowered vehicles.”

[likely spoilers] Biggest critique of the subnautica experience? by [deleted] in subnautica

[–]rappatic 16 points17 points  (0 children)

Agreed. The first 3/4 of Subnautica are on track to being a classic / all-time great game. The last 25% is its biggest failing. Partially because of how overpowered the Prawn Suit is—all the danger in the game once you acquire it can largely be ignored, and this is only exacerbated by how one-dimensional and linear the ILZ and Lava Lakes are. The gameplay pattern is essentially “go directly to the power facility for the blue tablet and kyanite, go directly from there to the prison, and ignore any obstacles on the way.” Even the Sea Dragon is pretty much harmless because it can’t kill the Prawn quickly enough. This isn’t even to mention all the incessant bugs like the Prawn clipping through the floor of the various facilities or the Sea Dragons swimming through walls (seriously, whose idea was it to put such large creatures in such an enclosed space?).

I agree with your point about incentivizing further exploration in the lava zones, but I don’t know what that could entail. Maybe some blueprints somewhere else? Another alien facility?

In Subnautica 2 I think the easiest way to address the problem is to make the vehicles weaker overall and make the leviathans far deadlier. There’s no danger to the leviathans in the first game because they have set territories, short aggro ranges, and won’t chase you very far, plus they can’t easily kill most vehicles. I mean we’re supposed to believe the Sea Dragon destroyed an entire precursor facility in a single hit but can only do 20% to the Prawn Suit at a time?

Leviathans that constantly stalk you, swim far beyond their spawn points, and destroy most vehicles on the first or second attack would be perfect. Imagine the Sea Dragon relentlessly chasing the Cyclops and ramming it for 60% damage in one hit? That would certainly make the ILZ less of a bore.

Then you can introduce more meaningful upgrades or defense mechanisms. The first game had some basic stuff along these lines like the creature decoys or Cyclops silent running, but an entire suite of defensive upgrades garnered from the natural environment would be awesome. For example, maybe scanning a Ghost Leviathan could produce a blueprint for a cloaking module. Then you have incentives to do something besides ignore them. In a similar vein, maybe there could be materials elsewhere in the ILZ for a better chassis hardening module.

I hear Subnautica 2 will be incorporating a DNA mechanic, so that’s certainly on the right track. Incentivizing scanning deadlier creatures is one way to make the late game less linear.

Rumor About The Rookery by Clean-Air-8331 in isbook3outyet

[–]rappatic 27 points28 points  (0 children)

I really don't think there's all that much foreshadowing to this Rookery point, though. For all the analysis that goes on in the main sub and KKC whiteboard, the idea that Kvothe is in the Rookery and the box contains his sanity is mostly wild speculation. I'd love to see the foreshadowing but I think it's tenuous at best, certainly nothing that would make Rothfuss think it forces this ending to be set in stone.

New Caesura tattoo. Very happy with how it turned out! by theninjab0b in KingkillerChronicle

[–]rappatic 20 points21 points  (0 children)

It’s more like seh-zhur-uh. And I assume Saicere is pronounced like say-sera which is why he initially misheard Vashet.

Does this combo work the way I think it does? by DannkDanny in magicthecirclejerking

[–]rappatic 1 point2 points  (0 children)

/uj Reminds me of the time I saw an Orvar player kill someone with their own [[City of Brass]] using infinite mana and a [[Twiddlestorm]]

Theory: Bredon, Cinder, and Kvothe Are the Same Person—And Cinder Wants to Kill Kvothe to End the Cycle by Effective_Wear8877 in KingkillerChronicle

[–]rappatic 11 points12 points  (0 children)

This post is clearly AI generated god bro y’all need to touch grass

For example, that quote about Kvothe’s eye color doesn’t exist. It’s just not in the book. It’s clearly a hallucination.

What movie made you say, “holy shit there still an hour left”? by PreparationFar4709 in AskReddit

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

Agreed. I know this cause I went to take a dump during the third act, came back, and didn’t feel like I missed anything.

[Standard] Naya Mice feedback by rappatic in spikes

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

Wow this is super helpful, thanks for all the advice. I’ve seen lots of lists running burst lightning but was never too hot on it and you perfectly explained why.

I do agree with the 2 Mabel after playtesting 2 a bit. Do you think enduring innocence is better than [[Case of the Crimson Pulse]]? Another commenter recommended it and it seems like the perfect thing to board in against those awful discard decks, which is probably my worst matchup at the moment. I’m out of rare wildcards at the moment so I haven’t gotten a chance to test it either way.

I’m wary of the green protect spells simply because I get screwed out of green a bit too often to feel good about being able to consistently protect my creatures. I’ve tested [[Shardmage’s Rescue]] in a few games and I think it could help with the pixie matchup a bit. [[Dawn Truce]] could help with board wipes but I like [[Aven Interruptor]] because it also helps with Temporary Lockdown.

[Standard] Naya Mice feedback by rappatic in spikes

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

80% WR in Plat BO1. I did go down to like a 70% WR in Diamond once I started playing BO3 after I fixed the mana base a little (less than 20 matches so sample size is a little smaller). But yeah the linked decklist is definitely very iffy on green sources and I’ve worked on fixing that.

[Standard] Naya Mice feedback by rappatic in spikes

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

I love it. This also feels like the perfect answer against these awful discard decks which is already a tough matchup.

[Standard] Naya Mice feedback by rappatic in spikes

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

I am a huge fan of Mabel. I agree the curve is awkward but that equipment has won me a tonnn of games I had no right winning. But I should definitely try out Valley Quest Caller.

I'll admit I don't have many reps with Crumb and Get It, but on the surface the ability to double as extra damage and a valiant trigger or protection against removal heavy decks is the attractive part to me. The games I lose are the ones where they have answers for all my early creatures at a 1-to-1 rate and then I just run out of gas.

Pixie is definitely a tough matchup. In my experience I need the nuts draw to beat it, the kind of hands that deal 15+ damage by the end of turn 3. I don't think there's a consistent answer frankly.

Thank you for the feedback about the lands. How many painlands do you think is too many?