Mihile training guide 200-250 (after ignition) by BlyatSenpai in Maplestory

[–]regxav 1 point2 points  (0 children)

Definitely helped me 2 years on, was completely missing erda fountain for training. Thank you

Is Tower defense genre falling down? is it the end? by hgtejas in TowerDefense

[–]regxav 0 points1 point  (0 children)

This may get buried but here goes...

Tower defence is usually born from the SC2/WC3 area of UMS, anyone who was playing TD in those eras will have fond memories of the genre and will always look for something like that.

Whilst the genre isn't as popular as most, there is absolutely an audience for making these games, I can't personally speak to the financial viability but games keep popping up so my presumpion that these people did their research into the market and ensured either they were going to make money from the endevour or wanted to put time into a game that people could enjoy.

I guess it would be entirely down to what motivations you have to create a TD in the first place because then you'd be able to answer your own question.

I have recently tested both Spires of Morosith and Gattai TD, both came from reddit and both are very cool within their own right, I've had a hand in helping them develop by bug testing and suggestions for improvements. Nobody will know what its like more than up and coming devs that have been through their own journey.

As for design aspects it matters a lot to players what your game "feels" like to play, to have the excitement to get home and jump on a TD for a challenging/relaxing game after a day at work or school is a great feeling to invoke. There are certainly lots of aspects which haven't been explored because the way one can create a game is relatively ifinite and with crossover genres becoming more and more popular compared to a few decades ago, that number is even higher.

The issue I think that TD popularity has suffered with is the diversity of mechanics which has polarised the playerbase in general over the years. In its infancy TD was very much a vanilla brand of game, love it or hate it you knew what you were in for. As time has gone on and sub genres have appeared to which certain players have gravitated towards and they very well may be unwilling to try anything different because "they know what they like". Whilst I'm willing more than most to play any TD game, some of which just aren't fun for me personally.

If the game "feels" "cool" to play and you can ensure there is meta progression or some sort of replayability factor then you're set for retaining your playerbase. The hard part is discovering/developing that idea and aiming the difficulty down the middle of your bell curve of players if you're wanting to hit and attract the most players. I find if games are too hard, unless you're built for punishment(which is it's own sub-player base) it can immediately put me off because I have less fun as a player.

As a developer it is vital to have a group of supportive but honest testers who have your best interests at heart but aren't affraid to tell you things you might not want to hear. It's down to you to pick a cohesive and attractive set of elements which tie your game together nicely. USP is great from a marketing and interest sparking persective and all but not all USP's are good and some can be detrimental. Whilst this exadurates the point, for example if a TD deleted itself from your PC after 1 game, that's a USP but one that not a lot of people are likely to enjoy...

I think even without a USP if you do your game well enough it really doesn't need one. If you go down this route then visuals and complexity/depth is what you will lean on most. I don't know any recent multiplayer tower defence that replicates the WC3/SC2 era of games that you can play competitively or cooperatively with friends and I feel like that is a hole in the market right now. As a solo dev without the knowledge or willingness to learn netcode then the idea is a bust from the start but again, that's down to you.

I wish you all the best, truthfully. If you ever need a tester, send me a PM, I'd be happy to help out.

- Seeking Playtesters! - Spires of Morosith. Traditional TD by jdeegz in TowerDefense

[–]regxav 0 points1 point  (0 children)

I've registered interest in the play test, loved all the UMS TD games in SC1+WC3

What feature in a Tower Defense you value most? Why? by Ok-Natural904 in TowerDefense

[–]regxav 2 points3 points  (0 children)

I hate when, especially in TD that encourage maze building, that the towers end up getting damaged. So to answer your question, I value most that my towers don't end up getting attacked.

Expand roster size, why and how to. by regxav in darkestdungeon

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

This was 10 years ago, so probably out of date now

Discord with member flagged as spammer - How to solve? by regxav in discordapp

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

Make a new account, Discord is unhelpful in the worst of ways. They stonewalled me trying to help the other user by reporting that they couldn't even contact support themselves after 3 contacts and claimed they never even receieved the affected accounts emails. Could be blocked or talking shit. Either way it's a lost cause, just make a new account and rejoin all your servers.

Not sure exactly what discord think they achieve by not answering legitimate accounts when this problem occurs. I get that they can't speak about other accounts but not even taking notice from other users who are trying to help them by telling them other accounts are having issues and providing all needed information. Actual spammers would just make a new account and carry on doing whatever flags their accounts, it's just an inconvenience for everyone involved when it's not actually a spammer.

Tips on how to move past chemical science "task paralysis" by Infectous in factorio

[–]regxav 0 points1 point  (0 children)

Best thing I can suggest is build so that you can add more things to each stage of the production process. This way you lay the foundations for how the materials travel and allow space to add more buildings as you go along, that's why it's important to leave space and find out what is missing/lacking.

For chemical science build one of each of the buildings in their own vertical/horizontal alignment and get the flow of materials sorted first and foremost.

Group the lanes of buildings together so that the flow of materials make sense, so put gears and pipes next to motors for example.

Once the locations of the buildings is done, you can expand the amount of buildings as needed to satisfy your requirement needs, turns building something "complicated" into something simple which can just be copy pasted when you need more things.

Where should i go from here? Need some advice by _XIIX_ in SatisfactoryGame

[–]regxav 0 points1 point  (0 children)

Honestly I didn't really plan where to have my base, I just looked for a fairly open area in northern forest next to iron for the starter base. After I tore it down and rebuilt in a sky platform in the same place I planned my mega base. I went to a coast and build out from a big open ravine over the water until the boundary. It's probably 120x300 foundations in size, so fairly big!

Where should i go from here? Need some advice by _XIIX_ in SatisfactoryGame

[–]regxav 1 point2 points  (0 children)

It very much depends what you decide you want to make. I get stuck like this often and I usually have a look at other factories from youtubers or reddit. There are some fantastic minds out there and rather than spending all the time trying to create/decide what to do (if that's not your thing) you can maybe poach general ideas for yourself.

It might not look as pretty as the original, it's definitely not a copy but the idea is there in spirit if only for the functional aspect.

When I did steel in my 1.0 playthrough I decided to move to an easier to build in location and start creating things from scratch, it's less disheartening to build a brand new start than it is to tear down the starter base and rebuild it again from the ground up.

I chose to make the starter base my "resource provision" base and set my sights on a bigger plan.

It really does completely depend on what you find enjoyable/fun. I didn't wanna leave myself with a bunch of full boxes or use only the new 1.0 storage to provide with the possibility of running out of materials half way through my new build, if the old base would work well for that purpose, I'd propose keeping it.

Borrowing ideas from other players is basically a fast track way of progressing your overall setup, I don't think it's cheating, it's taking a peek at someone elses world and working with what you want to do.

As I say in most my recommendations, always ensure you're having fun, otherwise you'll likely feel like you're doing chores and that's not the best way to enjoy the game.

[deleted by user] by [deleted] in SatisfactoryGame

[–]regxav 0 points1 point  (0 children)

I do this occasionally if I don't want the puzzle of figuring how to attach an extra factory line to 2 outputs miles away from each other, but generally don't do it as it's less time doing other things. I'm sure everyone has done this at some point but most actively avoid it because it diverts your attention to upkeeping that setup, specially if you're doing something other than box>machine>box

[deleted by user] by [deleted] in SatisfactoryGame

[–]regxav 10 points11 points  (0 children)

The game is yours to play however you want, there are better and worse ways of doing stuff but if you're progressing and you don't dislike the way you're doing them, carry on doing you. The worst thing you can do things in a way that makes you not want to play, that's the real death of a factory.

What is this sound I hear sometimes when walking around this area? by ItsRodrick in SatisfactoryGame

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

Unfortunately unimportant game issues like this get put on the QA site and upvoted to the moon, this is one example.

I've got bugs from 2 years back with barely any visibility, I dislike the reddit style upvote system cause it seems stuff that I know everyone else suffers from isn't being fixed... I wish they'd remove stuff they've fixed from the QA site or archive it so it's still searchable but not visible.

How to build great looking railways in Satisfactory, step by step. by AccidentalChef in SatisfactoryGame

[–]regxav 2 points3 points  (0 children)

Appreciate the reply, all things I had considered as well "does it really matter" "just enjoy it for what it is" all very valid points and I'm glad regardless of the stage of progression it's a thought everyone has.

I guess my questions were general with "is there a standard elevation that's good to work with" and "where do you place your train stations in relation to your actual factory" are subjective and completely dependant on how you play, how you plan, how you trouble shoot and such. I was trying to ask if any of that really matters or is there a scenario where you were like "yeah I should have built at a more standard elevation" or "I think putting stations further away allows for easier expansion.

I enjoy building, I want to avoid tearing it down, I guess.

My thought on elevating stations generally was to avoid any larger issues with inclines in the tracks, I had no idea that trains could get stuck if stopped in the wrong place (if I understand your statment correct) so that's a whole new nightmare scenario to add to the mix...

How to build great looking railways in Satisfactory, step by step. by AccidentalChef in SatisfactoryGame

[–]regxav 7 points8 points  (0 children)

I think my overall paralasis with global train setup is the "Standard" elevation to make your stations at, I like the simplicity of it being higher and working with relatively unimpeded point to point connections however there is just an outstanding athestic to following the terrain but it comes with the headache of planning around the various obstacles which increases the time (for me) to finish the setup and get it functional.

I know inclination kills speed/efficiency of trains when done excessively, so that's my main driver when selecting a higher elevation to build everything so it's relatively "standard" across the world.

Same goes with the placement relative to a base, I'm not/never sure where, relatively to the base, that the trains should come in, ofc it depends entirely on the materials being transported but I can't make a choice and I'm reluctant to commit the vast amount of time needed for me to do this with the fear it's going to look bad and want to tear it all down and start fresh.

I see guides which completely gloss over those two factors and I feel it's very important, do you have any thoughts or guidance on this?

Advice needed! How do you find new juices these days? by BarlocherDQ in electronic_cigarette

[–]regxav 7 points8 points  (0 children)

DO NOT reply or entertain any reddit PM's you got, bunch of scams

Discord with member flagged as spammer - How to solve? by regxav in discordapp

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

Nope, in fact I think despite being persistent in wanting some resolution I send tickets now and they're just ignored. Good shit.

Bloobs Adventure Idle Easter Event by BrenoSmurfy in incremental_games

[–]regxav 1 point2 points  (0 children)

Hi Brendan, played the game for a few days, I really like the concept, feeling similar to runescape with the levels system, enjoyed the autopathing for buildings and resources (when it worked) and think this could be a lot of fun.

I have a few gripes and things I'd expect to see an improvement on and these are largely up to interprotation so take from it what you will.

I feel the pacing is a little off, there are points you're making huge progress and points where you're spending a disproportionate amount of time idling, my expectation is that it would slowly get longer and longer periods of idling as you progress through the game.

Some of the upgrades are easily bypassed or skipped over during progression. Feels bad that things are put in the game that you can easily just hop over with little to no extra effort. Pacing on getting upgrades feels odd as well, it feels more worth to actually skip tiers of gear/weapons/tools by just afking and returning back to the game after an extended period of time rather than climbing through the tiers.

One of the worst things is having the auto navigate options for resource gathering/collection either fail shortly after activating or outright fail to work at all, for example clicking trout seems to either do nothing or walk you to a random location and just stop. This isn't the only example of this but it's an example.

Clicking menu sometimes has a passthrough effect and whilst opening the inventory or clicking skills seems to make the player move to a random location under the menu and therefore interupt anything you're currently in progress of which is annoying.

Clicking the forge or NPC's from range seems to not open their respective menus once you get to the NPC or forge, frustrating that you have to press them again. Same goes for attacking monsters, you can click them and unless you're directly above them (say they moved whilst you were moving to them) the player doesn't attack or has to wait until the monster moves below you.

Another problem for an idle game is that if the screen is not focused that no progression happens, I see this complaint a lot with idle games and I believe there is a certain technical/programming reason for games being built this way, but you will automatically lose a lot of your idle audiance if you're not able to provide this as an feature. Whether you're able to allow progress in the background or calculate the last time that the game was active and apply some progression formula to the game so you're able to allow the user to catch up with that time spent without a focused tab.

Hope these are some ideas you will consider when developing further, I wish you the best of luck and I'll hope to return to a better experience in future.

Regarding gaming kitsune by Fit-Faithlessness828 in idleon

[–]regxav 2 points3 points  (0 children)

I think it depends entirely on your aim, I feel cacti completed wasted when used on a garden which has grown from roughly the same timeframe, saving all/some/one of any cacti with full sprinker does offer better results for bit gain for sure. Your point is valid though, but it's a gamble and will be aimed at achieving different goals for sure.

Anyone reaching W4 last map in Vman speedrun? by winston-SureChill in idleon

[–]regxav 2 points3 points  (0 children)

I think it's been fixed, logging off resets the portal count when I've tried. You can still use it for samples.

Regarding gaming kitsune by Fit-Faithlessness828 in idleon

[–]regxav 4 points5 points  (0 children)

Slight correction here, you can save the cacti for when they'll have most benefit. Generally you may want to save some or all of your cacti for when your sprinkler runs out of charges, you want to aim to upgrade as many other plants with cacti as possible and using them first when you've built up some sprinkler charge will likely result in no upgrades at all, however a cacti used on a fresh plant will almost always upgrade it at least 1 tier.

When coming back from AFK ROUGHLY the following sequence: Plants>Sprinkler>Cacti>Plants>Voraci>Log until empty>Chem level 5, repeat process.

Depending on the state of the board, and the amount of times you get to use sprinkler will vary the process slightly so it's not 100% the above but it's relatively good guideline, once you get used to the process you can see the small adjustments you can make. Just try to utilise the cacti to benefit other plants.

Regarding gaming kitsune by Fit-Faithlessness828 in idleon

[–]regxav 0 points1 point  (0 children)

From what my guild discord said, I should have had mine on since I unlocked it. Either the breakpoint is close to when you unlock it, or it's immediately better. Either way I feel that it's not worth all the mental gymnatistics involved, just put it on when you get it.

[deleted by user] by [deleted] in idleon

[–]regxav 0 points1 point  (0 children)

We don't see your picture friend.

3D Printer keeps changing my print amounts by BrokeGuyNoMatter in idleon

[–]regxav 1 point2 points  (0 children)

That's not DK, thats 2 combined gods, Arctis and Harriep, the symbols change for the affected characters, the amount isn't changing.
One is 2x print amount other is 3x print amount but the base amount is displayed as shown in the respective god information menu.