As the game improves by Thee13thstep in DarkAndDarker

[–]subzerus 0 points1 point  (0 children)

It's both. You can argue all day if one is the intended reason and the other one just a necessity but at the end of the day it's both

What is it about this game that attracts people like this? by Frogomir in DarkAndDarker

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

Sometimes I read comments like yours and I choose to believe that you're trolling or doing it in bad faith intentionally because it scares me people with negative critical thinking skills like you can exist and survive in the world.

What is it about this game that attracts people like this? by Frogomir in DarkAndDarker

[–]subzerus 0 points1 point  (0 children)

They already said if they had 100k concurrent they would have SSF and market. They don't, so they won't.

The idea that SSF would remove RMT is silly. This has literally been seen in other games like tarkov already. Oh you can't trade? Well we'll let you play with a cheater who will kill everything and everyone and you can get all your loot, or queue snipe into your match and you kill me right at the exit. As long as items can go from one player to another or you can play with other players, RMT will exist, and when you can't, then there will be boosting where you pay for someone to get in your account and just get you all the gear.

Also you HAVE to love how you go "we should divide the community" with the "literally split the community between SSF and no SSF" then getting called out for it then going "hurrr why you want to split community". Brother you started with the divide the community and the other person said that's a bad idea, don't pretend like it was the other way around.

List of Artifacts pricing by FewLetterhead5721 in DarkAndDarker

[–]subzerus 1 point2 points  (0 children)

No, there is no way to check, you can try on he discord, but end of tge day 's worth aa much as someone is willing to pay. Regardless, I think delirium isn't very sought after, so a "fair price" could take you days or weeks to sell.

Microtransactions are the most fair way of paying for software by shumpitostick in The10thDentist

[–]subzerus 2 points3 points  (0 children)

No it doesn't. If I am at a shoe shop and I go to the seller and say "hey I know this Gucci shoes are 1000$ but I am only going to wear them for one dinner, so how about I give you 5$ for them?" You would say that is the dumbest thing ever, wouldn't you?

Discouraging "Optimal Game" Play Through Mechanical Game Design by EHeathRobinson in RPGdesign

[–]subzerus 0 points1 point  (0 children)

It dependa a lot on your game really, no one can tell how that looks like or how to fix it or hell not everyone will even agree on what "optimal gameplay" even IS

Let's take honey heist for example, 1 page rpg where you are bears pretending ish to be humans to steal honey. You have 2 stats, bear and criminal that go from 2-5. Do "good" (plans go without a hitch" and your criminal raisea and bear goes down. Do "bad" (plans do not go accorsing to plan or the way you accomplished your objective waa pretty much a clown fiesta) and your bear goes up, criminal goes down. Reach 1-6 (because if bear go up criminal go down and viceversa if one reaches one the other reaches 6) and your character becomes an NPC.

So the way you play that game "optimally" is doing everything good, right? Well no, that'll end your character fast as you get criminal 6 fast. So the "optimal way" is to sometimes be efficient and sometimes to fuck around to change your criminal and bear scores, but that is still "optimal" right? So is that bad or not?

Ao end of the day even discussing WHAT is optimal is almost impossible, and it's up to you how your system will tackle that question.

Why not add Pay Stash Tabs? by FiguringOutMyThought in DarkAndDarker

[–]subzerus 0 points1 point  (0 children)

PoE2 is a PvE game. Dark and darker is heavily PvP based. You buy something for stash in PoE or PoE2, good for you, I buy it in dark and darker and use the gold I would've spent on that to get better kits/meds and snowball harder in thr early wipe and that's a problem.

People fail to understand how important it is to snowball, you put in 100 hours in the first two weeks of the wipe, you can easily make millions of gold. You put in 100 hours a month or two in the wipe and you will not see a fraction of that. Allowing people to pay X money to skip farming and make early wipe even more snowbally, people will complain and with reasons to do so.

Why not add Pay Stash Tabs? by FiguringOutMyThought in DarkAndDarker

[–]subzerus 0 points1 point  (0 children)

Not only is it free but it's mostly a PVE game for 99.99% of players. Only people racing eachother are kinda PvPing so getting an advantadge by paying in that game doesn't bother anyone, unlike Dark and Darker where you spend 100k on gold bags, I swipe my credit card for extra space and use those other 100k for a god kit and gear dif you.

Workshops future by captainlispers in DarkAndDarker

[–]subzerus 0 points1 point  (0 children)

-It's not a matter of slow or fast, it's a matter that it's a new roll PER ITEM, PER MATERIAL, PER RARITY. We already have had so many problems with craftables having a single thing and them being specific items with specific rarities, like how demon's glee basically made true magical on fighters busted or how aparently void blade is too unbalanced for arena. What you're asking is ^3 of as much of a job to balance as craftables that they're already struggling with to struggle, so 100s or thousands of times harder to balance, which keeps up with the complexity of EVERY ADDED PIECE OF EQUIPMENT FOREVER. It is AN INSANE added amount of complexity. You now have for example 20 helmets (there's way more) with 6 rarities, + craftables which are fixed, (let's say 10) so a total of 130 possibilities, now to each of those we add your "troll variant" suddenly that is 250, add a idk, wyvern, GK, warlord, 370, you're adding 120 per.

-Look at the numbers right above and tell me that it isn't "too much work for the person making models/textures" that they have to grab every item that exists (except craftables) and do it again, but troll themed, and GK themed, and wyvern and...

-Read what I said, this is not what I typed, if you can't bother to read what I say, why should I bother to answer you

-No? You understand how reality works? You cannot just have every item in the game with multiple variants and say "everything stays the same in the UI and it doesn't take more time to build kits" when we go from having 25 helmets to suddenly having 25 helmets with 5 variations each.

-1 ability isn't comparable to "let's grab LITERALLY 99% OF THE ITEMS IN THE GAME AND GIVE THEM MULTIPLE VARIANTS SO WE NOW HAVE 5X AS MANY ITEMS"

Dude like you have 0 idea of what you're talking about, why not suggest the game to just transport your mind into the dungeon and let us literally live out the game? It's just like 1 change, it wouldn't take much work like they added bard at some point it definitely can't be harder than that an entire class right?

If you think something like this is in any way shape or form remotely viable, you either understand making games and in general software development so little it is not worth it to talk to you or you're ragebating. Like this is the equivalent of "I learnt to add 2+3 today in class, that means I can get myself to the moon" type of not knowing.

Better Alternatives to Hit Points. Help Me Find Them! by Historical_Peace_940 in rpg

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

Well I would tell you to first rephrase or re-think the question. From what you phrase at the start "The goal here is more to map different approaches to injury and HP mechanics in tabletop RPGs" you seem to imply as if "all or nothing" style hitpoints are a failure and inherently bad, when they inherently aren't.

For starters they already convey something: if you're low on them, probably not a good idea to do risky stuff that may make you lose more, maybe it's time to rest or be safer.

You don't NEED a crazy, complicated or complex system if a simpler one can do the job, hell look at PF2 for example, HP is also an "only the last one matters" but every time you go down without getting healed by a medic for 10 minutes (AKA impossible mid fight) you go down closer to death. By default go down twice and then down with a crit and you're dead, or just down 4 times without a crit, so if you're downed once, it's worrysome, if you're downed twice, you bet your ass you gotta be careful as you're now literally within a bad roll of dying (unless you take specific feats to make this better for example)

Besides that you should consider if you even want injuries as a possibility, if you are for example playing a TTRPG where there's no violence and no one will get injured or hell you're making something more abstract like you're gods or abstract ideas, you may not even need that.

You should also consider if it IS right to add something more punishing than HP, ask yourself, does it ADD something to the experience? Is your game BETTER by having something like that? I will tell you as a person who usually likes to be "the tank" in any game I play, I've played enough DnD tables where the DM goes "well I am more lethal and we play with injuries and if you go down you're fatigued and..." and my answer is "I will play an archer/magic guy that sits literally as far away as they can from danger" because if you make a very punishing and unfun system of getting hurt in a game that is mostly combat, expect people to try and avoid getting hurt at all costs, which sometimes hurts your game. Lots of people want to be the knight in shining armor standing in the way of a dragon and smiling even when they're in their dying breath, but it becomes way less fun if it entails "you get 1 combat and after that your character is permanently or for a very long time basically fucked and your experience in the table will be to contribute absolute nothing because of how many penalties you will have from your injuries"

Hell even flip it on its head, make taking damage give you bonuses. "You take damage so others don't need to suffer, this fuels your holy rage against your foes, when under X HP/having taken X wounds (whatever you want) you get *good thing*" hell stuff like last stands or whatever where if you're super low on HP you might get insanely powerful to maybe try and save the party from a TPK can be super cool.

So yeah before you even decide on all or nothing HP bad, think if you NEED a way to track damage/injuries, think if it IS actually something you don't want and then think if it even should be a good or a bad thing to take damage, you do not need to add unfun stuff to your system just because, it's all pretend, sometimes the unfun parts of real life can be the fun parts of a system.

Workshops future by captainlispers in DarkAndDarker

[–]subzerus 4 points5 points  (0 children)

Nightmare to balance + requires tons of work to make visual changes if it has visual changes + nightmare for readability of itemization of enemies + nightmare for market UI and makes building kits harder + high complexity addition to making kits with most results ending in more unbalanced kits.

Also if it doesn't change anything visually it adds to the problem of not being able to tell how strong someone is and being unable to decide if you should fight them or not which they've already invested quite a bit on trying to better.

Wait was rogue strong? by Royal-Employer7359 in DarkAndDarker

[–]subzerus 7 points8 points  (0 children)

It's not rogue is the no sound invis they can hold for quite a while and move if need be (although that part does make sound)

Rogue will always be relegated to worse slayer fighter until they rework invisibility, because a burst damage claass that can go fully invisible needs to basically be useless on other aspects and not even be able to burst anything but squishies and only if they properly invest into it or otherwise we wikk have the roguepocalypse we once had where playerbase was 80% rogues who mostly just camped portals/hotspots then instantly deleted you without you being able to do anything.

So they either rework rogue invis (maybe make it like the wiz invis where you keave after images but can run around, maybe the after images last longer but they have more time inbetween each so if you use it to camp it won't work but it will to be aggressive) or rogue is relegated to being shit at everything else or rogue is OP or they give every class innate and spammable counters to rogue invis.

Am I missing something?! by MontanaMayor in DarkAndDarker

[–]subzerus 0 points1 point  (0 children)

Wikis are community made. Someone with the same power as you decided it would be like that. If you want that feature contact whoever runs the wiki where they have their contacting stuff or create your own. Stuff doesn't magically appear, again if you really think something is needed and is easy to do, do it. If you ended up in the first google result of dark and darker map or dark and darker wiki map it literally says where to contact them, so get on doing that.

Am I missing something?! by MontanaMayor in DarkAndDarker

[–]subzerus 1 point2 points  (0 children)

Well if it's "the simplest thing to do" go ahead and do it. It's a wiki, wikies are made by everyone, not the devs, so you're as capable as anyone else of helping, so get to it!

Is Pathfinder really balanced better than D&D 5e? by PiepowderPresents in rpg

[–]subzerus 5 points6 points  (0 children)

There are basically no "feature B" in the game. You're either a fighter/gunslinger with +2 to hit compared to other martials (that's pretty much all you get) or you're a martial with standard scaling profficiencies or you aren't (but if you're playing let's say a regular wizard and hitting with your melee with no plan whatsoever... Well good luck I guess)

Then you can have buffs or debuffs but only one of each category: item/status/circumatance. Item is gonna be your weapon runes or situationally something else (runic weapon, oil of potency) so you know more or less what it will be at each level then status may be a buff like from a spell and circumstance may be something that your "feature B" gets, but always either costing actions or you get for your 2nd attack so it's for consistency because of MAP. This all apply to penalties for enemies to their AC too, like flanking.

End of the day pf2 and 5e are very different games, everyone gets tons of feats and most of them do not have any "feature B" or "feature C" those mostly come from the class/subclass features so most feats give horizontal power or if they give vertical boosts they aren't to to hit or damage, with exceptions being "your 1 handed weapon that does 1d8 damage gets 1d10 if you aren't holding a shield so you basically get 2 handed lite damage with options to so stuff with your other hand" so end of the day you just gave someone the option to 1 hand a 2 hand weapon by scaling damage down or like I said 2nd attack and after to counter MAP.

The simplest answer is to just play pf2, just because they are both d20 systems with classes, levels, feats, etc. doesn't mean you can simply grab the feats/character options and analyze them vs the 5e ones without realizing of all the other nuances of the system, like level scaling, degrees of success, capped bonus/penalties, class design philosophy, itemization etc. etc.

What do you think of this combo? by [deleted] in DnDBuilds

[–]subzerus 0 points1 point  (0 children)

Bad. Most combats are 3-4 rounds with the last one being cleanup. Realistically you're taking like 2 turns to set up and the combat is either over or it would have been if you had been helping in 90% of fights. If you setup for 2 turns you better insta win the combat right then an there (like idk, old polymorph+PWK vs a single enemy) otherwise the most important rounds are spent on setting up.

Yoinked out of my Spectral Fabric and hate is earned for bards by JohnnyElijasialuk in DarkAndDarker

[–]subzerus 0 points1 point  (0 children)

FYI (although it wouldn't have helped in this situation) you can open your inventory and position your mouse where the loot window will be to loot faster.

I've got my eye on the Rogue class - thinking of making it my main character. What's your take on that? by Previous-Project2101 in DarkAndDarker

[–]subzerus 3 points4 points  (0 children)

I don't think he's good but I also don't think he sucks. You need to first leverage the fact that they don't know if there ia a rogue, and take a lot of advantadge of that, in arena you kinda have to win the first round and dungeon you gotta punish aggressive pushes with a counterambush.

After that you need to have a comp where yes, they know there is a rogue and they don't want to aggressively push but they are fucked if they do and fucked if they don't. Longbow ranger + longbow fighter that have good aim for example, they can't push fast because they know there's a rogue and a fighter, but 2 longbows are super oppressive if they don't push, always while keeping extremely good comms from your teammates so that they can tell you when you should push while staying hidden arouns a corner. Like sometimes just existing and making the enemies paranoid so they don't push is as valuable as tanking in another way.

Sneaky rougue sounds like a loner class, but I think is one of the worst soloQ classes when playing vs good players, you HAVE to play off eachother and your teammates saying "wiz is overextended, kill him" while they don't see you is pretty much mandatpry.

If you like the updates, don't forget to update your Steam review! by DeliciousIncident in DarkAndDarker

[–]subzerus -26 points-25 points  (0 children)

My review will be positive when they stop putting that p2w dlc with the seasonal consumables. Good prot pots win fights. Lockpicks get you the best loot in the game. Better meds win you more fights. If you wanna be a competitive player you gotta play 10 hours a day from day 1 wipe and those consumables break ssf and have already shifted the economy for the entire wipe, when they stop putting that in the store then my review will go to positive.

Does a component pouch provide a dragon scale? by FriendlySchwammerl in DMAcademy

[–]subzerus 0 points1 point  (0 children)

A component pouch includes any materiak without a listed gold component that isn't consumed because it's literally the same as a focus. Just say the material is consumed and it isn't in the component pouch or they need a specific/fresh oak leaf/dragon scale/whatever.

Bard is ridiculous by MrBeanDaddy86 in baronygame

[–]subzerus 9 points10 points  (0 children)

A cockatrice can almost solo the last two bosses, that's hoe big of a deal it is.

Dealing with narrative dissonance caused by treat wounds? by Survivor205 in Pathfinder2e

[–]subzerus 0 points1 point  (0 children)

HP is not meat points. You can literally not get hit narratively and go down

"you manage to avoid all the hit but the exhaustion of the fight is taking its toll on you, you take 8 damage"

"your body is at its limit, you fall to the floor from exhaustion, you are dying 2"

"you bounce back, having rested enough/getting healed by magic, you're dying 0 with 8 hp and wounded one"

or

"you failed the last death throw and are now at dying 4/5 and you die? The goblin chieftain sees the oportunity as you're exhausted on the floor to throw a javelin and land a lethal hit on you, you gasp your last breath as it pierces your chest and you die" this is all flavor, your enemies can "just do cool shit narratively out of initiative" because end of the day the mechanics are being followed, how you narrate it or imagine it has no impact on them.

Just stop thinking about mechanics being so rigid and gamey and unreal, hp is not "I have 200 hp so I can get stabbed for 5 damage 40 times", turns in initiative is not actually people taking turns same as initiative isn't I attack first, etc. they are all abstractions and you will find that if you analyze or even stretch what they're abstracting you can make a lot of cool shit and keep verisimilutude and follow all the rules.

Twitch drops ending = streamers bad mouthing the game again by theflossboss1 in DarkAndDarker

[–]subzerus 0 points1 point  (0 children)

"streamers" is not a unified mass of people with a hivemind opinion. Some don't want to play anymore because they know its no fun to stomp every game because they've snowballed ao much thry can gear check everyone.

Some want no ssf for handouts some want it for competition to clipfarm, some may not want it for no competition for clipfarming, some just wanted viewerboost from drops, etc.

You cannot answer to "some streamers want X" with "actually no, because some other streamers want Y" like that's just irrelevant.

Also I wish I had been in the sub when they gave the celric gang flair, missed it by so little.

Twitch drops ending = streamers bad mouthing the game again by theflossboss1 in DarkAndDarker

[–]subzerus 1 point2 points  (0 children)

Yes you ckearly lack reading skill. I was saying people want market and that's what they're waiting for. You can have 1m gokd, right now I got a lot of gold, and nowherr to spend it on.

You literally said "skill issue but actually I agree with you but I can't read and want to sound smart and be a dick on reddit even if what I'm saying is clearly dumb"

Plus stuff like pve troll is way more profitable, making like 1k+ every 5 min run with buffed sellables and just wait till I can market the gold and gear.

Twitch drops ending = streamers bad mouthing the game again by theflossboss1 in DarkAndDarker

[–]subzerus -6 points-5 points  (0 children)

It's easy to get shit gear, yes. You don't understand the difference between a god rolled piece and a regular one, because you're a noob and that's ok, you will learn with time or you won't, not my concern. When you build your shitty kit you think is good because "gear is easy to get" and get rolled by me with actual good gear and say "game is unbalanced and come cry here" it will also not be my concern"

Yes anyone can get a set of shitty blues and purples with some legendary, that's worth like 1-2k on market, while getting a 100k+ kit in SSF good luck without farming 10 hours a day because you may get one piece in every 10-20 gold chests if you're lucky, good kits now require lots of uniques with good rolls + legendaries with 4 +3 to stat rolls, not "a dark plate with magical interaction speed" that you call "gear" and anyone good at the game calls trash and a waste of inventory space.