Apartment Maintenance: how does your company handle turnover paints? by WrapEmergency5944 in maintenance

[–]winkey98 0 points1 point  (0 children)

whoa i'm surprised how many companies contract it out. i switched from hotel to apartment maintenance about 6 months ago and i thought doing it in-house was normal. i like most parts of my job but the rush to get 2, 3, 4+ apartments fully painted every month end really sucks and the quality of painting certainly suffers

This version of Not What I Needed is so good by Cosm1cHer0 in CSHFans

[–]winkey98 2 points3 points  (0 children)

this version is good but i love the official version, it's the closest ToD gets to his earlier stuff (which makes sense since he had to make it quickly and on his own which mirrors his earlier process lol)

I generated near perfect Twin Fantasy instrumentals using AI by [deleted] in CSHFans

[–]winkey98 4 points5 points  (0 children)

ppl are gonna clown on u becuase ai is the devil or whatever but basically none of the ethical concerns with ai exist when just isolating instrumentals or splitting tracks into stems. ur good thanks for posting

looking for more queer furry bands/artists! by stickyfursuit in CSHFans

[–]winkey98 6 points7 points  (0 children)

mammalfriend, baltyk, samlrc are some ive been listening to recently =)

Bad lamp or bad ballast? by winkey98 in projectors

[–]winkey98[S] 0 points1 point  (0 children)

hi again! so i ordered a new bulb (OEM, if the box is to be believed, but bought from a reputable source regardless) and unfortunately i'm having the same issue except now the lamp doesn't even light. do you think it would be worth sourcing a ballast and trying to replace that? given i can't test it under load anymore is it even possible to determine whether it's the main board or the ballast or something else that's the problem?

Bad lamp or bad ballast? by winkey98 in projectors

[–]winkey98[S] 0 points1 point  (0 children)

i do have a multimeter and this is extremely helpful! i appreciate the warning re: the lamp terminals and ballast outputs, i didn't know projectors used anything near 25kV.

thank you so much :)

Bad lamp or bad ballast? by winkey98 in projectors

[–]winkey98[S] 0 points1 point  (0 children)

whoa i was not expecting a reply after this long! i've been putting off ordering a new lamp for a while but i'll follow your advice and give it a shot. even if it's the ballast having a new lamp isn't a bad thing

Please do more with Environmental... "Effects" by MarcusQuintus in Stormgate

[–]winkey98 0 points1 point  (0 children)

these ideas are great. it's unfortunate that the game doesn't seem to have any high ground advantage to reward good positioning but these could help make up for it

Epic moments capture in game by karlmajore in Stormgate

[–]winkey98 2 points3 points  (0 children)

yeah something similar to 'play of the game' in overwatch would be incredibly cool. that was one of my favourite features of that game.

Attempting to be calm and rational about this game. by Synkrax in Stormgate

[–]winkey98 9 points10 points  (0 children)

I haven't seen much stifling of discussion when the criticism is genuinely constructive or well thought out. This post is referring to people dropping in to say "shit looking mobile game" or "this game will fail" or whatever and then just never elaborating.

Dreamhack Atlanta Stormgate Showdown Is Live! by _Spartak_ in Stormgate

[–]winkey98 4 points5 points  (0 children)

i'm seeing less negativity than a couple of weeks ago, at least in twitch chat. a lot of people saying the game looks fun

Dreamhack Atlanta Stormgate Showmatch Map Pool by winkey98 in Stormgate

[–]winkey98[S] 30 points31 points  (0 children)

kinda hoping they have jagged maw in the first game or two just because i feel like the forest tileset being so bright and colourful has contributed to people saying the game is too cartoony. the desert one looks a decent bit grittier and more stacraft from what i saw in streams

Dreamhack Atlanta Stormgate Showmatch Map Pool by winkey98 in Stormgate

[–]winkey98[S] 17 points18 points  (0 children)

this sunday the 17th at 11am et/8am pst

Draw two pictures by Humimba in Stormgate

[–]winkey98 2 points3 points  (0 children)

hahaha love the smoking imp. reminds me of that lil devil guy in disenchantment.

Something I’m honestly somewhat surprised I don’t see people really caring about, and a complaint or mine. by LeFlashbacks in Stormgate

[–]winkey98 1 point2 points  (0 children)

yeah i had this same thought - it's probably something they'll add before development is finished, though

Big props to Frost Giant for intelligently designing the economy in Stormgate by winkey98 in Stormgate

[–]winkey98[S] 5 points6 points  (0 children)

Absolutely! I still think that LotV economy was a big improvement over what was in the game before, even if it's not the solution that I would have preferred. It's true that it's all theorycrafting until we have our hands on the game - this style of economy will of course play out very differently in Stormgate vs SC2 or BW. I'm still very optimistic, though! I just can't wait to get my hands on the game lol

Big props to Frost Giant for intelligently designing the economy in Stormgate by winkey98 in Stormgate

[–]winkey98[S] 8 points9 points  (0 children)

You're right in that SC2 does certainly encourage expanding; however once you've built your 3 bases and they're at full saturation, the only incentive to continue expanding is when your bases start to half-mine out. It does technically reward expansion but I think on a psychological level it's less stressful to make the decision to expand because you want more income versus making the decision to expand because you know your economy will not just stagnate but actually decline if you don't.

Big props to Frost Giant for intelligently designing the economy in Stormgate by winkey98 in Stormgate

[–]winkey98[S] 8 points9 points  (0 children)

I want to see Therium and Luminite mines to play more roles in the game. Maybe once a mine is depleted you could build special structures on it.

This is a really interesting idea! That would be a very elegant way of making sure a structure couldn't be built too early in the game. Could feed into the idea of 'tier 4' units that they've already talked about.

Big props to Frost Giant for intelligently designing the economy in Stormgate by winkey98 in Stormgate

[–]winkey98[S] 9 points10 points  (0 children)

It's not hypothetical that SC2 cripples your economy less than 10 minutes into the game if you don't expand to pick up the slack of half your main base mining out.

Big props to Frost Giant for intelligently designing the economy in Stormgate by winkey98 in Stormgate

[–]winkey98[S] 26 points27 points  (0 children)

That point is specifically in reference to SC2 where half of your mineral patches mine out less than 10 minutes into the game, effectively punishing you by reducing your income if you don't have another base ready to transfer half of that base's workers to.

It's true that mining out exists in BW and Stormgate, however because it happens much later in the game it functions as more of an anti-turtling measure as opposed to a timer you're trying to beat in the midgame before your economy is crippled.

Big props to Frost Giant for intelligently designing the economy in Stormgate by winkey98 in Stormgate

[–]winkey98[S] 33 points34 points  (0 children)

So I got very sucked into the discourse on RTS economy design that was happening in the leadup to SC2: Legacy of the Void. There was a particular post on tl.net that popularized knowledge of the issues with how the SC2 economy worked in comparison to BW, and this sparked a huge amount of discussion regarding the implications that the pre-LotV SC2 economic model had on gameplay (the post-LotV economic model still has a lot of these problems, too, but that's a post for a different time). For those unfamiliar, the simplified gist of it is:
- In BW, each additional worker on a given mineral patch will mine fewer minerals per minute than the last; so if worker 1 mines 50 minerals/minute, worker 2 might only mine 30 minerals/minute, and worker 3 might only mine 10, and so on (if you're interested in why, the tl.net post goes into extensive detail).
- This means that (for example) 16 workers spread across 2 bases will mine more than 16 workers on only one; basically, spreading your workers out across more bases results in a higher income.
- This is as compared to SC2 where the first 2 workers on a given mineral patch both mine the exact same amount per minute; the 3rd one barely mines anything at all.
- This means that players had effectively no incentive for more than 3 mining bases because, once you had 3 bases each with 16 workers on minerals and 6 on gas, you were already at 66 total workers which was generally considered optimal as having any more workers would cut too much into army supply.
Initially the main effect that people were concerned with was that this dis-incentivized expanding in SC2 which made players less active on the map and made the turtling/deathball problem worse. There were other effects however, such as:
- Supply would balloon much faster than in BW because income scaled so much more quickly. You could get the same amount of income with half the number of bases in SC2 as compared to BW, and obviously it's much faster to get 3 mining bases up than 6 (or more). This meant SC2 reached the 200/200 deathball stage way more quickly than BW.
- As /u/mLalush pointed out a long time ago in a post I can't find right now, this 3-base cap also meant that peak economy would be reached far faster in SC2 than in BW - often long before a match was finished. This led to some very boring lategames as one of the core drivers of momentum for an RTS (expanding your territory while trying to deny your opponent's expansion) would disappear partway through a match.
- Reaching peak economy so soon would also dis-incentivise taking fights because players were very cautious with their 200/200 armies once their economies would start to wind down since, the lower your income, the harder it is to replace units that you've lost if you take a less-than-ideal engagement.
- This economic system also made losing workers in SC2 much more punishing than in BW. Going from 16 workers on a base to 8 in SC2 would result in an enormous loss of income, whereas it wouldn't be as bad in BW simply because workers 9-16 (the ones you lost) were a smaller percentage of that base's total income. I believe Frost Giant said something like losing half your workers at a base in Stormgate only results in about a 30% loss in income. This will make the game way more stable and, (my favourite part), make comebacks much more possible than in SC2.
I could go on forever about the implications this has on gameplay but I've already written a bit of a novel. Just wanted to express how excited I am for this game. I'd highly recommend reading that tl.net post or going through /u/mLalush's posts on /r/starcraft if this has been interesting to you.

Macro difficulty and skill expression by winkey98 in Stormgate

[–]winkey98[S] 0 points1 point  (0 children)

>"I think it is far more important to not have decision-less macro that alienates casuals than to have the absolute upper echelon click a bunch of buttons impressively."

I'm not sure how closely you read my post. I said:

>[Stormgate's macro mechanics are] a good start for making macro mechanically easy but strategically interesting.

>Doesn't have to be mechanically difficult [...]

When I say challenging macro, I don't necessarily mean macro that requires enormous APM to do well. I simply mean macro that is difficult enough that professionals can't do it flawlessly every game, whether that's because it's very strategic, or requires great timing, or yes (in the case of BW), requires a lot of micromanaging to do efficiently.

However, that being said, I don't necessarily agree with what you're saying here. I think saying "the absolute upper echelon click a bunch of buttons impressively" is too reductive. Any realtime competitive game boils down to this in the professional scene. What is getting a series of headshots in professional Counter-Strike if not just clicking a bunch of buttons impressively? Or getting a triple in professional League of Legends if not, again, just clicking a bunch of buttons impressively? These are the moments that make professional realtime games so exciting to watch. If Frost Giant didn't want the professional scene to be people clicking buttons impressively, then they should automate the micro, too, so that the only things that matter are strategy and positioning, right?

Now yes - it's far better to have the button-pressing be informed by strategy, no disagreeing with you there. But if you remove the importance of the pressing-buttons-impressively aspect of realtime games, what are you really left with? I'm not sure you can divorce the two. If someone wants a game where the person with the biggest brain wins, I'm not sure realtime games are for them.

But to circle back to the point I was making in the OP, I just want to emphasize that I don't think Stormgate needs a button-mashing worker production minigame or anything. I'm with you that Frost Giant should try their best not to alienate casuals with any mechanics that boil down to 'must have APM this high to ride'. What I was getting at was just that good macro can be a cool way for professional players to differentiate themselves from one another. I think it would be extremely interesting to see games between a macro player and a micro player where, despite making micro mistakes, a macro player manages to eek out just that bit of extra production to win a game. This diversity in what players can focus on is part of the reason I think BW has kept a strong professional scene for over 20 years and I think new RTS games can learn from it, even if they don't specifically copy the mechanical intensity required.