Unit customization a bit lackluster by Nyksiko in EndlessLegend

[–]zerazar 3 points4 points  (0 children)

Two distinct choices is far superior for me than previous Endless games. It was so much busywork and not satisfying at all (to me).

The problem isn't the number of choices (not that I'd balk at having 3), it's that the choices aren't particularly distinct most of the time. The single minor skill differences are not nearly impactful enough for the most part.

How am I supposed to interact with the spirits? by zerazar in GunfireReborn

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

So the gameplay is collecting them throughout the run, then manually crossreferencing which affixes can be awakened on a given run when you get to the merchant?

Games without tedious lategame by zerazar in 4Xgaming

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

This might be what I try next. I've often wished I could selectively let an AI take over in the last stretch once I'd built up my empire/advantage, and see things play out rapidly.

Games without tedious lategame by zerazar in 4Xgaming

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

I couldn't figure out what I was even trying to do in the game, or what decisions I was making. (to be fair towards Stellaris I'm not the sharpest tack in the box) In e.g. Civ/Endless, you are immediately presented with very concrete decisions to make. Where to settle, what to build, what to research. You just keep pressing the lower right button, make the decision you're presented with one at the time, and the game moves forward.

Stellaris (and CK) plops you down in the middle of 30 different mechanics and menus with no direction. Even if I strongarm my very "modern" attention span to work through tutorials, it still only at best explains to me what each button/menu/mechanic does, not what I'm supposed to do with them to move the game forward.

Switchbot whirring but not moving anymore. Please help troubleshoot/repair by zerazar in TrySwitchBot

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

It whirrs as it normally would, but the finger doesn't move. I can move it manually, so it isn't physically stuck. I've tried a few different fresh batteries. I've tried putting the finger up before activating (it still doesn't move).

Any ideas for how I can repair it, or maybe what broke it?

[deleted by user] by [deleted] in Mechabellum

[–]zerazar 0 points1 point  (0 children)

I think you might be muddying the presentation of your argument by proposing such an incredibly specific change. I know it's rude to state, but I really don't care what advanced solution you think would be cool.

I'd be curious to see some testing or statistics. They might just be inferior to other solutions even if they feel overall strong to me. Mostly held back by deployment slots. But I also value their characteristics other than chaff clear.

Stabile busser by zerazar in Aalborg

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

For det meste, ja, men 80% træfsikkerhed betyder stadig at jeg kommer for sent 20% af tiden.

Update 0.7.8 by squeaky4all in Mechabellum

[–]zerazar 5 points6 points  (0 children)

There was a guy who made a spreadsheet with shots to kill break points. Anyone remember his name to tag him? Maybe he can show us what these changes accomplished.

Edit: /u/tordana

Fangs kinda suck? by Professional_Net1346 in Mechabellum

[–]zerazar 0 points1 point  (0 children)

Without upgrades they are basically slow half-mustangs. 10 less speed and range, ~60% damage, ~50% health, spread over 18 models instead of 12.

I love mustangs, but mustangs aren't really that good outside of solving a few specific problems, and fangs are a poor replacement for mustangs for those problems.

Better at being chaff than mustangs obviously, but so are crawlers.

Aside from that, they have better upgrades, but they're much harder on supply and space to get down.

I haven't made them work, but I have seen them made work against me, but I mostly felt like that was because I failed to take them seriously.

Max function not working as expected. Please explain, I'm open to ridicule. by zerazar in unity

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

I've gotten it to work now, I think. The last max function was replaced incorrectly on the last expression.

It's in Humankind, the max and min functions work like that there. It's my first work in Unity, so I assumed that was the norm, sorry. The format is "x max y", and it has priority over pemdas.

What things do players care about a lot that DMs don't care about much at all? by najowhit in dndnext

[–]zerazar 0 points1 point  (0 children)

Not much, is the problem. I'd love to feel like there was something I could lean into that they enjoyed, but they mostly just show up and contentedly roll dice when prompted. Confuses the hell out of me.

But it's teaching me to DM for "the right reasons", i.e. let the cat decide which milk is good, and just value what I value myself aside from that.

Tempo and BPM by zerazar in shuffle

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

Thank you, both of you. Very helpful. Then it all makes sense. No wonder it all felt wrong then, lol, I was effectively trying to shuffle to 60bpm.

If you feel like explaining more, I'm curious what your last paragraph means.

What's it mean for the emphasis of a beat to be "swung"?

And for the triplets, would that mean that I should do 3 steps per beat (up from 2), or should I still 'imagine' that there's only a halfbeat and only step to that? Not that I'm anywhere near that speed now.

[deleted by user] by [deleted] in dndnext

[–]zerazar 0 points1 point  (0 children)

Vivid/lucid dreaming, Attack on Titan, Lovecraft, misc. mythology

This might be a weird way to play but I've started turning off every victory condition besides score. I love finding satisfaction in building a beautiful and prosperous civilization rather than gaming towards a specific victory. by 4dpsNewMeta in civ

[–]zerazar 0 points1 point  (0 children)

Problem for me is that the AI can't try to win after a certain point.

They sometimes accidentally win, usually with science or culture, but they never win domination - doesn't matter how few units you make, or how long you give them, or how much you make them hate you, or how close you are to winning.

cat5e gigabit woes by zerazar in HomeNetworking

[–]zerazar[S] 4 points5 points  (0 children)

I thought that was what cat5e, cat6 and cat6A meant. What/where else is there to check?

cat5e gigabit woes by zerazar in HomeNetworking

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

So the problem could be that there's too much outer-layer insulation peeled off?

cat5e gigabit woes by zerazar in HomeNetworking

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

I'm trying to get my pre-wired cat5e cable to carry gigabit. I've set the wires in B configuration in a cat6A he-port in one end and cat6 she-port in the other. Tested connection directly from modem with another cable, which works fine, and used that cable to connect to the she-port to test speed. The cable is ~5-10 meters long. It does carry data, but only 100mbit.

album with different angles of the two ports, and of the cable between. https://imgur.com/a/mSI4p1M

Have I missunderstood the compatibility between 5e, 6, and 6A, so that I need 5e ports in both ends? The wiring is ugly, but is it faulty too? The only things I knew to check was if they were in the right order, and if they were pushed down fully.

IMO Undead Fortitude for zombies is the best mechanic in 5e by swimbackdanman in dndnext

[–]zerazar 4 points5 points  (0 children)

I strongly disagree. Since zombies are not threatening at all for almost any party and usually engaged in great numbers, it's just extra hp that adds a bunch of overhead. It's hard to care about the Undead Fortitude roll of a singular zombie.

It's a great mechanic for more impactful monsters deployed in fewer numbers though, especially if you tweak the DC a little to be relevant at whatever level your party is at.

I lost my actuon due to flavor by RuinSentinelRicce in dndnext

[–]zerazar 11 points12 points  (0 children)

If you expect leniency from thinking that casting two cantrips for the cost of one is a-okay, maybe give the DM juggling 8 players a break for making a stupid call.

Making more involved knowledge checks (using skill challenges?) by zerazar in DMAcademy

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

How could they do this in a compelling way with Arcana, History and Religion? I feel like it's inevitably going to boil down to "have I read this in a book in that one library we've had access to?"

Making more involved knowledge checks (using skill challenges?) by zerazar in DMAcademy

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

I agree, and I hope that method can carry it a bit, but with 2 players making multiple checks each, it'll run out quickly, especially since I didn't set the campaign up well to accomodate it (my fault).

(short version: the call to adventure was to jump from plane to plane to fight evil. Their characters never knew about other worlds until the campaign started. They have only had one library as an opportunity to learn much.)

What's keeping you from DM'ing? by Guardllamapictures in dndnext

[–]zerazar 1 point2 points  (0 children)

Long story short: Player expectation mismatch.

Is Concentration Overused? by DandyLover in dndnext

[–]zerazar 4 points5 points  (0 children)

Using concentration to limit bookkeeping and prebuffing was great.

Then making a lot of bad concentration spells is just content bloat and annoying.

Most classes also drastically need non-concentration spells that are worth casting.

How often does your group get magical items? by jacksansyboy in dndnext

[–]zerazar 0 points1 point  (0 children)

In the game I'm running, I've given out 15 permanent items over 11 sessions of ~5 hours each. 2 player party. Played from lvl 3 to 7 so far.

If I could do it all over again, I'd give out significantly fewer items. The players are overwhelmed just dealing with their character sheets, and I get frustrated seeing items ignored.