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PostPosted: Mon Nov 16, 2020 9:58 pm 
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Admittedly never.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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PostPosted: Tue Nov 17, 2020 12:58 am 
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It reasonably takes 96 or 120 paper to get a librarian villager to level 2; which u want to do once you start serious book trading. Each paper takes 3 sugar cane, so at ~300 a pop I’ll probably spend between 3k and 6k paper just on setting up my villager trading for enchanting diamond gear.

Sugar cane is also needed for cartography, potion making, and all kinds of explosives. Rockets for propelling my Elytra alone are just a massive black hole for sugar cane (and gunpowder).

^^ This is just me explaining how I go through so much; not me criticizing anyone’s play style. The only other resources I’m constantly out of to the same degree are gunpowder and arrows.


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PostPosted: Tue Nov 17, 2020 1:06 am 
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I'm a Minecraft newb. No Elytra or potions for me. All my sugarcane goes straight to my librarians. I don't care about the cartographers.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
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PostPosted: Tue Nov 17, 2020 3:06 am 
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The only thing I know about minecraft is that people can load pixel art into it.

Well, I mean, aside from the general idea of it being a crafting/survival sort of thing, which makes me ask, hearing this complaint, can you automate? If I hit some large volume task like that in Factorio (like, oh, just about every task in the game) I know the response would be to whack down mines or factories (themselves being mass-produced elsewhere) as needed and set it up to just go. In Dwarf Fortress I'd try to work out some sort of designation to have jobs queued mostly automatically, or in other cases maybe I'd rig up some minecart contraption depending on what the irritating task was. But DF's more of a managment game where "more dwarfpower" is a legit solution. What's the recourse in minecraft?

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PostPosted: Tue Nov 17, 2020 9:57 am 
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You can do some limited automation, which is what I’m doing atm. For every 2 hours I put in, my hourly yield increases by ~ 60. I’m currently at ~150 per hour; and my goal is 500.

That total requires ~300 pistons, observers, redstone dust, Plants, etc. and 1000 cobble. It also requires me to remain in the immediate area, essentially meaning it’s only automatic if i afk nearby. The entire contraption will be 60 tall x 50 Long x 8 wide in size.


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PostPosted: Tue Nov 17, 2020 10:05 am 
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TPmanW wrote:
I'm a Minecraft newb. No Elytra or potions for me. All my sugarcane goes straight to my librarians. I don't care about the cartographers.


Cartography not cartographers. I’m making my own map room.


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PostPosted: Tue Nov 17, 2020 7:08 pm 
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While my 3DS seems to have died on me (it seems the battery needs replacing, because it will charge but not turn on), I've busted out my old PSP 1000 again to play some romhacks, and it still seems to work perfectly.

Meanwhile, a few weeks ago I decided to see what all the fuss was about with Genshin Impact, and after putting a few hours into it... I think it's just as much NOT my cup of tea as BotW was. I don't think I do open-world anymore, because the last time I played, I found myself avoiding battles because I found the combat to be BORING. I could say a lot more, but I don't feel like I played enough of it to judge the game on its own merits nor do I care to continue playing it.


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PostPosted: Tue Nov 17, 2020 7:32 pm 
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mjack33 wrote:
It also requires me to remain in the immediate area, essentially meaning it’s only automatic if i afk nearby.

That sounds pretty annoying. The rest, putting a massive investment into embiggening your income, that seems reasonable to me.

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I have a blog. I review anime, and sometimes related media, with an analytical focus.

I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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PostPosted: Wed Nov 18, 2020 1:08 am 
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mjack33 wrote:
It also requires me to remain in the immediate area, essentially meaning it’s only automatic if i afk nearby.

That sounds pretty annoying. The rest, putting a massive investment into embiggening your income, that seems reasonable to me.

Only a certain amount of the game world around your character is actually loaded in at any one time. Go too far and your factory turns off.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
TPortfolioW


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PostPosted: Wed Nov 18, 2020 5:42 pm 
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My friend has played in my MC world every day this week. He still doesn’t know about the giant floating pikachu bc he is oblivious and apparently never looks up.


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PostPosted: Wed Nov 18, 2020 9:02 pm 
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mjack33 wrote:
My friend has played in my MC world every day this week. He still doesn’t know about the giant floating pikachu bc he is oblivious and apparently never looks up.

Just keep sticking pokemon up there. It'll bea bigger surprise when he finally does look up.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
TPortfolioW


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PostPosted: Thu Nov 19, 2020 7:33 pm 
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I didn't have the energy to post about it yesterday because of a full, 10-hour work day, but I went to play my PSP during lunch and discovered that I may have broken it. The screen is flickering with inverted colors and I don't know if there's an easy fix.

--------

I'm also going to recant my earlier statement that I would have been all over a proper Ghost Stories dub as a kid. It is a surprisingly tense and downright scary series. I like it now for being that (and all the neat yokai or whatever they are), but I would have been too terrified to watch it.


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PostPosted: Fri Nov 20, 2020 11:15 am 
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2 beacons down. 2 to go. The central pyramid in my base will provide haste 2, swiftness 2, jump boost 2, Damage reduction 1, and regeneration. Thats 40% faster movement, 40% faster mining, double the jump height, 2-3 blocks of fall damage reduction, and health regeneration irreguardless of hunger level. Pretty nice lol. Farming wither Skeleton tho..., not so nice.


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PostPosted: Sat Nov 21, 2020 1:28 pm 
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Does anyone hear want an honest opinion on Hyrule Warriors: Age of Calamity (or at least what I’ve seen so far)? Spoiler free story wise past the opening cutscene of course.


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PostPosted: Sat Nov 21, 2020 2:09 pm 
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I had very low expectations for that 5e game, and I'm still impressed at how quickly it died out. With the GM leaving even, most of the time it's the players who gradually drift away. I'm glad it at least had some interest though, I need to playtest something and I might host a game in the coming future.

also tangent while I remember, sorry about the star wars game aaarrrgh, idk why I stopped posting in it, I think I got discouraged about the whole collaborative storytelling concept making me uncomfortable about the idea that I could be ruining whatever ideas you could be planning, like I was overstepping my boundaries as a participant, even thought the game isn't supposed to be "you play the sith and you play the jedi" in the first place

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PostPosted: Sat Nov 21, 2020 3:39 pm 
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mjack33 wrote:
Does anyone hear want an honest opinion on Hyrule Warriors: Age of Calamity (or at least what I’ve seen so far)? Spoiler free story wise past the opening cutscene of course.

I've been enjoying it okay for what it is.
The controls still aren't very intuitive.

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PostPosted: Sat Nov 21, 2020 5:56 pm 
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I think Nintendo is being very shady with their advertising. Imo the trailers have a heavy cutscene focus that tries to appear story driven while not spending too much time on the musou elements. Then you buy the game and the plot is a time travel alternative timeline mess five minutes in. I feel like a lot of people are going to go in expecting a Botw prequel; and this doesn’t appear to be that.

@barinellos

I’m enjoying it too “for what it is”; but I’m disappointed it doesn’t really have much of a story. That was what i was initially most excited for.


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PostPosted: Sun Nov 22, 2020 1:42 am 
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@mown: no worries. Collaborative storytelling can be really hard, especially if you aren't used to it. But wow, that was a long time ago now, wasn't it?

I think text based games easily lose momentum. It might better to schedule a game time, even if the game is text based, just so everyone is active at the same time and moved the game forward. Or at least do something to set activity expectations. Overall, I think discord is a better place to run games.

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PostPosted: Sun Nov 22, 2020 4:13 pm 
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Is this the game y’all were expressing interest in but the DM had a ton of rules/plans that were making people worried/skeptical?

I’ve never had a good rpg campaign where the DM railroaded anything, so if it’s the same campaign i can kind of guess what happened lol.


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PostPosted: Mon Nov 23, 2020 12:52 am 
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I honestly don't think railroading is all bad, especially when it's part of the expectation. What I mean there is that it is entirely within a DM's rights to ask the players to follow the big beats of a planned plot, as long as the players still have options on how they react to those sorry beats.

No, what happened here was more lack of communication. The DM had done a lot of world building and plot planning, and did a good job of setting expectations for both the larger history of the world and the major beats of the plot. What he didn't do was explain the details of where and how we started very well, so everyone spent the first several pages of the thread trying to figure out who we were supposed to talk to and where to find him, even though it characters were supposed to already know. And the DM didn't pick up on what had made the players confused, which just made it worse. But of course, I don't know if that's actually why the game never took off, because the DM just stopped posting. Presumably the slow pace made him check in less often until he just forgot.

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