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Discord Comprehensive Tier List: Crazy

This is a continuation of the discord project to rate every card in the game on two main criteria: playability and flexibility.

Category 1: Playability

How good is the card in the decks it fits in?
S: Best of the best. The card should probably get nerfed in the state it's currently in because it's just that good. You're going to play it all the time in the decks where it works.
A: Very strong. Not something you'd see nerfed, but still a very strong card that you want to play every time.
B: Good. A very strong option in the decks, but it can theoretically be gone without for one reason or another.
C: Decent. It can be worth playing, but there are reasons to drop it as well.
D: Bad. It's really not worth playing, though it at least has some merit one way or the other.
F: Terrible. There's absolutely no reason to play this card.

Category 2: Flexibility

How many decks can this fit in?
S: This is a good option in basically any deck of the class. Top tier crafting material.
A: This is a good option in at least 3 different decks.
B: This is a good option in at least 2 different decks.
C: This is a build around card that itself enables a deck, but doesn't really fit into anything else.
D: This is a good option in only one deck.
F: This card just doesn't have a deck where it fits in, either because it's just that outclassed by other cards for the deck it wants to be in, or because it wants to be part of a deck that simply doesn't exist.
Finally, since there are two key factors that these criteria do not cover, there are two extra modifiers that can be added onto each rating:
*: This is a tech card, and can move up or down significantly depending on whether or not you run into what it counters a lot.
#: This is a budget card, and moves up in the respective category if your resources are limited.
Backup Dancer:
Playability: F
Flexibility: F
Justification: Fun fact, this is the only basic 1/1 that doesn’t have a card strictly better than it due to it having a mustache. It’s also the one you’re most likely to see due to dance off. It’s also still complete and total garbage, and I’m only writing this because it doesn’t need a justification and I’m bored.
Bungee Plumber:
Playability: B
Flexibility: B
Justification: While it is a main removal card that doesn’t really run into much competition, it runs into the issue of competing with mission in aggro and not removing anything bigger than a 1 drop (most of the time) and thus falling off way faster than something like berry blast which consistently deals with cards above cost, leading to it being a bit less flexible and a bit more cuttable.
Disco-naut:
Playability: A
Flexibility: B
Justification: Still a 2/1 bullseye that lets the cards that need it most ignore the mechanic designed to slow them down, which is a mechanic so powerful that this has gone through 2 nerfs and still remains uncuttable in anything remotely aggressive.
Grave Robber:
Playability: C
Flexibility: D
Justification: Not really a bad card in a vacuum considering it’s a 2/2 bullseye, but competing with Disco-naut and having an ability that is very hard to use effectively due to crazy’s lack of good gravestones and sneaky having a better payoff for gravestones leaves it in a very mediocre spot, even if going for pirate synergy.
Loose Cannon:
Playability: D#
Flexibility: F
Justification: Block charger incarnate. Trading poorly and charging block when it’s not trading leave this card in a very poor spot on average, with its main application being it being okay in budget imps from being okay with Imp Commander.
Mystery Egg:
Playability: D#
Flexibility: F
Justification: RNG does not lend itself to good cards, and this is no exception. In the most budget decks this can be a decent combo with Unlife of the party, but it falls off in usefulness quite fast.
Quickdraw Conman:
Playability: A
Flexibility: S
Justification: From S/S to just not quite S/S, conman remains an absolute monster of a card that you need a very good reason to ever consider cutting due to being easy chip on a very durable body. The only thing that could make this better is if plants had good draw for it to punish even harder.
Tennis Champion:
Playability: D#
Flexibility: D
Justification: 4 damage for 1 in aggro, but becoming a heavy block charger afterwards leaves it with very few applications compared to something like bonk choy, especially with differences in phases. If it was a 2/1 with +2 attack on turn of play it would be about 20 times better, but as is it’s mainly just a budget card.
Trapper Territory:
Playability: D
Flexibility: F
Justification: Too low value to really see play anywhere, and with PoTG gutted it doesn’t even have it’s moderate usefulness as an anti-cyclecap tech.
Unlife of the Party:
Playability: C#
Flexibility: D
Justification: While very weak initially, if it can be set up a bit it snowballs quite hard. Its main weakness is not being playable solo on 1 like you would want to with most 1 drops you run which makes it weaker in non-budget aggro, but it’s still playable and quite useful in Zoo Z-mech decks which can grow it incredibly fast.
Aerobics Instructor:
Playability: B
Flexibility: D
Justification: Solid snowballing card for dance decks, and though moderate inconsistency at actually doing anything can make it mildly cuttable, you usually want to run it anyway from massive potential snowballing and not losing stats for it.
Barrel of Deadbeards:
Playability: A
Flexibility: D
Justification: It’s a bit awkward to play, which leaves it quite inflexible, but in valk decks or very specific impfinity decks (that are quite a bit weaker with the BoB nerf) it’s an absolute all star for being able to clean up youyour opponent’s board respectively and leaving behind a very good body.
Conga Zombie:
Playability: F
Flexibility: F
Justification: Trades like a 3/2 or occasionally a bit better, but the one damage is unlikely to kill and it’s not good at pushing due to poor stats, which leaves it with much better alternatives.
Cuckoo Zombie:
Playability: D#
Flexibility: F
Justification: If left unchecked, Cuckoo Zombie will absolutely clock your opponent, so they better watch out, but on the second hand, its low health and poor timing means it won't last a minute against an average defence making it a poor play on the average day.
Disco Dance Floor:
Playability: A
Flexibility: D
Justification: An absolute all star card in aggro and dance that will usually generate at least 6 damage and often more if you can get a good fusion off. Generally not worth it elsewhere due to not trading at all.
Explosive Fruitcake:
Playability: A
Flexibility: B
Justification: In a weird spot as a removal control sometimes doesn’t want to run because it’s an inherent -1 but also aggro doesn’t want to run because it’s a bit too slow. Would be amazing in midrange as a massive tempo card if crazy midrange was more of a thing, and is a staple in valk and trickster since they’re combo decks and don’t care as much as control decks about the card advantage, along with being a sometimes inclusion in control if you can stomach the card disadvantage.
Final Mission:
Playability: B
Flexibility: D
Justification: No longer S thanks to costing a reasonable amount, but still a very solid finisheremoval for aggro and valk decks since you will inevitably have fodder lying around for it.
Meteor Z:
Playability: F
Flexibility: F
Justification: If you really need a buff, just play sugary treat, but you probably shouldn’t need either of them since they really don’t help all that much from not providing (much) more survivable trades and automatically 2 for 1ing yourself.
Newspaper Zombie:
Playability: D
Flexibility: F
Justification: Too much investment for something too easy to shut down, running into the same problem Hibernating Beary had where you invest into it to become good but a lack of other targets for your self-hurt means it gets shut down and you’re left lost.
Quazar Wizard:
Playability: A
Flexibility: A
Justification: Midrange, Aggro, and Valkyrie absolutely love this card as it’s an easy to activate body that produces a super at the loss of a single stat point. Control can also think about it, though lack of activators can sometimes lead to problems. Generally just a fantastic card you want to run most of the time.
Space Ninja:
Playability: C
Flexibility: D
Justification: This card has some very sick combos you can set up with it, but they’re incredibly unreliable and with the Barrel of Barrels nerf even slower than before. It does have the advantage of being a 2 cost 3/2, but with the ability rarely if ever going off it doesn’t see much play.
Sugary Treat:
Playability: D
Flexibility: F
Justification: A pretty poor buff card due to a lack of health provided which makes it unlikely to compensate for the inherent dangers of buff cards, being massive potential to get 2 for 1d and being useless without a target. Can at very least be okay at pushing damage, but generally there are better options for that too.
Zombie’s Best Friend:
Playability: C
Flexibility: D
Justification: The randomness of the ability means the body generated will often be useless, so it’s very important to run this in a deck with final mission and that really wants lots of fodder. That leaves valk, in which it can be a decent option, but valk has a LOT of decent options so it can also often be cut.
Abracadaver:
Playability: D
Flexibility: F
Justification: This card runs into a major problem with the current gravestones, which is that there is no gravestone that meaningfully punishes you for fronting it with a small card. That means that most gravestones will be fronted with small cards, and this will die for free. If it had any chance of getting through on its own it would be at very least decent, but right now the situations counter it too perfectly.
Disco Zombie:
Playability: F
Flexibility: F
Justification: Poor body that produces a body that will more often than not weaken your board state. There is always better things to run.
Exploding Imp:
Playability: F
Flexibility: F
Justification: Suffers from the same problem as abracadaver (will be fronted by its exact counter most of the time) with the added problem of additionally being garbage on its own too.
Fireworks Zombie:
Playability: B*
Flexibility: D
Justification: A cheap, 1 card method of disrupting swarm while putting out a body, along with being decent on its own as well for finishing off anything heavily damaged from combat. The more swarm you see the better this gets, and if you don’t see much it’s more cuttable.
Gizzard Lizard:
Playability: D
Flexibility: F
Justification: It competes with fireworks while being significantly worse due to requiring a sacrifice to do anything and not really helping much more against swarm.
Jester:
Playability: D
Flexibility: D
Justification: Theoretically, this doesn’t run into the same problem as Exploding Imp and Abracadaver because it wants to be fronted by small cards. However, the reward being mediocre chip at best and outright block charging at worst leaves much to be desired, so the main application of this is to evolve headhunter, which can simply be done by better cards.
Moon Base Z:
Playability: C
Flexibility: D
Justification: Can be a decent damage pusher for aggro but reliance on having another card and being generally a bit slow make it often not the best option. Can combo with cards that trigger upon hitting the plant hero, but that’s even slower and less useful.
Unexpected Gifts:
Playability: D
Flexibility: D
Justification: Has mild merit due to being the only direct source of card advantage in crazy, but the card quality is questionable and it’s very unlikely to provide cards you want to advance your gameplan.
Zombot’s Wrath:
Playability: D
Flexibility: D
Justification: If it hit for 6 more often than once a year, then it would maybe be a better card. As is, it’s just a bit too expensive to be worth it since aggro has final mission and control decks have other small removal.
Cakesplosion:
Playability: F
Flexibility: F
Justification: Add fruit and make it cost 2 less and do more damage, or just run wrath instead because basically nothing relevant has 4 health.
Cosmic Dancer:
Playability: D#
Flexibility: D
Justification: Too expensive for what it does normally, but can be an okay budget option for dancing decks.
Headhunter:
Playability: B
Flexibility: D
Justification: Restricted to only dancing decks but quite a good card in them. Solid body unevolved that can help open up the block meter for a flamenco, or evolved on any of the fodder you have lying around a massive body that provides free damage. It also crosses the 4 threshold with its evo, so you can strategically avoid either hammer or shamrocket depending on your matchup. For some variations of dance it’s too slow and can be cut, but a lot of the time it’s good to have around.
Orchestra Conductor:
Playability: F
Flexibility: F
Justification: This card’s existence is a misconduct.
Stupid Cupid:
Playability: D
Flexibility: F
Justification: Comes down in the wrong phase, like old cryo yeti. If it had gravestone, it would become ridiculously better, also like cryo yeti. As is, it’s complete trash.
Tankylosaurus:
Playability: B
Flexibility: D
Justification: The subject of a sort of build around in impfinity that was massively hurt by the BoB nerf and already kind of inconsistent as is since this card can hit face. Still an okay deck that can completely demolish some plant decks though, as long as you can get around hitting face constantly.
The Chickening:
Playability: D*
Flexibility: D
Justification: The massive lack of swarm decks right now really hurts this card. If they ever come back this will be a solid option for control, but as is it’s simply not necessary.
Valkyrie:
Playability: A
Flexibility: C
Justification: Formerly S/S, the cost nerf took it out of usability for everything not built around it since it’s no longer completely busted. Still an amazing build around card that enables an aggro/combo deck, which is an unorthodox and good combination since it doesn’t run into the normal problems combo decks have of being overwhelmed early.
Binary Stars:
Playability: B
Flexibility: D
Justification: Very combo reliant to be useful and is thus quite inflexible, but has the strength to back it up if you do have the synergy for it due to straight up doubling your damage output.
Flamenco Zombie:
Playability: A
Flexibility: C
Justification: The dance finisher that is basically the entire reason you play dance because it can semi-consistently kill on 5 and very consistently kill on 6/7. Not much else to say here, it’s a dance card through and through.
Foot Soldier:
Playability: F
Flexibility: F
Justification: This would probably still be bad even if it didn’t have the play restriction. As is it’s god awful.
Frankentaur:
Playability: C
Flexibility: F
Justification: As of now it actually has stats to be playable, but it just really doesn’t have anywhere to fit into since the stats are really all it has and unlike Supernova Gargantuar it can’t also break through blockers to be a 1 card threat. So it’s just in a kind of purgatory where it’s technically playable but it doesn’t have a deck to be playable in.
Gargantuar-throwing Imp:
Playability: F
Flexibility: F
Justification: I’m as shocked as anyone that the massive 1 strength buff this got wasn’t enough to make it anywhere near playable. Which is to say, not shocked at all.
Hippity Hop Gargantuar:
Playability: D
Flexibility: F
Justification: Kinda just clogs lanes, so it’s outclassed by Frankentaur at whatever the niche of being a good crazy 5 cost garg is. It’s not exactly a niche in high demand.
Imp-throwing Gargantuar:
Playability: F
Flexibility: F
Justification: Kinda funny that Crazy got the first two throwing cards, meant to synergize with the self hurt they have going in fireworks and barrel, and they got the two that aren’t playable in any form while Gargantuar-throwing Gargantuar is a high tier finisher and Imp-throwing Imp is the best card in its deck, and they don’t even have the synergies. Poor crazy. Anyway, this card is bad, it’s always been bad, and it’s beaten out by pretty much every card in the game in usefulness. Don’t play it.
Disco-tron 3000:
Playability: F
Flexibility: F
Justification: Swarm the field the turn after your finisher can come down with bodies that would barely be relevant 2 turns ago. It’s really bad, and becoming a gravestone way back when didn’t help it all that much, though it got a bit better, it’s still unplayable.
Gas Giant:
Playability: B
Flexibility: F
Justification: By all rights this should be a good card, and it is, but crazy has no midrange deck to use this as a finisher in, so it just doesn’t go anywhere. Solid body with 1/4 of your opponent’s health down the drain when it dies, while also functioning as a board unclogger to help get other threats down and get them through chump blockers.
Gargantuar’s Feast:
Playability: D
Flexibility: D
Justification: The Mt. Everest of control finishers. Getting to it is the game winning pinnacle of the game, but actually getting there is a massive ordeal that fails most of the time and is too impractical to be a good idea.
If you'd like to have your voice heard on these tier lists, feel free to join the discord, where we have these discussions on the cards, or to make a comment, which I will try to respond to as well explaining why a card was given a certain rating. The next class we're covering is Smarty.
submitted by Justini1212 to PvZHeroes [link] [comments]

Plants vs Zombies Heroes Balance Survey: The Results: Part 9: Crazy

Crazy is next, and it was the most buffed and least changed class out of all of those on the zombie side. It got 115 changes split into 79 buffs, 15 nerfs, and 21 changes.

Foot Soldier Zombie (9):

Ability now works in environments as well as heights (1)
No condition for dealing damage (1)
Has gravestone (2)
Stats from 3/4 to 4/5 (1)
Health from 4 to 5 (1)
Strength from 3 to 4 (1)
Stats from 5 cost 3/4 to 4 cost 3/3 (1)
Cost from 5 to 3 and works in environments (1)
My thoughts: Giving it gravestone is probably the best buff here since the fix in timing is the main problem it has. Small stat buffs don't really change anything, nor does making the condition less restrictive, though both obviously help the card a bit.

Disconaut (8):

Health from 1 to 2 (2)
Ability from 2 or less to 3 or less (3)
Stats from 2/1 to 1/3 and ability from 2 or less strength to others with 3 or less cost (1)
Stats from 1 cost 2/1 to 2 cost 1/3 and ability from 2 or less to 3 or less (1)
Stats from 2/1 to 1/2 and ability from 2 or less to 3 or less (1)
My thoughts: I can't see what reason there is to buff cards that are already staple cards for entire classes of decks. Disconaut still being a staple is just a testament to how broken it was before it didn't give bullseye to cards with 3 strength, and it's still a great card now with no reason to be getting buffed.

Stupid Cupid (8):

Strength from 4 to 3 and has gravestone (3)
Has gravestone (4)
Health from 2 to 4 (1)
My thoughts: The card is never going to be good without gravestone or completely insane stats. The question then becomes "is 4 attack on a 4 cost gravestone that shuts off a card for combat too much?", and I'm inclined to say yes for the time being (the difference between turn 4 and turn 5 is massive, which means the difference between this and cryo yeti is also massive as far as the effect goes), so I like making it a 3/2 along with it and then it can be buffed back if it's still bad.

Orchestra Conductor (8):

Strength from 0 to 2 (1)
Health from 2 to 4 (1)
Health from 2 to 3 (1)
Stats from 0/2 to 1/3 (2)
Stats from 0/2 to 1/4 (1)
Stats from 0/2 to 3/3 (1)
Has gravestone (1)
My thoughts: This card is so bad I really don't have a suggestion here. It needs something massive though.

Valkyrie (6):

Cost from 4 to 3 (1)
Cost from 4 to 5 (3)
Ability from 2 strength to 1 strength (1)
Can't do bonus attacks (1)
My thoughts: Putting the card back at 3, where it' basically autoinclude because it's so easy to make overstatted, does not sound like a good idea. At the same time, making it cost even more also doesn't sound like a good idea because the deck, finally, has had enough of its broken cards hit that it's more or less fair. It can't kill until 7 now which gives plenty of time to establish a kill and doesn't have a broken aggro package that all but guarantees a kill even without valk. It's still a great deck because that aggro package can still take games without valk and valk can still kill, but it's significantly more beatable to the point where it's actually in line. As for the other changes, reducing the strength gain makes it unplayable, and making it not do bonus attacks is awkward though a good nerf if the card ever gets out of hand again to avoid killing it for other heroes.

Cakesplosion (6):

Damage from 4 to 5 (4)
Cost from 4 to 3 (1)
Now has "gain a cakeplosion" (1)
My thoughts: All of these changes are good and make the card much more worth playing. Increasing the damage means it hits that many more things and sometimes gains tempo, making it cost less means it can actually gain tempo by costing less than things it removes, and having it gain itself makes it the ultimate value tool for hard control decks to never run out of small removal.

Quickdraw Conman (6):

Health from 3 to 2 (2)
Loses bullseye (2)
Stats from 1 cost 1/3 to:
2 cost 2/3 (1)
2 cost 1/4 (1)
2 cost 1/5 (1)
My thoughts: Honestly, I think all of these changes kill the card other than 2 cost 2/3. 1/2 for 1 is terrible stats that get traded cleanly by 90% of playable 1 costs, losing bullseye makes it a massive block charger, and 2 cost 1/4 and 1/5 are also terrible stats with the ability not being impactful enough at 2 cost to make it worthwhile.

Disco Zombie (5):

Health from 1 to 2 (3)
Health from 1 to 3 (1)
Strength from 3 to 4 and backup from 1/1 to 2/1 (1)
My thoughts: I think the best buff to this is making the backup dancer less completely useless, so it having 2 strength at very least, which I presume some people intended for to affect this through buffs to basic 1/1s.

Imp-throwing Gargantuar (5):

Now throws:
Random 1 cost imps (1)
Random imps that cost 2 or less (1)
Random imps that cost 2 or less and when an imp is played it (the imp) gets +2 strength (1)
stats from 5 cost 5/5 to 4 cost 4/6 (1)
Stats from 5/5 to 6/7 (1)
My thoughts: There are two different lines of buffing here and neither one is a bad idea. 3 people decided to buff the cards that ITG throws so that the ability isn't a liability. Of those I think having it throw 2 cost or less imps (to mirror ITI) is the best idea seeing as at this stage of the game they won't really be anywhere close to too strong. The second line, chosen by 2 people, is to just overstat it to compensate for the fact that the ability is indeed a liability and justifies a higher power level elsewhere much like fruitcake and pumpking. 5 cost 6/7 would be good for that, maybe even 7/7 if that's not enough. You are making a ton of block chargers with it after all, and that's a much more tangible downside than giving your opponent a card or two that they're not going to have time to play since their deck is built to work with the cards they're going to get normally.

Gargantuar-throwing Imp (5):

Health from 2 to 3 (2)
Health from 2 to 4 (1)
Now has gravestone (1)
Stats from 2/2 to 3/3 (1)
My thoughts: Who would have guessed that giving more attack to a card that doesn't care about attacking and instead wants to get hit as much as possible didn't make the card more playable? Evidently anyone but Popcap. These changes help the card a lot more. More health means you can get a better payoff when you apply self hurt cards to it like fireworks, or you can give it gravestone and have it be a punishing card for trying to front every gravestone with a small card (and it also happens to get it by cards like whack a zombie which are a massive weakness to an already slow card).

Explosive Fruitcake (5):

Ability from 7 damage to 6 damage (4)
Ability from 7 damage to 8 damage (1)
My thoughts: So we have 4 people who don't want fruitcake to hit Pecanolith and 1 person who wants fruitcake to hit Mirror Nut. Given that pecanolith is still an amazing card and mirror nut is still a mediocre one, I don't think this is an issue, and I don't think this needs a change.

Zombot's Wrath (4):

Cost from 3 to 2 and loses asinine condition that nobody ever triggered (1)
Cost from 3 to 2 (1)
Ability from all lanes to 4 lanes (1)
Ability from all lanes to 3 lanes (1)
My thoughts: There's a reason why they haven't made this 2 cost, and that's because zombie berry blast is too good as a function of the phases. That's why it even has the condition in the first place, since they know it's bad at 3 but too good at 2, so they made it 3 with upside. The problem is that the upside is impossible to use, and so it's still bad. Making it so you can actually trigger it in class by not requiring the water lane is a massive improvement.

Exploding Imp (3):

No longer damages itself (1)
Now has splash damage 2 (1)
Strength from 6 to 8 (1)
My thoughts: Giving it splash is interesting but zombies don't need splash for AoE and it works worse than just using tricks for it, making its strength 8 is probably too much if you ever want to actually have gravestones that you don't want to front, and no longer damaging itself is probably the best change but does happen to kill the flavor. The alternative is making it have 2 health so if it happens to get ignored it can't be ignored a second time, or just having cards that give it a chance to get through by being gravestones that the plant hero wants to ignore.

Cosmic Dancer (3):

Cost from 4 to 3 (1)
Health from 3 to 4 (1)
Stats from 2/3 to 3/2 and both overshoots from 2 to 3 (1)
My thoughts: Making everything overshoot 3 seems a bit overboard and provides dance with mayhaps too much fuel. Just putting it to 3 cost should be enough for it to at least be considerable.

Newspaper Zombie (3):

Health from 4 to 5 (1)
Stats from 1/4 to 0/5 (1)
Health from 4 to 3 and gets +1/+1 when revealed if there are no plants there (1)
My thoughts: I don't like the idea of making it bigger when there's nothing there because that defeats the purpose of it actually trying to be a gravestone that thrives on being fronted by something small, which the game is lacking. It just needs to actually punish being fronted by a 2/2 instead of dying to it, so going to 5 health would be a great buff to it.

Jester (3):

Health from 5 to 6 (1)
Stats from 1/5 to 2/4 (1)
Health from 5 to 4 and ability from 2 damage to 3 damage (1)
My thoughts: This should remain primarily as a punish card for fronting gravestones with small things since the game needs those to help out the cards that don't want to be fronted by small things, and as such I'm inclined to be on board with increasing the damage out of borderline block charging range.

Meteor Z (2):

Cost from 2 to 1 (2)
My thoughts: Maybe this becomes playable at this point for pushing a bit of damage in aggro. It's certainly not even close to playable right now, so it's worth a try at 1 cost to see if that helps enough (which I think is likely, but probably won't be broken either due to how restrictive it is as far as actually getting the damage goes).

Conga Zombie (2):

Health from 2 to 3 (2)
My thoughts: Right now it feels like a 1 drop that costs 2, and giving it an extra point of health means it can actually do some mildly useful things like be a good punish for playing a 2/3 in front of a 2 cost gravestone.

Abracadaver (2):

Stats from 3/2 to 4/1 (1)
Health from 2 to 3 (1)
My thoughts: The former change gives it excavator stats, which is a bit of a buff but doesn't solve the core problem of it being fronted by small cards like most other gravestones. The latter change does solve the problem but in doing so breaks the card since it becomes a 3/3 for 3 with massive upside. I think the best way to go about this is to have playable gravestones that actually punish fronting them, and then Abracadaver naturally becomes more playable because it sometimes gets through and gets its massively impactful effect off.

Gizzard Lizard (2):

Gains 1 strength when evolved (1)
Ability from 2 damage to 3 damage (1)
My thoughts: This card is mostly fine as is, being a 3/3 for 3 with upside, it just doesn't have enough swarm to run into and goes off in the wrong phase, problems that can't be fixed by buffing it like this. Having it do 3 damage is additionally excessive in its own right.

Binary Stars (2):

Stats from 3/3 to 2/5 (1)
Health from 3 to 4 (1)
My thoughts: Binary is fragile for a reason. The ability it has is almost outright game winning if it manages to stick. As a result, it's very difficult to stick, because if you could do it easily and regularly the card is broken. It's also strong enough that it really doesn't need a buff right now.

Moon Base Z (2):

Cost from 3 to 1 and overshoot from 3 to 2 (1)
Cost from 3 to 4 (1)
My thoughts: So we have an insane buff and a strong nerf to a well balanced card that really doesn't need a change. Seems to cancel each other out.

Space Ninja (2):

Stats from 3/2 to 2/3 (1)
Has gravestone (1)
My thoughts: Neither of these changes really help the card that much, and neither of them need to since at the end of the day it's still an on curve 2 drop with upside, which will always be borderline playable by nature. It's probably fine for it to get either change or no change at all.

Mystery Egg (2):

Tribes from Gourmet to Gourmet Pet (1)
Health from 2 to 3 (1)
My thoughts: It really doesn't need a change, but neither of these are really changes either, so it works out fine. The problem Boog pets has isn't exactly a lack of 1 drops, and increasing the health of a card with an average lifespan of half a turn only serves to not have it die to like, banana bomb, which I wouldn't play on it anyway.

Final Mission (2):

Cost from 2 to 1 (1)
Damage from 4 to 5 (1)
My thoughts: I must have missed the part where this was a bad card. It was busted at 1 cost and still sees constant play at 2 cost. It really doesn't need a buff.

Tankylosaurus (2):

Cost from 4 to 3 (1)
Strength from 2 to 3 (1)
My thoughts: Both of these changes feel like a bit much. The strength increase makes it a 3/6 and a maybe a bit overstatted given the ability, though with how mediocre the card is right now I'd be willing to give 3/6 a shot and see if it's actually broken or just good. 3 cost is definitely too much, however.

Gargantuars' Feast (2):

Cost from 11 to 10 (2)
My thoughts: This probably doesn't change anything since games rarely if ever get that late in the first place, but if zombies are to ever get good ramp this is probably a bad idea.

Aerobics Instructor (2):

Now has gravestone and ability from +2 strength to +1/+1 (1)
Ability from +2 strength to +1/+1 (1)
My thoughts: This is an absolutely massive buff to a card that is already great and is thus unnecessary. It also makes it feel less in class because it's moving away from the all in glass cannon style of crazy.

Tennis Champion (2):

Strength from 1 to 2 and ability from +3 strength to +2 strength (2)
My thoughts: This is really all the card needs to be good. The problem it has is that it can just be tanked and then it block charges, and 2 base means it doesn't do that and can be the zombie version of bonk choy.

(1)

Flamenco Zombie to 2/2:
Look, I see what you're doing here, but you need to go through the block meter with your finisher just like everyone else. It's not even that big of a problem to deal with.
Disco-tron 3000 to 5 cost with bullseye:
This is the kind of massive buff it needs to be actually considerable for dancing decks. When you're trying to end the game on turn 6, a 4/4, 3/1, and 1/1 don't really help you for 6. For 5 it can be moderately useful as a setup for flamenco.
Zombie's Best Friend doesn't need to be next door to a zombie:
Let's be real here. How often are you actually playing a deck that actually wants this card and doesn't have something out to trigger the effect. It basically never happens short of maybe specifically on turn 2 when your 1 drop got removed, and that means you're early in the game with other play options. This really doesn't change anything and is unneeded since the card is fine as it is.
Gas Giant to 6/6:
This is honestly unneeded. It has its play niche of being a finisher for midrange decks, it just has a problem where there aren't any other midrange tools in crazy. A stat buff won't do anything other than make it too powerful when you can build a midrange deck with it.
The Chickening to 3 cost:
I don't see the point here, it's a solid AoE for low cost cards, and it just doesn't see play right now because plants don't play swarm because their swarm isn't even great into decks without AoE right now. It's a tech card that doesn't have anything to tech against, and once it does it'll be good again.
Unlife of the Party can't trigger in tricks:
But why? It's not exactly a great card right now and having trick phase shenanigians for it is the main thing it can even do decently.
But those are just my thoughts. Feel free to comment about your thoughts on these changes or comment about what class you want to see next, except we're down to 2 classes and I want to keep alternating so the next choice is Kabloom anyway.
submitted by Justini1212 to PvZHeroes [link] [comments]

My Review / Take On Homecoming

Hello, I am Imbure and I will comment on most of the things in Gwent Homecoming giving my thoughts on it. To start off a little bit about myself, I like Gwent. Yeah, that’s about it.
Special thanks to SirPumpkn for helping me with ideas, where some weren't fitting or just not well polished enough so I could rereview them with his assistance, thanks a lot!
Since it takes a lot of time to go over it all and if some people are interested just to find the most interesting parts, I have it on google document with highlights to say which parts are more interesting / important.
https://docs.google.com/document/d/1kG3gWspUD_VoV5l-pJbFwBJfJ2k0uQ95n_Aqs5a8QCw/edit?usp=sharing
Before the whole thing, I do realize that this was PTR and will try mention as little of balance issues, bugs, wrong tooltips or poorly worded abilities, but rather problematic or lacking concepts when it comes to gameplay and I will mention some of which concepts are amazing.
One more disclaimer, I do understand that some of these changes might require a big amount of time, that does not mean you need to instantly release them with Homecoming if think them worthy, at least those that require time, others could be looked at and patched in close future.
Marketing
I am not qualified in this field, so my opinion should not matter much, however, I think marketing is important, I do understand that you are not going to market the game as it has way different feeling to it compared to Beta, so if people join in now they’d be playing a different game and redownloading it in a few days, but when it does come out, marketing is crucial to have a big player base.
UI and Visuals
Now as the new patch hits a lot of things have changed and different mechanics have appeared in the game and players misplay a lot with them.
Ability locked cards
Cards that only acquire an X ability should have an indicator for two reasons. Even if players get better at the game, they will still make misplays here and there, it does not feel good and the victories against them often don’t feel deserved.
Indicators
Visuals like Lock, Adrenaline etc. had nice looking icons. I assume these ones are used as the card sizes changed and artists still have a lot of to do, but on an off chance it is not the case, please bring back those amazing looking effects! Before playing it, With the new abilities highlighting the rows that have abilities and give them different highlights.
Deck / Graveyard Size Indicators
Small graveyard card amount indicators for how many type of cards do you have in your deck, Artifacts, Traps, Spells and etc. so you wouldn’t need to do unnecessary counting, a quality of life change.
Side of the Row Points
Make an option that you could see your numbers on your left side and make the right side clean, so streamers could place their faces somewhere. Since it’s only optional, players would still be able to see it in the best way. Just a nice quality of life addition to the game.
Weight of the Cards
The cards have lost points and I think for the old players even 20 power plays won’t feel impactful, on top of that, placing a card doesn’t feel like doing something amazing. It would be immersive if cards felt like they had weight attached, as if the enemy should stutter upon seeing my THICC GERALT IGNI, instead of it falling like a piece of paper, even though it’s a card game, it doesn’t have to feel as one.
Drag and Drop
Drag and drop just feels better, as you actually play the card from your hand, CURSORS ARE EXTENSIONS OF OUR ARMS.
Colors of the Board / Shadows
Now the feeling of darkness is taken too literally. Even the torches don’t feel as if it was lighting up the area. Nilfgaard that has the sun as their symbol can barely have any light on them. Corners of some places are just too hard to see as they blend in within the darkness remaining invisible. The board itself is relatively lit, so that is visible, which is nice. The things can be dark, just make that we see something there instead of it being pitch black. Lacking ability to see something makes the game dark literally, that creates this weird Batman vs Superman movie problem, where they made the scenes hard to see without actually creating the darkness.
Time Consumed on Animations
Speed up the animations. Eithne takes a decent amount of time to go off, if you also add some artifacts which they often use to the mix, you start feeling bad for roping them when it’s out of your control.
Deckbuilder
When searching for cards, make it so looking for Da’o you would find it by writing Dao. That has been implemented in League of Legends champion select search and is a nice quality of life change. Excluding some bugs, where you switch some filters up and it still saves some of the previous filters, it’s still good.
Twitch Tool
Hovering over a card on Twitch so you could see what it does for Homecoming would be great for new players and old players to get a better feeling on the game.
Gameplay - The Juicy Part
Unrewarding Round 1
It always was that you would fight for the first round fiercely so you could bleed round two and go into round three, there was some strategy to it. Even though it was somewhat flawed to an extent that some cards would be just 20 power plays each and you have 2 of them, here it’s not exactly the case. Now you just barely commit in R1 and R2 because they feel unrewarding and committing for a round feels risk with close to no reward. This vacuum of space was left after we lost the spy mechanic, which was unhealthy, but it was one proper way to actually bleed R2.
Suggestion for Unrewarding Round 1 - the player to win the first round gets an extra mulligan to their bank. It’s a subtle reward that pushes the players to utilize such a thing, however, it is not too big of a thing to make decks around it. You do not need to do it the same for second round, because if you play go to 3 cards in hand only then you start committing your 3rd round, before that you are still not committing second round if you are ahead, while second round going below 7 is considered committing and bleeding is also a thing, so it already creates initial tension on round 2.
Provisions
Maybe people play too much on golds now, but I think that’s just a balance thing and I have nothing, you have honestly outdone yourself, this system is amazing!
Too Many Overlapping Abilities Some archetypes are crying for cards while others have 20 to choose from. I think a heavy overhaul on some bronzes with lack of oversight or being undertuned is not the worst that can happen.
Archetypes
Many of the archetypes are small packages that work with one other and that’s a whole new different thing to Gwent, where you have way more win conditions, instead of having 2. I like it as it adds more variance to the game, hopefully not too much RNG. Northern Realms Orders Without Charges - Seems underwhelming in power and lacking tools, even considered the fact that it would fit fine in a starter deck, something that has a leader and many cards based on it shouldn’t be just a starter deck, but also have some sort of playability.
Northern Realms Charges
It has a huge arsenal of tools, I would say probably more than any other deck and that is not necessarily bad. Some cards however are overlapping - Ballista and Reinforced Ballista is just the same card, but one is worse than the other. I know that this is meant for machine tag, but I would use some Humans then to make more Orders decks that fill the vacuum that armor left archetypes left off.
Spies Where Are Thou?
Reveal
I am so funny. In its current form Reveal can be played two ways. You play a very few unit deck, where you are almost sure your reveal card will show greater strength card or you will add a lot of units and hope that you get to reveal Daerlan Soldiers. First example is a very niche deck with a small amount of variation. The second one has a wider range of choices, but is widely based on RNG. I know that the old archetype was unhealthy in many ways and you are looking to replace it, but it should not be then switched into RNG playstyle or based on small niche deck. Instead of this, Reveal could switch between bronze units in your deck. Every unit that reveals could always show the top bronze card, take the top bronze card in your deck and switch it with the last one pushing every bronze card like an array switching places towards top. It might take some time to come up with an easy text, but as you have detailed explanations at the bottom, healthier gameplay will always beat complex text reading, especially because beginners won’t care about it and experienced players will know how the system works.
Armor
In live Gwent Armor is a whole archetype of cards, however, it does not have to be, removing the thing entirely is bad as you could do some less greedy plays with defensive opportunities. Potion that worked like Thunderbolt where you could give an allied unit some points and add armor to an unit, perhaps a charge too, so then Order + Charge decks would be viable or just in general some strategies. I assume it will be added with Redania, but now as a mechanic it doesn’t have to be deleted outright.
Weather Decks
We had decks like Dagon Fog and Eredin Frost, problem was that they were lacking balance in weather department and only some archetypes were viable as some didn’t have enough tools to them. You could make more cards that play weather, for example spying cards that apply X weather, cards that buff from weather and etc, it wouldn’t break the game but would still make the archetype a thing. Other thing is to make weather decks work with each other, it wouldn’t be just play a frost unit or play a fog unit or rain unit, a card would work when there is a hazard in general. Perhaps limit those to bronzes, so it doesn’t feel to oppressive to play against gold weathers. Considering its current form, it wouldn’t be a bad design choice as you’ve already made weather into a really balanced thing.
New Witchers Archetype
It’s a new addition that players have been waiting for a long time, it has a nice touch on the lore, nerfing Silver Witchers is most likely necessary, as I don’t know how it will be in the future, don’t nerf them in a vacuum, buff other Witchers.
New and Old Mill
Live Gwent Mill is really frustrating to play against and in most cases you either win or lose based on your opponent’s draws and your deck choice, whether it thins or not. New mill usually doesn’t mill to 0, unless you are Discard Skellige, but rather hinders your deck. Maybe the RNG on Viper Witchers is not good, but in the current form you can even give GGs to them!
No More Proper Handbuff
In its current form Handbuff if applied the same way to Homecoming would be game breaking, but instead you could just make them lower power units that have a different thing, not deal that much damage. Then carryover wouldn’t be as much of a problem, it was an interesting deck in ST that feels missing.
No More Spellatell
Deck used to be really unique and you could still make it work as you play less tutors in the game or even add a cap to how much the card could go up to.
New Trap Deck
It’s a great deck with proper synergies built in that require a good amount of skill to pilot and to play against, it’s all that Gwent is about, the archetype has a fine deal of cards and the new way you made Traps, that they are no longer unit is also great, as a lot of old trap design was: “If he played X, I have to play Y and win, however, if he played Z I have to play C to win, if I mess this up, I will lose, if I don’t, I win.” It used to be some sort of coinflip to an extent, you fixed it, good job.
New Artifact Deck
It requires skill to play around and even if it does feel oppressive sometimes, you can totally outplay it and artifact removal is cheap.
Specters
Cursed was transformed into an archetype that was based on a one card, but you had opportunity to have flexibility with your silvers and golds, now all of that is gone and Specters archetype rewards going all with Specters, due to its golds and bronzes abilities. Problem is you can’t build a deck anymore with it, excluding the Henselt combo, but it’s not exactly a specter deck. It feeds into a problem that I will mention that all decks have.
Strengthening Archetype
Considering that most cards are playing on low points the playstyle against and with that kind of deck might be quite boring, unhealthy and / or unbalanced, I do understand that it was either taken away forever or just placed onto a queue for future balancing.
Kambi
Rest in peace the mightiest rooster FeelsBadMan
Lack of Card Archetype Supporting Cards
This is probably one of more troublesome things. When a lot of cards were shown people instantly have noticed that many archetypes have been butchered. More experienced players instantly mentioned that CDPR, you guys, can add new cards to the game. First time we saw Alchemy cards we had to wait a long time until it saw playability, it was something around midwinter. There were more decks, but this is just an example. A lot of decks that we had to wait for to become working and we gave you a lot of time are now gone again. We already waited for so long, they became a thing, an actual archetype. We started having Moonlight and waited for new patches to make it into an actual archetype instead of small package. All of that was taken away and we are left with waiting again, that’s why overhauling some cards might be necessary, if not within the release of Homecoming, at least could be done with close upcoming patches.
Flexible Tags
Currently there is a trend on cards removing specific clan tags and etc. In its current form we have lost clan tags and gained Soldiers, Warriors and etc. These have positives and negatives, abilities like Muzzle and unlock that synergy with Soldiers would give a possibility to outplay, it also makes the arena better as the synergies are no longer only in one faction, however, the game becomes harder to balance as you don’t balance things in the vacuum. Considering that we have provision, cards shouldn’t be too hard to balance.
Card to Add
Card Shuffler: Bronze Card X Power, Y Provision. “Order. Add a mulligan to your leader.” You could add a shuffling animation to it as if it were a Cursed Knight, so it felt as if it was shuffling cards upon activating the order.
Some leaders can’t have more mulligans like Francesca due to the fact that she’d be overpowered, but if she could work by adding some high provision cards for getting mulligans, you would not make that leader broken, but rather playable and I hope the game is all for that.
Leaders
I will mostly focus on the more problematic ones or the underwhelming ones when it comes to their ability rather power as most leaders can be fixed with adjusting their power or mulligan amount. I haven’t seen that many leaders in play, so can’t comment on all of them.
Emhyr Van Emhrys
Not only that the ability is somewhat underwhelming in power, it is also a boring effect that has no value. You started a lock archetype, it could work as: “Reset an unit, if it’s an enemy unit, lock it as well.” It might be slightly oppressive, but there are more oppressive things in the game than that, some of it won’t hurt too much.
Usurper
It is problematic that this leader could just build a deck that is not reliant on leaders and is more likely to win than any deck in that case. It is just not healthy for the game as well. I think the old leader ability might be a better choice, where you could create one. Of course it adds its own baggage as not being that much useful in the current form how leaders work. If you take the last mulligan away it would be a tech deck or work only in tournaments, but not sure even that is good.
Eithne
I have been playing Eithne myself and she is overtuned. I think changing the amount of mulligans shouldn’t be much touched on, since her ability is powerful due to how well you can align cards like Regis or Geralt: Igni. Considering that ST would need to a buff on every card or leaders to push for good synergies, as now ST is good as always at abusing neutrals. Changing Eithne could go as far as removing 1 power per turn or making a variety that you get X, Y and Z amount of pings through all 3 rounds, that it wouldn’t be too overwhelming playing her. In current form to make ST not broken and still work without overhauling all cards, it’s enough to just bump her down to 3 pings a turn. In the future it could be reworked, but it needs ST cards to be buffed as well.
Adda
She needs a rework to bonus a certain archetype or have an unique ability. Raw damage should not be a thing, that’s why Radovid was a bad choice from a design perspective as well, he didn’t fit into any archetype.
Filavandrel Aen Fidhail
Boost all non boosted units in your hand by 1. At the start of the round the effect resets. Then tutors like Witchers would not be affected and it would be a balanced leader, not an autoloss if players know how to play around that leader ability.
Francesca
Now she seems weak because she does not have enough mulligans. If you gave her an extra mulligan, she would be too strong most likely. So instead give her a chance to earn those mulligans with cards like Card Shuffler or winning round 1 and having an extra mulligan for round 3.
Brouver Hoog
It’s a bad card, movement with even a lot of damage would be awful. I think you could make it so it creates a few base copies of the same bronze card so it would synergize with Dwarves and Elves spam. It would be a great card for beginners that are usually looking for only one wincondition and could function as a learning leader.
Handsize
For now I think at start people don’t value the power of bleeding as many don’t know their decks, not even talking about opponent decks and since there are no spies, people should start thinking of winning 2:0 as everyone keeps mulligans or try to throw out non-efficient cards in R1 and R2 to instantly go to R3. That opens more 2:0s which are actually good to the context that enemies have to drop too many bad cards for the opponent to pick it up that the plays are inefficient.
Blacklisting
In the current state of Gwent, if blacklisting existed you could add a lot of golds, a few 4 provision golds and then you would be playing all golds. Bronze cards already feel like a hindrance to the deck, so if you give incentive to play low provision cards, people will pay even less attention to the bronzes than they do now. Don’t add blacklisting back.
Card advantage
Card advantage doesn’t matter as much anymore and you need to work for your cards. As now more removal exists, like Ciri, Ciri Dash, even for that you have to work, it used to be just dump a spy and you have Card Advantage. We are moving away from 1 card reward, which makes the game a tad bit more complex in a good way.
Mechanics
Order and Charge
These give more control to the player, so the game feels more active, which is good, opens a new design space with artifacts, on top of that finishers can be played around and played around back as the order doesn’t activate instantly, but you could wait extra turns for it.
Immune
This is extremely hard to manage. We used to have gold immunity and we didn’t play too many cards that fight enemy cards, now as we do, immunity is just a more important gold immunity. It is a good mechanic to an extent if you look very carefully at it. If these cards became top of the meta, we are looking at distasteful playstyle of closed beta NR Gwent. Just be conscious of adding these type of cards within the future as mechanics should still exist for some decks to even work.
Thrive
Not sure if it’s that interesting of a mechanic, it will make for a powerful deck, but it might just feel like Tetris in the end where you barely interact with the opponent cards, as in Tetris, there is no opponent. In the future consider more interesting archetype cards that make you play around something.
Conditions for Cards
Artifact removal in some cards is genuinely very interesting - you have to have X amount of Bloodthirst in SK to remove an artifact. It is an interesting mechanic that ties into the archetype, a certain condition. It would be nice to see proper conditions, unlike ST: “Have an elf in your hand.” condition to trigger some. This idea with conditions with more bizarre requirements and rewards would also be interesting for the game and design field that could be explored even more.
Lock No Longer Unlocking
If you are playing a lock, you always lose close to no value. Both players usually have some sort of engines and if you’d be able to lock or unlock, locks would become close to an auto-include, now you are playing around enemy deck with those, instead of having ultimate card, an answer to everything.
Wonky Combos
There are combinations that are hard to pull, but if you do, you win the game. That I think is a genuinely good thing. Gwent for a long time has been a game of average card plays, especially when you look at Veteran decks. Combos that require a lot of work and have a big payoff are insanely great for the game as it opens different win conditions.
No Short Rounds / No Topdeck Wars
If you manage to get down to 1 card, have more mulligans than your opponent and your 1 card has more provisions, you are still more likely to win, so instead of having short rounds, you still play for the same strategy to bleed and go to round 2, but instead still draw a small package of your synergies. That’s great, topdecks is genuinely a bad idea to the game.
Drypass Strategy
It no longer exists within the game and as of late I am playing Spies (used to play a lot of ST and will still do so after Homecoming), my wincon is to pull Cantarella and use Menno onto it or just drypass and get a card advantage. This strategy was not healthy and made a lot of win conditions quite binary, that is not good to the game. If a strategy is available, if it’s unhealthy, doesn’t make the game better.
Arena
Live Gwent’s arena is dreadful, it was made like Hearthstone’s arena, where instead it should have been made in an unique sense, where you draw some cards, then you draw a package of a few cards that have synergy, can be wonky combos too, then some more cards in between, more packages and that would make an interesting arena deck. Of course the package amount had to be large, but having a big community to offer those packages wouldn’t have taken too much time. Moving on to new Gwent as we have lost a big pack of tags and replaced it with tags that work all across the game, we can build decks with synergy. However, building Arena decks might have another problem coming, Hearthstone Arena is balanced around the fact that it has mana curve, so even if you get these 10 cards that are insane finishers for 10 mana, you still need to play out your first 9 rounds. Gwent’s lack of mana curve should not make the player draw all randoms so players that want to have a huge amount of wins in a row, or just percentage wins should not just rely on good draws. If there was a number of provisions decided before the arena is drawn, the player does not know of the number that he gets, but it would be for the example a number between 165 and 200. Then every card you draw is randomized to an extent where you draw 25 cards by provisions without getting a broken deck or a deck that will never be able to win not because of your choices, but rather of how unlucky you were. This randomization is healthy to an extent as you still go into arena to find funny combinations and some game mods could break the stigma of arena, however the classic Arena should have a variance to it and shouldn’t feel like a boring experience.
Achievements
Requiring players to have a lot of : “Have 4 Phoenix Eggs on your side of the board.” “Use Scorch to acquire 100 point swing.” “Complete Arena run without a lose.” “Win 5 Arena runs in a row without breaking the contract.” and things like that. Extreme challenges are great for players that are trying to excel at a certain deck or funny combo that they try to pull and have this amazing aftertaste as if they just defeated a Dark Souls boss. It’d be just like Dark Souls. Starter achievements could be Scraps, Ore, Kegs and then Powder in the respective order, somewhere there arena tickets too, but most likely it’s best for newer player category as well so they would check on it and perhaps get hooked onto it, old players don’t need it as they have all the kegs in the world. Like that players that are deep within the game would actually get something that is relevant to them, as Powder and new players don’t yet need Powder, but need to fill the collection.
Tutorial
Make tutorials that actually teach all of the interesting mechanics and show more complex cards from the enemies or create an AI that has specific challenge to beat X deck with a Y deck, that is already prebuilt, where you have a narrow win condition, which is just disturbing enemy combination or something with a specific card. When new players will lose a couple times to interesting cards they will understand that there are interesting cards and you can disturb them. This clears up new players from playing raw number cards in the game as a lot of decks start off with point slam cards without knowing about the interesting stuff. Leaders could also be used for strong combinations.
I really love designing cards and in general CCG development, so I gave my view on Homecoming, maybe one day I shall sit in CDPR’s studio thinking of new cards for you and how to balance them, so if you feel like my ideas are not good, don’t be afraid to critique them so I could defend the idea or change the idea if the idea doesn’t stand on its own.
Thank you for reading Sincerely, Vilhelmas “Imbure” Stankevičius
submitted by Imbure to gwent [link] [comments]

A solution for everything

Hallo there, boys and girls. Let me start by admitting that the title is just a bit misleading, as I haven`t solved quite everything. There`s still global warming. Racism. Human nature.
But! I`ve solved Gwent. Read on and find out how.
A warning: There`s a wall of text below that would make GRRM proud. These are some thoughts about the state of Gwent and how I would like to see it improved - with concrete solutions. If you are short on time, you can scroll way - waaaaaaaaay - down and find a summary.
Ok, some background. I`ve played Gwent pretty much since the beginning of the open beta, clocked in over 1500 hours, been/am in the pro league; the usual. I really like CDPR as a company (they make games that fit my needs), I like the Witcher lore, I love - LOVE - the Gwent art, and I enjoy brainy games.
As you can see by my time investment, I was very much into Gwent; until Homecoming came along that is. When CDPR revealed some of the changes they were going to implement, I was skeptical, but I really tried to keep an open mind and adapt to the new reality. So when HC was published, I played the game for a few weeks, and then I stopped. Haven`t played it since.
HC made me think hard about what I don`t like about shiny new Gwent and why I don`t like it. And after a few days it was 14 pages of 11-font word documented text of Gwent fan fiction; or as it is to me "Game Solved - My Ideal Version of Gwent".
Let`s get to it then. This is where I`ll list all the things that I would like to see changed, why I believe they should change and most important of all, how to change them.
There are four basic keywords I`d like to see in Gwent.
ASYMMETRIC GAMEPLAY - IDENTITY - CONSISTENCY - CHOICE
Asymmetric gameplay:
I don`t know about you, but for me the tension, the fun and the strategy/tactic in these types of games comes from the wildly contrasting play styles - factions and archetypes that have different win conditions, require different setups, spike in power at different times, have their own weaknesses and strengths; all the stuff that requires the player to assess and understand the board state, to adapt to it, to use the knowledge and the tools at his disposal to his own advantage. But HC has purged most of the traits from the factions. No more spies, no spellatel, no mulligan-scoia, no movement, consume, weather, etc... Which brings us to
Identity
This is something that has bothered me since the beginning of the open beta and it has only worsen over every iteration of Gwent. With "identity" I don`t mean only faction identity (I`ll come to that later), but the identity and consequently also the purpose of any given card type. What`s the identity, the flavor of an organic card as opposed to an alchemy card? What kind of playstyle does it lean towards? What archetype does it empower?
In other games the difference between a green spell and a red spell are easy to spot and to understand. Green is for growth and you put a red spell in your deck because it goes boom. That`s intuitive. In Gwent tags and categories are mostly used as restrictions, from the days when there were tutors, so that those couldn`t access every single card of a specific type.
Moreover even the units don`t have an identity. For me there should be a numerical difference between a unit that is designated for the melee row and one supposed to be played on the ranged row. I can`t see that in HC Gwent.
As mentioned before, there is also the disappearance of all those juicy faction-specific abilities. While there were some positive additions (orders, thrive) now it`s mostly deal damage and boost, boost and deal damage, boost when boosted, etc. If you take away the names and the numbers from the ability descriptions, can you tell which faction a card belongs to?
Consistency
For this part I´d like to argue what kind of game this is. You say it`s a card game like Hearthstone. Wrong. Let me give you a practical example to illustrate what I mean:
I was playing a game with Usurper and no silver witchers - so no thinning. In those games you end up with 9 or 10 cards in your deck when the game is over. My opponent played Xavier Moran in round three and buffed him to over 40. I had GIgni and Gerald Professional in my deck and never drew them. Lost.
You see, in other card games you always have access to all of your cards - there`s only the question of probability. If you play long enough, eventually you will draw all of your cards. Gwent`s different. There is a limited number of turns (usually 16) and the 10 cards you don`t draw, you will never have access to. And it stinks - STINKS - to be at the mercy of the half of the deck you don`t draw. Your play doesn`t matter, your preparation doesn`t matter, your tech choices don`t matter.
So if you want to compare Gwent to a Blizzard game, it`s not Hearthstone. It´s Starcraft. Both players have armies (decks) with resources (units, etc.) that need to be managed properly for maximum value. That means thinning, tutoring and mulliganing - manipulation of the deck - to get access to all of those answers you`ve prepared.
Deck management in OB Gwent was its own mini game that added tactical depth on so many levels. I would really like that back. And so would you. Just look at the prevalence of the silver witchers. The players have spoken with their deck building.
Choice
Answer me this: What is the benefit of playing Caretaker on the melee row? What is the CHOICE here?
SOLUTIONS BABY!
Now to the solutions. The very first adjustment I`d like to see is the game reverting back to the values of OB Gwent, where bronze, silver and gold cards had target values of 11, 15 and 19 respectively.
This is important for so many reasons. First of all, the board states right now look frankly very dull with all these 4-power cards around. All the units look very same-y. With such low numbers there is not enough room for variation of the card stats, which diminishes their identity (I`ll come back to that later). Besides, wasn`t the lesson from the open beta to give the cards bigger values, so that there would be more leeway to balance them? Moreover, for a year or so we`ve been conditioned to work with the OB values - so from a pedagogic perspective the decision to go with the current numbers seems to me quite boneheaded. Lastly, as we`ve seen over the last months, when the values on the cards are so close together, it oftentimes takes just one ping to scorch the whole board. Low values make control way too easy to pull off and way too strong.
So going forward I will be working with the OB values when talking about the solutions.
Ok, the center piece of my proposition, the thing that solves most of it. Bring back the third row!
No, wait!
The game doesn`t need a complete overhaul for this to work. There are in fact already three rows in the game:
Melee row...one
Ranged row...two
Hand... three rows.
That`s my first proposition: make the hand the third row.
This way the game keeps the nice look with the big cards, but gets additional strategic depth and enables the return of all those faction abilities that disappeared because (I suspect) they couldn`t work on two rows.
How does this third row work?
For starters, instead of calling it the siege row, it would be the base or camp row. Narratively it makes sense that your army has a base from which it initiates its warring campaign. At the start of the game, all your units and resources are inactive in this base (the base row), then are activated (or deployed - call it as you want) as they are placed on the battlefield. They can be deployed to any of the three rows, provided there is enough space, meaning they can also be played to the base row - with a penalty (more on that later).
But then - you might ask - does that mean that the players can interact with the opponents hand? Yes, absolutely!
The cards in hand can be passively targeted - and attacked - by each player. You can damage the cards - even the inactive ones - but never below the value of one. You cannot destroy them. And of course, since the cards are face down when inactive, you would damage random cards. You can also play any type of weather on the base-row and over time harm all the units on it - active and inactive alike.
Understandably this seems problematic . It is not. Here`s a handy (had to do it) solution: FORTIFICATION.
Fortification functions much like armor. It`s the protection value for the whole row - meaning it protects any unit on that row, so long as it`s not destroyed - and is indicated on the left side of any row. It has no influence on the overall power values of your army on the right side. Each player starts the game with the base row (and only the base row) fortified for value of 30 (can be discussed, but let`s work with that number for now). This value is persistent for all three rounds , but can be reduced (siege machines, dragons, weather) or raised. In round one you could for example play Ragnarok, and over 8 turns the fortification value would be lessened by 16 and stay 14 for rounds two and three, unless further changed . If the fortification is completely destroyed, active cards can be directly, inactive cards indirectly attacked.
Furthermore, fortification is not only a tag, it`s also an ability.
Specific units have the ability to fortify a row - any row. Shield Maidens and Mahakam Defenders are the first that come to my mind. Just imagine the Spartans from "300" who cover with their shields, so that the guys behind can stab and poke. That`s what this is. As long as the fortification is intact, it will protect any unit on the row. This is the sort of thing the game needed with regard to engines. Up until now players never had the possibility (yes, Quen) to protect units before they were played. Instead you had a binary back and forth - you play a card, the opponent destroys it or doesn`t. With an ability like fortify you can prepare the field for engines and other cards of value, which would make them so much so much more viable. Equally it would make locks necessary again. Lastly it also creates another option to deal with weather and other raw-wide effects, which in turn allows weather to be designed more aggressively.
Those are just a few of the advantages you get from the fortification ability. There are so many more and I will come back to them later when I get to some practical examples for cards, etc. For now I`d like to jump to the next important point:
STRUCTURE FOR EVERYTHING.
Remember how I wrote about the lack of identity of card types and about the adjustment of the current card values back to those of the OB? Let`s address that.
While this might not be a problem per se, it would make Gwent so much clearer and more intuitive, if any given card type had a precisely defined character that makes it easily readable and understandable; makes it instantly evident what the designated row, role and purpose of that very card is. Of the two general card types (I`ll leave out special cards for now) here is how I imagine the unit subcategories should look like (keep in mind that is just a very abridged version, there are many more intricacies to all of this; also the numbers as presented below are orientational... so just go with the flow for now, ok?):
Melee units:
High health (7 - 12), low damage (1 - 3), reach of 1 (with an asterisk). Small penalty for ranged row deployment, but can gain defensive ability (like armor or fortify; depending on the rarity of the card). Bigger - faction-specific - health penalty for deployment of the ranged row. Units mostly have armor (about 2). Orders and duel abilities prevalent.
Ranged units:
Mid health (4 - 8), mid damage (1 - 6), reach of 2 - 3. No penalty for melee deployment, small faction - specific penalty for base deployment. No armor. Deploy ability prevalent.
Siege units:
Low health (2 - 4), high damage (1-8), imprecise or volatile, reach 2 - 5. Can have armor. No penalties for melee and ranged deployment.
Support:
Mid health (4 - 7), no damage. No armor. No penalties on deployment. Versatile.
Alchemists:
Low health (1 - 6), versatile. Poor man`s mages, meaning that they have a wide range of utilities, from damage to support, but not as powerful as mages. Can be unique (gold, silver) but are mostly bronze units.
Officers:
Archetype "joints", the units that make an archetype work smoothly. Low to high health. Can have armor. Versatile on deployment. No row penalties. Tutors.
Mages:
Low health (1 - 4), very versatile with abilities for damage, control, support. No armor. No deploy penalties. Always unique (cannot be bronze).
Witchers:
Witchers obviously... Additionally to the stuff they have going for them now, witchers must always be unique (cannot be bronze; yes, you Viper Witchers). Always immune (they are, as per the lore, immune) - just for the extra flavor.
Legendary Units:
Faction specific legendaries need to aggressively incentivize archetypes, be the centerpieces or big payoffs thereof. Need to be complex and versatile - meaning having always multiple deploy choices. Neutral legendaries meanwhile should fit into multiple archetypes.
Please remember that this is just a brief overview of the characteristics I´d like to see on this unit types. There is way more complexity to every single of these categories, and there are more categories. And not to mention special cards. What I want to illustrate here is how the game needs a system and a structure to give each card type instantly recognizable traits, roles and purposes - identity. This paired with the third row and the OB Gwent card values creates much more variety on board; bigger range of stats, bigger diversity in damage output, reach, etc.
To the factions. In my ideal world their rough characteristics would look like this:
Nilfgard
Nilfgardian troops - as per the lore - are well trained, well equipped and disciplined. They also rely on intel and advanced scientific and technical knowledge. Translated to the game mechanics this means:
- Units with biggest overall stats
- Signature units: spies, alchemists, siege machines
- Signature abilities: orders, reveal
- Unit focus on melee row
- Great at thinning/managing troops
- Weak to control and weather
Skellige
Skellige units are reckless fighters and pirates. No well equipped (because they don`t need to) but drunk enough to make up for it.
- Mid stats, highest damage output of all the factions
- Signature units: resurrecting units, pirates, warriors
- Signature abilities: discard, resurrect, duel (makes most sense in SK), plunder
- Unit focus on melee row
Scoaitel
Scoaitel units are sparse and badly equipped. To make up for it, they are very mobile and slippery and like to attack from a hidden or fortified position. Have lots of magic users.
- Lowest overall stats of all the factions, but with wide variety of damage output
- Signature units: Spell-tutors (elves), item-tutors (dwarves), trap-tutors (dryads)
- Signature abilities: move, hide, fortify, ambush
- Unit focus on ranged row
Monsters
Monsters are the least homogenous faction, having a polarizing diversity for stats (bigger than Nilfgards, smaller than Scoiatels) and abilities among its units. I would divide them in four groups, each one with a specific focus: Wild Hunt, vampires, necrophages, beasts and insectoids.
- Wild Hunt is the destructive part of the faction, with stats that rival those of Nilfgardian units and big damage output
- Vampires grow while in the graveyard
- Necrophages abuse the opponents graveyard
- Beast and insectoids rely on weather, effects and swarm tactics
- Signature abilities: consume, deathwish, infect
- Units not focused on any particular row
Northern Realms
NR is the faction that is usually the target of aggression. They start out weak but get stronger with growing success and numbers.
- Mid stats, mid damage, swarm tactics
- Signature units: bronze tutors, siege machines, crew
- Signature abilities: tutor, boost, crew, promote (an additional ability - since NR for me always was the dullest faction -to make the more unique; for bronze units - destroy an enemy gold-unit to get promoted; promoted unit gains additional stats, armor, charges, color)
- Units not focused on any particular row
Lastly, some examples how I wished the cards were designed (on the base of the pre-HC values and abilities) :
Drummond Shieldmaid, 4 power
Melee: Deploy - deal 2 damage to an enemy unit; if it was already damaged, summon another Drummond Shieldmaid from your deck
Ranged: Deploy - fortify 2
Base: Deploy - penalty 1
Here you have two choices, thinning and damage, or low value but defensive setup.
An Craite Raider, 4 power
Whenever you discard this unit, resurrect it
Melee: Deploy - Deal 2 damage, knockdown
"Knockdown" would be an ability that whilst dealing damage it also slams the opponent into the ground, giving him a concussion and disabling a permanent ability for a turn. This as a measure to artifacts and other engines (Skellige to me is a faction that shouldn`t good at control, but instead specializes on slowing down the opponent). Again here the option of discarding the card for thinning and big value, or playing it from hand for low value and an effect that might prove more useful. Meaningful choices and a variety of answers for problems.
So this is it, my Christmas- wish list for Shupe. As I wrote before, this is a short version, so please don`t nail me on the details. There are many more areas for the game to improve, like old abilities that are missing and new ones that need to be added, meaningful use of the graveyard, leader abilities, etc. But c`mon, look at the wall of text. If you`ve managed it this far without shaving in-between, you obviously haven`t gone through puberty yet.
To summarize, things I`d like to see:
- Readjustment to the pre-HC card values
- Third row as described above
- Consistency; ability to manipulate the hand that is dealt to the player
- Structure and identity that are presented trough stats and abilities for all factions, archetypes, units AS PER THE LORE!
This last part - the lore - is extremely important, as a lot of the cards just look and feel disconnected from it. Right now Nilfgardian units don`t feel more powerful than any others, because they aren`t, the stats don`t show it. Four is equal four is equal four is equal four. Scoiatel troops don`t feel sneaky or slippery or like they`d shower you with arrows from the trees, because there aren`t abilities that would represent this.
And one last - last thing that makes me uninterested in Gwent right now: boring abilities (boost and damage, damage and boost...). This is most pronounced on the legendary cards, that are mainly dull and unimaginative. Just look at gold - Eskel: that is a bronze ability at best, requires no setup and with little satisfying payoff. There are three units in Gerald:Professional, Leo Bonhart and Eyck of Denesle that do pretty much the same thing. That`s not the stuff I expect from a gold unit.
Now let me be constructive here and give another example how I`d like CDPR to translate the lore into the Gwent mechanics. Look at Gaunter O`Dimm; another character that simply destroys units. Boring. What does O`Dimm do in Witcher 3? He gives great power, then takes it away, with a hefty price. So:
Gaunter O`Dimm, 7 Power
Melee: Deploy - Discard two cards and give a unit 15 armor
Ranged: Deploy - Discard two cards and boost a unit by 15
Base: Deploy - Boost a unit by 2 and give it immune. After 2 turns, destroy it
See, the two-cards-discard is the price to be paid, just as the lore dictates. Mechanically it also prevents Gaunter from being the last card played, giving the opposing player a chance to respond to it. The card fits into multiple decks and gives you meaningful choices. It can work in a discard deck, or in a armor-centric deck. It can be an enabler for engines. But it can also be a safety net for any sort of swarm deck that is brick-prone. Choices.
Gold cards should incentivize hard choices, calculated risks, gambles. There just aren`t many of those in the game right now. There is no choice in playing Caretaker on the melee row - there`s nothing to gain from it. You`ll always play it on the ranged row.
Obviously these are just the most pressing things that annoy me about the game in this iteration. But I`m spent now, so in closing: I really hope CDPR makes some (all?) of these things happen, because I`m convinced if they create a solid foundation for the game, in the long run, Gwent will destroy the competition. I don`t want to go back to the other games economy, or art. I don`t want to ever again open a pack that doesn`t give me the choice of the fifth card.
submitted by nessuno99 to gwent [link] [comments]

Design Essay: Ascend and the Art of Threshold Mechanics

So Rivals of Ixalan has a new mechanic called ascend. If you haven't seen it yet, it goes on instants and sorceries and it looks a little like this:
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) . If you have the city's blessing, .
We have only seen one card with the mechanic thus far, namely Vona's Hunger, a black edict effect that turns into half a board wipe if you have the city's blessing. Naturally, we cannot judge the mechanic as a whole until we've seen a bit more of it, but we can deduce a few things from this one example:
But before we do a deep dive on why I think this, what makes ascend suck, and how it can serve as a lesson on how to make better threshold mechanics, let's backpedal a bit and talk about what a threshold mechanic actually is.
A threshold mechanic refers to any mechanic which uses a certain game state as a binary on/off switch. If you've achieved that game state, cards with the mechanic are switched on and perform better. They are named for the first mechanic of their kind, threshold from Odyssey block, for which the active state was "seven or more cards in your graveyard". Other threshold mechanics include delirium, spell mastery, and metalcraft. Revolt and raid are sometimes cited too, as is landfall as it's used on cards like Groundswell, though their thresholds are a little more "flickery" because they're based on whether or not something happened on this particular turn.
Threshold mechanics are some of my favorite mechanics to design in all of Magic. In this piece, I'm going to cite what I think are the three most important rules of threshold mechanics, and talk about how ascend breaks them.
Rule 1: Threshold mechanics should make you do something you don't always do.
Threshold mechanics are at their best when they present players with a challenge. If they don't, the payoff will feel unearned, more like your cards "randomly getting better" than like you've "gotten there" and assembled the pieces of your machine.
Delirium's probably the best example of this. A lot of decks are going to end up with cards in their graveyards, and, if you're delving or dredging, you may even care about numbers - but how often do you care about how many card types are there? (Disregard Tarmogoyf for a moment.) Suddenly, you've got a goal: get yourself to four types in your graveyard as quickly and efficiently as possible. Without delirium, you had no reason to care about doing this. With it, you care quite a lot! And there's the mechanic.
Threshold itself took this to near-absurd levels, giving us draft environments where it was sometimes correct to discard your entire hand (unthinkable in most situations) to a turn-two Wild Mongrel to get threshold online as quickly as possible. Spell mastery, by contrast, is one of the weaker examples. It does want you to play a fairly high concentration of instants and sorceries, but putting those cards into your graveyard is something you're kind of doing already simply because that's where they go when they resolve.
The best bad example I can provide, though, is an old custom mechanic called long game, from an old MSE set which I won't name. The active state for long game was, I shit you not, "it is your sixth turn or later". You didn't have to do any extra work, and in fact you couldn't do any extra work without Time Warp effects and a lot of ramp.
I will concede that ascend isn't quite this bad, because it does actually want you to do stuff, and even do stuff in a slightly different way from normal, prioritizing cheap permanents and valuing tokens and land-based ramp more highly. But playing permanents is still something almost every deck does. Unless your opponent is heavy on their removal or the game ends quickly, you are probably going to hit ten permanents at some point. It's a high bar, yes, but it's not a terribly exacting one.
You also don't have to put any work into maintaining ascend once you've acquired the city's blessing - but more on that later.
Rule 2: Threshold mechanics should be open-ended in how you enable and benefit from them.
This is a more general design principle, really - parasitism bad, backwards compatibility good - but it bears mentioning here. You do not want your threshold mechanic to be based on something so specific that you need to make the cards to get there alongside the cards that want you to get there.
Again, delirium is exemplary. There are many, many ways to get cards into your graveyard, and Shadows block took advantage of all of them, from the brute force of self-mill to cheap discard outlets to the Seal-like effects of the Vessel cycle. But, with the full card pool at your disposal, you can do way more. Any card that puts cards into your graveyard can contribute to delirium, in the same way any artifact can contribute to metalcraft and anything that sacrifices or bounces your permanents can contribute to revolt. More importantly, you can combine those enablers with more cards that like being in your graveyard, being bounced and replayed, having plenty of artifacts around, and so on. The wider the cardpool, the more options you have for your engine.
Ascend can certainly benefit from wider cardpools' more efficient token production and the blindingly fast starts of decks like Elves, but there's no compatibility the other way. The city's blessing is nothing to do with established zones that other effects might check, it doesn't do anything other than make your cards with ascend stronger, and cards that care about it are unlikely to surface anywhere but Rivals of Ixalan, unless the mechanic gets a return (which I desperately hope it does not). There are cards around which like a wide board presence, certainly, but that's so general that I question whether it really counts as an ascend synergy.
Rule 3: Threshold mechanics should be foilable.
There should be means of counteracting threshold mechanics. They don't have to be common, or even likely to be in a player's main deck - often it'll be sideboard material. Metalcraft decks may dominate decks that lack good artifact removal, but after sideboarding they fear Shatterstorm, Hurkyl's Recall, or even just Naturalize. (Colors without good anti-artifact spells can still target a metalcraft deck's creatures, since the mechanic plays best when its fuel can double up as creature threats.) All a delirium deck's hard work can be undone with one Tormod's Crypt or Relic of Progenitus.
These counterattacks are a little bit tricky, and rightly so - if a mechanic is too easy to counter, it's not enticing to play in the first place - but they all share one thing in common. They can deactivate a threshold mechanic after the threshold has been reached.
You can't do that with ascend. Like, at all.
If your opponent resolves a spell with ascend with ten permanents on the board, then all their ascend spells are operating at higher capacity for the rest of the game. When they cast the spell, you have three options: counter it (not an option outside blue), remove something in response (not really an option if they're over the ten-permanent mark, or if you lack instant-speed removal), or accept that, for the rest of the game, all your opponent's cards are just better. It's much the same problem as long game. There's no way for your opponent to set back your turn count once you're there, and no need to put effort into maintaining your ten-permanent state once you've got the blessing. A metalcraft deck, for instance, will still want a steady supply of artifacts to replace creatures that die to blockers or removal, and even threshold benefits from having extra graveyard-fillers, especially in Limited where quite a few things want cards to leave your graveyard too. None of that here. Once you get there, you're done.
This is clearly an issue, but it's not so bad, right? You do still have the option to stop your opponent before they reach ten permanents in the first place. But, in Constructed, you're not even guaranteed to be able to stop an ascend deck before it gets going, because it might rely on a type of permanent you have no way to deal with. Maybe it's producing nothing but lands and Treasure. Maybe it's an enchantment-based prison build, enchantments being notoriously hard to deal with for more than half of the color pie.
For clarity, there are counters to ascend. But there aren't enough, and they're rendered useless as counters after a certain point. That does not look, to me, like good design.
And, because I'm done with my actual points but would like to complain about ascend some more,
Rule 4 (this isn't actually one of the rules): Threshold mechanics should make some damn sense.
Flavorfully, ascend is a train wreck. Let's see now.
  • This mechanic, which represents everyone fighting for supremacy over the golden city, doesn't require you to interact with your opponents in any way.
  • This mechanic, which represents a complex, multilayered struggle for dominance, doesn't ask you to do anything more than have stuff.
  • This mechanic, which represents claiming the one great power at the heart of the city to keep it out of your rivals' hands, lets both players reap its rewards with no adverse effects.
The only thing about the mechanic that works in flavor terms is also what kneecaps it functionally. You get the city's blessing and then you have it, and nobody can take it away from you. Awesome. That's how the city's blessing apparently works in the story - whoever gets it has it for good, or at least for a very long time. But the blessing takes the form of an intangible, uninteractable status which stays with you for the rest of the game and makes your ascend cards just straightforwardly better.
I do hope you enjoyed the article, and my slightly gratuitous attacks on a mechanic which I may well be completely alone in hating. I am very open to discussion, commentary, dissent, and suggestions on what else you'd like me to ramble on about for a few hundred words!
submitted by shiftyhomunculus to custommagic [link] [comments]

My list of recommended Fallout 4 mods one month in

There are a ton of mods on Nexus now despite not having a Creation Kit to make them and several of them are impressive considering the lack of available resources.
The following is my list of recommended mods. You may find something you enjoy here.
Why did I do this? Yes, I am procrastinating on a project that's due Monday so that was motivation enough.
Sound
P.A.M.S - Power Armor Movement Sounds by ONIXer
Many different sound options, from light to hydraulic to heavy. I really think it's almost a bug fix since vanilla power armor sounds wimpy.
The Wanderer Level-Up sound Replacer by xXBlackWorkXx
Levelling up is a celebration
Aggressive synth voice overhaul by Ubercharge
Warning: This sort of works. Sort of. It makes synth voices really cool. But there are some issues with it. Nothing buggy but you'll see if you progress far enough in the main quest.
Towbie's Realistic Weapon Sounds by towbiekun
Overhaul of the vanilla weapon sounds. Adds some real punch to the firing sounds.
Louder Rainy Sound by thlp
As the name implies it adds some punch to the wimpy vanilla rain sounds.
No more cash register sound when XP gain by LiquidBronze
Honestly I can't believe I haven't found a funny replacement for this but until then I use the silence.
Crafting
Legendary Modification by teaLz
Modify any item to be legendary. Should have been in the vanilla game.
Craftable Ammo by kr1ck
It can be frustrating running out of ammo of your favorite weapon, especially if you play with a scarcity mod like I recommend. This allows you to craft your own ammo based on perks.
Working Food Planters by Dominik93
Cleans up your garden by allowing you to use food planters instead of just burying your food in the wastes.
Scrappable Legendaries by Xylozi
One of the most dire needed fixes. Being able to scrap legendary items in the crafting menu.
Fusion Core Crafting by Xylozi
It might seem like there are too many fusion cores in the game already but if you wear power armor 100% of the time eventually you will run out. This allows you to immersively craft your own based on perks.
Settlement Supplies Expanded 2.5 - Safe SSEx by Troy Irving
Craft all the things! If you're into settlement building (I'm not) then this mod is for you.
Environment
Radiant Clouds and Fogs by Mangaclub
Gives clouds more depth and intensity.
FAR - Faraway Area Reform by SparrowPrince
As it was for Skyrim, a fix of the distant details. Not as good as Skyrim because Bethesda.
FO4 RAIN by ramccoid
A retexture of the rain. Your choice to use this or the ones in "True Storms"
True Storms - Wasteland Edition by fadingsignal
An impressive overhaul of thunder and rain in Fallout
Gameplay Changes
Fallout 4 Loot Overhaul by DarthSith
There is way too much of everything lying around in a post-Apocalyptic world.
Durable Vertibirds by Utherix
Dunno about you but I thought it was silly you could shoot down these things easily.
Adjusted Encounter Zones by varx
Harder enemies everywhere. Which is a good thing.
Real World Damages by PiZZADOX
It isn't updated anymore but it's my personal preference for fixing the irritating "bullet sponge" problem of increasing difficult to Survival. It's annoying that Bethesda used the age-old multiply by hit points and damage solution instead of making enemies deadlier. This mod fixes that.
Faster Terminal Displays by Old Nick
Because waiting for terminals to load is boring.
Power Armor Fast Exit and Enter by Ulithium_Dragon
The animation gets boring after the 1,000th time.
VOT - Increased VATS Distance by drdanzel
Potentially viewed as a cheat. I only use this to scan objects further, not to increase my chance to hit or damage in VATS. I enjoy being able to detect threats further away. Doesn't ruin my immersive gameplay.
Dead Body Collision by MadAce
Because walking through dead bodies is fake.
Mega Explosions by Meltus
This is a super cool mod. I suggest picking the VISUAL ONLY option if you're playing on higher difficulties since you'll get one-shotted by any explosion anywhere remotely close to you.
Functional wedding rings by Treldon
Adds a point to keeping your wedding band.
No Limb Regen by BluemaxDR
Don't know why Bethesda dumped doctor bags. God they annoy me sometimes.
Binary Speech Checks by Henke
Bethesda put in a random speech check in Fallout 4, which is stupid since it just encourages save scumming. Tell you what, make it simple. Do you have the required perk to pass? Yes? Good? No? Too bad for you. Comes with a cheat edition for dirty cheaters.
Disable Minuteman Radiant Quests by shad0wshayd3
Because STFU Preston Garvey, I'm sick of your bullshit. I have Shaun to find.
Lighting
Legendary Lamps - Lights Lamps Pipboy Overhaul by Spoonifico
Adds some fun ways to cast light as well as a realistic means of reducing light or casting giant floodlights in the dark
Improved Workshop Lights by Ozin
Because if you use a darkness mod then it's dark as fuck in your settlement.
Darker Nights by unforbidable
Hands down the best Fallout mod. Pick darkest and dark sky as options. It really is the only mod I couldn't play without.
Texture Overhauls
Optimized Vanilla Textures by Myst
A good place to start saving fps and VRAM. I usually overwrite this mod with everything else so you should install this first.
Fallout 4 - Texture Optimization Project by torcher
A good mod to cover some of the poorly made Bethesda textures. Overwrite Optimized Vanilla Textures with this.
Divine Revelation by LexXx_M5
Simply put? The best overhaul on Fallout 4 Nexus. After 200 years you know there would be green and it would look very look like this.
Lore-Friendly Ghoul Eyes by Pommymax
Because black ghoul eyes makes them look more like aliens than ghouls.
Wasteland Salon - Hair Texture Improvement Mod by Limo
Improved contrast and variation in hairstyles.
Immersive Mouth and Teeth by ClearanceClarence
Fixes human teeth to proper size and shape.
Vivid Fallout - Rocks - Textures in HD - ORIGINAL SIZE - LOWER RESOLUTION by Hein84
This is an optional download since it will overwrite or be overwritten by several other mods in this list. It's up to you if you like it. I use this mod series in Skyrim.
exShinras Better Brick Textures by exShinra
Sweet looking bricks in Boston
Fallout IV -Gore Overhaul- 3.0 by Nero1n
Moar gore!
D.E.C.A.Y - Better Ghouls by Thumblesteen
Simply the best looking ghouls ever.
Alternative Human Eyes by TwistedMethod
These eyes are just amazing. They are one of the best downloads on the Nexus right now.
Detail and texture tweaks
Weathered First Aid Kit by Kazeite
Fallout Texture Overhaul Power Armors UHD 4K by Gorgulla
Water Retexture by Jorhadoq
This is cans of water retexture, not water.
WET - Water Enhancement Textures by SparrowPrince
Makes water look good. There's currently some 8K water mod on Nexus that's getting some downloads. Go ahead and fry your video card if you want but Sparrowprince's is better.
Detailed Urban Food by clintmich
ScratchMade - New Double Barrel Shotgun textures by Millenia
Most people know Millenia's amazing work from Fallout New Vegas. The attention to detail is what makes this so good.
ScratchMade - New Combat Shotgun and Rifle textures by Millenia
Eye Normal Map Fix Fallout 4 Edition by Mr Dave
Basically a bug fix. Should not be overwritten by other mods.
FO4 MOON by ramccoid
A prettier looking moon
FO4 SUN by ramccoid
Same author, great looking sun, less bloom
Fallout Texture Overhaul PipBoy (Pip-Boy) UHD 4K by Gorgulla
My personal pip-boy overhaul preference. 2K option for potatoes.
Jesters Deathclaws by Jester
Makes Deathclaws look really great.
Better Computer Terminals - 4K or 2K by Jomla97
Comes in many different states of disrepair.
Shack Floors Re-Done 4K by TheMatthewBe
OJO BUENO NUKA-COLA MACHINE by tapioks
One of the best New Vegas modders is in FO4.
Cheats
Hunting Rifle (Sniper) Damage Increase by Cupressi
Makes sniper weapons more deadly. It makes sense but technically it's a cheat since it's increasing damage by 35%. The vanilla values are pretty weak to be honest. Not killing somebody in one shot with a .50 cal hit is crazy.
Difficulty XP Scaling by Orgridel
It's not really a cheat if you use the option to punish yourself with the less experience module. However you can choose to increase your experience based on increased difficulty. Much like Diablo 3.
Carry Weight Modifications by The Iron Rose
The question you have to ask yourself here is this: what's more unrealistic? Stopping to manage your inventory space every 5 minutes because you're overburdened? Or using a cheat to remove that annoyance? Frankly, it's already unrealistic you can carry 12 different weapon types, all sorts of different armors, tons of junk like desk fans, and nothing shows up visually on your character. Perhaps someone will one day offer an immersive fix. Until then it's COLLECT ALL THE STUFF!
ETSGM - Easy To See Glowing Mags by Herpderp2332 and Otkebr
Makes it easier to see magazines.
ETSGB - Easy To See Glowing Bobbleheads by Herpderp2332
Makes it easier to see bobbleheads
Customize Legendary Enemy Spawning by The Iron Rose
Yes, this can be seen as a cheat but it's also really cool. You can increase the rate of legendary enemies so that they show up practically every time an enemy spawns. This is a double-edged sword. Your game will be much, much harder. Legendary rad scorpions can and they will violate you. But the payoff is also better. You get a ton of good drops.
Weightless Junk and Other Items by TheScout201
It's stupid that junk weighs anything. It's stupid that each settlement has different junk. It's stupid to worry about it. Just download and forget about it.
Interface Changes
PipWare UI Fallout4 Edition by rebb
Best UI overhaul on Nexus
Full Dialogue Interface by Cirosan and shadwar
There's a reason this mod is #1. Bethesda's consolizing the menu was garbage.
Map Markers More Spaced Apart - Less Cluttered World Map Markers by torcher
I have to go where? What's that? Is that a swan? Does this zoom in anymore? What the hell is that?
Better Item Sorting by xandarori
Because vanilla is a fucking shitshow
Bug Fixes
A Simple Mod - No Bethesda and S.P.E.C.I.A.L Intro by Meatbag101
No more pointless SPECIAL videos
Simple Bug Fixes by Bonnie
In before the Unofficial Fallout Patch
Armorsmith Extended by Gambit77
Allows you to wear all the things you should have been able to wear in the vanilla game.
Remove Interior Fog by Abbalovesyou
Free FPS
Enhanced Blood Textures by dDefinder
Not only improves blood but fixes the decal bug. Mandatory download, basically.
Sex
BUSTY by tonicmole and UltimateZero
The stick figures passing as women are slightly improved
NUCLEAR Nude by zentience
If you absolutely HAVE to be naked using the utterly disgusting vanilla body, then zentience has done an incredible job making it look good. I love the dirty textures, it's very realistic. When somebody releases meshes that make women look like real women I would still use this fantastic skin mod.
UPDATED
Due to fantastic user input I've added a few mods here.
Crafting Workbenches by drdanzel
Allows crafting of weapons and armor in ammo where the name logically implies. At the crafting stations.
NX Pro Farming by Nephatrine
Can replace Working Food Planters mod with this one. WFP hasn't been updated since Nov. 19 and NX Pro Farming is more regularly updated and offers more options.
Bottles Labels Overhaul by BlastoLho
I actually did have this installed already. These textures are quite nice.
A Little Bit of Green Retouch by Original Mods by Stephanie Young and Ciprriano - Realistic Edit by dragonalex155
I prefer the gorgeous Divine Revelation but this looks like a nice alternative.
Homemaker - Expanded Settlements by NovaCoru
Apparently it pairs well with SSex.
FogOut by g10stpd
As an alternative to Remove Interior Fog. Not sure about it since I use the darkest night setting with Darker Nights mod and this is calibrated for medium.
Power Armor Animation Changes by SomberX
A no nonsense faster animation, but not realistic.
ETSGH - Easy To See Glowing Holotapes by Herpderp2332
Realistic World Map v2.0 by Vastias
An impressively detailed map
Rebalancer - Gameplay Balance Centre by Jonnyeah
This is a hell of a mod. Could eliminate the need for a half dozen mods listed above.
Arbitration - AI - Stealth - Speed - Damage - Gameplay Overhaul and Tweaks by JackArbiter
Looks like an alternative to Rebalancer. Doesn't like compatible given it modifies a lot of the same things.
submitted by vram1974 to FalloutMods [link] [comments]

New Atlantia: The ruins of Greenway "concept pitch" 01.01.03.1

name of the game:

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New Atlantia: The ruins of Greenway

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project pages:

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https://docs.google.com/document/d/13PHPZeRcitKKL6JtJd1Aod5JtPcPNMHfHqcG_4jYQQs/edit?usp=sharing

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some descriptive terms:

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an open source cross-platform title (also works on mobile), openGL powered and created in conjunction to blender

uses Godot Engine and is fully moddable through use of mod.io API (softwares)

makes heavy use of procedural generation and uses a random HEX seed that you can enter manually to set the generation environment up

persistent sandbox game with fully destructible environment including ablation of the ground and hill/mountain-sides through use of explosives, lasers, and drills/diggers

game makes use of other open source projects such as chromium for the integrated web-browser and tox for chat and voice. The game automatically starts an instance of I2P and plays exclusively over the darknet, though exit nodes should be available and darknet can be disabled for censorship related purposes, but games/server instances needs to have exit node enabled to allow censored players to join the I2P network through the exit node

the only advertising is the official greenway splash in teh beginning of the game when you start it up that explains a bit about the game and asks you to please join operation greenway and join the effort to create a green and good greenway

the game is meant to be played online, but there is a single player offline option as well

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licensing:

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open source honestyware
https://defuse.ca/honestyware.htm

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funding:

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the game will be funded by a 30 second timed monero miner that deposits the crypto into the operation greenway "trustfund". donations in other currency will be accepted and then converted directly into monero deposited into the secured fund for this project. no funds from teh project may be diverted into other government projects, but other relevant government projects may deposit funds into this one if their funding structure supports the transfer of funds to relevant projects. GreenSoft will receive 20%=
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mission:

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"to provide the most playable and fun sandbox on the open source market, and make the first fully open source 3D game of its kind, to simulate Greenway up from the ruins, and bring civilization back into outer space. to foster creativity and fun along with promotion of greenway and awareness to issues with various political systems in the civics mode of the game. to gather support for operation greenway through a donate and involvement buttons right on the front loading screen of the game"

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disclaimer and excitement:

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this may sound like a coders nightmare with all the parallel integrations and imbedded VMs running linux with open ended compilers within the code, but trust me, in the future, people will look back at this project as one of the most noble software engineering feats ever pulled off for the sake of open source community (and advertising a micronation!). the goal is to blow not only the people but developers themselves away with an entirely new set of in game mechanics based ont only on useability but underlying software paradigms like cloud resource computing and network cluster driven computation acceleration (experimental distant scene rendering over network). I guarantee that after all is said and done and if the project ever gets finished or damn near close, that the payoff will be big and the greatest reward will be hearing all the happy people talking about THE KILLER APP FOR ALL SYSTEMS.

one major issue is game overhead, and the fact that the game will need to run either a lot of processes or one large bloated process with an internal task manager to manually adjust game settings to get compatibilities just right and fine tweak the system; the game will be small enough and huge at the same time, with the inclusion of multiple tools and imbedded software releases in each version

this is a HUGE PROJECT for a HUGE OPERATION, one for all, and all for one, to promote and secure domestic tranquility, greenway's government will most likely be releasing "New Atlantia: The ruins of Greenway" before the artificial island is built, which will foster a flood of hoestyware payments and donations (honestyware payments disable the 30 second donation and cryptocurrency miner script)

don't feel daunted by the task. when you are in doubt, turn to something else on the LONG LIST OF THINGS TO DO or even just make some concept art sketchups on the computer or play the currently progressed version of the alpha/beta game

i think that an etherpad based editor for making the game would increase the flow of ideas sharing. more open source collaboration softwares should be researched and discussed for greenway and for the purpose of this document, particularly focusing on the digital side of things such as this game concept

!create this decade's killer app, "New Atlantia: The ruins of Greenway" and help support operation greenway's mission to gather attention in the international public's eye and earn free advertising forever!

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plotlines:

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based loosely off of ideas found in atlantis (a lost civilization), fallout 3 (video game), ark: survival evolved (video game), eve online (video game), space engineers (video game), half life 1/2 (video game), halo wars (video game), no man's sky (video game), aliens versus predator 2 (video game), metal gear solid 3: snake eater (video game), altered carbon (show on netflix), crysis series (video game), defcon (video game), portal (video game), xxx

an alternate universe with some parallel timeline characteristics (E.g. the lost civilization of atlantis, heisenburg {"heisenbohr"}, xxx)

antimatter warheads were launched in a global nuclear war on an alien planet in a distant galaxy far far away, star wars, with humanoids called prometheans who had advanced technology all over the planet because of developments in private industry that took off with the freedom in Greenway

you start off in the ruins of greenway, everything looks like fallout 3
you are born to parents who lived in the sewers (common spawning story at a random sewer in game)
you quickly learn to make fire and weapons from wood and rocks, moving to slingshots and crossbows, and later eventually graduating to ar-15s and plasma casters
raid the ruins to find useful items including tools, weapons, and ammunitions
you also learn to make a shelter, house, fort, and even an entire city with the blueprints you will discover throughout the game
later in the game, you will be able to build a spaceship, spaceport, and even a frigate and mothership, all in the spirit of space mechanics, where you first forge the pieces and then put them together either by template (blueprint) or manually by hand
like ark survival evolved, you will need to scavenge and hunt for resources on your own time
destroyed objects typically contain scavengeable parts

adventure through the ruins of a highly-advanced technological civilization
advance from meager sewer person to founder of New Greenway
re-create greenway in all its glory and adventure into space to explore and colonize

form a clan and play through the game to decide your faction. you can declare a truce with a player of that faction and work with them to earn respect in that faction again, getting to neutral and then friendly again. factions work like a tree with branches, you start in the trunk neutral with everybody and as you progress through the game, you naturally will align with one of the branches and finally a sub-set branch, where your position is indicated by a coloration of each branch (and a "leaf"?)

your goal is th befriend bots and real people to help you rebuild civilization and re-establish greenway, from anarchy to law and order. the game has persistent bots with progressively learning AI that will learn from your previous actions and interaction dialogues. you first make a city, then you unlock civics, and then your goal is to rebuild greenway and launch into space to colonize and scavenge for blueprints in engineers manuals and high tech including fully working antimatter powered ships in the holding bay of some ships.

game style is all vs all and cooperative through factions and clans, with PvAI and PvP gameplay, such as shooting a friend to steal their blueprints or having your fort attacked by a mob of angry AI. there is a setting to disable PvP in private servers but PvP is enabled in the official servers. there are "quests" you perform like in fallout 3 that progress you further towards colonizing outer space. players and AI can work together to build up civilization again from the ruins. one cooperative element is a donation library where books/blueprints are available from donations by players for checkout for limited periods of time (1 week of in game time). there is a clan management interface

greenway was an artificial island mass created in 1200bce relative to the game time by the prometheans as an escape from the authoritarians growing up around and warring among them. greenway eventually fell to the world war and the civilizations surely crashed beneath them. the startup videos show animations of greenway when it was green and good, being nuked with antimatter weapons in the year 1120bce. greenway took off into space but dies out due to an infection of aliens who are still lurking in intact ships within the galaxy waiting for you to discover the horror; by the year 400bce most of the underground cities died out and only the sewer dwellers in between remained; you are spawned in 0ce and the game has its own progression of time from there

you must first develop a boat and explore the surrounding islands to find the blueprints needed to create an airplane and fly to the nearby landmass about 250km away from greenway, then from there procedural generation takes place and all is free game, but there you will discover triangle craft blueprints and now you can fly around the world and into outer space once you reach the tech level to build them.

players can barter with each other and bot traders will trade with you too based on your disposition towards them; you can eventually find small towns with bazaars and markets to browse; open a store and start a business, evolve into an enterprise including enforcing security and/or mercenary contracts that you can pickup at a local bar or from select bots or any real player

players work together to make the civilization thrive again, from anarchy and ruins to a metropolis in outer space, greenway needs you to join the efforts on this game

realistic game mechanics where habitable worlds are within the goldilocks zone for their sun. deploy a garrison of bots you employ to terraform and colonze the planet's surface for greenway or your own nation

political simulator and sim city / tycoon like overview of your installation/s; Write a constitution for your state and federal government; Machine readable converter automatically marks up your document in AIML to simulate your text as a civilization (experimental); also you can choose the easy version which has templates of various useable texts for your political experiment!

the game is the first of its kind with an open universe fully destructible sandbox with persistent bots with deep-learning AI

the game also houses several mini games including the ganja seed card trader game (cryptocurrency backed seed growing and collector card game) and new atlantia: pirates which is based off of otys (board game)

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game features and mechanics:

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hire private security to protect your installations/bases/forts

work jobs to earn items

real time strategy war elements for fights like halo wars (video game)

imitate the jurassic world evolution game and make it possible to extract dinosaur DNA from fossils/amber and create dinosaurs (requires high tech level); downside is that in the future their could be hella dinosaurs everywhere

imitate the alien/predator movies and make it so that you can discover dead xenomorph or predator DNA and resurrect them by incubating in a sea mollusk or embryo, which you can discover the method by finding a journal or random chance

realistic DNA editor and genome sequence simulator that uses cloud resources of all gamers to compute and is redirectable to a local cluster computer with optional resource share (all resource sharing is adjustable in game with defaults based on hardware performance ratings versus settings and adjustable system overheads)

life on other planets; collect specimens to keep in a panspermic zoo and collect DNA from specimens to create splices

jumpgate codes and star maps for foreign systems (requires 0% discovery to have all solar system details)
puzzle solving and "hacking" to get into locked down areas, enable power, decode transmissions on your full-spectrum broadband transceiver, and disarm bombs for example

panspermia stuff with contagions on ships as a possibility which will form a biofilm in your shuttle and make you sick or cause a zombie plague

player ownership is primarily established by dominance but later on in the game there will be private security for hire to protect your shit and also police in the cities and sheriffs on the outskirts until the anarchist nomad zones which are areas that do not have enough established dominance or near enough to a city to be considered claimed territory since claims are too heavily disputed and non-enforced; you respawn naked back in the sewers where you started and need to work your way back up to get into your stashes until you are back in business

mining can be done for multiple reasons along with archeological digs to find artifacts and lost underground areas/cities

enable craft to dive into the oceans/lakes/rivers/streams for cover and enable underwater cities

bug reporting with screenshots and "frapping" (video/audio camera roll) built in and crash reporting directly to the team

underground cities and caves that go into pockets of underground water (clean water)
bullet time (single player only)

fog of knowledge (like fog of war)

grow a garden outside or indoors and even inside of your personal cruiser a few plants in a little closet, like cannabihopa plant that is effectively hops and cannabis in one with smokable buds rich in myrcene and thc/cbd/etc...

the ruins in space will be the most interesting, with scavenging having big payoff for big danger, like reactors that melted down after the craft were struck by antimatter rockets, and having to pass through a reactor room in your suit and get to the "Detox station" in time before you are fully radiated and your health drops to zero
i would also like to have HEV suits you discover in a partial map of the black mesa compound in a desert area on your home planet. the black mesa compound has all sorts of tech you can scavenge but is highly disputed by private military (bots) which also have robots and drones who will chase after you to kill you

the space component of the game will have dead highways of jumpgates that require power supplies to be repaired and the correct system and code sequence to be entered to bring you where you want to go. some gates have unlocked systems, but those owned by a foreign nation will have a passport code you will need to have a valid passport for to use or know a skeleton code (skeleton codes only work for their player and are a very rare random thing to find, sometimes the best place to look is a pirate ship or an anarchist lifeboat

you can fly all over the planet (flight simulation), but you start off in the ruins of greenway, in new atlantia, where the library of congress is, and you have to discover it among the ruins after you travel to a completely distant part of the map in your country of ruined greenway

advanced players will have entire industries under their control, and an "empire manager" is available as a "HUD" in game where micromanagement of your industry can take place all over in outer space and your commands be transmitted at the speed of light through a wormhole (you must create all the necessary infrastructure)

realistic solar systems and procedurally generated goldilocks planets that also enable non-goldilocks planets to be used with realistic heat, chill and bio-zones

heavy focus on user interface and user experience; futuristic steampunk look

other bots and players on the map can start forts and make cities and start their own nations, particularly the bots on other parts of the map who will work with or against you and your fledgeling nation of new civilization.

eventually there will be dinosaurs and aliens along with predators running around which will slow down everybody, and we need to try and ensure that the mechanics of the game make reproducing viable offspring require a high tech level to create so there are far less instances of "festering plagues"; aliens/predators and dinosaurs can sneak into your forts, cities, and even ships and come along for a ride to kill you and your crew and screw up everything; this feature will be disabled in at least one of the official servers to prevent infected plagues of servers which you die in 10 seconds every time since the aliens are everywhere since their bots and AI keep reproducing (evolutionary genetic based algorithm for AI traits)

discoveries and quest accomplishments along with defeating enemies and hitting certain wealth proportion and empire goals earn you XP which levels you up, building will increase your construction level for example, with no cap on available levels

extensive server administration interface with "resource injection" commands and "bot spawning" commands

dynamically changing environment with real erosion from water flows and seasons and weather and daytime nighttime, and procedurally generated fauna which are harvestable and actually follow population mechanics and statistics; it is possible to hunt animals down to extinction but unless every part of the animal is used, DNA can be extracted and it can be made again in a lab with high enough tech skill even viable to reproduce in the wild

splice dna from different fauna to create new creatures; custom create dna from scratch to make newer creatures with the creature designer

tame creatures to work for you and even ride them; use creatures to form a caravan and carry your stuff; creatures will stay loyal to you as long as you do not hit them much and cause damage, otherwise they will flee (some will immediately fight back based off of intrinsic aggression and predatory traits); imprint on creatures created in the lab often like the alien to make them your loyal children and unleash hell upon your enemies

your camouflage pattern will hide you when you are in a suit. change camo on the suit in the menu like in metal gear solid 3: snake eater; you will have an alertness indicator on your HUD that shows whether or not you have been seen and from who and what angle; become a master of sneak and sabotage, use your skills to rob installations and build up your stock (no penalty for selling stolen items as long as it is not sold to a narc or undercover who is aware of the theft)

there is an ingame internet based on TOR that a user can accumulate through raiding military journals to learn how to build a computer and a mesh-networking router (gigahertz {land/craft} @ 10GB/s & tertrahertz {space} @ 3.333333333333TB/s limited speeds) with b.a.t.m.a.n, which actually runs a simulation of this network protocol and realistic packet failure over wireless networking based on distance and obstruction type

drive a plethora of craft and design your own with either blueprints or from scratch, with every level of detail available (complete mechanical diagrams are modifiable and entirely custom designs can be implemented)

neural design in AI to solve complex puzzles by trial and error and probability based shortcuts to learn new foes and environments quickly as real life does; use of OpenAI (an e_musk/tesla company)

the ship can be set to autopilot either on a set route and defend itself and try to refuel and repair at a nearby station if available (costs items placed in the auto-barter section)

dynamic economy simulation and insights once you attain a high enough bartering skill, when greenway is up and running, a metatrader (software) like interface of available tradeable resources and their relative values tied to the closest thing to a credit in the game, a unitoshi which is the base numeric value of all items traded in game and used to compare item's values to one another by the in game engine

there is a low light amplifier (like in avp2 video game), and vision modes (like in avp2) along with cyborg enhancements such as a telescoping eye with rangefinder and "FLIRed" (technology name for forward looking infrared) binoculars for the poor men who need to stash their tech

dying does not affect your levels and knowledge, because you are re-created as a clone at a cost, including debts where people will come after you after a long enough time has gone by from your last clone, this is from altered carbon (show on netflix), where your new clone body is called a sleeve, and your consciousness is uploaded via satellite and other wireless transmitters to the clone corporation which is always anarcho-capitalist and always has more power than the government because it owns all the "reboots"; rebooting into a sleeve is a phrase in the game; this is equivalent to respawning, but it incurs debt for the bounty to recover your disk. there is always rolling charge to upload your consciousness which is rolling autosaving but on average through an insurance algorithm your rolling update will pay off more than the bounty to recover your disk each time you die, and the charges are lower the less often you die vs the bounty on your disk which only rises each time you die till it is maxed out at like 100,000,000 credits which you have to get by bartering or working for the company collecting disks for bounty; the disk is dropped in a nearby system and you have to go and pick it up for a pittance, or with a high enough tech level and enough contract experience, you can go on deep space missions and travel to distant star systems to collect as many disks as will fit in your cargo bay; disks are a genetically engineered biological computer that stores information quantumly through nanocellulose and diamene coating to make nanotubes that are indestructible and can operate in the tetrahertz microwave range, they are also bioluminescent and ink photovoltaic based, capturing their data through a biological optic cavity system near the pineal gland. they must be inserted as a clone is growing and the pineal gland must have this disk copied into the new biologically formed disk through transcranial magnetic stimulation

plenty of maze like portions of procedurally generated dungeon like caverns and interiors of buildings with no labels inside vast underground cities; plenty of dungeon crawling style excitement; use portals like in portal (video game) to cross into difficult areas secured within the black mesa compound

puzzle solving will also be an important step in fixing things that you do not have a blueprint for

join and exit formations at your leisure and command armies from near and afar

form a strategy and create a work team to build your forts and cities

global map overview like defcon (video game) has the ability to strategically place your formations around a planet, and a 3d outer space voxel based layout grid allows you to command in space and the air, with the grid center projected from the center of the galaxy

build and battle mech suits like the alice combat system (avp2 video game) and iron man (comic book) or animatrix (movie) suits

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game features:

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in game DTV broadcast systems project national games and tournaments when they come online in the official servers, and can be hacked to display avi, mkv, and mp4 files of the users desire; smart tv systems that can recognize spoken words from the user mic and follow commands

computers in game have access in an in game internet with websites createable by the user and virtual camera phone/tricorder devices that can capture pictures, audio from the mic, and record video; use webcams to create a security surveillance grid (uses ispyconnect and/or ZoneMinder and virtual camera/s in the game); use a laptop in the field to pilot a drone or an army of drones from your cluster computer in your tribe's fort; there is an in game instance of openStack running enabling limited cloud computing for the DNA sequence calculations; create a real life cloud service computer system or order one to gain computing power in the game (can be a profit point for the team to maintain the dedicated server); multiple cameras available to access reminds me of red faction (video game) or even duke nukem 3d (video game); get military security with encrypted computers running veracrypt, prevents computers from being nearly as hackable; KeePass software protects the computer from easy break ins and bruteforcing is required from another computer; each computer running needs a small amount of system resources and there is cluster computing under openstack (software project) within the game as well as cloud servers hosting the game to bruteforce 8-char max passwords; computers store data on cloud servers hosted by "GreenSoft" alongside the dedicated servers and outproxy nodes for "bridging" into the I2P network; experiment in distributed computing to enable network accelerated VMs though virtualbox tweaks and re-writes

in game internet is wifi mesh networking over b.a.t.m.a.n with (sharded?) tahoe-lafs storage for each user account on each dedicated server cluster

learn to hack in the game using legitimate hacker tools like the kali linux (distro) collection where you collect programs you find in military bases and on holodisks scattered throughout the game

the storage of user datas is distributed throughout the network via multiple redundant shards or shard seeders. the network automatically balances the shards based on checksums of data stored locally on their machine within a veracrypt container that only the zero-trust distributed system knows the master key to (the ceremony is a distributed trust system where all peers generate a portion of a master key, the more people contribute the better, this is part of the initialization time for the game and all servers for through a ceremony

there is an ingame spoof of cryptocurrency where fake FLOPS are taken from machines you build or find/steal/hack and a monero style cryptocurrency using moneta verde mining schema, you have to collect this greencash source code from the state bank ruins in New Atlantia

interstellar mesh networking using lasers as optical network inside the jumpgates which connect to a wormhole device that pipes the signal as UV lasers

smartphones in the game are achieved via QEMU in VM running a legitimate version of replicant that can run apps off of the internal flash or holodisk memory

make microchips in a lab that the gnu octave engine will simulate outputs for and translate to useable elements in game like outputs in a serial console on an atmega (microchip brand name); specifically the microchips will be simulated down to the assembler level and FPGA language (Verilog) will be used to code the logic circuits

audio and video streaming provided via tox and all streams are password protectable

the programming studio built into the game computers debian linux mint is eclipse studio (software) for all programming languages comes with compilers for all major human programming languages, enabling people to create homebrew ingame; includes godot, blender, and mod.io api. capable of compiling FPGA Verilog and running an instance of QEMU and virtualbox within itself;

antimalware engine in game computer is based on real antivirus definitions for linux (clamav, Chkrootkit, xxx)

in game linux has clone mirrors to real versions of the software available to people, with the server administrators manually enabling or disabling separate packages to make available to their users (uses more disk space the more packages are available; repositories point towards the dedicated server and fetch through regular I2P; dedicated server serves as a whitelister and access restriction program that only allows connections to eepsites created using the same server token, effectively creating a sub-darknet because outside access is restricted by token signed in conjunction with the user account public key for that server instance

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program features:

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updates implemented through torrents and auto-update scripts and automatic md5 hash checking for integrity with fetch from main server; source code borrowed from qBittorrent; xxx

game available over torrent as alternative to synaptic package manager or download from the ftp/http web server (resume supported from server)

game music is streamed via TOX to all connected clients via the dedicated servers song tracklist; mp3, oog, and wav are all supported (along with experimental midi + instruments over network); single player server runs an instance of tox signed in as the music stream ande you can select the songs like the server admin

sleek interface integrates dedicated server to gameplay and you can play as the mod and spawn items while controlling your server from the same in game UI

possible to run in a VM with guest extensions for 3d rendering installed (makes compatibility for other hardware and distributions "complete")

can order DVD from "greensoft" that means paying postage and cost of the DVD (lightscribed), that is a live CD (debian linux mint) that has the game installed to run with all necessary dependencies and install distro to disk (for the drafts of the greenux OS); .iso is available for download from "greensoft" website

extensive use of procedural generation for textures, landscapes, fauna, in game buildings and crafts, internal mazes, etc...

built in chatbots with bot characters are marked up in AIML and become unique based on independent interactions you have with them

built in spellcheck! and markup check! (borrowed spellchecking from chromnium)

in game console with accessible scripting engine in GDScript (Godot native scripting engine) help includes "cheats" which includes how to enable cheats and each individual cheat with its parameters explained

extended options with expert mode including expanded server operator options

nginx server running to host friendica page for game social media functions, routes over I2P; web server administration like webmin and ispconfig; web site generator WYSIWYG editor for making a frontpage and complete website in game;

in game computers use virtualbox to make a debian linux mint instance run within the game on the player's screen

"anon grade" secured against data leaks and tracking, being the first video game known to be used exclusively on the darknet (outproxy nodes are run by the official servers that are made available as "bridges" into the network); defuse passgen code used to generate hexadecimal keys and also used for cryptography in game

dedicated physics simulation with GNU Octave code and interpreter for events like craft maneuvering and weapons collisions, is used for the waveform in audio playback and for compiling screens on electronics in game (live textures);

an instance of hashcat is included within the game VM to literally bruteforce codes in the game

aircrack-ng is included as an instance to run on your in game computer to crack into neighboring networks including ancient military service lines which go into every sector of the known universe

extensive support for trainers and "auto-minedefender" bots/scripts which are allowed in the official servers

compatible with VR (opens two renders from different vertical positions)

video monitor selection in game and 4k support, triple monitor support

gnu octave used to simulate circuits for design for your electronics
see an electronic simulation software package for GNU octave @ https://github.com/jlmayfield/quantumCircuitSandbox

decentralized login server for cross platform gamers using blockchain technology, auto syncronize with gamer profile in the game; credentials stored with KeePass (software) to protect from hackers

in game chat using tox has nicks for all server players and also there is a global server chat. experiment with chat rooms including audio and video in tox. chat supports announcements that can be recurring or once with scheduling; hexchat (software) repurposed with TOX for the protocol; password locked chats and openPGP interior text encryption support; alternative to tox.io is the eepsite that the integrated browser seamlessly navigates to and enables you to search for friends ingame online

game will run in windows under Cygwin, and all released files are compiled for cygwin

cheats in console require server cooperation or they won't enable; private servers can disable individual commands from running or keep their values within ranges

hard imbed in the source code of each release the most current draft constitution of greenway and when greenway is finally established, hard code in the constitution into the source code (use commenting on the whole thing, put at very bottom of source code, make non-essential to run game {can be stripped out by compilers on demand})

console versions (xbox one and playstation 4) will run an instance of debian linux mint with no xwindows just the game screen, but it should be hackable re-initialize the desktop of lxde which is available through command switch when you execute the game binary (hold down "control" key combination on controller to enable pre-initialization console and use the console screen of your keyboard to type in the command which is available from the greensoft website), and adds wireless keyboard and mouse support for usb devices, allows people to softmod their system using the game as a side loader instead of the system default dashboard

complete forking guide and detailed documentation for all aspects of the game and included programs including the console and a detailed section on "cheats" like god mode and noclip; all lines in source code are commented in a clear and concise fashion that is machine readable

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message to developers:

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are you interested in working for this project but not sure if you are up to joining? talk to ghost liberty in operation greenway chat @ https://discord.gg/9RtrTZh or email them at [[email protected]](mailto:[email protected]). make sure to make your subject about "new atlantia game" and we will get back to you about opportunities to join and help foster our project. this game is a much smaller part of a much bigger project to create a new nation for citizens of the world. please understand that you may be paid little to nothing if you work on this game but your name will be legendary for all time amoung the opensource community

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xxx

submitted by ghost_liberty to u/ghost_liberty [link] [comments]

Payoff function Meaning Drawing Payoff Diagrams Binary Option Trading Strategy That Works 2017 Beginner/Pro HFX OVERVIEW DOES ANYONE MAKE MONEY WITH BINARY OPTIONS - YES!!!!

A binary option is a financial product where the buyer receives a payout or loses their investment, based on if the option expires in the money. Binary options depend on the outcome of a "yes or The call option is placed when a trader believes the price of an asset will binary option payoff formula within a4 Jan 2018 position in a call option with strike x, two short positions. Strategies • $900, call buyer walks away, buyer's payoff = $0. Differences between binary options and gambling. In definition. Binary options are financial contracts with which a trader has the right but not the obligation to exercise an option. Binary options are all or nothing contracts. You either win a hefty payout or lose the invested funds. There is no fence sitting. A binary call option pays out if , while a binary put option pays out for . In this Demonstration we set the payoff amount to be the strike price . As this Demonstration shows, the price of binary options—and its derivative with respect to the various model inputs—displays some interesting differences compared to the more well-known In finance, a binary option is a type of option in which the payoff can take only two possible outcomes, either some fixed monetary amount (or a precise predefined quantity or units of some asset) or nothing at all (in contrast to ordinary financial options that typically have a continuous spectrum of payoff).The two main types of binary options are the cash-or-nothing binary option and the

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Payoff function Meaning

It's because the binary options strategy 2019 procedures I take advantage of can take advantage of a particular selling price motion. The option strike cost (K) is one hundred ten. Because the payoff is a continuous function, you can balance and rebalance the amount of options and stocks so that your expected payout is zero, and you make money from the transaction fee. While binary options are used in a theoretical framework as the building block for asset pricing and financial derivatives (a binary option maps to the cumulative distribution function of the risk ... Video shows what payoff function means. A mathematical function describing the award given to a single player at the outcome of a game.. Payoff function Meaning. HIGH FREQUENCY FOREX (HFX), or a binary option is an exotic financial instrument based on a simple YES or NO question where the Payoff is FIXED-Amount or NOTHING at all.

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