#system design
Explore tagged Tumblr posts
askagamedev · 4 months ago
Note
Why do you think MOBAs manage to remain so popular when losing a match can be such a long and arduous process?
MOBAs as a genre generally sustain themselves primarily because playing the game at lower skill levels allows players to feel ownership and powerful when they do well, but also provides them excuses from having to admit their own responsibility in their loss. This creates a powerful feedback mechanism where players get to feel significant early validation and offloads having to deal with their own inadequacies until they choose to become serious about the game.
Tumblr media
In MOBAs players get to see the results of their own good plays immediately. Whether it's landing a skill shot, hitting with an ultimate, winning a team fight, gathering resources through laning or jungling, pushing a lane, taking down a tower, these are all immediate "wins" for the active player. It's easy to see the causal nature of the forward progress here - the player performs the action and gets to see the positive results of that action almost immediately.
Tumblr media
On the other side, players get to blame their teammates when they're losing because their own mistakes are easy to dismiss. It's extremely difficult for a game loss to be attributed to a single mistake; game losses tend to result from accumulations of multiple bad decisions made over the course of the game. Most of the time, the bad decisions are fairly small and easy to miss. These mistakes only become backbreaking as they add up, resulting in gradual overall momentum change for the entire team. They're also often about proving a negative - that the player didn't do something they should have, rather than choosing to do something they shouldn't have.
Tumblr media
This becomes a feedback loop for players - they see themselves improving by making better choices early on, but they don't really have to deal with their own mistakes and failings until they get serious about improving. This is why so many MOBA players get stuck in "ELO Hell" - they have hit their personal skill ceilings but haven't realized it yet.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
32 notes · View notes
lexchxn · 2 months ago
Text
A Triad for Bosses
The Three S's
I had a realisation about Dark Souls.
This is a design insight, and I think it’s one that’s applicable to TTRPGs.
Some Dark Souls bosses (a lot of people’s favourites), essentially have three methods by which you can beat them: 1. Skill |Just outright pracice and precision letting you take a small enough amount of damage to survive while dealing a large enough amount of damage to kill. 2. Strength | Whether through stats or a power solution (either being 10 levels high enough or using a damage type the boss is weak to). 3. Solution | You “Solve” the combat before it begins, either through an item that trivialises the fight or a puzzle that outright bypasses it. These “Three S’s.” can of course mix and match, and I think the Eldemonsoulsbornekiro games (sorry) lean on Strength as a primary pillar, Skill as a close second, and Solution as a surprise tool they occasionally pull out, but I was considering how these principles could and could not be applied to TTRPGs. So... Do they?
First, they require some adaptation. TTRPGs don’t have the bounding boxes that video games do, nor do they maintain as much of a balance between elements like player skill and character build. What adjustments do we need to make?
Well, while Skill certainly continues to exist in the TTRPG space, dice luck can have a very large dilutive effect on one’s ability to express Skill. Skill also, I’d argue, has much more of a direct impact on “Strength” in TTRPGs than it does in video games. Building a character here has, again, weaker bounding boxes than a preprogrammed game.
Strength can vary wildly depending on the style of the TTRPG, but regardless of the chosen book table play tends to be farther away from insurmountable/trivial encounters than video games due to GM tailoring. If you’re in an encounter, there’s typically both an expectation for you to engage with it and knowledge that it won’t waste your time.
And Solution is interesting. Depending on the GM or the story scenario, this may be all but impossible. But it might also be the primary focus of your game. Every fight you take meant to be solved, every combat a puzzle. Also typically, the higher allowance for Solution expression, the more Skill expression has space to shine. After all, someone’s gotta find those solutions!
With weaker availability for Skill expression, a usually tighter box on Strength expression, and Such a wild variation in Solution expression, what kinds of incentives and rewards can we now build into our campaigns? - We can build in Power rewards for their Skill in character creation. - We can prompt Skill growth by facing our parties with difficult tasks they can still achieve. - We can create narrative or prompt creative focus and reward Skill by putting all of our eggs into the Solution basket, waiting for our parties to “Figure it out.”. - We can create a feeling of immense resistance (or outright despair) by using combats that require more Strength. ...and more! Balancing encouragement and reward between these three pillars to create your style of encounter, I would say, covers just about every design you’ll ever field.
Think about the Three S’s next time you’re building an encounter! Hopefully this can provide a solid framework for your next brainstorm.
20 notes · View notes
bcamelsamples · 13 days ago
Text
Sample: Diablo IV Feature Overview (Diablo IV)
One more Diablo thing, then we'll move on. I promise. 😊
While I left Blizzard in early 2020 prior to Diablo IV's launch, I was involved heavily with the announcement plans and reveal at BlizzCon 2019. That was a cathartic triumph of an experience for me—members of the community can tell you I was crying in the audience when the trailer played, because I'd been holding this secret in for so long.
At this stage, I was pretty much the only North American community manager dedicated to Diablo, handling D3, Immortal, and now D4 communications (I did work with a kickass social media manager, though, so I wasn't totally alone). We were in the process of hiring a new manager above me, which was all well and good; I really didn't want to be a manager (and still don't) because I enjoy writing and creating.
I wrote pretty much every article covering Diablo IV on reveal day (and for the whole of BlizzCon 2019), in addition to managing all our influencer activations onsite, posting on social live from the event, and generally ensuring Diablo stuff was running smoothly each day of the event. If I didn't pause to say hi to you, that was why. 😅 Probably the biggest, busiest BlizzCon I was ever involved in.
This and all the other blogs around that time are preserved by the Wayback Machine - I picked this one because it had the best performance out of all our blogs. People really enjoy details, after all.
Warning: this is a very long one under the cut; if you're playing Diablo IV right now, how has the game changed since reveal?
Diablo IV Feature Overview
We know you’re all eager to learn as much about Diablo IV as possible, and we’re incredibly excited to share everything with you! To get you started, we’re taking a comprehensive look over the features and details we’re sharing at BlizzCon 2019 and answering a few of the most common questions you undoubtedly have about the next mainline entry in the Diablo franchise.
*****
The Classes of Diablo IV
At launch, Diablo IV will have five unique character classes, each bringing its own distinct mechanics that embodies their respective fantasy. Today, let’s talk about the first three we’re bringing to life: the Barbarian, the Sorceress, and the Druid.
Barbarian
A brutal, physical warrior, the Barbarian roams around the battlefield constantly, dishing heavy damage and wielding an array of powerful weapons with ease. With the Arsenal system, Barbarians can swap between different types of weapons, such as from a heavy two-handed mace to a pair of sharp, agile hand axes, depending on the situation, skill, and your player needs.
Tumblr media
Barbarians will be able to haul around four total weapons and swap between them dynamically at any time. You’ll also be able to assign specific weapons to different skills, allowing advanced players even greater depths of customization.
Sorceress
Harnessing potent elemental powers, the Sorceress is brimming with all your favorite flavors of magic. Fragile but destructive, this high-risk, high-reward hero weaves between Fire, Cold, and Lightning. Her mastery of magic is an iconic and indelible part of the Diablo power fantasy, and we’ve only continued to build upon this sturdy foundation.
Tumblr media
You’ll be able to control and dominate enemies with a new Chilling mechanic. The more Cold damage you deal, the more foes will be slowed, frozen, and eventually shattered by your attacks.
Druid
The master of shapeshifting makes his triumphant return to Sanctuary! Seamlessly changing forms from human to Werebear to Werewolf, his command over earth and storm magic is second to none.
Tumblr media
Different skills utilize different forms, and entirely new skills like Cataclysm will annihilate hordes of enemies with the unbridled fury of nature itself. Storm magic persists on the battlefield, so you’ll be able to unleash torrents of lightning, wind, and rain before shifting forms to ravage foes.
*****
Skill Points & Talent Trees
Diablo IV will feature permanent character progression as well as personal customization. To accomplish this, we’re reintroducing both Skill Points and Talent Trees.
Skill Points will be earned by leveling up as well as by hunting down rare tomes out in the world. You can choose to spend Skill Points as you go, save them up to invest more heavily in skills that are unlocked at higher levels, spread them out between multiple skills, or focus on your favorites to make them more powerful.
Tumblr media
Each class also has a dedicated Talent Tree for further character customization, though your choices may come at a cost. For example, the Sorceress concentrate on skills that emphasize mobility or Lightning damage while passing up more powerful Cold powers in the process. The Druid might choose to become a tanky melee combatant by investing in Werebear talents, though this doesn’t prevent him from using his Werewolf or Caster skills; they’ll just be less optimized. Where you want to specialize is up to you, and your Talent investments will reflect these decisions.
Talents get more powerful the further down the tree you travel, so make sure you’re choosing wisely as you grow!
*****
Open World & Multiplayer Gameplay
Unlike previous Diablo games, Diablo IV is fully open world. This means you can explore any of the five distinct regions in any order, at any time, and travel seamlessly between them. Sanctuary will become a living, breathing place to explore and plunder. With introductions like monster ecologies tied to regions, a shared player world with public events, and town points of interest that act as social hubs, Diablo IV will feel a little less lonely (though no less bleak).
The distinctive regions we’re introducing are connected contiguously, for streamlined adventuring from area to area with no loading interruptions.
Scosglen
Home to the Druids, this verdant and rainy land is heavily forested and borders the coast. Werewolves lurk in the thick foliage and the new monster family, the Drowned, crowd the haunted coastlines, waiting to drag unsuspecting victims to a watery doom.
Tumblr media
Fractured Peaks
Snowy and secluded, a sect of devout priests find refuge in the isolation of this high mountain range. They seek enlightenment while remaining unaware of the horrors that dwell in the dark cave complexes below.
Tumblr media Tumblr media
Dry Steppes
The unforgiving, harsh environment of the Dry Steppes is home only to the hardiest—or desperate—souls. Be warned; the denizens of this land will do anything to survive, resorting to anything from petty banditry to savage cannibalism.
Tumblr media
Hawezar
Witches and zealots call this snake-infested swampland home, scouring the murky depths for ancient artifacts. The unaware will quickly find themselves in dire straits.
Tumblr media Tumblr media
Kejhistan
As we’ve seen from previous visits to Alcarnus and Caldeum, the desert shadows of Kejhistan make excellent cover for a group of rising cultists. They quietly plumb abandoned ruins, seeking power to aid the return of the ancient Prime Evils.
To Party or Not to Party
Whether you’re prone to partying up or an independent adventurer, Diablo IV will have a way for you to play.
When it comes to the Campaign, you’ll be able to play through the entire story at your own pace or alongside friends, with progress syncing up to the party leader so there’s no question about what’s been done or what’s next on the checklist.
While most of the world is socially open, certain, smaller parts of each region are campaign specific. Once the campaign objectives have been completed, those areas will also dynamically open to other players. This means you might see another party of adventurers pass you by or you could organically stumble into an event or World Boss other players are already battling. You won’t need to party up to enjoy these activities; whether you decide to join the fray or continue your own journey, that decision remains yours.
Delving Dank Dungeons
Dungeons will be separate, instanced experiences. While you won’t see wandering adventurers alongside you as you delve an abandoned ruin, you can opt to bring up to a party of four players in to tackle tougher challenges for greater rewards.
As has become hallmark to Diablo, Dungeons are randomized experiences, including both their layouts and the events that might occur within them. They can be interior or exterior landscapes, may mix and match between different tilesets, and offer totally seamless exploration; moving from one level or scene to another is now a natural, loading screen-free process.
We’re also introducing Dungeon Objectives, which help guide your adventure and offer greater rewards and increased danger. As you complete Dungeon Objectives, the goals you have will continue to update, and the Dungeon itself might respond by sending tougher enemies and challenges your way. Each Objective has been custom designed to give their Dungeons their own identity and character, and there are hundreds of dungeons with tons of events, ensuring each delve is a unique one!
We’re also evolving endgame Dungeons by building them around three pillars: variety, strategic depth, and player agency. One new system we’re sharing today is what we’re calling Keyed Dungeons. By finding a key out in the world of Sanctuary, you can upgrade an existing Dungeon into a special endgame version with increased difficulty, greater rewards, and dungeon affixes. Between the natural randomization, knowing the strength and affixes you’re going to face, and choosing your skills and equipment in advance, we’re hitting all three of these pillars for a unique, ever-evolving endgame.
Monsters of Sanctuary
You know where you’re going to kill things, and how you’re going to kill them. But what, exactly, is threatening you? Let’s look at some of the enemies you can expect to face in Diablo IV.
Monster Families
To breathe new and realistic life into the world of Sanctuary, we’re taking a fundamentally new approach to how we create and design monsters. Each monster is now part of a Monster Family, which usually includes a handful of different enemies based around a theme and location. Check out one of our new families, the Drowned.
The Drowned are watery entities that can be found around the coasts of Scosglen. You won’t find them anywhere else in the world, and if you’re looking specifically to hunt them down, you’ll need to travel to find them. Each member of the family has a specialty or signature ability that synergizes with other members of that family, becoming stronger when they’re fighting together.
Reimagining Affixes
Affixes work a little differently this time around. While you’ll still see expected effects like Molten, you might be surprised at how the Multishot affix changes up strategic gameplay depending on which enemy it affects.
For example, take the Fallen family. A Multishot enchanted ranged Fallen might throw three projectiles at you, as you’d probably expect. Put that Multishot enchantment on a Fallen Shaman, though, and your priorities change as he begins to revive three of his friends at a time instead of just one. Affixes should change the way you look at and strategize against your enemies, as well as offer different gameplay depending on the monsters they affect.
Ashava and World Bosses
If you got your hands on our BlizzCon demo or watched our gameplay trailer closely, you may have noticed a massive new addition: Ashava. Ashava, the first of our new World Bosses, is an ancient demon lurking below Sanctuary who will take more than just one mighty hero to fell.
Tumblr media
Not only will you need to group up (or at least join several other players) to challenge Ashava, but you’ll want to pay close attention to her abilities and carefully make use of your skills. Avoid her deadly strikes with the baseline Evade ability and leverage the new Stagger mechanic in your favor. Rather than having bosses be immune to crowd control effects, they can instead become Staggered, losing some of their capabilities or powering down once a certain threshold has been met. When battling Ashava, Staggering her will shatter her arm blades and greatly diminish the range of her whirlwind attack, making her a little less deadly for you and your friends.
*****
Itemization
It’s not a Diablo game without tons of new loot to find, and we want to share a broad, top-down approach to our itemization. First, you’ll see the familiar return of most item categories:
Normal -> Magic -> Rare -> Legendary/Set -> Ancient -> Mythic
In Diablo IV, we want Legendaries to be just as, if not more, powerful than Set items. We don’t want you to feel beholden to one particular class set to play your chosen style. Ancient items are a system we’ll be leveraging for Seasons, but we’ll dig into that at a later date. As for Mythic items, these will be so powerful you’ll only be able to equip one of them at a time, so choose wisely!
When it comes to combat statistics, we’ve simplified the math problem. Players should spend more time thinking about stats that change how they play rather than solving arithmetic. Attack and Defense will be your bread and butter; one stat for increasing your damage, and one stat for decreasing damage taken.
More complex stats like Attack Speed or Melee Damage Reduced will still exist; however, these are stats that can change your approach to combat in more than a numerical way. While they might still increase your damage output or reduction, they do so in ways that make you think about the battlefield or which skills work best in different situations.
Some items will also boost individual Talents, effectively acting as bonus points spent in them. If you want to go all-in on Pulverize, you can do so with Skills, Talents, and items!
Legendary Powers
Legendaries should fundamentally change the gameplay of abilities, and that’s exactly the approach we’re taking in Diablo IV. The best way to illustrate this is to review a few powers we’ve worked on for the Sorceress skill Teleport.
One Legendary might increase your defense shortly after you Teleport, making it a great defensive escape tool. Another might increase your damage for a short period of time after you Teleport, making you more likely to want to jump into the fray. Still another removes the Teleport cooldown entirely, but now sends you in a random direction, so you have high, but unpredictable mobility. Lastly, we have a power that adds a burst of area damage to enemies upon your arrival.
Combining all these Legendaries can result in some pretty wild and satisfying results, and it’s up to you (and perhaps a little luck) to decide which ones to combine.
Runes
Runes are back and better than ever! Runes in Diablo IV translate to another layer of gear customization. They come in two types: Conditions and Effects. It’s as easy as socketing in one Condition and one Effect to create your own Legendary power. There will be a great variety of both types of Runes and we can’t wait to see what sorts of combinations you come up with.
*****
Frequently Asked Questions
Have a question not covered above? Check out the FAQ below.
Q: Will there be trading? A: Yes. While we’re still working on the details, we know this is a huge community request and we want to reintroduce some level of trading while still preserving the loot-finding experience.
Q: Will there be clans? A: Yes! Clans will be a key feature in Diablo IV.
Q: Will there be PvP? A: Yes. Some areas of the world will offer opt-in PvP experiences where you’ll need to watch your back while you adventure.
Q: Will there be Seasons? A: Yes! Seasons will be returning, and we’d like them to heavily impact your approach to gameplay. More details to come.
Q: Will there be Hardcore? A: Yes! We’ve loved this feature ever since it started as a player-created and self-imposed challenge in the original Diablo.
Q: Is Diablo IV coming to consoles? A: We are working with our partners to bring Diablo IV to both PC and console, including Xbox One and PS4. We have no additional platforms to announce at this time.
Q: What about [insert game feature we haven’t yet mentioned here]? A: We know you have a lot of questions about what the final form of Diablo IV will look like. While we’ve been hard at work on all the art, story, and systems we’ve shown so far, we’re far from done and still quite early in the development process. What you’ve seen this weekend is a high-level overview. As we continue working to get the next iteration of Diablo into your hands, it’s likely many things will change.
*****
A Lot to Share, More to Work On
Diablo IV is early in development, but we just couldn’t wait any longer to share with you where we are so far. While we don’t have any news on when we’ll be moving into our first public access stage, we will be keeping up with quarterly updates available here on the Diablo community site and mirrored on our forums for your easy access.
We’ve got a lot of work to do and even more hell to raise. We can’t wait to see you on the other side!
2 notes · View notes
system-design-hospital · 5 months ago
Text
Introduction
Hello, we are final year students from the National Institute of Design, Haryana. We're documenting our system design project here.
hehe.
4 notes · View notes
thehuskies · 5 months ago
Text
Systems Thinking
Singla Rice Mills
Hello from Group 3 - The Huskies B)
This is a blog to document the everyday progress of our Systems Thinking Research and you are welcome to give your valuable feedbacks every step of the way!
The group includes Akriti, Akshaya, Gautham, Karthik, Ketaki, Madhumanti and Prerna.
Day 1 - 21.08.2024
First day started with brainstorming for the domain. The group decided to focus on a topic within the agriculture sector, as Haryana is well-known for its agricultural activities.
Initially, we planned to conduct our research at a sugar mill. Upon visiting the site, we learned that the sugarcane harvest season hasn’t started yet, and the factory wouldn’t be operational until November.
Tumblr media Tumblr media Tumblr media
After exploring other nearby agro-based industries like disposable leaf plate makers, poultry farms, wheat factories, and honey bee farms, we finally connected with Singla Rice Mills.
Tumblr media Tumblr media Tumblr media
The CEO, Harsh Singla, was very welcoming and gave us a comprehensive overview of the business and its technical aspects. He explained the rice processing stages, discussed the factors that directly impact the business, and provided a tour of the facility.
Tumblr media Tumblr media Tumblr media Tumblr media
We also saw samples of different rice categories obtained after processing. The first day was full of valuable insights that will guide our research moving forward.
Tumblr media Tumblr media
Thanks, see you tomorrow :)
2 notes · View notes
fallingintolove · 2 years ago
Text
Portfolio 2023
Hey guys, i am tanisha kharde, a communication design student; and this is my portfolio. please have a look, it will be very appreciated. 
https://www.behance.net/gallery/165746665/Communication-Design-Portfolio-2023
9 notes · View notes
systemdesignone · 2 years ago
Link
heartbeat signal is used for checking the status of the client in real-time
2 notes · View notes
zwoelffarben · 2 years ago
Text
DISCORD PSA
Discord peeps; they've recently implimented soundboard sounds, which at the default max volume distressed my autistic ass greatly.
Directly Above your user setting and to the right of the nitro button is a new menu for soundboards. In the top right corner of the menu is the soundboard volue slider.
Tumblr media
It defaults to 100% which is always the worst decision designers stupidly fucking make. your game/feature should default to 30% volume. You want someone with max volume ear drums to not blow their eyes out opening your software and then it's their perogative after that, but importantly, they had and then made that choice.
Worst way to find out this new feature exists is six consecutive max volume airhorns applied point blank to my fuckin' cochlea; and I didn't have a say in that happening.
2 notes · View notes
adastra-sf · 1 year ago
Text
Bad faith often drives the law of unintended consequences.
Writers: Great concept to play with in your worldbuilding.
Tumblr media
this is so on the nose
just adding (since it seems to have stirred some people up) that obviously this is not an absolute - it just points to how some oppressive systems (for example) rely on bad faith to cover for their systems doing what they're really intended to do by claiming that they're still in progress - but there are plenty of other less bad faith examples too that are more to do with poorly thought out or poorly implemented plans
[ID: post by The Garantine quoting the start of a wikipedia article
Very tired of hearing about what the intentions are. If a system constantly produces a different outcome than the one it is "intended" for then it's perfectly reasonable to assume the actual intention is the outcome it continues to produce.
beginning of quoted article below reads as follows:
The purpose of a system is what it does
The purpose of a system is what it does (POSIWID) is a systems thinking heuristic coined by Stafford Beer, who observed that there is "no point in claiming that the purpose of a system is to do what it constantly fails to do." The term is widely used by systems theorists, and is generally invoked to counter the notion that the purpose of a system can be read from the intentions of those who design, operate, or promote it. When a system's side effects or unintended consequences reveal that its behavior is poorly understood, then the POSIWID perspective can balance political understandings of system behavior with a more straightforwardly descriptive view.
ID ends]
39K notes · View notes
mindfulengineer · 3 months ago
Text
youtube
Comprehensive Guide to Building a Scalable Rate Limiting System Design: High-Level to Deep Design - https://mindfulengineer.ai/rate-limiting-system-design/
#technology #systemdesign #computerscience #ratelimiting
0 notes
askagamedev · 1 year ago
Note
Why is ranged combat so much more common for the biggest action games than melee? What are the design benefits of having a gun or things that work like a gun?
It's generally easier to prototype and develop ranged combat that feels good than it is for melee.
Tumblr media
Melee combat lives and dies by the animations and systems we build. If my character swings her sword in a horizontal arc, it creates very different expectation for a hit reaction than stabbing or chopping. A player will probably realize near-instantly if the reaction animation doesn't match the type of attack properly and it will make the combat feel cartoonish, breaking immersion. The melee animations are also performed extremely close to the camera, so the player gets full view of all of the details. We need many different attacks and many synchronized hit reactions in order for the melee combat to look right.
Tumblr media
Ranged combat, on the other hand, does not usually carry this kind of action-reaction animation expectation. Shooting animations are generally simple and small motions. Playing a hit reaction can be as simple as a flinch or just falling over. Hit reactions are limited to hit location and typically don't need to take the motion of the weapon into account. Enemies that play hit reactions are also usually smaller on screen and further away, meaning less overall player scrutiny. We can sometimes just get away with turning on ragdoll and not even need a specific hit reaction.
Tumblr media
Really, it comes down to the fact that animation and system requirements of making a good melee combat system work are more expensive than making a good ranged combat system work. Since the act of shooting and the act of getting hit are significantly distinct from each other, ranged combat is much easier to get working than melee combat where the hitting and the getting hit are inextricably linked. Combine this with the fact that melee combat is, by necessity, up close and immediately visible and you have a noticeably higher bar for acceptable quality from a melee combat system.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
71 notes · View notes
lexchxn · 2 months ago
Text
Expectations, Descriptions, Names
This is a bit of a shorter one than before, but I've found it interesting how many times I've seen the release of a system or a new piece of content within a system be met with hostility, even long after initial exposure, due to some breakdown in understanding for what something is meant to be.
What do I mean by this? I'll use a couple of examples, one old and one new, from Pathfinder 2e. Funnily enough, they're both from the Cleric class: The Warpriest doctrine, right from the start, focused on being more defensible than its Cloistered counterpart at the cost of some of its spellcasting potency, and was long derided as a cheap, unsatisfying alternative. In what I've heard from those who disliked it, this is mostly due to a miscommunication that starts with the name. People expected a Cleric capable of "war"; a damage-dealer and front-line fighter. What the subclass actually was (and remains, to this day) is a way to massively improve your survivability on the front lines, not necessarily your damage-dealing capability or even combative prowess. Not that it doesn't have any of that, but it's ultimately secondary to the Warpriest's attempt to emulate an old-school mace-and-shield, chainmail Clerical role in a party. You retain your full spellcasting suite, and the fact that the spells are weaker incentivises your focus further towards protective aspects of your character, honing in on a utility and support role without the cloth caster trappings of low AC and health. The Battle Harbinger, recently released in Lost Omens: Divine Mysteries, seems to be going down a similar pipeline, at least if the initial reactions I've seen online are in any way representative of general attitude (which they aren't always). The Battle Harbinger gives up not only their spellcasting potency, but most of their suite, and in return gains combative efficacy- ability to hit enemies with a weapon. But they don't gain any significant damage boosts, and their "Battle Auras" (buffing or debuffing auras they can cast and sustain with their unique feats) are still resource-limited by their spellcasting resources (though retain full, or even better, potency than standard spellcasting). Battle Harbinger's role ends up being one of offensive support, and notably still not damage. They can hit with the best of them, but they don't receive the damage-dealing bonuses that are crucial to the "standard martials" damage-dealing roles- and this is pretty clearly intentional, due to their ability to use scrolls and significantly buff themselves and their teammates. Yet, player reaction has skewed negative. What do you mean the Battle Harbinger can't hit as hard as a full martial?
People end up missing the playstyle and role defined and supported for these subclasses, instead projecting their own desires for the name or the concept onto it and being disappointed when it doesn't pan out. I'm left wondering what's more important here when it comes to player response- the name, the flavour text, or the mechanics themselves. And I think it might be skewed towards name and flavour text more than one would assume. Would the responses have been the same were the subclasses named "Heavily Armoured Support Cleric" and "Rallying Offensive Support Cleric"? They're certainly less evocative names than "Warpriest" and "Battle Harbinger". Where does one draw the line on these things? Ultimately, this will all be up to the writer to weigh and decide. But it's worth thinking about next time you name or describe something- what image are you trying to present? What image might your chosen words conjure? If there's dissonance between the two, is it worth conceding ground to mend that gap?
Little bits of TTRPG and player philosophy like this are what I live for when I'm not considering the mechanics themselves. May your quests be fruitful, friends.
7 notes · View notes
the-generous-fool · 3 months ago
Text
Guard borbs
youtube
0 notes
system-design-hospital · 5 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
Day 1: Exploring different systems
First day of our project, our group discussed various areas of interest like hospital, bus stand, hotel, police line etc. It was decided to check out clusters of settlement in Kurukshetra- legal settlements like govt quarters and apartments, as well as illegal settlements like the ones in Umri and Ladwa.
Tumblr media
Huda Office
We went to Haryana Urban Development Authority (HUDA) office in Sector 4 to inquire about different kinds of settlements in the region- Govt quarters and apartments. The information was given by Mr Anuj. From there we headed to Umri Village to check out rural illegal settlements.
Tumblr media
Umri Village
This settlement connected with the Indra road in Umri had around 8000 houses. The houses were all clustered together based on the caste. There were sections or mohallas of Punjabi community living together. Similarly there were sections of Jatt, Harijan, Vyapari community etc. The area had a govt school, a mandir, many kirana stores, barber shops, parlours and stationery shops etc. The clusters were not consistent and unorganized. Moreover, the land was disputed for many people. Most of the houses had been constructed on the land illegally, but they had gotten it legalised in the past year. Only a few lands were disputed in court.
Tumblr media
3 notes · View notes
bestquadrada · 3 months ago
Text
ArtStation - Marceau Nakayama
0 notes