Message from @Goddess Tyche

Discord ID: 672154651767865344


2020-01-29 04:21:21 UTC  

Jesus tittyfucking Christ.

2020-01-29 04:23:00 UTC  

can I run escape from tarkov with a i7 4770s, gtx 1060 and 16 gb ddr3 ram

2020-01-29 14:00:17 UTC  

Warcraft 3 reforged has upset me

2020-01-29 14:00:22 UTC  

My Favorite game of all time

2020-01-29 14:00:26 UTC  

Was made even worse

2020-01-29 14:11:34 UTC  

ayyy

2020-01-29 14:11:40 UTC  

Even worse

2020-01-29 14:49:30 UTC  

oof

2020-01-29 16:11:40 UTC  

Apparently their ambitions got downscaled

2020-01-29 16:11:41 UTC  

A lot

2020-01-29 18:25:28 UTC  

Reminds me of the Watch_Dogs incident.

2020-01-29 18:48:53 UTC  

OK, guys, I need some help


I've designed a board game for children as part of my vocational training a few years ago. I'm trying to redo it, and I'm looking for input on how to make a balanced progression system.

The game is simple; you roll a die and progress on the board from start to finish. However, the twist is that the game is math oriented. The board should contain fields of four shapes (square, circle, equlateral triangle, astroid/star) and four colours (red, yellow, green, blue). The die is the D12, and has faces representing the four shapes, the four colours, and the numbers 1-4. Rolling a number progresses you the number of fields, while rolling a shape or colour progresses you to the next field of the same shape or colour.
Basically, you're teaching kids about maths, and accepting unfairness and defeat at the same time.

The thing is, how does one make progression balanced and varied? It probably should not have huge leaps (for example a roll of triangle or yellow should get you a maximum progress of about six), it should have a balanced set (that is, the numbers of individual shapes and colours do not differ much, or preferably at all) and it should not be too monotonous (like half the squares being yellow).

A related question is whether there exists a way to simulate gameplay (basically playtesting it with a computer). Easier to fix potential problems on a computer than an already printed board.

2020-01-29 18:57:45 UTC  

no

2020-01-29 18:58:35 UTC  

yeah, like I suspected, the internet becomes shit when you actually need it

2020-01-29 18:59:24 UTC  

and stupidly powerful when you dont

2020-01-29 18:59:53 UTC  

I guess it'll just be unbalanced then

2020-01-29 19:00:20 UTC  

it's not like kids know, but I will, and I will forever blame you faggots

2020-01-29 19:02:15 UTC  

I mean, I don't really know how that will teach kids about maths

2020-01-29 19:02:37 UTC  

they learn shapes, colours, and numbers

2020-01-29 19:02:42 UTC  

Ok

2020-01-29 19:02:43 UTC  

this is for preschool

2020-01-29 19:02:51 UTC  

Ah, aight

women should solve their problems on their own

<:smugon:512048583806025739>

2020-01-29 19:03:09 UTC  

yeah, KYS too, fag

2020-01-29 19:03:09 UTC  

I think a dice beyond 6 numbers is too complicated for kids

2020-01-29 19:03:18 UTC  

but maybe I'm wrong

2020-01-29 19:03:19 UTC  

it only has four numbers

2020-01-29 19:03:33 UTC  

but 12 distinctions

2020-01-29 19:03:36 UTC  

the remaining eight sides are shape/colour

2020-01-29 19:04:24 UTC  

The problem is I don't see how one can make a game based on entirely randomized factors more "balanced"

2020-01-29 19:04:50 UTC  

well, balanced in the sense that no roll can throw you halfway across the board

2020-01-29 19:05:23 UTC  

Can you give a description of the board?

2020-01-29 19:05:45 UTC  

well, that's the thing, i don't know yet

2020-01-29 19:05:58 UTC  

I understand that it's divided into different sections represented by different shapes with different colors

2020-01-29 19:06:00 UTC  

i need a sequence for the fields

2020-01-29 19:06:05 UTC  

Ah, ok

2020-01-29 19:06:40 UTC  

like, with boardgames it's usually a D6 and the fields are identical, but the colour/shape twist makes that useless

2020-01-29 19:07:29 UTC  

Do it kinda like a combination of Monopoly and CandyLand