Noun games
Tabletop Game Designers: RPGs, Wargames, and Boardgames
2011.10.15 00:51 Tabletop Game Designers: RPGs, Wargames, and Boardgames
All things related to *designing* tabletop RPGs, wargames, and board games.
2008.12.19 04:56 A community for students of German and discussions pertaining to the German language.
/German is a community focused on discussion related to learning the German language. It is also a place to discuss the language at large. New visitors, please read the FAQ: /German/wiki/faq
2010.10.13 19:16 ReaverXai Dota 2 on Reddit
/DotA2 is the most popular English-speaking community to discuss gameplay, esports, and news related to Valve's award winning free-to-play MOBA DotA 2.
2024.06.09 19:29 kinetic_night 25% of over 25+ Games listed by Genre
submitted by
kinetic_night to
QuestReferralinks [link] [comments]
2024.06.09 19:26 kinetic_night 25% off over 25+ games - listed by genre - Action, Adventure, Shooters, Roguelites, ect..
submitted by
kinetic_night to
MetaQuest_Referrals [link] [comments]
2024.06.09 19:12 kinetic_night 25% of over 25+ Games listed by Genre
submitted by
kinetic_night to
OculusReferralLinks [link] [comments]
2024.06.09 18:59 urgod42069 Let’s play “Mad Libs!”(using the current most popular complaint post, “I don't have fun in Constructed anymore”, as a template 😁
I don't have fun in Constructed anymore because [PLURAL NOUN] are the only thing that matters
I can't even recognize Constructed Hearthstone anymore. The game has honestly stopped being fun for me because every single match revolves around players [VERB ENDING IN -ING] and having way too much [NOUN], way too much [NOUN], way too many [PLURAL NOUN], way too much [NOUN]. It feels like [NOUN] doesn't really matter anymore, since everyone has plenty of responses available to them at any point, so the game becomes focused around [NOUN]. Whoever [VERB] faster wins.
I miss [NOUN]. I miss [SAME NOUN] meaning something. I miss being able to win via [NOUN], because I outplayed my opponent with the [NOUN], not because we were able to [VERB] and [SAME VERB] faster than the other guy while [VERB ENDING IN -ING].
It's extremely sad to say this, but tonight I really felt for the first time that Constructed has passed my by. Hearthstone has become a game I don't enjoy anymore.
Thankfully I'm still enjoying Battlegrounds, so this isn't an "I quit" post. But I'm still pretty sad with this realization. I really wish they'd [VERB].
Have fun, and be sure to share your creations!!! ☺️
submitted by
urgod42069 to
hearthstone [link] [comments]
2024.06.09 18:43 kinetic_night Advise needed on new games based on the 27 I already own?
Below are the games I own I'm looking to find some hidden gems. Any advice is greatly appreciated. **Note my play area is very small - size of a fatigue mat, some games I'm unable to play like Racket Club & Thrill of the fight.**
Action: Max Mustard
Adventure: Saints & Sinners
Boxing: Creed: Rise to Glory Mutant Boxing League Underdogs
Educational: Mondly Practice languages in VR Noun Town Language learning in VR Programmer VR
Fighting: Blade & Sorcery: Nomad Dragon Fist Swordsman
Fitness: Les Mills Bodycombat PowerbeatsVR Samba De Amigo: Virtual Party Song Beater Vrit X-Fighter
Puzzle: Tetris Effect: Connnected
Relax: Guided Meditation VR
RPG: Asgards’s Wrath 2 Dungeons of Eternity
Sports: Badminton Battle: Cybrix
Shooting: Guardians Frontline Zombieland: Headshot Fever
Roguelite: Ghost Signal: A Stellaris Game The Light Brigade
submitted by
kinetic_night to
oculus [link] [comments]
2024.06.09 18:01 impishDullahan Speedlang 19 Showcase
Good marrow, bonelickers!
Early last month I announced the
19th Speedlang Challenge. I broke the mould with it a little bit by confining how the ambitious among you would actually put together your speedlangs rather than defining a number of requisite features. The bulk of this process had speedlangers root all their creative linguistic decisions in a small set of natlangs, and these natlangs specifically had to be native to areas representative of a chosen clade of organisms. To ensure the clade of organisms was well represented, I also asked for a number of lexical items and conceptual metaphors that had to be specifically inspired by the clade in some way, as well as some aspect of the phonology.
Like last time, I'll provide my thoughts about what I think makes each submission special and the features I particularly like. Afterwards, I'll quickly review what was inspired by the chosen clade, in case that has any bearing on what you kind readers might like to check out, and give out brownie points for any easter eggs I spot, whether intended or not.
Overall this has been a deeply creative round of submissions and I learned a lot, both things I set out to achieve when I thought up this particular challenge. I hope it was just as rewarding a challenge for everyone who submitted as it was for me getting to read up on each entry, and I hope it will be the same for anyone who reads up on them, too.
Gyps (griffon vultures); Chamic, Bengali, Santali & Mundari
With a name including the element Bàsa, I knew this had to have Indic flavours of one sort of another, and indeed it does! This conlang is largely Austronesian in origin with sound changes from Old Cham, but it has a lot of Bengali influence and is well situated in the Indian subcontinent, and I greatly appreciate the nod to Parsi funerary traditions as an inspiring reason for choosing Gyps. Amusingly, this conlang has many features that fit right into the inspiration for the last speedlang challenge, which I find just delightful, with some split-S marking, dative enclitics, and grammaticalised constructions for simultaneous and sequential events, and light pronouns. Therebeside, the historical clipping, CVK syllable structure, postpositional pronouns, and aspectual auxiliaries speak to sensibilities in my own conlanging, and the dissimilation processes in some of the affixes are a nice touch, too. I'm also a big of fan just how the split-S system is implicated in some verbal polysemy, and I really like how the few voices seem kinda muddy but have clear use cases. What really sets this conlang apart, though, is the consideration paid to the effect of prestige languages. Some phonemes are restricted to loanwords from the local prestige language, and one is even only confined to prestige language-educated speakers, which causes some allophony other speakers don't have. Loaning processes are detailed, too, and the number and classifier system also draws nice lines along the prestige axis with a total of 3 parallel number systems, spread out across both divisions of native vs. loaned classifiers, which themselves have specific semantic domains they each classify, and across divisions of prestige language education. The story at the end, too, is a real treat: it's a translation of Hindu vulture myth, perfect for this project.
Seba Bàsa's Gyps-inspired phonology includes the development of creaky voice from the loss of glottals, glottalised consonants, and final /s/ in Old Cham to recall vulture cries. It's inspired lexicon includes some fun polysemy of vulture behaviours like circling = waiting or sheepling = looking for something desirable. I'm also a big fan of kite (the bird) = messy eater. It's inspired conceptual metaphors include dividing the beginning, middle, and end of a process into eating skin, meat, and bones, respectively, and equating head height/position with one's health or comfortableness as inspired by how vultures droop their heads when ill.
We're starting off string with double brownie points for meeting both the space epic easter egg by calquing the Ewokese word for 'outsider' and the empress easter egg by referring to Buddha's Birthday!
Setonix & Macropodidae more generally (quokkas + kangaroos & wallabies); Noongar, Pitjantjatjara, Wajarri, Guugu Yimithirr, Miriwoong, Guniyandi, Dyirbal, Mbabaram
Aside from the one splant you'll soon see, I think this entry gets the prize for the most unique chosen clade by being A) not a bird, and B) not an ungulate. As great as birds are, quokkas are pretty amazing, too. I'm not too familiar with Pama-Nyungan languages but this did a good job of affecting some of the features I've come to know them for, including but not limited to the phonological natural classes of peripheral vs. coronal, coverb constructions, and the word for 'dog' bearing a striking similarity to English. Split-ergativity features across the noun-pronoun axis, and there's a unique set of duals that specifically refer to sibling, parent-child, or spousal pairs of individuals that I might have to steal for myself. The case marking includes a lative case I haven't seen before, and implicates the comitative in a neat way in comparative constructions. I also appreciate the what-looks-to-be resumptive subject pronominal proclitics; very speedlang 18, and a great example of a fossilised mistake, which I always love to see! The verbs also feature multiple conjugations, and the imperative is implicated for its tenselessness in certain subclause constructions, which has a certain type of quirkiness I'd expect out of some past speedlang challenges.
Kogëdek's Setonix-inspired phonology included a /ç/ in the proto-lang, which bears some resemblance to quokka calls, although it was lost to /s/ and /x/ in the modern language. The inspired lexical entries include roots for different kinds of macropods and styles of jumping, and conflates jumping with breathing. Some of the idioms include "pouch-baby" for pejorative "mama's-boy" and using kangaroo badassery as a metaphor for all sorts of less than ideal situations.
Brownie points for a particularly insidious word-form for 'father'.
Bubalus (water buffaloes); Hindi-Urdu, Thai, Vietnamese, Khmer, Burmese, Malay
This one's a little rough around the edges, but it's a good foundation for a nice mix of both SEA features, like the isolating morphosyntax, and unique features, like the class agreement system. It's also got clicks limited to avoidance speech! Diachronics from a proto-lang where considered, and I really like how the typologies of the inspo langs were used as targets for the sound changes. I'll have to keep this workflow in mind! Some of the sound changes include expanding the number of stop contrasts to match the average number of contrasts, or eroding the number of vowels to match that of Malay. Phonotactics were carefully considered with full structures for both mono- and disyllables as well as bare roots vs. compound stems. Grammatically, morphology is mostly limited to a host of different reduplication patterns, which in itself is something I'd really like to see more of! Where this really shines, though, is with its agreement system: nouns are sorted into a 3x2 matrix of 6 classes, portmanteau agreement particles mark for the class of both the subject and the object, the system implicates the social hierarchies common to many SEA languages, and the position of the particle marks modality. Incredibly inspired to pack all that into a set of maybe 36 particles, if you ask me, never mind how it helps to disambiguate fluid word class and how it might be implicated in future plans for Indonesian object-oriented verbs. I'm also a fan of how the temporal question verb patterns like an agreement particle to mark for tense by co-opting the modality marking. We also get some prosody-syntax interfacing with different pitch contours at clause boundaries operating as different sorts of conjunctions.
Yatakang's Bubalus-inspired phonology includes a combination of creaky voice and syllabic nasals to affect a mooing phonaesthetic. The lexical entries exhibit some nice semantic drift from water buffalo activities and behaviours towards more human behaviours, and the planned phrase of hat-hand stroke fur for "suddenly realise a problem, and then pretend there isn't one" just feels exactly like an observation a water buffalo would make observing its human, which I really like. The inspired metaphors are also simple and straightforward, likening roundedness to goodness or knowledge to food, which makes for some brilliantly idiomatic language like "I ate the book" to mean "I read and understood the contents of the book."
Extra brownie points for including both halves of the space epic easter egg to placate both sides of nerddom; the term 'tax-man' is everything it ought to be.
Casuariiformes (cassowaries and emus); Dhuwal, Motu, Tok Pisin
Compared to most other entries, this one's very short and sweet with some Australian sounds and some head-final Papuan grammar (however loose a description that is). That being said, Kurikiri is very inventive in being partially signed with much of its grammatical marking encoded by actions done with the foot, including number, case, definiteness, and some basic TAM.
Aside from the cassowary foot action grammar markers, as well as some lexical entries there-related, Kurikiri also equates flightedness to being ostentatious, disdaining flighted birds out of envy, which I think is a fun thought process for these terrestrially confined birds. There's also some neat phonosemantics in the taboo word for predator being especially difficult to pronounce.
This wasn't the intent, but I'm giving some space epic brownie points for the foot grammar if for nothing else than that it reminds me of Paul Frommer's Thark from John Carter and its telepathic grammatical and verbal lexical expression.
Spheniscidae (penguins); Māori, Xhosa, Quechua
What do you do when the entire population of penguins achieves human-like levels of intelligence after some gene splicing and they start calling for a language to call their own? Why, you do exactly what the prompt of this challenge asks for and combine the languages native to the homeland of the blue, african, and humboldt penguins! The write up for this conlang does a great job of pointing out what features are from which language exactly, and plays a fun balancing game between some of the phonological and grammatical extremes in its sourcelangs. In so doing it has a few quirks that really tickle the intersection of my linguist and conlanger venn diagram, specifically the presence of what I'd have to interpret as onset morae, as well as semantic noun class marked solely through agreement (which is very Varamm, so I'm not at all biased towards it). There's a handful of fun, rare cases, and the simulative mood fits right into the inspirations for the last challenge to create some vaguely Tupian simultaneous actions. There's a bunch more little grammatical bits that are fun, but impressionistically I appreciate how the more isolating grammar of Māori was incorporated into the synthetic common ground of the other 2 sourcelangs.
Whaynisiday's Spheniscidae-inspired phonology includes a couple syringeal sounds to complement the otherwise human capable inventory. The highlighted lexical entries pay special attention to how penguins locomote with basic stems for different kinds of movement options both on land and in the water, as well as a split in breathing for whether its on land at rest or in the water being active. The conceptual metaphors include a great model of time with the past on land and the future in the inky depths, and the very adorable notion that safety = community, and so naturally a farewell would be a wish of friendship.
Poro by The Inky Baroness
Rangifer tarandus subsp. (domestic reindeers); Proto-Samic, Komi-Zyrian, Tundra Nenets, Chukchi
Where do I even begin with this one? I was excited to read this one when I first received it, but it was even better than I could have hoped when I got round to reading it! Although, not for any linguistic reasons: the first half of the doc reminds me of Gillian Teft's Anthro-Vision as an anthropological account of reindeers written by a fictitious Finnish researcher rather than any sort of sketched reference grammar, which I love dearly. The latter half, meanwhile, goes into great detail about what went into the first half, including all sorts of motivations or reasons for the decisions made. Some diachrony is detailed, as well as the effects of language contact rooted in actual historical events relevant to the chosen sourcelangs, which is just great to see. I loved the ways in which each of the different sourcelangs were all represented in the final product with it being Samic in origin but including some phonological and grammatical borrowings from Komi and Nenets like the lack of consonant gradation, the verb-final syntax, some vowel changes, and a fantastic predestinative affix that interacts with the conceptualisation of time in some neat ways. All the while, care was taken to do a wealth of research at every step in the process with a fairly extensive bibliography. Hoof clicks all around for this one!
Poro's Rangifer-inspired phonology includes a deer bellow as some sort of epiglottal obstruent that actually patterns with the Nenets glottal stop, as well as some other approximated reindeer vocalisations including what I presume to be grunts or chuffs, both oral and nasal. Care was also taken to think about what a fully reindeerised descendant of Proto-Samic would look like as accords with the included etiological myth for reindeers and reindeer husbandry, but this was well beyond the scope of a speedlang. The lexical entries include all sorts of terms for reindeer physiology, including but not limited to antler velvet, different types of vocalisations, and hoof clicks. These lexical entries feature in some wonderful idioms using antlers to describe social hierarchy, useful- or uselessness, and glibness or malicious intent, as well as an equivalent to "when pigs fly": "to catch a bird between one's hooves."
Extra brownie points both for the nominal hierarchical exaltation of mothers baked into reindeer culture and inclusion of an anti-imperialist message in promoting the research of the under-represented and often stigmatised language and culture of traditionally reindeer herding peoples. Also do keep an eye out for Dr. Dolittle easter eggs: Inky will reward you handsomely if you can spot one!
Kiwi by NerpNerp
Apteryx & Novaeratitae more broadly (kiwis + cassowaries & emus); English, Māori, Traditional Tiwi, Miriwoong, Bardi
Given the number of bird entries with Indo-Pacific flavours, I'm almost half surprised this was the only kiwi entry: they're such good birbs! As might be expected, this conlang endeared itself to me just as its namesake does. The phonology has all sorts of trills and rhotics, and limits itself to high vowels; it's also got some neat phrase level prosody to mark different sorts of modal information and focus, even including an intrusive glottal stop at the sentence level. Noun incorporation is varied and detailed, and can create some polysynthetic constructions as a consequence of just how exactly the rest of the otherwise fairly analytic morphosyntax works. I'm a particular fan of the deictic categories including 7 different degrees of deixis characterising both distance and motion, and I'm also a fan of of the grammaticalised time of day. Heximal numbers and coverb constructions also feature. There's even a kiwi-capable featural alphabet that each of the examples show off!
Kiwi's Apteryx-inspired phonology includes the trills and high vowels being inspired by kiwi calls and I imagine a little of their anatomy with those long, thin bills. The inspired lexemes include specific types of smells humans can't detect at the expense of any colour terms, reflecting kiwis nocturnal, smell-based lifestyles. The idioms for "a long time ago" or "once upon a time" is absolutely delightful--"when kiwis flew"--and the grammaticalised time of day subdivides the night but not the day, as might be expected from a nocturnal beastie.
Asamiin by Christian Evans
Asamina (pawpaws); Ottawa, Unami, Tuscarora, Mikasuki, Chitimacha, Timucua
The speech that nourishes! And a splant, too, no less; I was hoping for at least one of these! This one's made all the better by delving into some Eastern North American languages and I really like the flavours this lends itself to. Syncope is abound with all sorts of morphological obfuscation through detailed phonological processes, and animacy plays a key role in the verb complex. Care was also taken to find a phonological common ground between all the sourcelangs, which made for a really interesting set of vowels with a basic 6 vowel inventory, but with 2 nasal vowels that can surface as vocalic allophones to the nasal consonants. The grammar is fairly straightforward but has a few quirks that I really appreciate, including but not limited to the fluid O placement to make for some syntactic focusing strategies I so adore and the optional, enclitic case marking narrowed by various postpositions used as another, separate means of focus. Overall just really well laid out and the formatting is really cute, something I've now come to expect after Yumpịku last time.
Asamiin's Asamina-inspired phonology includes a pharyngeal approximant to recall the really long taproot pawpaws grow, as well as regressive sibilant harmony to recall the mimicry the flowers employ to attract pollinators, both of which are some really inspired departures from the sourcelangs.
Haliaeetus pelagicus (Steller's sea eagle); Chukchi, Alyutor, Koryak, Itelmen, Ainu, Nivkh, Evenki, Uilta
A bird that escapes any Indo-Pacific flavours? Well I'll be! Instead of South Pacific this one gives all sorts of North Pacific energy being spoken by a population of eaglefolk native to the Sea of Okhotsk and representative of the languages spoken along its coasts. The Ainu flavours are especially strong with both an Ainu-based consonant inventory and a kana orthography, among others. The vowels also show some interesting lopsidedness with 2 creaky vowels complementing an otherwise fairly straightforward 6 vowel system that feature in a front-back vowel harmony system, though I'm a real fan of the sandhi rules at word boundaries that cause all sorts of fun consonant alternations. Word stress is also detailed and has funky placement rules at odds with my understanding of theoretical prosodic processes! Grammatically there's a few quirks that really stand out to me and tickle my curiosity: a dual distinction on the nouns but not in the pronouns, and polypersonal agreement in a transitive alignment system, the only departure from direct, accusative, and/or ergative alignment in this round of submissions. I also appreciate some of the syncretism in the pronouns!
Ekkangäq's Haliaeetus-inspired phonology includes entirely unrounded vowels and a lack of any labial consonants to reflect the speakers have beaks, as well as the 2 creaky vowels as rooted in their physiology, a common theme for this challenge. The lexicon includes some distinctions between diving and eating as it applies to different kinds of prey. The conceptual metaphor, though, I think is really great equating the passage of time with ice: an iceberg calving off a glacier is birth, melting is ageing, and melting all away is dying. Great stuff!
I think I actually have to give negative brownie points for this one: as much as I appreciate 3 separate orthographies (Kana, Cyrillic, Latin) for some historicity, they are all at odds with the anti-imperialism the brownie criterion requires, and there's no girl power to balance it out.
Taqồpaq by accruenewblue
Gallus (jungefowl); Hindi-Urdu, Burmese, Thai, Punjabi, Tamil, Indonesian
I'm a little surprised this is, I think, the only truly tonal submission despite all the SEA birds, and it's less synthetic than most in this round of submissions. In either case, this one does a great job of illustrating some tonogenesis and some recent and still very transparent synthetic developments from a formerly isolating language. The tones are simple registers, but they interact with morae in some neat rightwards reassigning sandhi patterns, and they complement a system of 12 vowels in a 3x2x2 matrix of height, frontedness, and roundedness. There's even some vocalic nasal allophones (which is twice now in this round of submissions), and labial consonant-vowel harmony to boot! Grammatically I greatly appreciate all the call-outs for similarities to natural languages, and I wanna shout-out the use of a positive tag question instead of negative. The numbers have this funky sexagesimal base with an octal sub-base and remnants of an old decimal sub-base, which recalls some of the duodecimal remnants in the otherwise decimal system of many European languages.
Taqồpaq's Gallus-inspired phonology includes the tonal system being described as recalling a rooster's crow. The lexicon includes roots for all things chicken, including using the word for 'wattle' as a classifier for hanging things, which is so delightfully what I wanted out of this challenge. The more idiomatic language makes use of chicken behaviours as descriptors: dust baths are metaphors for something useful but not everyone's cup of tea, and continuing to brood after the chicks have hatched is a metaphor for doing a good thing so long it has negative consequences.
Extra brownie points for exalting queen Trưng, first queen of Vietnam, and a nationalist hero who fought against Chinese imperialism. Double whammy right there!
Aptenodytes forsteri (emperor penguins); Awabakal, Māori, Norwegian
We already had a penguin splang but this one's a nice twist by focusing on the territorial claims of Antarctica rather than the ranges of more temperate inclined penguins where there are actually native languages. This does a great job of shirking the indigenous implication in the language selection step of the challenge (although I'm very glad to see no English or Spanish), so there's a really neat mix of isolating Māori particles with a fusional Germanic verbal system, and I was able to easily pick up on both reading through the doc. The verb system actually pleases me greatly with a strong/weak contrast and a V2 word order wherein the strong verbs mark tense through stem change and the weak verbs with a tense auxiliary, all whilst maintaining a very Polynesian aesthetic despite the very Germanic number of vowels. The Māori possessive system is also really fun, I think. I can't speak to the Awabakal influences, but I was able to pick up on the one, tiny Mapudungan influence of tone tag particles before it was even explicitly mentioned! Not sure where the negation system came from, but it implicates the weak verbs in a way I so adore. Really sweet, despite the fun grim facts about emperor penguin hatchlings, and I found this one just darling. The myth at the end about how penguins lost their ability to fly is also real treat and is a perfect fit for the project.
Ngālin doesn't have any A. forsteri-inspired phonology, but it makes up for it with the inspired lexicon and idiomatic language. The emperor penguin breeding cycle is detailed with translations for all the important terms along the way, including but not limited to the ritual of transferring egg from mother to father and "motherless" to refer to a newborn, whose mother hasn't yet returned from the sea. There's some great, everyday idioms elided down from full phrases for greeting and consoling another penguin being "which way?" and "next year", and conceptualising a long distance as specifically the distance from colony to see is a nice touch. I also appreciate how the relationship between creche-mates is more important than that between (half-)siblings.
I have to give queen exaltation brownie points purely for the one illustrative example of āmā o pipa "hatchling's mum" grammatically indicating the senior authority of an empress penguin.
Honourable Mention
I've been kept somewhat apprised of a Urile (North Pacific cormorants) splang by u/PastTheStarryVoids. It's still very much in the works, but it sounds funky with both some polysynthetic flavours, no doubt inspired by some PNW languages, I imagine, and some formorant (cormorant formant) analysis! Keep an eye out for it, I'm sure it'll grace the sub in due time!
And that's everything I've seen in the time I put together this showcase. I know there were a few among you all who felt inspired but couldn't put anything together during the course of this challenge. I remember mention of a banana and a tree kangaroo splang on the announcement post. If anyone ever uses the challenge to inspire a future project of theirs, please keep me apprised! I'd be interested in seeing them if for nothing else than to see some more projects outside of South Asian and Oceanian birds, as great as those birbs are. I can't believe I didn't see a single monotreme or non-ungulate eutherian, and that there weren't any non-avian reptiles or anything fully aquatic! And no fossil clades, too, for that matter! I'm positive there are the makings of some really funky splangs if the relevant modern continental and climactic boundaries didn't yet exist.
In any case, I hope all parties involved had a great deal of fun through the course of this challenge! I know I did! Until next marrow, bonelickers!
submitted by
impishDullahan to
conlangs [link] [comments]
2024.06.09 09:06 wudifan Tarisland Reputation System Guide
Welcome, new players! Today, we will delve into an important system in Tarisland – the Reputation System. This guide will help you understand the role of the reputation system, how to earn a reputation, and how to quickly increase your reputation. Let's get started!
The Role of the Reputation System
In Tarisland, the reputation system plays a very important role. Here are the main functions of the reputation system:
- Unlock Auto-Pathing: When your reputation reaches level 5, you can unlock the auto-pathing feature for the corresponding map, making exploration much more convenient.
- Open Map Chests: Once your reputation reaches level 5, you can also open map chests, which contain Essence of Inscription and jewels.
- Exchange for Purple Gear: At reputation level 7, you can exchange for level 90 purple gear, which is ideal for starting raid dungeons.
- Enhance Noun System: Upon reaching reputation level 10, you will receive an article and Essence of Inscription for the corresponding map, used to enhance the noun system and boost your character's combat power.
- Purchase Blueprints: When your reputation is maxed out, you can purchase blueprints for the corresponding crafting profession, such as blueprints for crafting chestplates, bracers, shoulder pads, and helmets for the forging profession.
How to Gain Reputation
There are many ways to gain a reputation. Here are some primary methods:
- Completing Side Quests
- On the map, many NPCs provide side quests. Completing these quests not only grants a lot of reputation but also various equipment.
- Follow the map indicators to the quest locations and complete the quests to receive the rewards.
- Participating in Reputation Events
- Various reputation events are scattered across the map. These events offer generous rewards. Although they can be challenging, they are also very fun, often involving mini-games.
- Completing reputation events can earn you experience points, reputation scrolls, gems, and more. For example, tasks in Silverglow City include the Memory Maze, Flight Training, and Balloon Popping.
- Exploring
- Each map has a unique exploration value. Reaching certain exploration values will grant corresponding reputation rewards.
- Crafting Professions
- Creating items through crafting professions (such as chrysoberyl, HP Essence, Nature's Power, crystals, etc.) can also gain a reputation. Submitting these items will increase your reputation.
Distribution of Reputation Quests
Reputation quests are spread across different maps. Players need to find the corresponding quest locations on the map and complete the tasks to gain reputation rewards. You can view the distribution of reputation quests by opening the home page map and checking the lower-left corner of the map.
Examples of Reputation Events
- Flight Training: This is a flight simulation task that needs to be completed within a limited time, relatively simple.
- Memory Maze: Players need to complete specific challenges in the Memory Maze, which is more difficult.
- Balloon Popping: Players need to complete a balloon-popping task within a specified time, testing their skills.
Summary
The reputation system is a very interesting and important system in Tarisland. By gaining a reputation through various tasks and activities, you can unlock auto-pathing, open chests, exchange for equipment, and more. We hope this guide helps new players quickly understand and make use of the reputation system, enhancing your gaming experience.
submitted by
wudifan to
Tarisland_MMORPG [link] [comments]
2024.06.09 06:16 D2TournamentThreads The International 2024 Closed Qualifiers: China & North America - June 9 Matches
The International 2024: China Closed Qualifier
Coverage:
Liquipedia Joindota GosuGamers Dotabuff Streams: EN:
Twitch Youtube ID | Team | vs | Team | Cntdwn (SGT) | PT | EDT | GMT | CET | AEDT |
UB1a | G2.iG | vs | Old Warrior | 10:00 | 19:00 | 22:00 | 2:00 | 3:00 | 13:00 |
UB1b | Team Zero | vs | Spiky Gaming | 13:00 | 22:00 | 1:00 | 5:00 | 6:00 | 16:00 |
UB1c | LGD Gaming | vs | Dark Horse | 16:00 | 1:00 | 4:00 | 8:00 | 9:00 | 19:00 |
UB1d | Azure Ray | vs | KEV | 23:00 | 4:00 | 7:00 | 11:00 | 12:00 | 22:00 |
The International 2024: North America Closed Qualifier
Coverage:
Liquipedia Joindota GosuGamers Dotabuff
Stream: EN: Twitch Youtube
ID | Team | vs | Team | Cntdwn (EDT) | PT | GMT | CET | SGT | AET |
UB1a | Shopify Rebellion | vs | Chapulines | 12:00 | 19:00 | 16:00 | 17:00 | 0:00 | 3:00 |
UB1b | GRIN Esports | vs | the hut | 15:00 | 12:00 | 19:00 | 20:00 | 3:00 | 6:00 |
UB1c | La Correntada | vs | Apex Genesis | 18:00 | 15:00 | 22:00 | 23:00 | 6:00 | 9:00 |
UB1d | nouns | vs | 4 Amigos | 21:00 | 18:00 | 1:00 | 2:00 | 9:00 | 12:00 |
Countdown times are in local time. All times are subject to change based on the length of matches and delays. Other match discussions: /dota2 on Discord
submitted by
D2TournamentThreads to
DotA2 [link] [comments]
2024.06.08 15:49 sassychubzilla Feedback?
Is there a "feedback for Duolingo" post with bullet points we can see and maybe add to? This might help some of the people who are upset and posting about rage-quitting.
I'm enjoying the app a lot, my only issues are:,
• I would like there to be a few more tips here and there, explanations more frequently than they pop up. (I have Super on android, there's no option to "Explain my answer")
• A choice to do practice lessons that focus specifically on infinitives; Vamos, ello van, yo voy, ella se vá, él va. This could be even a simple matching game. Ex:
Match the infinitives
Nosotros Estamos Ello Están ÉI Está Ella Están
Or
Roberto se vá Ellos van Nosotros vamos Yo voy Él va
And so on.
• A practice session specifically for collective and individual nouns like somos vs son; intransitive verbs like have/has, want/s/ed
• Practice words lessons to reach further back, not just the newest words. Really jumble it up.
submitted by
sassychubzilla to
duolingospanish [link] [comments]
2024.06.08 05:20 RockSowe Battlefield 1 Meets Magicka 2, Team Objective based FPS
The Pitch
WW1 style first person shooter but the technology causing trench warfare isn't maxim guns and artilery but magic missle and fireballs. Inspired by the aesthetics of Monstergarden's Rust & Trenches, the high energy frenetic infantry gameplay of battlefield 1, and the spell-craftign of Magicka 2. Utilize six basic spell elements and a mix of four different spell foci to create over 700 spell variations.
Lets go over how the magic works first!
Focus on Foci
There are four base foci that a mage can use. these can be amplified and specific stats changes with inlay materials and different shape compositions. here are the basic descriptors:
- Disk/Drum/Dial
- Hangs from your belt or clothes
- can utilize four base elements in spellcrafting
- Disperses spell effect over a radius around you, can be used to aplify effects of other spells, create specific fields, and low passive aoe healing.
- effect continues through obstruction and most cover. total cover (air tight) is excluded
- Shortest range
- least "concentrated" effect
- least customizable (cause I cant think of modifiers)
- Gauntlet
- is worn on your off hand
- can utilize four base elements in spellcrafting
- Cone style spell delivery, useful for flamethrower builds and other effects that want to take place in a small area ahead of you.
- Fires in a shape ahead like a shotgun. shape and area modified by inlays
- can fire through obstruction, shape determines cover's effect.
- very "concentrated" at close range but disperses quickly. Specific point of concentration modified by inlays
- Wand
- is held in your casting hand
- can ads
- can only utilize three base elements in spellcrafting
- Projectile spell launcher with midlign range. Usefull for more versatile application as it can best interact with the environment
- Fires a projectile ahead, arcs and differing projectile behavior modified by inlays.
- can fire through obstruction, not through cover
- Staffriffle/Stave
- Is slung over your shoulder or held as a two handed rifle (remember, switching to your wand is always faster than relaoding/j)
- can ads, ads is affected by inlays
- can only utilize three base elements in spellcrafting
- Fires a hitscan effect whose point shape is modified by inlays (think fireball as described in dnd 5e)
- can only fire LOS can't shoot through obstruction or cover.
Before deploying to a match you choose two of the above foci to bring with you, this determines what your playstile is and allows for interesting customization and specialization. it also ensures that many playstiles can be supported. wanna be a sniper? stave is first pick but then you need to choose, support sniper with a disk, sniper and shotgun with a gauntlet, or lock out an element but dominate medium and long range with a wand? Each spell element is assigned to each trigger and bumper, hence why if you can ads you're locked out of an element.
Setting Spells
six base elements combined in a sequence of three generate a spell. the same element repeated as the first and second of a spell shoots out a faster (and easier to do) cantrip with less effect. each of the elements functions as a verb, adjective, and noun when spell crafting creating a sentences that determines spell effect based on the positioning in that sentence of each element. this sounds a lot more complicated than it is.
Lets say you want to cast a spell using Heat and Cold. The first element in the spell would be the noun, so heat=fire. second element would be the adjective cold=longer duration at cost of immediate power. last element would be verb so heat = burst. shot through a wand would send out a projectile that on impact becomes a long lasting burst of less damaging fire.
Elements: - Element
- "Noun"
- "Verb"
- "Adjective"
- Cantrip name
- Heat
- Fire
- Burst
- Powerful but fast
- Ignite
- Ignites flammable target (can affect terrain) dealing minimal damage direct to enemy
- Cold
- Ice
- Condense
- Slow but weak
- Soak
- Soaks target in water (can affect terrain) dealing minimal damage direct to enemy
- Energy
- Light/Life
- Seep
- [Im not sure abt adjective]
- Nurture
- Causes slight status bost. can affect plantlife/earth to create/grow plantlife
- Void
- Electric/Death
- Drain
- [I need help here w/ adjective]
- Blight
- Causes slight status detriment, can affect plantlife/earth to destroy/decay plantlife
- Kinetic
- Wind
- Move
- Big but weak
- Shove
- Shoves target Harmlessly away (can affect terrain) dealing minimal damage direct to enemy on colision
- Static
- Earth
- Stop
- Small but Powerfull
- Pull
- Pulls target harmlessly towards (can affect terrain) dealing minimal damage direct to enemy on collision
Before joining a match you choose four of the elements to be part of your load out. wands and staves can only use three of the four element you select. this ensures that while every wizard can do a lot and be flexible, no wizard can do everything!(and damage focused wizards who only wanna shoot at the enemy have less stuff to worry about by having fewer spells). a team without Static wizards has no cover, a team without Heat wizards has no fire!
With each element being bound to a bumper or trigger this ensures that the player can quickly (and without affecting their aim) create and launch spells. spell launches once the last element is added.
Ordinary Ordinance
Ordinance should be less grenades and more spell components. a simple vial of water that creates a pond on impact would be very useful for boosting plantgrowth, conducting electricity, freasing as a hazard, boiling into steam cloud. other ordinance along this same level should be used. oil is another good one.
Terraforming Terrain
as you can see, all of the above cantrips can affect terrain somehow. I feel that this should be core to the experience as the player should be dropped an relatively flat map and end up in a map full of trneches and dugouts and raised earthen walls. would be fun to see the battle progress as wizards use their magic to shape the terrian in advantageous ways for themselves and hazardous ways for the enemy usigno only their magic!
Getting Goals
I have the vision of htisb being a capturepoint king of the hill, battlefield 1 style game, but if you have better ideas then I recommend you let me know!
Answerign Aesthetics
To me this game would be best served with a "realistic proportions" style. Styalizations a la Dishonored are fine, but keeping things a bit more "gritty" would add to the general feeling of trying to cast spells while under fire yk?
Thanks for reading, I'm mostly looking for mechanical feedback rn. I have some example spells and combinations I can share if anyone is interested!
submitted by
RockSowe to
gameideas [link] [comments]
2024.06.07 15:56 MarkTurnerNC The "No Noun" game - a fun exercise to help with your RV
Hi folks! I see a lot of posts here asking for ways to improve your remote viewing. Here's a fun exercise that I learned when I was well along with my RV journey and wished I'd learned earlier. It's called the "No Noun" game.
As you should know by now, remote viewing is all about describing your perceptions, not naming them! You want to use descriptors only to "fill in" your perception of the target and hold off the ego's urge for naming things (and its urge for being right).
So how does the No Noun game work? Break out a clean sheet of paper. Choose an everyday item around you. Spend a minute or two describing that object or item using only descriptors: adjectives, verbs, adverbs, colors, sounds, etc. Strive to not include any nouns! See how far you can take it, and see how precise you can be with the descriptors you choose.
You can also do this mentally as you go about your day. When you walk by a desk, for instance, you might say to yourself: brown, angular, pointed, metallic, slotted, bumpy, wooden, lifting, narrow, rectangular. When you see a smartphone: black, electronic, communicative, ringing, flat, expensive, shiny, entertaining, useful, glassy, invaluable, etc.
I've found that doing a few of these exercises before tasking my fellow remote viewers in the Rhine Remote Viewing Group often leads to better sessions. Give it a try! Anyone can do this right off the bat. I think it's a great way to train your mind to look at things a bit more critically and learn not to jump straight to naming things. Be sure to share your results with us!
submitted by
MarkTurnerNC to
remoteviewing [link] [comments]
2024.06.07 14:00 avtolik Changelog from the last week [31 - 7 Jun]
submitted by
avtolik to
cataclysmdda [link] [comments]
2024.06.07 10:26 Folivao Welcome to r/whodunit, a place to discuss your favorite genre of mystery drama for novels, films, series, games etc
whodunit,
noun : a story, play, etc. about a murder in which you do not know who did the murder until the end
Hello and welcome to whodunit, a place to share and discuss your favorite whodunit fiction. Whether you are playing a 'whodunit' game, whether you are watching a crime drama, whether you are reading it, this subreddit is dedicated to those who love this specific sub-type of mystery fiction.
This community is still under construction, if you'd like to help don't hesitate to drop a modmail.
submitted by
Folivao to
whodunit [link] [comments]
2024.06.07 07:30 Lukematikk Rare words merit badges
2024.06.07 03:01 Lysimachiakis Biweekly Telephone Game v3 (597)
This is a game of borrowing and loaning words! To give our conlangs a more naturalistic flair, this game can help us get realistic loans into our language by giving us an artificial-ish "world" to pull words from!
The Telephone Game will be posted every Monday and Friday, hopefully.
Rules
1) Post a word in your language, with IPA and a definition.
Note: try to show your word inflected, as it would appear in a typical sentence. This can be the source of many interesting borrowings in natlangs (like how so many Arabic words were borrowed with the definite article fossilized onto it! algebra, alcohol, etc.)
2) Respond to a post by adapting the word to your language's phonology, and consider shifting the meaning of the word a bit!
3) Sometimes, you may see an interesting phrase or construction in a language. Instead of adopting the word as a loan word, you are welcome to
calque the phrase -- for example, taking
skyscraper by using your language's native words for
sky and
scraper. If you do this, please label the post at the start as
Calque so people don't get confused about your path of adopting/loaning.
Last Time...
⟨Häið⟩ /ɛɪ̯θ/ (noun; masculine)
- Alternative forms: (Rügen) ⟨Häid⟩ /hæɪ̯t/
- Aspect, Feature, Element
- Thing, Object, Item
- Synonyms: (archaic, poetic) ⟨Wiit⟩ /wɛɪ̯t/
From Old Cleepoyish haeið, hoið, from Proto-Germanic \haiduz*. Doublet of -hed.
Declension (z-stem, i-substem) | Singular | Plural |
Nominative/Accusative | ⟨Häið⟩ /ɛɪ̯θ/ | ⟨Häiðiz⟩ /ˈɛɪ̯ðɪs/ |
Dative | ⟨Häiði⟩ /ˈɛɪ̯ðɪ/ | ⟨Häiðom⟩ /ˈɛɪ̯ðɔm/ |
Archaic Declension (z-stem, i-substem) | Singular | Plural |
Nominative/Accusative | ⟨Hoið⟩ /ɔɪ̯θ/ | ⟨Häiðiz⟩ /ˈɛɪ̯ðɪs/ |
Dative | ⟨Häiði⟩ /ˈɛɪ̯ðɪ/ | ⟨Hoiðom⟩ /ˈɔɪ̯ðɔm/ |
Spammin' it up over here 😎
Peace, Love, & Conlanging ❤️
submitted by
Lysimachiakis to
conlangs [link] [comments]
2024.06.06 22:55 dead_point 60+ games! Many must have games and some hidden gems.
submitted by
dead_point to
OculusReferral [link] [comments]
2024.06.06 20:57 moebiusmentality Does anyone understand the plot of Afterimage?
Getting to the end game, I think, and I'm way out of my weight class even at level 60 but I feel like I'm at the end but I can't tell what I'm supposed to do because the plot is so confusing. It's more confusing than even Hollow Knight or Blasphemous because, with those games, all you had to do was decipher the metaphors and The poetry and you got a pretty good picture of what was going on. In this game, there's just a bunch of nouns (like a LOT) of seemingly normal words but that mean something completely different in this context. But they don't explain any of these nouns. They just State them and I have no clue who it is or when it is or where it is or what I'm supposed to do with this information.
submitted by
moebiusmentality to
metroidvania [link] [comments]
2024.06.06 13:38 Classic_Rich_8850 I made ****
2024.06.06 11:07 Iridium_Cultist Regarding Pilot Talent Brutal I, Predator
Preface
Hi, I'm a new player to LancerRPG that has flirted with the CRB for months, and finally going to get my first session in the near future.
All the player-facing options are absolutely delicious and I can't wait to try out all my builds.
However, one talent did stick out a little compared to the rest:
Brutal I: Predator
When you roll a 20 on a die for any attack (sometimes called a ‘natural 20’) and critical hit, you deal the maximum possible damage and bonus damage.
I must've missed something, and I would like to hear from the community about nuances and sources that I (very very likely) have overlooked.
After pouring over the CRB, forums, and the math, I've come to a few things that are odd about this talent:
0. Concensus
From what I've read online and discussed within my group, the concensus seems to be that in order to benefit from
Brutal I:Predator, two criteria must be met.
1 ) The attack made must have a result of 20 on the d20.
2 ) The attack made must be a critical hit.
However, a few things stand out:
1. Phrasing and Readings
As a primer, the CRB uses the term "critical hit" in a few specific ways
1 ) Critical hit is always referenced as a noun.*
2 ) Effects that trigger on a critical hit only use the phrasing of "perform a critical hit" or "on a critical hit".*
2.1) The phrase "rolling a critical hit" is never used in the CRB.
This added to the grammatic rules, means that there are 3 possible reeadings that can be derived from the clause:
Reading 1: (concensus)
When you roll a 20 on a die for any attack, and the attack is a critical hit...
Reading 2:
When you roll a 20 on a die for any attack, and when you roll a 20 on a critical hit...
Reading 3: (most potent)
When you roll a 20 on a die for any attack, and when you roll critical hit...
Each reading is subtly imperfect, but each in a different way. All of them come from the ambiguity surrounding the use of "and", and how it can divide the sentence.
Reading 1:
Uses "critical hit" as a verb in the original text, which is the only text in the CRB that does so.
Reading 2:
Redundancy for specifying rolling a 20 on a die on an attack and also critical hit, since critical hits are innately attacks.
Reading 3:
Original text would imply that phrase "rolling a critical hit", which is not used in the CRB when referring to critical hits.
Math
Critical hits in LancerRPG is quite novel and interesting coming from d20Modern systems. It is simple, bounded, yet potent all at the same time, which is a feat of game design.
However, it does impose limitations on what
Brutal I:Predator can offer players.
As a primer, critical hits in LancerRPG works as follows:
1 ) You perform a critical hit when you roll a total of 20 or above on your attack, after including accuracy/difficulty.
2 ) when you critical hit, you roll twice the number of damage die, and keep the highest X die, where X is the number of damage die (e.g., if you crit with a weapon that deals 2d6 explosive, you roll 4d6 and keep the highest two)
As such critical hits in LancerRPG deal more damage than normal attacks on average, while also stays within the maximum bound.
Hence, each interpretation of Brutal I:Predator offers different value to the player.
(I have omitted to provide my working to keep this post from being too long and technical, and my workings are pretty crude)
Assumptions:
1 ) The player uses weapons with d6 die/dice.
2 ) Each critical hit d6 has an average roll of about 4.47. This would be an undercount for weapons with multiple die.
3 ) Benefits granted by Brutal I:Predator is compared to values of a standard critical hit.
Reading 1:
With 0+ Accuracy: 5% of the time (on a roll of 20), each die deals +1.53 average damage.
With 1+ difficulty: Cannot trigger.
A Net increase of +0.08 average damage/die, but only with accuracy.
Reading 2:
With 0+ Accuracy: 5% of the time (on a roll of 20), each die deals +1.53 average damage.
With 1+ Difficulty: 5% of the time (on a roll of 20), each die still deals +1.53 average damage
A net increase of +0.08 average damage/die, regardless of accuracy or difficulty.
Reading 3:
(I have not done the complete math, only the case for 1 Accuracy, but still serves to illustrate its potency)
With 1 Accuracy: 18.33% of the time (rolling a critical hit or a nat20), each die deals +1.53 average damage.
A net increase of +0.28 average damage/die.
Power & Balance
When comparing Brutal I:Predator to the other tier 1 talents, both Reading 1 and Reading 2 seem, subjectively, severely underpowered.
Reading 3 on the other hand (to me) seems more in-line with the effects of other tier 1 talents.
From a design standpoint, I believe Reading 3 is much more coherent with the power fantasy of LancerRPG and proportional to the investment than Reading 1 and Reading 2.
Bias
I have not played a single game of LancerRPG at the inception of this post (though I cannot wait for that to change), so all of my points are made in a vacuum with zero playtest and experience.
I also have an innate vested interest to sway the community (or any clarification from the designers) in favor of Reading 3, as it drastically improves my intended build.
Summary & TL;DR
Brutal I:Predator seems like a really underperforming talent. From a purely numerical standpoint, the concensus interpretation of what it does doesn't seem to justify the investment cost.
I'd like to hear what the community (and with hope, the designers) thinks about it, and to be corrected about what I've missed and what I have not considered.
submitted by
Iridium_Cultist to
LancerRPG [link] [comments]
2024.06.05 22:24 Esseren- 28+ referrals.
submitted by
Esseren- to
MetaReferrals [link] [comments]
2024.06.05 14:25 Kanzarem Honor Mode - Shortlist of no-escape moments for a blind playthrough ?
[Edit for clarity]
By "blind", I mean that it is my first full playthrough. I don't know parts of Act 1, most of Act 2 and never played Act 3. I'd prefer not to be spoiled about the story.
What I'm asking for is this : What are the very specific moments when you cannot panic escape a fight / go to camp to long rest, to avoid wasting this first run on a "surprise" overpowered/underprepared fight.
- No proper nouns - No specifications on why you would come across any particular fight - Where the difficulty lies (i.e. outnumbered, funnel tactics, inescapable rooms, big enemies) - Tactical tips (use stealth, use x potion, bludgeoning damage is great here, etc.) again without mentioning the specifics of what/who you'd be fighting.
You can read the examples I provided if it's not clear. Thank you !!
Hello everyone,
So I've only made one playthrough of BG3 prior to going HM, and I stopped mid-act 2.
Wanted to start a new game for the extra challenge, so I'm now running my first HM, it's more engaging and difficult, it makes every choice and fight actually life-threatening, no option to save scum, I like it better.
Please note that I don't want to be spoiled about how the story goes, but at the same time I don't want to be completely unprepared for a "surprise" extra difficult fight that I have little chance to win, typically a boss in a room without escape options (to flee and rez companions at camp) for instance, or something that could kill you in one turn without the opportunity to react.
Please do include all acts, as I don't remember Act I all that well, and it might help others too.
Example of things I would have liked to know for that first run, that are spoiler free :
"In Act II, at the very end of an underground temple/dungeon with religious trials, there's a very difficult fight in a small arena in another dimension against a necromancer that deals AoE dmg and summons tons of undead adds without escape routes. Killing him doesn't kill all the adds."
"In Act II, a friend will propose to open a portal to another dimension that you must defend against waves of undead enemies. Escaping will result in losing said friend. Focus on killing the creatures attacking the portal itself."
Thanks !
submitted by
Kanzarem to
BG3 [link] [comments]
2024.06.05 00:10 MagpieTower Sundered Isles is mind-blowing and great for any Solo RPGs
I just got my backed book of Sundered Isles today and I never expected it to ever come and I had largely moved on from Ironverse (Ironsworn and Starforged.) However, looking through the book, I was blown away by half of the book of tables and oracles that I'm putting into my own Solo games. Even though it's mostly about ships and pirates, there is actually a lot in the book besides those things. It has a new, cool thing called Cursed Oracles, which you add a dice to normal noun/verb tables or any tables and roll for a chance of introducing twisted plots, such as curses, misfortunes, haunts, unexpected results, or whatever. It even has Cursed tables of its own for each subject. The book has tables for sea, land, sky, and aether (something like in Treasure Planet film) for ships to travel through above or below. There's also many new tables for your characters, tables for locations, settlements, monsters, treasures, and so many more. Even if you're not a fan of Ironverse, I think it's really worth getting for your own Solo games.
EDIT: My bad, guys. I forgot to mention that I have the PDF one, no physical book yet but I plan on getting that too!
submitted by
MagpieTower to
Solo_Roleplaying [link] [comments]
http://activeproperty.pl/