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Topics - DestroyerOfBlocks

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1
Off Topic / got jumped by some bootleg fireworks
« on: October 22, 2023, 11:33:04 PM »


almost had a stroke

2
Drama / banned for clickpushing
« on: September 30, 2017, 05:55:04 PM »








despair syndrome sucks

3
Gallery / loving bitchass tdm that took loving forever to build
« on: September 26, 2017, 09:42:20 PM »

its loving sido





ask me if i give a stuff about shaders or detail

4
Off Topic / phanto makes an anime
« on: September 25, 2017, 01:30:09 AM »

5
General Discussion / the future of mafia madness or why mafia madness sucks
« on: September 24, 2017, 04:24:45 PM »
   on mafia madness servers i am somewhat of a maverick. i routinely test new bullstuff strategies on an unwary and aggravated playerbase who generally reject my messages until i shoot them enough times. my most recent success is claim or die and the widespread learning of the /claim command. however, there are limits in metagame development that i alone cannot overcome, ideas so radical that any attempt to implement them will leave me banned or devoid of votes by unwitting fools who cannot see my grand vision. the following transcription is the full evolution of the mafia madness metagame if we assume the culture around the game will change significantly to favor the highest level of play possible and why the culture has not and likely will not change.

   first the ruleset i am operating in must be understood, as changes in this ruleset may invalidate this entire brown townysis. one cannot just read the mafia madness rules and take them literally; they are now more precedent based than literal interpretation due to the metagame changing and the failure of any coders of note to update them. the most notable change is any majority vote by alive players allows whatever the players voted on to happen, regardless of rules, unless there is potential evidence of a ventriloquist loving about. the most frequent conflict hosts have with this rule is that it may lead to flimsy and random gunvotes and such, but from what i've seen most successful mm servers employ this and it is widely approved by players. this is, as of now, the only rule contesting the proposed meta with any significant following.

   knowledge of fundamental game mechanics is necessary, but mafia madness theory hasn't established itself well, so a primer lesson is in order. the goals of the town are to achieve information on who the antagonists are and kill them, while the goal of the antagonists are preventing the town from knowing who they are and killing the town. the game thus is about how quickly the town can discover the antagonists before too many town-aligned roles die. as such, the town is usually on the defensive, waiting until an antagonist strikes or they gather enough information through role claiming or investigations before killing anyone. a town informed of who the antagonists are will, on average, steamroll them with its advantage in players. since the town is continuously becoming more informed over time, noncult* antagonists are forced to act before the town finds and kills all of them. something important to note is because the goal of both sides is simply to kill all opposing sides, the amount of players left alive on each is irrelevant so long as the other is fully dead.

*the cult grows in strength over time assuming it recruits every night, eventually overpowering the town, but that is irrelevant to my proposal. consider any situation in which time passes as one where the cult wins.

   playing defensively and relying on investigative roles or antag actions keeps the game at a glacial pace due to the slow, nightly nature of investigation. during this time, antagonists essentially act with impunity as they are not actively threatened by anything except promises of a future investigation or a gunvote, in which case the antag still can fire the first bullet if an engagement is imminent and potentially escape. antagonists also benefit far more from nighttime abilities and nighttime visibility, the cult most of all, so simply waiting invites the antagonists to use these advantage to disorganize and kill the town. night, although offering benefits to the town through investigation, is more valuable to antagonists than the town. thus the town's goal is immediately setting out to find and execute the antagonists before they are allowed to act in order to either kill them or force their reveal as quickly as possible, preferably before the first night.

   so the town gains from rapidly gathering role information and using it to put pressure on the antagonists, thus what needs to be known are the ways to acquire this knowledge. the failure of investigative roles introduced claim or die, forcing the mafia to put themselves in a more vulnerable position as uncontested town roles become cleared. however, claim or die, once completed, has little followup. the town knows who the antagonists potentially are, but frequently waits until nightfall to begin the investigative process, allowing the antagonists to disrupt the town far more efficiently. what should instead occur is the killing of players claiming contested roles until the role is no longer contested.

   seasoned players might wrongly contextualize these votekills in the current metagame and culture, wherein votekilled people flee for their lives or shoot back at their fellows regardless of alignment. for this advanced votekilling to work, each member of the town has to think of themselves as part of a collective instead of as individuals; the practical difference between the two being individuals will fight to keep themselves alive while collectives will expend players, including themselves, to win the game. members of contested roles need to willingly accept their deaths and participate in the shooting of their role-fellows until there are no longer counterclaims.

   antag strategies to counter my proposal while still retaining elements of rooftop manipulation are inefficient and easily countered themselves, and the only real way for the mafia to succeed is successful Flash Mobs during the initial spawn phase when everyone is climbing to the roof, or retreating into a fortified area and preparing to deathmatch it out. all roles that act during the night are invalidated, removing a hefty advantage antagonists held beforehand. the roofside massacre removes any protection the mafia once held in counterclaiming, forcing them below the roof. however, once below the roof, the town is able to simply vote in a kos on anyone below the roof and count whoever is missing in the event that there are no visible counterclaims. towns can theoretically look at the player list to discover any missing persons once the initial clearing through claim or die/votekilling is successful. possible counters via obscuring claims with crazies/ventriloquists are solved easily by everyone immediately claiming their role after spawning, allowing the town to rely on the claimed role for vent cases and crazy knifing.

   resistance to my suggestions of turning the town into a well-oiled killing machine is significant and caused by the players falsely believing mafia madness is a game about individuals instead of a collective. this is due to the nature of the game; every player is able to win, and the only alignment certain is a player's own. additionally, dying is in itself a chore as the player must wait for the round to end with nothing to do but observe. this causes individuals to view dying as always negative and actively avoid it and is why this strategy will not be implemented in the near future.

   so if i ever votekill you and you didn't do anything thats why

6
General Discussion / tank commander - down
« on: September 21, 2017, 08:40:05 PM »




managed to sustain 20 players for a few hours so i figured it needs a thread

8
if you've ever seen someone rocket up out of the water in thebrighterdark's dogfight server, which is now being hosted again, and wanted to do it yourself, congratulations. there is a specific and reliable way to accomplish this feat and turn the parachute into the undisputed best mobility item in the game

step 1: take a parachute from the spawn
step 2: go into any body of water
step 3: decide which direction you want to go and hold the appropriate movement key
step 4: hold space and rapidly double click your parachute. your goal is to take it out and put it away as fast as possible otherwise you will be ricocheted back into the ground and die of fall damage
step 5: if all went well you are now at an absurd height and flying through the air in your intended direction

note: if you are moving down instead of up (which is the point of holding space) you will fly into the ground and die or go below the map

this works on any server with the parachute enabled and water to enter (ie: most dogfights)

9
Off Topic / psa donkey kong looks loving freaky
« on: July 30, 2017, 03:38:30 PM »
i didnt notice this until i actually looked at his face but holy stuff





the stare, the mouth, the loving hunger for blood is all there in this one facial expression



look at this terrifying and unnatural beast



the weird flesh brow really completes it


the stare of a predator of man

look into his eyes and tell me im lying

10
   mini empires is a hideous "ruleset" arbitrarily superimposed onto a style of building that doesn't deserve this kind of defamation. everything you do in mini empires is utterly subjective and dependent entirely on the host's whims and nothing even loving matters. in response i made a loving ruleset for combat complete with units and stuff and playable via moving bricks and it didnt fix any of mini empire's problems and nobody actually reads how to play it but i dont give a stuff.


this is you after joining the server

anyway i got two of these loving things and both of them have the same basic rules. they are

turn based



the first one i made and the most straightforward rules-wise. you pick some loving units and fight people with them

and turn spaced



you do the same thing as turn based except there are rules for positioning and stuff and its in space. the rules are a little loving weird currently

important stuff
general overview
players take turns using 5 to 6 blocky units to try to capture a central point and kill each other on 16x16 maps.

actions
to keep the amount of unit tracking forgetups to a minimal and to prevent the first player from having an obscene advantage this stuff, the movement/ combat actions system exists. each player is given two movement and combat actions at the beginning of their turn and they are spent on units to make them move or attack respectively. units cannot move or attack unless actions are spent on them.

units
units are bundles of stats in brick form and you can learn what a unit is and what it does by clicking the print plate on top of it. unit health is kept track of via reprinting the print plate also.

no dice rolls
forget you mini empires

you can make your own units
lots of people do this and don't even play the game for some reason so i guess its important enough to include

you can make your own maps
im not even sure why im listing this but people ask me if they can anyway yeah go ahead and do it

rules for turn based
basic rules
1. players have two movement actions and two attack actions per turn
2. players spend the aforementioned move and attack actions to move and attack with their units
3. no diagonal movement or attacks or ect
4. units can move and attack on the same turn
5. units can only use one movement action or attack action per turn
6. the player who goes first can only move one unit on turn 1
7. units cannot move through other units
8. units can attack through other units
9. units cannot move and attack and move again

starting the game
1. players pick a unit limit <usually 5> and a map
2. players pick their units and decide who goes first
3. units are placed on opposite sides of the map and within two studs of their side's edge
4. players begin
5. for units two studs or larger, place as much of the unit as possible within two studs of the edge

winning
1. a player wins if they wipe out their opponent's forces or control the point for three of their turns successively
2. if an enemy unit moves on the point, the point becomes contested and all control progress is lost
3. if there are no units on the point, all control progress is lost
4. control is gained at the beginning of the controller's turn
5. if neither player is able to capture the point or kill all enemy, units the game ends in a draw

rules for turn spaced warning stuff might be overly complex and weird but also more in-depth than turn based because i just sort of half assed that into existence and its still recovering

how the game works
to win the game, you must control the center of the map or destroy all of your opponent's fleets. each player takes turns using their fleet to accomplish said tasks while trying to prevent the opponent from doing the same.

starting the game
-players decide who goes first. if mutual agreement cannot be reached, the turnpicker may be used /loaddup turn picker.
-players pick six fleets and which sides of the map to deploy them. the sides must be opposites.
-both players deploy their chosen fleets within two studs of the edge of their chosen side of the map.
-the player who goes first is only able to move one fleet during his first turn
-the units the players use are referred to as fleets

movement and combat actions
-each player is allocated two movement and two attack actions per turn.
-movement actions are spent to move and turn fleets, attack actions are spent to make your fleets attack the opponent's.
-each fleet movement or turn costs one movement action, each attack costs one attack action.
-an individual fleet can have one movement and one attack action spent on it once per turn.
-note: moving and attacking are not exclusive, a fleet can have both actions spent on it on the same turn
-on a new turn, movement and combat actions reset back to two each.
-players may choose to not spend all their actions before ending their turn.

fleet positioning
-each fleet has four sides: the front, the left and right sides, and the back
-the front is the direction the incline of the ramp brick that makes up the fleet is facing, the back is the opposite side of the front, and the two sides are in between
-most or all fleets have side-specific armor, weaponry, and movement, so it is important you keep track of where your fleets are facing.

fleet statistics - a subcategory
-each fleet has five stats: health, armor, attack, range, and movement.
-they will be detailed in their corresponding sections below.
-to learn a fleet's stats, click the print plate on top of it.

health
-health is how much total damage a fleet can take.
-getting attacked reduces a fleets health. a fleet with no health dies and is removed from the game.
-health is kept track of via the print plate on top of the fleet. if a fleet takes damage, reprint the fleet's new health.
-armor reduces the amount of health lost when attacked.

armor
-armor negates some or all damage when a fleet is attacked.
-the armor value of a side negates that much attack damage is a fleet is attacked on that side.
-example: a fleet with 8 frontal armor is attacked by a fleet with an attack of 10 and takes 2 damage.
-however, that same fleet would suffer the full 10 damage if it has no side armor and is attacked from the side.

attack
-attack is how much damage a fleet will do when attacking
-attack is subtracted by the defender's armor.
-the net attack damage, attack minus armor, is subtracted from the defending fleet's health.
-attacks can only be made to fleets that are in range.
-you must spend an attack action on a fleet in order to make that fleet attack. see combat actions and movement actions earlier in the tutorial.
-fleets may fire through other fleets, friendly or enemy.

range
-range dictates the maximum range of a fleet's weaponry.
-fleets that aren't in range are unable to be attacked.
-a fleet's range is composed of a deep and wide value
-deep is how far away in studs the fleet can shoot, wide is how far abreast in studs fleet can shoot.
-the combined area of deep and wide is a ship's total range and can be easily represented with a ghost brick.
-note: different sides of a fleet have different weapon ranges
-a fleet's range starts directly in front of the respective side and centered.
-example: a 1x1 fleet with a 3 deep 3 wide front range is represented by placing a 3x3 ghost brick in front of the fleet.

movement
-a fleet's movement is the maximum studs it can move in a turn
-movement is divided up into sides.
-a fleet can move at maximum the said movement value along that side.
-fleets cannot move along two sides in the same turn.
-all fleet movements require a movement action to be spent. see movement and combat actions earlier in the tutorial.
-fleets cannot move through other fleets.
-a fleet cannot move, attack, and move again if it hasn't used all its movement

end of the stats subsection

turning
-a movement action can be spent on a fleet to make it turn.
-a turning fleet makes a 90 degree turn, moving its front to where its left or right sides were.
-unless specified, a ship cannot make a 180 degree turn.
-turning costs one movement action and thus a fleet cannot move and turn during the same turn.
-fleets larger than one stud may pivot themselves along any stud composing their ship when turning.

sides explained further
-what side a fleet hits when attacking depends on which guns the attacking fleet is using and which side the defending fleet is facing.
-the side being hit is the one facing the side the attacker is firing from.
-example: A fleet that is side-forward to a fleet using its forward guns to attack it always uses the armor on that side when calculating damage, no matter how illogical it would seem.

fleet formations
-fleets adjacent to each other and facing the same, parallel direction to each other form a formation.
-a formation is essentially one unit, movement and action points spent on a formation are used for all units in the formation.
-an attack point spent on a formation lets all fleets within it attack, a movement point spent causes lets fleets within it move or turn.
-fleets in the formation still use their own ranges. A fleet without the range to hit will not hit just because another fleet in formation can.
-all fleets still use their own movement, attack, armor and every other stat individually.

winning
-a player wins when his opponent's fleet is completely destroyed or he controls the center point for three successive.
-to control the center point, a player must move a fleet onto the point and there must be no enemy fleets on the point with it.
-if these conditions remain unchanged for three of that player's turns, the player wins.
-if an opposing player moves a fleet onto the point or all friendly fleets are move off the point, the turn counter is reset to zero.
-progress towards victory can be kept track of by printing the number of turns a fleet has held the point uncontested on it.



all rules are present on the server

if you play this and find some rules ambiguous or bad or whatever tell me and i will correct them

13
General Discussion / proposed fix to base raiders
« on: April 21, 2017, 07:07:28 PM »
   so i've noticed many base raiders servers usually progress from various factions scrambling for printers into one hegemonic gang controlling the entirety of the printers with a wicked sick base that nobody can penetrate because they spent a trillion dollars making it. this phenomena is illustrated in the graph below



   from what i've seen this is generally regarded as a problem by base raiders hosts with the coding ability to try and fix it as getting routinely spawnkilled by guys with superweapons because you can buy a butterfly knife every six minutes is about as fun as it sounds. the usual solution is to make passive money accumulation amazingly fast, shifting the balance between raiding and defending heavily in the favor of the raider who now can just buy all the superweapons and stuff without printers and making printers worthless. this does technically "solve" the problem by removing the resource war entirely but the resource war is the entire point of base raiders.

  a better solution would be to just cut that stuff off before it even begins by adding a win condition that resets the map, money, weaponry, and everything else. if one gang holds a supermajority of printers for a long enough time they win the game, leaving the gang that would normally make life hell for everyone else on the server happy while also not making life hell for everyone else on the server. it would also discourage and make temporary the gang alliances that form now since only the people in the original gang will win the game.

to go along with this i'd suggest buffing printers so that they earn their cost of planting back in a reasonable time and the money they make can actually be used to buy guns.

14
Drama / does this dude not have a name
« on: April 21, 2017, 12:32:28 AM »
i am so good with orisa lol blizard plese nerf
anyone else seeing this stuff

15
Off Topic / daddyofive child abuse controversy
« on: April 21, 2017, 12:18:03 AM »
husband and wife hosts "prank" channel under name daddyofive where they prank their kids. many claim the videos clearly show them abusing their children. kids are often reduced to tears and subject to physical violence. all videos on said channel currently private but many are reuploaded on others

videos explaining this stuff plus footage from the channel
https://www.youtube.com/watch?v=fvoLmsXKkYM
https://www.youtube.com/watch?v=jfpzCsXGxQg

daddyofive video compilation
https://www.youtube.com/watch?v=jT7GIFPKdAA



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