[-] MilliaStrange@beehaw.org 3 points 3 months ago

Slut face

Bottom text

[-] MilliaStrange@beehaw.org 3 points 6 months ago

ah, blackrom~

[-] MilliaStrange@beehaw.org 4 points 9 months ago

This. Good sir. Gentleman. Scholar. Upboat.

[-] MilliaStrange@beehaw.org 2 points 10 months ago

Ah ha! Ha! Ha! Ha!

[-] MilliaStrange@beehaw.org 3 points 10 months ago

Deadly Premonition my beloved

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submitted 10 months ago* (last edited 10 months ago) by MilliaStrange@beehaw.org to c/tabletop@beehaw.org

Hi all, I'm interested in some advice from folks used to facilitating board games.

So I acquired a copy of Cosmic Encounter and its Incursion expansion earlier this year. Tomorrow I'm having some folks over for dinner and board gaming so I was excited to learn the rules and see what this game was all about. I heard it's really good!

For those unaware, Cosmic Encounter is a space strategy game with a ton of potential for goofy interactions. When players have an encounter, they can choose to play cards indicating whether they want to fight or negotiate. If two players play a negotiate card, then they have a chance to exchange territory and resources.

Today I realized a potential issue in the form of a 1-minute timer during the Negotiation phase. Apparently, if two players end up in a Negotiation, they have one minute to make a deal. If they can't conclude the deal in one minute the negotiation "breaks down" and both players end up losing three of their ships.

My players love board games but I can think of at least three of them who won't like playing with a timer and will probably suggest we ignore it.

I don't want to alienate my players and I picked this because it seemed like a fun and fairly accessible experience so I would feel bad for insisting on something that made them uncomfortable.

On the other hand, I'm concerned that analysis paralysis will make the game take forever when players can take as long as they want to make deals. I've played Bullet with the same people and, since we have agreed not to use timers in that game, it can take a long time for players to finish placing their last pieces, leading to 1-2 hour games (when the playtime estimate is 15 minutes).

So I want to know what you think, especially if you have experience with Cosmic Encounter or introducing new games to people. Can we still get a good experience out of the game without using timers for a first time run? Should I recommend a compromise such as more time and/or removing the ship destruction punishment (choosing, instead, to just cancel the deal if it takes too long)?

Edit: thanks for your suggestions! I think I know how to approach this when we do play the game. Sadly we didn't end up playing it last night 🤷

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Rule (beehaw.org)
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submitted 10 months ago by MilliaStrange@beehaw.org to c/music@beehaw.org

This song never fails to make me start dancing. The video is pretty great too

[-] MilliaStrange@beehaw.org 2 points 1 year ago

Still trying to get out of Gold in Street Fighter 6, wrapping up Pikmin 4 100%, and going through the MegaMan Zero Collection (I'm on Zero 2)

[-] MilliaStrange@beehaw.org 3 points 1 year ago

Maurice Moss, played by Richard Ayoade. Source: I'm autistic too

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My spouse and I have been doing some restructuring of our finances now that they have a new job as of a month ago. We've been doing an equitable split of our finances based on income which involved us taking inventory of everything we're paying every month.

This led to me really taking a closer look at all of my debt and that has me really bummed out. My best friends just bought a house and I'm in the hole for 84k US worth of student loans, credit cards, medical debt and a refinance loan I took for my previous credit card debt while I was getting my second degree.

A big motivator for going back for a second Bachelor's in Computer Science was knowing I could make more money and be able to pay off my debt sooner. However currently I'm getting paid a little less per year than I owe back. Also, my work life is having a negative impact on my mental health so I'm also looking for other jobs when I can.

It feels like I'm doing all I can but it's barely enough to make a dent in my debt each month. If I fall apart and lose my edge I'll get fired and then I'll end up accruing more debt. I'm also worried about being discriminated against by future employers as a trans person (being misgendered daily at my current job is a reality). But my stamina bar is super low and it's hard to take further action when I feel so powerless.

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Unhinged rule (video.twimg.com)
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🥵 Rule (beehaw.org)
[-] MilliaStrange@beehaw.org 2 points 1 year ago* (last edited 1 year ago)

I got an enclosure kit from here with a multiconsole PCB (brain for controller). I did research on what buttons and joystick I wanted and ordered them from focusattack and arcadeshock. I liked that I didn't have to solder everything and they gave me a useful guide for how to set everything up. I linked a build manual in another comment.

But you don't have to go that way! Depending on your patience and engineering skills you could make a controller out of nearly everything. You could get a cheap PCB from a working controller from a game system you like and a joystick and or some buttons and stick them in an Amazon box if you wanted!

Or, you could do what my buddy did and pick up a kool-aid covered broken street fighter 4 stick off the street, clean it out, and put a new board and joystick in it! It's up to youuu

[-] MilliaStrange@beehaw.org 2 points 1 year ago

Yeah the turnout is crazy! I caught a little, got to see MenaRD pick up some ez perfects lol.

Nice weapon you got there 🤤

[-] MilliaStrange@beehaw.org 2 points 1 year ago

Thank you ☺️

[-] MilliaStrange@beehaw.org 2 points 1 year ago

I like them a lot. Good action but not a lot of noise when I mash them, which was why I picked them (as well as for the look). Sanwa Denshi buttons are the gold standard, they're installed in the classic MadCatz fightsticks and they're pretty affordable. The Gravity buttons were about twice as much but they have got swappable switches for extra customization and I like the feel. I don't think you can lose either way!

[-] MilliaStrange@beehaw.org 3 points 1 year ago* (last edited 1 year ago)

I don't have videos yet, but I'll post something soon!

It feels awesome. The action buttons have a great feel that's between clicky and mushy and they don't make a ton of noise when I mash them.

This was my first experience with a Korean lever. The stick actuator pushes on a silicone grommet which pushes the four directional switches. The result is it feels like the gate is a big circle while I still hear a click confirming when I press or release a direction. I find this makes special move inputs easier. The caveats are you need an adapter for the cables to work with a Japanese style stick, (which I bought with my joystick for an extra buck) and you need a 35mm hole for the "collar" and horizontal holes drilled in the mounting plate to accomodate. Fortunately Eternal Rival took care of all of that when I put my order for the kit together.

Here's the build manual from Eternal Rival which should explain how it all goes together

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submitted 1 year ago* (last edited 1 year ago) by MilliaStrange@beehaw.org to c/gaming@beehaw.org

I built a fightstick the other week! Mostly for Street Fighter 6, though I have played some other 2D games including Hades and River City Girls with it as well.

Parts:

-Brook UFB Fusion board for compatibility with PS4/5, XBOX 360 and above, Switch, Wii U, PC and more

-Crown 309 Helpme K ST35 lever

-Qanba Gravity KS buttons for the top and Seimitsu standard for the sides

-Custom enclosure kit from Eternal Rival

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It's Pride and you're beautiful. Post em if you got em.

that's me on the right

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MilliaStrange

joined 1 year ago