Table of Contents

Quotes

div1

#OMF

OMF Manual

OMF Forum

OMF Long

joneirik: I'm not exactly famous for beeing up to date, now am I ?!
Haoshiro: you have a point
FraceR: you know what sucks about being a cynic?
FraceR: Being tight so friggin often
FraceR: *right
joneirik: Yeah being tight is a common problem for cynics :p
FraceR: arse
joneirik: I'm so quoting this
FraceR: new hardware for the dinosaur? oh dear
FraceR: could you find the 'ON' switch? it's not one of those huge pull down ones you know
FraceR: :p
joneirik: I worked so hard today I could sleep on the spot
joneirik: I'm mostly just procastrating
joneirik: or hwo the fuck i spelled that word again
FraceR: procrastinating
FraceR: procastrating sounds like your all for castrating people
FraceR: as in removing their reproductive organs
joneirik: ….. sounds good to me !
FraceR: me 2 actually
joneirik: Heck, even better
FraceR: but that's going in the book of best spelling mistakes ever
Katajakasa: http://pastebin.ca/Lr9rpKaK → pw “openomf”
joneirik: Sorry, this paste is encrypted. You will need to provide a password to view it. You will only need to enter this password once per session, or if you are logged in, once after each login.
Katajakasa: → pw “openomf”
joneirik: oh my bad, I seemingly forgot to read, pardon my bad eyes and brain
“I will btw forever taunt you for getting hit by a gargoyle heavy kick” -raptor
“and you should, there's no excuse” -TMM
Vagabond: yes
Vagabond: please make that
Vagabond: please, please make that
Kilo24: There's a big difference between “I can switch to another spec” and “I'm fully capable in another spec” when grinded gear gets involved.
joneirik: Well since we're first in dream land, where I can make unicorns and rainbows appear, since I can obviously talk about a game the way I want it, fuck gear grind :p
joneirik: JonEirik Fantasy 1: Fuck Gear Grind
Kilo24: “Fuck Gear Grind: The Game” :)
joneirik: Buy it now
Kilo24: I like that the time stamps on our comments are within 1 sec of eachother. :)
Kilo24: Well, it is “power creep” initially as you keep leveling. That constant sense of progress is a good stick to tempt new players with. But the endgame target of a full and fully upgraded mod setup is well-defined.
Kilo24: *carrot, not stick
pharaun: the sword women. yes. she's boring. terrible MC. i liked the guy more. actually. basically. ZZZZzzzzz
joneirik: Wow… I'm going to have to printscreen this moment, and pester you with it forever, you prefer a MALE MC over a female!
True Story.. I am the final boss in this game. I was friends with Rob when he was creating it and helped with the playtesting. The final boss was named Hans Kriesacker. The Hans part came from my name and the Kriessacker part was a loose anagram of ass kicker.
I have since lost touch with him but am proud that I got to be part of such a cool game. The one thing I remember most from the development was how he always stressed that the responsiveness of the controls had to be just right. At the time controls for PC games tended to be sluggish and couldn't compete with arcade games. He wanted to change that. While the game had good graphics for its time I think it is the controls and playability that has let it be so fondly remembered.
-hanswatson, reddit

GuildWars2


SIN

Elly: If anyone reinvites Dill I will remove you.
Elly: Drama he started, I am ending it. Simple
> Welcome, Dill Picks. Stay awhile and listen
Elly: YOU FUCKING HAD ME REMOVED FROM ANOTHER FUCKING GUILD I BARELY SPEAK IN BECAUSE ITS A FUCKING CONFLICT OF INTEREST YET YOU THINK YOU HAVE THE RIGHT TO BE IN MY GUILD?
Elly: THE FUCK/
Elly: EXCUSE ME?
Elly: GET THE FUCK OUT OF MY LIFE.
joneirik: Your guild ?
Elly: You know what, fine, I'll leave. This is entirely on you. Do not email me, do not message me from some alternate fucking account, do not add me on anything, do not speak to me. I am done with you, I am done with your bipolar manipulative psycho bullshit, and i'm done dealing with all of this.

ANet


GW2: Long

“People will play when there is a game mode worth playing. I don't know what that is. But it's probably one with well designed and thought out combat with good gameplay placing. Considering zero thought has been put in this area until lately, it's going to be an uphill stuggle. Whatever we do, we can't change the fact that most people don't want a functional game mode, but rather one that benefits them. Nothing will change the fact that many players are actually pvers despite bashing pvers that come in that simply want to avoid fights, siege hump, and backcap as much as possible. The vocal fight crowd is but a small minority, and how many of them are telling the truth? Does “we look for fights” only apply when it's a fight you can only win because you're holding hands with all those green dots and claim to only have 17 in squad? We even have posts stating outright that player vs player combat is a terrible thing that has no place in this game mode, and gleefuly urge Anet to make sure that they don't actually have to fight other players. This, my friends, is what your dealing with.
-
Remember when they said “If you're into WvW, you're really into PvE?”. Unfortunately they might have been right about many people that we had previously thought. I'm honestly very happy Anet has seen the light and made it harder to turtle– not only does that improve the game pace, but those people that have been killing the game mode can either actually learn to fight or leave. Either way, it's great.
-
Of course, I have zero faith that alliances will work. Pride and strength in unity sounds good, but as with all things, these are easy slogans to say when one is winning. When things go south and egos collide, all those words mean nothing. My bet is within 6 months, most alliances will have collapsed and will degenerate into a revolving door of constant reforms and shuffling of people that actually all secretly hate each other but want to band together for easy wins. Eventually this just all loses to entropy and just general boredom.
-
Basically the same old kitten.” -ArchonWing.9480 gw2f

“Personally, I never thought gw2 community is awesome. Not because it has some toxic individuals, every game has those. It is just simple lack the feeling of a community. There is no real reason to interact with people much. You can get a lot of things done without needs to interact.
-
A guild which supposedly be the center of a community building is just a useless LFG like existence here in gw2. Gw2 take all kinds of politics out of the game because they want a “friendly” community but you end up with a superficial community.
-
The gw2 community boost about how social the game is but all that social lack sense of closeness. The community go hype about how amazing the subset of gw2 is (like wvw or raid) but forget that great majority are not.
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The kind of game design attract and encourage the same kind of people that make up the community. All the nostalgic feelings I had in other mmorpgs, not one or two mmorpgs but a couple, can't be found in this game at all now.
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The current Gw2 is not a game made to support community but rather people that come and go. Which now I see the real model of the game design. Anet want people to buy gw2 and then leave after you done so they do not have to continue maintain costly infrastructures to support large amount of players.” -SkyShroud.2865 gw2f

“I think part of that is caused by the way the skill systems doen't emphasize synergy at a novice level. To this day, I still run into long time vets that don't understand basic buildcraft, because the areas they frequent don't demand build tweaks. In another thread theres a guy struggling to fight the Eater of Souls (years after its been nerfed)…. one of the few bosses that requires a bit of timing, and doesn't simply fall victim to collateral CC or DOTs.
-
A lack of problem solving skills, the combination of scaled back difficulty and Espec power creep, all contribute to obfuscating how this game intends you to resolve combat difficulty. Raids are on the extreme far end of that spectrum- and even then, it only represents a fraction of required skills, due to its artificial difficulty and heavy focus on DPS checks, number stacking, and hard failure conditions. To which the Raid community managed to completely break via Role Compression as a meta.
-
The big issue is that if you're not heavy handed with forcing co-op requirements, players will simply ignore it. The game is designed in such a way that players naturally syenrgize without explicit effort on the part of players. But the double edge is that while this avoids conflict potential, players are also failing to recognize its there, or that its even a direct benefit. They employed a similar system in Anthem (to its credit); but the players don't like it because it adds a lot of visual noise, and fails to do anything simply because individual Javelins are strong enough without them. That lack of apparent contrast in performance is why its so under valued as a concept.
-
Theres no one or two things that can fix this, because its a combination of deeply seeded psychological factors, a growing division between mechanical and social spaces, self-centered perspective (if not full blown narcissism), and a reward system having to do things it was never meant to deal with. I can best sum this up as “I want friends to play with… unless they inconvenience me”. Because even if you get rid of all the barriers to socializing….. many players treat it the same way they treat a reward system. IE: If it takes too much effort or is outside my comfort zone, its not worth my time. And once its the socializing becomes a barrier, the devs have better remove it.
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And just to take pot shots at the raid community….. you can see this paradoxical behavior in action, where they demand it be a co-op focused challenge, but then quickly lose their kitten when the run doesn't go smoothly. The only difference between this and solo players is how they go about blame shifting.” -starlinvf.1358 gw2f

“The supposed level of toxicity or “niceness” mostly depends on each player's personal perception. However and as people already mentioned above, the base design of this game does indeed make sure to “keep people apart” from eachother while they actually play next to eachother. There is no need to fight over loot or kills (outside of a few minor exceptions). Most conflict is entirely negated by allowing players to show up and do whatever while taking part in Open World content. There is little need to even party up which, once again, leads to less conflict but there is also very little need to communicate at all.
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Coming back to the personal perception - one might even claim that our players are so used to being “accepted” and allowed everywhere that they end up perceiving a simple “no” as open and world ending toxicity. The one time denial to take part in any content, even the denial to join a certain squad for rather good reasons, is one of the topics we have been known to fight over again and again. Comparing this “terrible toxicity issue” with stuff you see elsewhere is rather silly. Even if I am certainly not claiming that you won't meet the rare black sheep or two.” -Henry.5713 gw2f

“@OP I believe the answer to your question is essentially this: MMO players, particularly the ones who enjoy open world anything goes type game modes, do not really want complete balance because it's boring, they want enough diversity of choice that there's always a possibility that they or someone else will come up with the next great “overperforming” build or comp so that they can play that build or comp until it gets nerfed and the cycle repeats.
-
MMO developers understand this and so they don't worry as much about perfect balance for game modes like WvW and instead try to give players as many options as possible and see what players make of it and then they just try to whack-a-mole tune the stuff that gets complained about the most during any given balancing cycle. Perfect balance is fundamentally boring to open world type players. Potential imbalance is infinitely more interesting and fun for most people who play this sort of game mode.” -Israel.7056, gw2f

“So to preface the following, it is JUST MY OPINION. The unfortunate truth for some of us that play and are passionate about WvW is that simply our vision of the game is not Anets, nor has it ever been. We come here and complain about the usual things, population, class balance, PPT/PPK. nightcapping etc etc etc, the list goes on and on. The simple truth is that the game we FEW play is not the game that Anet had in mind. One just has to glance at the way they have systematically destroyed everything fight focused groups have had from the word “Go”. Obliteration of stability was only the start.
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The hard truth is that the VAST majority of people who log into and play WvW are right there, in the Zergs, doing that thing we complain about. That is the major playerbase and that is who the game will be built around. I feel like the concept of WvW was always just a Tequatl event with players instead of dragons. One has to only point at the lack of GvG support to prove this.
-
Simply put, we (the few) want a game mode that the overwhelming majority don't want. Scroll back a few years in the threads to see the evidence. Just my thoughts and ramblings. I don't hate Anet for it and I love WvW but I feel like what I want versus what they want will never coincide.” -Trajan.4953, gw2f

Jadexi: /g dude the only fucking reason i dont make necro, cause its a profession that has sex with dead people. its sickening i don't understand why such game has this prof in first place.. its onyl reason
Kasmeer of Liefland: sex with dead people can be fun
Ignea Ragnis: its pretty boring since they don't scream “please stop”
Kasmeer of Liefland: i guess that's why the guy doesn't like the necro

“I have played games with multiple iterations of aoe limits. I’ve played with unlimited heal AOE, unlimited damage AOE, combination of both, etc. AOE limitations do not serve to encourage or discourage zerging. They simply determine the density of the zerg. Just changing AoE limits doesn’t immedately cause people to want to spread out and hit multiple objectives. It just makes people stand ten feet to the left when they zerg.
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Encouraging splits means creating incentives for manned versus unmanned defense, and limiting instant travel severely. Moreso than that, it required meaningful objectives to defend. WvW’s objectives are meaningless by design. The mode is built specifically to encourage giant zerg battles first and foremost, not to simulate a working battlefield. “more fights” is an obviously higher design priority than “meaningful objectives” because WvW is the single session popcorn version of a PvP siege game.
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Expecting meaningful tactical considerations in WvW is like expecting supply line considerations in battlefield. The game simply isn’t designed around it. It’s designed for players to constantly have some massive epic fight they can run to within three minutes, not for those fights to have any long term consequences.” -PopeUrban.2578 gw2f

“Plenty of board games (most of which are, like WvW, all about territory control and PPT) don’t tally the score until the end. Even in traditional sports, people have a tendancy to tune out if the game is already decided before the halfway mark if its obvious there’s no opening for a turnaround.
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WvW is not a sport. It never will be. The number of players on the field varies by the minute, you have no control over the composition of the teams, and the participants can choose to leave the field at any time with no repurcussions. Making sports analogies in relation to WvW is like comparing apples and oranges. It isn’t a sport, and it isn’t a competitive mode, and it never will be. It’s a casual, instant gratification interpretetion of open world siege pvp that only holds player interest as long as the moment to moment play remains interesting.
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There are no instrinsic concept or benefits of ownership, no stakes, and literally nothing that makes “real” competition in a siege metagame work. It’s just a large population pvp map with objectives designed to shuffle players in to large group engagements. That’s all it will ever be. It is a meaningless war for no stakes that never ends, never benefits the victor, and never punishes the loser.
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And that’s fine. That’s why the rewards revamp focused on personal reward rather than objective based reward. It’s the only logical reward structure for a system that has only ever been about personal gratification and playing war games in stead of attempting to simulate the decision making and tactical processes that go in to a more detailed and impactful actual war game.
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If anything, the entire concept of matches and score could be removed from WvW and it would change nothing. The score doesn’t matter, winning or losing doesn’t matter, and there are so many variables inherant in its systems that ensuring “fair” or “competitive” match ups is an impossibility.” -PopeUrban.2578 gw2f

“So based on the replies the only non-cheese build is a bad power build that doesn't counter anything and only does moderate dmg so it can't one shot anything. And it shouldn't be to sturdy also so it can't be considered a bunker build. Also no dmg immunity, blocks…

You can use condi build but should not be able to spam them as this is cheese. You can only apply condis at a moderate rate. Same bunker no nos apply.

On top of that you have to only engage in fights with totally equal numbers and only against people with proper builds for that fight format. You should also not use environment in any way that the opponent could consider as cheese. Before engagement you should make sure that the opponent is ready for the fight and aware of your position and intentions as using the first striker advantage is an obvious cheese.” -Cuks.8241 gw2f

Tybalt Leftpaw: The year is 20xx. The GW2 metagame has evolved to the point that, after the introduction of the Ultra Evolved Specializations from the seventh expansion pack, team fighting has become impossible. Anyone that walks onto a point will be immediately destroyed by a combination of Elementalist traps, Guardian physical skills, and Warrior's Ultra Primal Burst Sponsored By ESL™. Necromancers are the tankiest class in the game because of their new Grandmaster trait, which gives them a five-second invulnerability frame whenever they exit their new Mecha Elite Shroud. However, the only viable class is Thief. The new Ultra Evolved Specialization allows a Thief to instantly teleport to an enemy after using a stealth skill, regardless of whether that enemy is visible or not. Impact Strike is now an Adept passive trait. As such, teams are now running five-Thief comps, and the only deciding factor to who wins a match is ping. The ISP metagame has evolved to a point where players will pay Comcast to secretly install their routers in the enemy player's homes. The year is 20xx. All is lost.

Tybalt Leftpaw: The year is 30xx. D/D Ele has returned, with a vengeance, in the new expansion pack Guild Wars 2: Journey To Mountain Doritos. A new amulet has been added to the game; Ascension amulet, a Celestial stat spread, but with boon and condition duration. There are now so many stat-enhancing traitlines that everyone is constantly maxed out at 4k+ Power and 3k+ Condition Damage. Fighting on points is now irrelevant, as killing the enemy team to gain points is the fastest method of scoring. The only way of defense is invulnerability, as a newly-added runeset, Rune of Trueshot, makes every hit unblockable and undodgeable while over 50% health. It is now so dangerous to go outside of spawn that teams play out entire matches in their minds, and, whenever they get mentally-out rotated, immediately forfeit.

Drama has come to a rising peak, as Abjured is somehow still dominating N.A due to their leader, Noscoc, the real-life Necromancer. Anyone who dares oppose his rule is immediately Spectral Grasped from across the world into a trapped room filled with a series of devious traps developed by Wakkey himself. Whoever survives will find themselves torn to shreds by Magic Toker, the two-ton Man of Steel, enhanced with cybernetic implants that he bought using the entirety of his ESL winnings. Phantaram has literally ascended to godhood with the return of Celestial Elementalist, and left a balloon with a smiley face drawn on it in his place. There is no difference in his quality of play. Chaithh has now become the ruler of Eastern Europe, and sits on top a throne of gyros and turrets.

The year is 30xx. Hail Noscoc. Hail Phantaram. Hail Wakkey. Hail Toker. Hail Chaith. Glory to Arstotzka the Abjured.

“When people start acting like WvWvW is real war, I back away slowly.” -gennyt
“Thats called desertion /shoots genny” -X T D
“Can’t, I’m on my YB account so I’m safely behind a wall.” -gennyt
“well played lol” -X T D

While players at large certainly naturally gravitate towards rewards to a large degree it's imo also partially a symptom of the issue/design failure, as since the majority of the content isn't rewarding to play in of itself (as gameplay experience), most of what players have left is to just migrate to whatever is most rewarding in a monetary sense to get any sense of fulfillment, as they are not growing as players.

My biggest problem with LW and Open World in general is that it's almost purely reward driven, running on achievement checklists or economy breaking farms, rather than being about engaging gameplay first and being able to stand on it's own in that regard - which is then merely supplemented by a reward structure on top of that to retain long-term engagement.

GW2 with it's design has trained and further enforced the natural inclination of much of it's playerbase to foremost seek out monetary rewards, rather than to seeking out engaging and fun gameplay experiences to grow on as players and to have fun in, which then hopefully also “just so happen to be” somewhat rewarding in a monetary sense.

Looking at much of the complaints and fears after the recent EU server rollback what I most frequently read was “I did x achievement/farm and I really don't want to have to do that again”.

While losing progress ofc always sucks, a lot of players unfortunately don't seem to be playing engaging content with which they are just having fun with in the moment and which they would enjoy to play again (or even did that once), rather they are running on a treadmill of easy and bland but rewarding content, hoping for those earned things to matter someday somehow.

Just speaking for myself, when I go back to OW as a player since launch who doesn't really care about rewards anymore it's just for fun and that usually means HoT, doing things like soloing the few challenging Hero Points which somewhat survived the nerfs on quirky builds, despite not being at all rewarding monetarily.

-Asum.4960, gw2f


I think what throws new players for a loop here is that GW2's overall design differs from other MMOs in that (1) there is very little true vertical progression, in terms of gear, after level cap, which makes your character statistically better (and therefore noticeably more performance effective relative to the content) in large leaps and (2) the “open world” content at level cap is tuned to be quite difficult, rather than keeping the difficult content sequestered away in group instances (the latter of course exist, but they are not the only place tuned to a higher difficulty setting).

Players from other games (WoW for certain but certainly not only WoW) are simply not used to reaching level cap and having the level cap open world content lay them out again and again and again and, further, not having a way to out-gear the issue in the relatively short term. GW2, not being a primarily gear-progression game, has decided to create “endgame difficulty” in other ways – namely by creating open world content that is markedly more difficult than it is in pretty much any other MMO at level cap, and forcing players to overcome this by learning the detailed ins and outs of every aspect of their class – all of the trait options, all of the skill options, all of the weapons options – in detail to optimize performance and adapt to situations. It's an advancement scheme that isn't gear-related as much as it is player-related – in that sense it is much less of an RPG in the sense where the advancement is all about your character and its stats (as in gearing games) and more of an adventure game where the advancement is all about the knowledge and skill of the player driving the character as an avatar of the player.

It's simply a different approach to the one most MMOs take, and therefore it's going to be jarring for lots of new players when they reach 80 and discover that anet's approach to endgame difficulty is very different from other MMOs. The jarring effect is amplified by the fact that the design of the game from 1-80 does basically nothing much to force the player to learn said detailed ins and outs of their class in the detail that the follow-on content expects, as a baseline, in order to not get laid out repeatedly.

-Gwynhara.7261, gw2f


WarMachine


Misc


LOS/WMH


PrivateerPressForum - Mercenaries


PrivateerPressForum


You might be a gamer if...


WarMachine Long

Prime Magnus, The Traitor
Epic Magnus, The Warlord
Ultra Magnus, The Transformer -JacobtheAussie, ppf
We're mercs man, it's to be expected. We try to break every rule we get.
“hmm, explosivo'eh? So if I cast this on Kell, I get snipe on the blast? ”
“Hey, what about Doc, you get 3d6 blast! 4d6 on feat turn!”
“Oooh, Eiryss, disrupting blast!”
PP: “NEIN! NO BLAST FOR YOU!”
-Verjigorm, ppf
“After reading all the 'horses!' posts above, perhaps I should have said, 'Maybe next we can hope to see 3Magnus beating a dead horse.'” -Stuh42l, ppf
“Or one he cobbled together out of spare horse parts he scrounged up.” -VOLK, ppf
“Still, the image of Magnus glaring down the battlefield, mekanikal arm gripping a dead stallion by the legs and dragging it behind him delights me to no end.” -Stuh42l, ppf
“Maybe next we can hope to see 3Magnus dragging a dead horse. For cover of course!” -Stuh42l, ppf

tag

I personally love unloved models and i usually don't care about winning. Actually, to be honest, sometimes i do want to win (e.g. when going to a tournament) and field a list made of so called competitive models and after winning i feel completely unaccomplished. Even sad sometimes. But usually (occasional thrusday even games) i make lists made up of models i just like, models i think work good together or just look good together on the table. The aim of the game is still winning but compared to the “competitive list game” it is not about pulling off the standard tactics but about inventing new things, getting tricky, getting into situations you've never been before finding a way out, having your army as good as wiped out but always with that small chance to win in sight. That's when i am happy after a game, no matter if i won or lost. Those are the games that end in a completely unpredictable way pulling off tactics you wouldn't ever have even dreamed about if you hadn't been in that situation that very moment against that opponent. Those are the games with victory on a knife's edge turn after turn after turn. Those are the games where both players have to fight all the time, where both played a game they will remeber and will tell others about. … i've never had such a game at a tournament.

Maybe turning to an internet forum for a “competitive” list is not a good idea. The internet can be a very useful place, but it often serves up cocktail of anonymity, group-think and the lowest common denominator as it's version of consensus. I am not saying that there isn't wisdom to be had, but you don't hear the guys winning tournaments saying, “yup, printed it right off the ol' forum and it worked like a charm.” Sure there are certain builds that will pop up regularly but each is different. A system like WM is way too complex for any single list to stay on top for long.

Second, why should you believe that “synergy” (an incredibly vague term by the way) is the only way to build a list that can win or place high in tournaments? Perhaps crowd control or overwhelming numbers are a better idea. I am not saying they are, but by accepting this premise you are excluding every other possible approach.

But I’ll go you one better for my third point. The concept of a “competitive” list just doesn't hold water. How many times have you seen someone's tournie winning list posted on the web to the nearly-unanimous, indignant reply, “He won with what?!?” People win with weird lists constantly (have a listen to Jason Watts on Lost Hemisphere Radio 28 for some anecdotal evidence).

A better question is this, what defines competitive to you? Consensus on the web? If so see paragraph one. Is it the regularity that a particular list wins tournaments? Again, no list stays on top forever, or even for a very long time.
If getting to the top of the tournie charts is how you define competitive, maybe you should take a look at what is on top most frequently. You’ll see that it’s not specific lists that are most frequently at the top, it’s specific players. If you want to win, don’t copy their lists, copy them.

One thing I can guarantee those guys have in common is playing a lot of games. At worst, I promise you’ll improve, even if you don’t start winning every tournie in sight. Maybe that’s not good enough. Still, that has to be better than waiting until 2012 for another chance to speculate.
-MOZZ, ppf
When do you get to that “killer instinct” point? In general, I'd say “six months to a year, depending.” The answer depends on a number of things, but my experience says it mostly it boils down to:
– How quickly you learn the core game rules
– How quickly you learn what your models can do
– How quickly you learn what your opponent's models can do
…in that order.
I am of the opinion that learning the core game rules is the absolute biggest requirement for graduating into the “advanced player” category. I have watched many players begin playing the game at roughly the same time, and in every case, the player who reads the rules learns faster. The game never seems to gel for people who just read the quick start rules and sort of “learn as they go”.
In general, those people don't advance nearly as well and tend to get hurt feelings/bad feelings/annoyed/etc. when somebody tells them “You can't power attack on a charge”, but feel cheated when the other player uses a * Attack Thresher on a charge and wipes out a swathe of their army. They lack the rules understanding to know why one works and why one doesn't.
-ichael, ppf

WarHammer

Div


TWF


#twfchat

lordkull_: but arnt you danes back in teh stone ages anyway =p
Thagdarf: NORWEGIAN ! Don't you go and accuse those poor danes unjustified !
SOF_oh: his love of Warmachine is making sense more every day
usagidoug: tell me about it
joneirik: Someone joked to me once that reading warhammer rules was more akin to reading the bible than laws. You had to interpret the meaning behind the intention more than the words.
FrankB: joneirik: I am a lawyer who attended 9 years of Catholic school, and I couldn't agree more
Usagidoug: this is thag?
*Usagidoug slaps thag with a I THOUGHT YOU WERE A GIRL

Div

Guy dies and goes to heaven and says: “god why did you make women so pretty?”
god replied: “So you would like them.”
guys asks: “Why did you make them so soft?
god replies: “So you would like them.”
guy then asks: “Why did u make them soooo stupid?”
god replies: “So they would like you.”
“No Dog Piles. A dog pile is a disagreement wherein one person says something wrong or offensive, and a large number of people comment in response to tell the person how wrong and/or horrible they are, and continue to disparage the original poster beyond any reasonable time limit. People commenting at the same time, without realizing others are jumping on the person as well do not make a dog pile. The requirement is to join in with an angry group to yell at an easy target, or to get popularity points for being seen to agree with the group. They see that everyone else is doing something, and they copy it. The original poster typically does not respond at all, because they are completely overwhelmed or scared off. Once a dog pile has been established, an apology from the original poster is less likely to be effective.” -XombieMike, Bloodstained Forums Rules.

Classic

Theory is when nothing works, and everyone knows why.
Practice is when everything works, but nobody knows why.
In this room theory and practice is unified in perfect harmony,
Nothing works, and nobody knows why.

Literature


Anime

“Transmission from HQ.” -Com
“Read me the text.” -Spur
“Yes. Trample them. That's it.” -Com
“Well this is my first mission with Admiral Trife but I can see that his orders are nice and concise.” -Spur

RPG

Menoth “I'm right, you're wrong.”
Morrow “We could both be right, let's discuss this.”
Thamar “You're wrong because you are not me.”
Dhuna “Maybe you're right, but if you're wrong get it right next time round.”
Cyriss “The more like me you are, the closer to right you will be”
The Wyrm Ourorboros “If wrong then smash, If right then smash and eat”
Toruk “This is irrelevant”
“I knew we were in trouble, so I climbed up onto the top of the statue, dumped the whole bag of scorpions on Urur, and then jumped down on him with my spear pointed right at the top of his head.”
“Wow! That's one bold move! Did it work?”
“Not a bit. Broke my leg in two places and had to teleport before he bit me in half.”
-Sanssasplash the Slippery, Orren adventurer, talking to a friend (World Tree)

Game

Gamers in 1978: “The boss is super hard, guess I will change the code.”
Gamers in 1998: “The boss is super hard, does anyone have any good strategy to beat it?”
Gamers in 2018: “The boss is super hard, so the developers are sadists”
BACK OF THE BOX QUOTE: Losing is fun!
TYPE OF GAME: Sadistic alcoholic dwarf simulator
-Dwarf Fortress

MMO


FF14

[NOVICE]Erebeth Umara: My friend always used to say there are three types of levelling strategies
[NOVICE]Erebeth Umara: 1. Those that are impossible to actually follow IRL.
[NOVICE]Erebeth Umara: 2. Those that work whilst sober.
[NOVICE]Erebeth Umara: 3. Those that work while stoned out of your gourd.
[NOVICE]Erebeth Umara: I assume PotD falls under 1 & 3.
Average duty finder PUG-
'Stonerbro Potsmoke' The slowmo tank “I gotsta hit dis bong real quick bro!”
'Secksy Catbutts' The 13 y/o boy who plays the anorexic cat girl, and runs around like he forgot to take his ADHD meds “Gay! Suck! Fail! Penis!”
'Catbutt Secks' The counter part to the last titstick
The Catbutt twins will Leeroy Jenkins a room before Stonerbro even realizes he's been moved into a dungeon, much less added to a party.
Catbutt twins are now running around in a circle shouting “Gay! Tank Sucks! LOL! Penis!”
Stonerbro is following them Benny Hill style “Stop movin bro! I can't move and attack bro!”
I get frustrated chain cast heals till I get all agro and just stand in one spot healing myself while Stonerbro and the Catbutt twins dps everything down.
Catbutt Twins- “Lol! CNJ Suck! Tank Fail! Penis!”
Stonerbro- “wtf bro! lemme tank bro!”
“I prefer to tank, but every once in a while, I'll heal or dps. Frankly, I play all the classes because if there's one thing I've learned from trying to teach other people the mechanics of a class, it's that you never want to hear the words “You don't play this, so you don't know”, so yeah, I play everything. I don't know if I have a SINGLE horror story, but just a list of things that I, as a tank, when healing, I cringe and cry when I see it happen. Here are a few.

1. The tank throws on a defensive debuff before pulling. I hate this. I’ve already thrown out stoneskin or Adloquium, why do they need to waste 3-5 seconds of Rampart or Foresight for?

2. Flash, or lack there of. This one is just common though, so common, I’ve started doing what many healers do, no heal until a little bit of aoe agro gets established. MANY a tank hath fallen to the mercy of my wrath. What’s great is in most of these cases, the dps pick up at least two mobs, and I can easily heal through the rest.

3. The tank doesn’t move out of orange cones and circles. An occasional one, that’s fine. But if you’re going to yank together two groups of enemies and stand in the fire while I’m level synced, you’re about to learn all about how I think you’re an idiot. I expect to see movement, or your butt is hitting the pavement.

4. Melee DPS who do the same thing as above. Again, an occasional accident, I’ll forgive, but if EVERY Aqueous Discharge hits you, then I’m probably gonna finish off your last sliver of HP.

5. Range DPS that stand in melee and also do the same thing as above. You are a ranged attacker. There is no reason you should be able to AA the mobs with your staff… back up! If the melee dps are squishy, then your cloth covered rear is gonna be a great big pin cushion.

Generally speaking though, I prepare for these problems. In higher content, I run WHM, where 9 times out of 10, the people I am playing with are a bit more competent. Lower stuff, I go SCH, because if nothing else, I know my fairy can at least take a hit, and hey, 2 healers for the price of one.”

Misc

No, Moslems don't believe that Jesus was the messiah.

Think of it like a movie. The Torah is the first one, and the New Testament is the sequel. Then the Qu'ran comes out, and it retcons the last one like it never happened. There's still Jesus, but he's not the main character anymore, and the messiah hasn't shown up yet.

Jews like the first movie but ignored the sequels, Christians think you need to watch the first two, but the third movie doesn't count, Moslems think the third one was the best, and Mormons liked the second one so much they started writing fanfiction that doesn't fit ANY of the series canon.

-RandomFerret

TF