All posts by amuseum

Tiffany Lau

Tiffany Lau

Miss Hong Kong 2016 1st-runner up & Miss Photogenic

Damn it was love at first sight when I saw her during the 2016 Miss Hong Kong pageant on TVB. Out of all of dozens of contestants, she was the only one that stood out for me. She just has this shining aura of beauty and magnetism that makes my eyes glued to her. Probably the last time I went this head-over-heels for HK celebrity is Kate Tsui, winner of 2004 Miss Hong Kong & Miss Photogenic.

Tiffany was only 19 when she ran in the beauty pageant, so she has a lot of potential in the upcoming years. She is already heavily favored by the TV station and gets many opportunities to appear on screen as host, variety personality, and actress. I very much look forward to many years of her development, appearances, and popularity.

Tiffany constantly updates her social media news. You can follow her at Instagram and Facebook

My NBA All-Time Dream Team

Team #1

PG – Stephen Curry
SG – Michael Jordan
SF – Lebron James
PF – Tim Duncan
C – Wilt Chamberlain
Coach – Phil Jackson

All of them excel at both offense and defense. All of them are winners and team players. There is nothing this team can’t do.

Chamberlain, Jordan, Curry led their teams to record-setting wins per season. Duncan also posted several 60+ wins seasons. Amazingly, they perform even better during the playoffs, when it counts.

Offensively, this team is a beast. Combine for 19 times scoring champions: Jordan 10, Chamberlain 7, James and Curry 1 each. Jordan, James are the most efficient players in the game. In terms of PER, Jordan #1, James #2, Chamberlain #5, Duncan #13, Curry #20.

Curry is the best shooter ever. He’s a real threat at the perimeter, dropping 3s like nobody’s business. Jordan, James are decent enough at 3s; they shoot better during playoffs. With practice and adjustments, James can be a reliable 3-point shooter. Even if they miss, they can rely on Chamberlain to get the rebound; he owns the career rebound record, plus 11 rebounding titles.

Defensively this team are serious contenders. Combined All-Defensive First Team 24 times. Jordan 9, Duncan 8, James 5, Chamberlain 2. (This award only began 5 years before he retired.) Combined 4 times steals leader: Jordan 3, Curry 1. Duncan is all-time playoffs block leader by a good margin, and 5th in regular season. (Chamberlain retired before they started recording blocks, but he would’ve been up there.)

Hierarchy: A Magic Variant

Rarity Matters = ‘Hierarchy’

Consider that 60 cards is same amount as four 15-card booster packs. Then consider the rarity of the cards you’ll get from opening those fresh packs.

With four packs, you get 1 mythic, 3 rares, 12 uncommons, and the rest commons. These new rules similarly restricts deck building by following the same ratios for a minimum 60-card deck. A deck can have any amount of commons and Basic Lands.

Additional rule: no more than three (3) copies of any card except Basic Lands.

Each additional 15 cards in your deck beyond 60 cards grants another 1 rare and 3 uncommons. For each additional 60 cards of your deck size, you may include a mythic instead of a rare.

You can trade from higher rarity for same ratio of lower rarity, or vice versa. That means you can omit 1 mythic for 3 more rares or 12 uncommons. Omit 1 rare to add 3 more uncommons. In reverse, you can trade in 3 uncommons for 1 rare or 12 uncommons for 1 mythic. Likewise, trade 3 rares for 1 mythic. Fill vacancies with commons or basics.

A card’s rarity is based on its latest printing in a core, expansion, or draftable set that are legal for that format. This includes supplemental draftable products like conspiracy and masters.

These rules can be applied to official and unofficial formats. So you can have Hierarchy Standard and Hierarchy Modern, etc.

12 Jungian Archetypes

Mind Body Soul
Ego Creator Warrior Jester
Freedom Explorer Lover Rebel
Sage Caregiver Companion
Order Magician Ruler Innocent

The 12 Common Archetypes were conceived by Carl Jung to describe the common personalities and drives in all people.

This table attempts the fit them into my trinity mind/body/soul RPG system. This chart can help better define the roles and personalities of NPCs in the story.

Continue reading 12 Jungian Archetypes

Sushi Go Party Review

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Sushi Go Party Review
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Final score:
3.5 / 5
Verdict:
Chaotic party game but lacks long term addiction.

Gameplay
——–

Pros
—-

Easily accomodates up to 8 players.

The game is easy to pickup even for children at 9 years old.

Good variety of cards to promote different styles of gameplay and strategies.

Fun theme with pretty cards.

Cons
—-

There are some annoyances with the game, but ultimately it lacks an addiction factor that makes you want to keep playing.

Too much shuffling.

Poor quality of cards.

Tedious to swap and organize all the variety of cards.

Lack of crescendo from beginning to end.

Difficult to keep progress of who’s going to win.

RPG Combat — Additional Victory Conditions

RPG Combat — Additional Victory Conditions

It seems just about every RPG combat feels the same and one-dimensional. It’s all about damage, damage, damage. That also means support and non-damage abilities and roles are underplayed and unappreciated. You can see this problem in MMOs where high damage classes can level faster and solo better than support classes.

My suggestion is to provide an additional victory condition besides reducing the enemy’s HP to 0. Let’s call this willpower (WP). You can win a battle by reducing all the enemies’ HP and/or WP to 0.

WP is mainly interacted with typically “support” and non-lethal actions. One method to reduce enemy’s WP is with debuffs (e.g. sleep, stun, charm) and to raise (heal) your WP with buffs. When a character’s WP is reduced to 0, it is removed from combat.

HP and WP can coexist to provide two different paths to victory and to balance the play styles. Whether you like to hack and slash, or you prefer to demoralize and paralyze your enemies.

What do you think about non-damage win condition? Can this work? How do hybrid classes fit in all this?

Fundamental Flaw of Civilization 5 & 6

Fundamental Flaw of Civilization 5 & 6

My insight on why Civ 5 & 6 are boring and shallow games as first posted on Civ Fanatics.

Post #1

These arguments about units per tile really miss the real fundamental flaw with Civ 5 and 6: lack of city micromanagement. Once they removed attention from the cities, all you’re left with is unit simulator. That would exacerbate any unit/tile system flaws.

In older games, including 1-4 and Civ Rev, I would give so much care and attention to my cities. Every turn I would fret if they have enough yields and the right amount. Whether I should have extra food or extra production. This seemingly minute dilemma made a huge impact on how much I care about my cities and my civ.

Unfortunately, they essentially removed all city management from 5 and 6. So that I no longer care about my cities, what their output is, what tiles surround them, etc. I used to spend over half the turn in the city screen in older games; now they’re just bothersome reminders. I just don’t feel the connections with my cities anymore. They’ve become sideshows to the tedious shuffling of units. 99.99% of the turn is wasted shuffling units like they’re so fragile and be stepped over.
Continue reading Fundamental Flaw of Civilization 5 & 6