whats your opinion on the progression of this site over the last ten years?
Disclaimer that I was gone from December 15th, 2011 to September 28th, 2013 because I lost interest in the site, so any specific changes during this time, I cannot comment on.
apologies for text wall, but there's a lot I want to say about this site
Obviously, the activity level nowadays is far less active than how it used to be back in 2011 and so has the memberbase. A lot of the guys you and I probably remember are no longer here because of life, didn't feel the community cared for them or various other problems. Also the matter of Discord, Skype or whatever offline chat handles people use to communicate offsite; moreso the former.
Though one big change that has been noticeable is how much POLITICS has been around YCM, least since 2016 (and well, any hot button topics that are usually barred on other sites because of their divisiveness). The influx of political topics, among member reactions to them and the team's handling of the situation at times, did cause a few veterans to renounce this site and move on. To this day, Debates stuff still causes problems. That, and a few members who would've normally posted all around the place now just stick to one area.
Cardmaker's been broken since late 2016 and YCMaker still hasn't fixed things, so that may have had an impact on new member retention. Earlier in the year, we had a few vocal members demand that we fix the site, else they'd boycott it. As much as it sucks to say that we can't fix it without the admin, that's the truth. It hurts to admit it, but probably holding "CASUAL" Cards to similar standards in Advanced for a few years did alienate some of the new crowd who would've stuck around, even though it was done in part to remove the stigma that Pop Culture Cards could be designed properly and not just the random DBZ over 9000 cards or something. Right now, Casual does allow free design (you can literally make Joke Cards in there and not get scolded; only restrictions are anything that is against the rules.
(If anything, probably cardmaker being outdated and broken is a reason. Also because people probably just come here for the cardmaker and not the actual forum.)
As far as the member base is concerned overall and atmosphere, I think it was more supportive back then and gradually tapered off to where only 1-2 members actually care enough to welcome newbies on a regular basis. If I recall, some people said they like the amount of people we currently have on YCM at present (which isn't really a lot, and mostly people going in their usual areas without much branching).
There's also the issue of so-called "cliques" on this site, which generally are hard for newer members to get into and find a spot. In the context of card design and the game (speaking about YGO), there's that divide between casual and competitive players and a lot of times, stuff tends to go towards the latter. There isn't anything wrong with not caring about competitive nor being a hardcore tournament player, but you just cannot talk down to someone because they want to play a certain way that isn't ideal instead of what's dictated by the metagame / recent cards. Most of the new members likely aren't familiar with all these combos, nor do they want to deal with tournaments or want to play "monotone" strategies. Haven't seen it too much nowadays though, but it does occur.
Like I noted above, Discord did play a role in removing some of the activity that would normally be here; mostly because forums are pretty much old style and conversation is quicker. Some members did form their own servers (i.e. DP) because they just dislike the layout of forums in general [not specifically YCM] or the issues mentioned in previous section regarding cliques.
There's a lot of factors contributing to why the site isn't what it used to be, but in some facets, it probably did get better in a few areas. Tends to be rather slow nowadays, except in maybe Miscellaneous (or literal spam).
Would be nice to get an influx of new members, however we're not getting back the old wave of activity anytime soon.
Short version: YCM has its ups/downs, but from a personal perspective, I feel it more going down due to various circumstances that are either within control or outside of it. Cardmaker / site bugs aren't things we can really do anything about, especially because former is why new members probably come here for most part.
This is a series of cards I thought of based around the idea of a stereotypical high school ( the nerd, the jock, stuff like that ). They have a somewhat loose theme of returning cards you control to the hand, along with a beatdown focus with easy swarming.
Please leave your thoughts down below :D
Main Deck Monsters
High School Student - The Nerd
Level 2 / Light / Warrior / Effect
800 attack / 1200 defense
During either players turn, if this card is in your hand: you can target 1 “High School Student” Monster you control; return that target to your hand, then Special Summon this card from your hand. Once per turn, during either players turn: you can target 1 “High School Student” Monster in your GY; add that target to your hand, then you can return 1 Monster you control to your hand.
So basically we're ripping off the U.A. gimmick to an extent (though it does combo with Geek), so that's fine. Recycling effect is fine too, especially since the return thing is optional.
High School Student - The Geek
Level 2 / Light / Warrior / Effect
1200 attack / 800 defense
If a face-up Monster(s) is returned to your hand: you can Special Summon this card from your hand, then you can Special Summon 1 “High School Student” Monster from your hand. You can only use this effect of “High School Student - The Geek” once per turn. Once per turn: you can target 1 other “High School Student” Monster you control; it gains ATK and DEF equal to this card’s ATK and DEF, also Monsters you control cannot attack while that Monster is face-up on the field, except that Monster. These changes last until the end of the turn.
Seems alright for most part, as it does combo with Nerd to get two monsters out. Power buff is alright, but ultimately relies on you to make this guy bigger so the stats are larger when added on.
High School Student - The Emo Kid
Level 3 / Dark / Warrior / Effect
1000 attack / 1000 defense
If this card is destroyed by battle: apply one of the following effects depending on the amount of times “High School Student - Emo Kid” was destroyed by battle during this turn.
1+ - Special Summon 1 “High School Student - The Emo Kid” from your GY.
2+ - Special Summon 1 “High School Student - The Emo Kid” from your Deck.
3+ - Special Summon 1 “High School Student” Monster from your Deck, then you can destroy 1 card your opponent controls.
You can only apply each effect of “High School Student - The Emo Kid” once per turn.
Probably should switch the 1 and 2 effects, otherwise you'd end up needing Foolish or something to dump 1 so you can revive it and start the cycle. Other than that, should be alright. Destroying a card w/out targeting after 3 is fine.
High School Student - The Goth Kid
Level 3 / Dark / Warrior / Effect
1100 attack / 900 defense
If a Monster you control is destroyed by battle ( quick effect ): you can Special Summon this card from your hand. If a Monster you control is destroyed by battle while this card is face-up on your field, or if this card is destroyed by battle: apply one of the following effects depending on the number of times a Monster you control was destroyed by battle this turn.
1+ - Special Summon 1 “High School Student” Monster from your hand.
2+ - Draw 2 cards, then discard 1 card.
3+ - Special Summon 1 “High School” Monster from your GY, then you can send 1 card your opponent controls to the GY.
You can only apply each effect of “High School Student - The Goth Kid” once per turn.
Emo loves this card since it triggers with it. Otherwise alright, though chances are that you will only get the first effect off as opponent will probably destroy this first unless you protect it.
High School Student - The Popular Girl
Level 4 / Earth / Warrior / Effect
1900 attack / 0 defense
If you control no Monsters in your Main Monster Zones: you can Special Summon this card from your hand in attack position or from your GY in face-up defense position. You can only use this effect of “High School Student - The Popular Girl” once per turn. Once per turn, during either players turn: you can target 1 Monster your opponent controls; Equip this card to that Monster. Take control of any Monster Equipped with this card. The Equipped Monster is treated as a Warrior-Type “High School Student” Monster, also You cannot Summon Monsters while you control this Equip card, except “High School Student” Monsters.
Ohai Sky Striker activation condition. But yeah, taking control of an opponent's monster is always nice and all. Does the archetypal lock suck? Yes, but I think you should be able to manage otherwise. (Will need to see if any of the Links/ED in-archetype are semi-generic or whatnot)
High School Student - The Popular Boy
Level 4 / Earth / Warrior / Effect
2000 attack / 0 defense
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If you control a “High School” Monster: you can Special Summon this card from your hand in attack position or from your GY in face-up defense position. You can only Special Summon “High School Student - The Popular Boy” once per turn this way. Once per turn, if this card battles a Monster: you can return 1 “High School” Monster you control to the hand; return that Monster to the hand.
As it currently stands, the SS condition will be met most of the time given its internal SS effect and the amount of summoning you can do. Returning effect is fine, well, in the context of Geek triggering too.
High School Student - The Fat Kid
Level 6 / Earth / Warrior / Effect
2200 attack / 2500 defense
During your Main Phase: you can return 1 “High School” Monster you control to your hand; draw 1 card. You can only use this effect of “High School Student - The Fat Kid” once per turn. Once per turn, during either players turn: you can discard 1 “High School” card; Equip 1 face-up Monster your opponent controls to this card as an Equip Spell Card with the following effect.
The Equipped Monster gains 400 ATK, also it can attack twice during each battle phase. During your End Phase: return the Equipped Monster to the hand.
Draw power is fine and yeah, similar to Popular Girl, stealing monsters is fine. IDK, maybe both should target to be fairer, but then you lose out on handling problem bosses like Borrel or w/e got targeting protection. I suppose you use this to push late game if needed.
High School Student - The Bully
Level 6 / Earth / Warrior / Effect
2400 attack / 2000 defense
You can return 1 “High School Student” Monster you control to the hand to Special Summon this card ( from your GY ). You can only Special Summon “High School Student - The Bully” once per turn this way. If this card is Special Summoned: you can send up to 2 Spell/Trap cards your opponent controls to the GY. This card can make up to 2 attacks during each battle phase of the turn you use this effect. During the end phase of the turn in which this card battled: return this card to your hand.
In the past, backrow removal would be great; now, it's debatable. I'm iffy about the double attack on top of it just for removing stuff. A suggestion could be that the number of attacks it gets per turn from that effect if activated would be equal to the number you remove (similar to SSD with Tuners). It would just prevent you from getting double attacks with only one removal. Returning to hand is fine.
High School Student - The Jock
Level 7 / Earth / Warrior / Effect
2800 attack / 2400 defense
You can return 1 “High School Student” Monster to the hand to Special Summon this card ( from your hand ). You can only Special Summon “High School Student - The Jock” once per turn this way. If this card is Special Summoned: you can send 1 Monster your opponent controls to the GY. This card can make up to 2 attacks during each battle phase of the turn you use this effect. During the end phase of the turn in which this card battled: return this card to your hand.
See note about Bully and double attacks. At least it only sends 1 monster to the GY, but iffy on the double attack here too, even with the bouncing thing (in conjunction with Geek).
Extra Deck Monsters
High School Faculty - The Janitors
Link 1 / Earth / Warrior / Link / Effect
Link Material: 1 “High School” Monster, except “High School Faculty - The Janitors”
Link Marker: Bottom
If this card is Link Summoned: you can add 1 “High School Student” Monster from your Deck to your hand. You can only use this effect of “High School Faculty - The Janitors” once per turn. Once per turn: you can target 1 Monster this card points to and 1 card your opponent controls; return both targets to the hand.
Searcher is fine, and I don't really have an issue with this being a Kirin of sorts for the archetype. Lack of HOPT may be an issue, however it's dead outside EMZ and lacks protection.
High School Faculty - The Guidance Counselors
Link 2 / Earth / Warrior / Link / Effect
Link Materials: 2 Warrior Monsters
Link Markers: Bottom, Top
If this card is Link Summoned: you can Special Summon 1 “High School Student” Monster from your GY to your zone this card points to. You can only use this effect of “High School Faculty - The Guidance Counselors” once per turn. Once per turn: you can target 1 Monster this card points to and 1 Monster your opponent controls; the ATK of your opponent’s targeted Monster becomes equal to the ATK of your targeted Monster -500.
Personally dislike the Top arrow, but if you can pull it off in the EMZ, supposedly you can deal with 2 of your opponent's monsters at once assuming they are at this card's arrow. But otherwise, it just softens stuff up. SSing is fine, but again, you can only do it while this is in EMZ, because you can't in Main Monster Zone because monsters SS'd from GY, even if Extra Deck, don't go to the EMZ.
High School Faculty - The Teachers
Link 3 / Earth / Warrior / Link / Effect
Link Materials: 2+ Warrior Monsters
Link Markers: Bottom Left, Top, Bottom Right
If this card is Link Summoned: you can target 1 “High School” Monster in your GY; add that target to your hand, and if you do, set 1 “High School” Spell/Trap card from your Deck to your field. You can only use this effect of “High School Faculty - The Teachers” once per turn. Your opponent cannot destroy “High School” cards you control with card effects. Once per turn, during either players turn: you can return 1 other “High School” card you control to your hand; return 1 card your opponent controls to their hand.
Effect protection is fine and the on-summon thing works enough to set up plays. Bouncing effect is somewhat concerning here because this is giving your monsters the pseudo-Majespecter treatment (and most removal does target). Should probably be hard OPT to fall in line with that. Not as easy to summon as Kirin, yes (well, comparatively, given P-Summoning vs Links), but you get it.
High School Faculty - The Principal
Link 4 / Earth / Warrior / Link / Effect
Link Materials: 2+ “High School” Monsters
Link Markers: Bottom Left, Top, Bottom, Bottom Right
Must first be Link Summoned. If this card is Link Summoned: you can Special Summon 1 “High School” Monster each from your hand, Deck, and GY or banished cards. “High School” cards you control cannot be targeted by your opponent’s card effects, also your opponent’s Monsters cannot attack, unless they are attacking this card. If this card is sent to your GY: you can target 1 other “High School” Monster in your GY; Special Summon that Monster. The Summoned Monster cannot be destroyed by battle or card effects during the turn it is Summoned.
Iffy about this being an attack lock card, especially when it forces them to ram into a 3.2K monster that generally has targeting immunity from its own effect (or Teacher). This is also in conjunction with this being Trident Launcher of sorts on summon without the restriction. Granted, it does require more effort / has more restrictions on requirements, but likely should have a OPT. Last effect is fine, but may need a limiter on it too (not that you'd ever make 2 of these, but it's likely possible).
Spells and Traps
Building the High school
Spell - Normal
Add 1 “The High School” from your Deck or GY to your hand. If a “High School” card(s) you control would be either destroyed ( by battle or card effect ) or banished while this card is in your GY, you can banish this card from your GY instead.
Searcher and destruction protection is fine.
The High School
Spell - Field
When this card is activated, add 1 “High School Student” Monster from your Deck to your hand. All “High School” Monsters you control gain 200 ATK. Once per turn: you can Special Summon up to 2 “High School Student” Monsters from your hand. You cannot Special Summon Monsters from your Extra Deck during the turn you activate this effect, except “High School Faculty” Monsters. You can only activate 1 “The High School” per turn.
Search power is alright and the SSing effect is fine. One concern may be to require different names, but looking at the Main Deck stuff, it shouldn't be too abusive in multiples (also likely you won't have 2 copies in hand).
Transferring to the High School
Spell - Normal
Apply one of these effects. If your opponent controls more total cards than you do ( in their hand and on their field ), you can apply both effects in sequence.
Send 1 “High School Student” Monster from your Deck to your GY, then if your opponent controls more Monsters than you do, you can send 1 more “High School Student” Monster with a different name than the first Monster from your Deck to your GY.
Add 1 ‘High School Student” Monster from your Deck to your hand with a different name than all of the Monsters in your GY and on your field.
You can only activate 1 “Transferring to the High School” per turn.
Ohai Dragon Shrine for the archetype. But yeah, this probably sets up stuff like Emo to trigger off and other targets Principal can summon out. Search effect is also fine early game; less so late because you likely have a ton of monsters and options become limited.
High School Recycling Assembly
Spell - Normal
Apply one of these effects
Target 3 “High School” cards in your GY; Shuffle all of them into your Deck, then draw 1 card.
Target 5 “High School” cards that are either banished and/or are in your GY; shuffle all of them into your Deck, then draw 2 cards.
You can only activate 1 “High School Recycling Assembly” per turn.
This one is fine, considering the amount of stuff you likely will be sending to the GY; also makes Transferring easier to trigger because less monsters on field / in GY,
High School Dress Code Assembly
Spell - Quickplay
Target 1 “High School Student” Monster you control; this turn, that Monster is unaffected by cards effects, except the effects of “High School” cards you control. If you Special Summon a “High School Faculty” Monster while this card is in your GY: you can set this card from your GY to your field, but banish it when it leaves the field.
High School Pranks
Trap - Normal
Target 1 “High School Student” Monster you control and 2 cards your opponent controls; return those cards to the hand. During either players Main Phase, except the turn this card was sent to the GY: you can banish this card, then target 1 “High School” Monster you control; return that target to your hand, and if you do, Special Summon 1 “High School Student” Monster with a different name than that Monster from your Deck.
It's a nice form of removal for most part. Yes, it targets and on a Trap, but it's still fair enough to do whatever. GY effect is alright.
High School Partner Projects
Trap - Normal
Special Summon 1 “High School Student” Monster from your hand, then you can Special Summon 1 “High School” Monster from your GY with a different name than the Special Summoned Monster. During either players Main Phase, except the turn this card was sent to the GY: you can banish this card from your GY, then target 1 “High School” Monster in your GY; Special Summon that Monster to your field.
Seems alright, though issue is summoning Principal right after the student (and taking into consideration Jock/Bully; moreso the latter). May need hard OPT somewhere, but up to you where it's best placed. GY effect is fine.
Self Acceptance and Love of the High School Students
Trap - Counter
When your opponent Normal or Special Summons a Monster(s): you can return “High School Student” Monsters you control to your hand equal to the number of Monsters your opponent is Summoning; negate that Summon, then banish those Monster(s) face-down. You can only activate 1 “Self Acceptance and Love of the High School Students” per turn.
At most, you can banish 5 if opponent is going full-on Pendulum or Soul Charges, but that also requires you to have that many as well. On a regular basis, you'll probably deal with 1 or 2, which you should normally have. Also Geek triggers. Summon negation is fine, but really situational (though the uncertainty isn't really high in most cases).
I know Dova and I told you this in status, but try posting parts of this first, then add on later after critique and whatnot (as this is quite a bit).
Given the subject matter and how people normally react to this, I'm leaving this warning for everyone else.
Behave yourselves in this thread, or else you shall be punished accordingly.
As far as my opinions on this topic are concerned, the Jewish population in this country is plagued by the fact that they are who they are, and there exist anti-Semites who want to kill them for that purpose (i.e. neo-Nazis). We all should've heard about the Pittsburgh shooting and the gunman blatantly said "I wanna kill Jews". I don't recall any other incidents by name off top of head that involved anti-Semitic acts, but things exist.
If you remove the anti-Semitism from this, they seem to be doing alright for themselves and not causing issues on their own.
I may be wrong on this, because there aren't many Jews in the central Pacific (barring that one governor we've had), so I cannot say if they got internal problems on their own, or that they're targeted by racists just for being who they are.
Like Darj already mentioned, this being a LIGHT banish equivalent of Dark Armed isn't exactly doing this card any favors. However, just so you don't get chewed out for doing this, yeah, it only hits monsters.
Functionally, is this a better DAD? It only hits monsters, yes, but nowadays backrow tends to be marginal / not as prevalent as before so only monsters isn't functionally worse. It banishes too, so avoids the GY triggers and whatnot. Granted, you could just make a Lightray like Darj suggested (though you can probably leave the effect as-is, barring making it an OPT). I would've said "go make this a Metaphys", but Armed Dragon already got one as a vanilla.
It's your choice on how to go through with any changes.
To be fair, all of those old Attribute boosting Fields are outdated now and Pyros usually got short end of the stick otherwise.
As far as this goes, the boost is generally fine if you can mill enough of them or get them in GY fast enough to make a difference. This card's excavation thing sorta helps them in conjunction with the revival effect, but that's it. Other problem is what Pyros are even worth using or can be revived (Infernal Flame Emperor, y u only NS'able?) As far as the stuff you linked to are concerned with this, they could use a bit of support here and there. Not enough to push them to modern levels of playability, but getting there.
Once per turn: You can add 1 card that specifically lists "Legendary Flame" in its text from your Deck to your hand. If this card is Tributed for the Ritual Summon of a "Legendary Flame" monster, place 3 Spell Counters on it when it is Ritual Summoned.
Legendary Flame Invoker
Level 4 | FIRE | Spellcaster | Effect
Once per turn: You can Special Summon 1 "Legendary Flame" monster from your hand, except "Legendary Flame Invoker". If this card is Tributed for the Ritual Summon of a "Legendary Flame" monster, that monster cannot be destroyed by battle.
Legendary Flame Necromancer
Level 4 | FIRE | Spellcaster | Effect
Once per turn: You can Special Summon 1 "Legendary Flame" monster from your GY, except "Legendary Flame Necromancer". If this card is Tributed for the Ritual Summon of a "Legendary Flame" monster, that monster cannot be destroyed by card effects.
Legendary Flame High Lord
Level 10 | FIRE | Spellcaster | Ritual | Effect
You can Ritual Summon this card with "Incandescent Cycle". Each time a card or effect is activated, place 1 Spell Counter on this card. Once per turn: You can remove the following number of Spell Counters, then apply the appropriate effect.
- 3: Destroy all other monsters on the field.
- 5: Destroy all other cards on the field.
- 10: Destroy all other cards on the field, and in both player's hands.
[Wording may need work, but you get what this does.]
This card can be used to Ritual Summon any "Legendary Flame" monster. You must also offer monsters you control or from your hand whose total Levels equal or exceed the Level of the monster you are Ritual Summoning. While this card is in your GY, your opponent cannot activate cards or effects in response to the activation of a Ritual Monster's effect in your possession. During the start of the next turn after this card was sent to the GY: Shuffle it into the Deck.
Would be nice if we got the Battleguard stuff from ARC-V besides King as then you'd actually have something resembling a Deck skeleton, but we don't. Also promised to review these a while back, so yeah, here you go.
Training Grounds is fine, though as things currently stand, you literally only have the original two and King and mostly reliant on the former. Yeah, it gets you Tributing fodder, but that's all it does.
Junior does what it needs to as a searcher and no one's complaining about free Battleguard King from Deck (well, you gotta Tribute stuff though). I do think you could just leave the hard OPT off as Battleguards really aren't going to become a Deck until more cohesive support comes out (or the originals get retrained).
Fury is alright, but relying on the original Battleguards isn't doing much favors for it usability-wise; effects are otherwise good.
Rampage is fine, however similar concern with Fury requiring Lava/Swamp.
Friendship can get away with the effect it currently has, taking into consideration that Battleguards are still nowhere near developed (even if you wanted to add the anime-only stuff). Draw effect is fine as-is.
You already know this, but yeah, this thing needs to actually survive the Battle Phase in order to Link Summon. Granted, you could probably use Dark Door or something to limit the attacks and prevent this from running out its protection, but then you're only getting a Link 2 at best [not that it's a bad thing]. Anything higher, and you'll probably have to find some other way to pull it off without it dying.
It's a cute form of removing monsters for stuff, but in practice, might not yield more than the aforementioned Link 2 stuff.
I'm going to assume actual Flip monsters with the subtype instead of the ones that trigger when they are Flip Summoned or something.
As for how this card is going to function competitively, I don't know if Shaddolls (for lack of actually good Flip decks) need this (though I suppose retrieving ED materials wouldn't be too bad) and Krawlers are iffy. Only other Flip decks that are worth mentioning are Subterrors (albeit their good ones are Level 7+ and they got their own setup cards over this) and I guess Tarotrei/friends, but they're not doing much now. Tindangles might appreciate the added speed and all, but that isn't saying much for them.
Of course, if he did intend for it to trigger on stuff that can flip self up/down and isn't an inherent Flip monster, then it might be doing things, but still not doing any favors for them as a whole (mostly because all of the valid targets aren't exactly good by modern standards).
I should've gotten the bulk of my coursework for the week dealt with, so will see what can be done with yours. Also need to remind self that I think Seraphim also asked for a review earlier in the week, but couldn't do it because of reasons.
Not that I have a low self-esteem, because I don't, but what do you think of a certain Jamaican skeleton that escorts the dead into the afterlife?
Can't say I know who you're asking about (unless it's you as it's been a long time since I even watched Grim Adventures), but neutral otherwise.
Please give me an opinion :D
At least you're somewhat helping to keep Advanced alive to an extent.
Like I've told you before, might want to cut down on posting large sets all at once as people are usually less inclined to review everything. Though, this isn't just limited to you; a lot of new members do this. Also things about OCG/grammar, but that's minor.
Hopefully you can stick around for the long run.
That's probably creative.
If kids don't want to watch politics, free flash drive to store other stuff on. (Though, do little kids really have much use for a flash drive as high schoolers / college students would?)
1. Spelling/grammar, though at this point, I should be very good at this considering the technical reports / essays I've written. I'll admit in the past that some punctuation and stuff was off, but obviously it's gotten better.
2. General length, I guess. (I tend to write a lot, though that in itself is a blessing/curse)
3. Ideas, albeit creativity at a lower level than it should be.
4. World development doesn't seem too bad here, even if it is just idealized versions of existing locales.
1. Character development in the sense that I don't exactly flesh out their character right and/or ends up being cliche / probably OP'd in the universe for main characters. As a whole, I think some of mine are too one dimensional (though I'd like to think that I try to give female characters enough spotlight instead of the stereotype that persists in certain franchises).
I know earlier on in my offline fic (which I've been writing since 2010, off/on due to life) that I omitted a ton of details that were expected to be looked at during the overview for introducing characters.
2. I write self into corner too much with introducing too much stuff and then having to clarify it later with a back arc / side chapter. This likely leads to lack of ideas or why I don't continue writing on a regular basis (real life stuff notwithstanding).
3. Lack of originality.
Le's face it, my offline fic is really just a 5Ds spinoff thing with Naruto/Pokemon stuff, but obviously we're three generations ahead and stuff was much different at the time. It isn't really an original, though the storyline is different enough. (IDK, I suppose you can ask me about it via PM if interested)
Might have to check if I still have my stuff from ENG 100 / 273 because those were creative writing courses for most part.
4. Descriptions need some work (or in the sense that I need to remember that unless I provide visual cues/pics, this isn't like reading manga or watching anime).
5. I write too much and chapters end up long. IIRC some of my fanfic chapters average around 10-12 pages or somewhere between 4-5K words, and takes a while for me to finish it.
(You guys already know how much I write text walls)
So yeah, I have more flaws as a creative writer than I do with strengths. I don't think stuff like length is a negative side effect of having to write technical reports (which are long by nature), but who knows?
Alright, time to reply to stuff (since I couldn't do it on break yesterday because of things)
oh and I'd like an opinion too while I'm here.
I have to commend you for always having a reaction GIF to everything. Can't say much about music choices as I usually don't check Music.
For other stuff, I really don't know what to say about you at this point, considering you and I rarely talk nowadays (if at all). I do appreciate you wanting to offer your services to the team again, however like I mentioned at that time, we aren't actively searching for any. Also depends on you if life will give you time for it.
Suppose you're still alright and still in the group of members who hasn't caused trouble on the site.
(Also something about having a nice beard iirc)
Opinion on the types of engineering and your thoughts as to why you chose civil. Also, I know we've been civil with each other (Ha!) but I'd like your thoughts on myself and our current mod/member relationship.
1. Civil technically has more jobs available (and career stuff), so that's mostly why I ended up in CEE (though here, it means Civil and Environmental Engineering). I might not like it at times (especially with courses being once a year at times), but just gotta clear the 400-level stuff I need to deal with and I'm done.
Mechanical isn't too bad though, but requires a lot more of the advanced physics stuff (electronics). I only needed general physics (w/calculus applications) to take the bulk of stuff on my schedule.
Electrical would be useful if you end up working at power company or something, or deal with circuits. IDK how the EE program is at UH, though I did have to take one EE course (programming in C).
2. I don't really have any gripes about you.
Maybe the only concern I have is you getting too heated in Debates topics, though I am fully aware that certain topics are more personal to certain users because it affects them more.
Oh right, and because it's Halloween (albeit late already), if you guys want one of my Halloween personas to give opinions on stuff, yeah, it's doable for the next day or something.