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Joined 1 year ago
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Cake day: June 23rd, 2023

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  • Pseu@beehaw.orgtoGaming@beehaw.orgLOL? lol
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    11 months ago

    I played a long while ago and a string of similar incidents eventually made me leave.

    I came back ~6months ago, and it was more chill, but still not great.

    I will say that if you’re in a group of 3 or more non-toxic people, you almost never get toxic players. Not only because you’ve only got 2 chances to roll low rather than 4, but also because they’re more aware that probably won’t get anywhere.





  • Prosperous Universe is quite different from a typical incremental game, but it scratches the same itch for me. The game is very complex, and other players drive the economy, leading to some price/availability unpredictability that is interesting. Gotta keep your bases fueled, but you also want to wait for prices to rise or fall, and potentially use your ships to trade at other markets.

    It’s quite nonlinear in progression and there’s a lot of ways to expand.


  • Well, the typical way of measuring q does measure the energy it takes to get the boulder up the hill, but not the inefficiency of the machine to get the boulder up there and the ineffency in extracting its energy as it goes back down.

    There’s a lot of unsexy research that could make fusion come a whole lot sooner. More efficient powerful lasers, better cooling methods and design for superconducting electromagnetics, more efficient containment methods and more thought on how to extract energy from the plasma efficiently, and then making it cheap enough to build and maintain that we can actually afford to build them.



  • If you have infinite inventory space, then you need a way to navigate through infinite items. Towards the end of the game, a player could easily have nearly every item in the game. For some games, that would be fine, but for many, that would make the list of items prohibitively long. Filtering and searching would help, but if you’re looking for an item that you forgot the name of, a search doesn’t necessarily do much.

    Then there’s balance reasons. Some games use their inventory system to limit the player, making sure they don’t start a level with enough health potions and grenades to cheese every fight.

    In survival games, a finite inventory sets the gameplay loop: you go exploring/mining and then return to base, drop off your stuff and head out again. It makes your base valuable, if only because that’s where you keep most of your resources and moving would be hard. It also gives the player a break from one task. I played a Minecraft mod that gave me an effectively infinite inventory. I went mining for so long that it started to feel like an awful slog. Because my mine shafts went on too long, getting back was itself a hassle. When I reverted back to a more typical inventory size, I could feel how a full inventory breaks up the grind and prevents mining from getting out of hand.



  • The person outright rejects defederation as a solution when it IS the solution

    It’s the solution in the sense that it removes it from view of users of the mainstream instances. It is not a solution to the overall problem of CSAM and the child abuse that creates such material. There is an argument to be made that is the only responsibility of instance admins, and that past that is the responsibility of law enforcement. This is sensible, but it invites law enforcement to start overtly trawling the Fediverse for offending content, and create an uncomfortable situation for admins and users, as they will go after admins who simply do not have the tools to effectively monitor for CSAM.

    Defederation also obviously does not prevent users of the instance from posting CSAM. Admins even unknowingly having CSAM on their instance can easily lead to the admins being prosecuted and the instance taken down. Section 230 does not apply to material illegal on a federal level, and SESTA requires removal of material that violates even state level sex trafficking laws.


  • I feel that the line is not nearly as sharp. I play a lot of freeform games for extrinsic reasons. Building a cool castle in Minecraft is probably an extrinsic motivation, for example.

    When I played Minecraft a whole ton, It was because I was on a server, and I was motivated by impressing my friends, a clear extrinsic motivation.

    In WoW, I’m largely motivated to master the game so that I can keep up with my boyfriend, running 20+ dungeons and Heroic (soon Mythic) raids. Another extrinsic motivation.

    Etterna, a rhythm game is probably my most intrinsically motivated game. I play it mostly because I enjoy the feeling of mastering a new skill. But even that is extrinsic to some degree, because what most clearly shows my skill? The game praising me with AAs and big streaks. I wouldn’t enjoy Etterna without those things, so I wouldn’t play a gradeless version.






    • Ori and Ori: Will of the Wisps. These games are beautiful and atmospheric. The story is basic, but it’s a world to get lost in.

    • All of the supergiant games (except for maybe Hades). So Bastion, Transistor and Pyre. Dripping with style, Bastion and Transistor have a pretty straightforward story, but it’s well told. Pyre’s story is a bit more complex, with a heavy focus on characters and your choices with them.