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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)PL
Posts
38
Comments
512
Joined
2 yr. ago

  • Like:

    • Decentralized system that limits abuse
    • Great customizaion
    • It works (unlike much of the competition)

    Dislike:

    • Lack of even remotely niche content (aside from Linux and infosec content)
    • Generally very pessimistic userbase
    • Lacks polish and features in many areas
    • Currently trends towards extremist echo chambers - the fact that .ml (an instance known for banning criticism of violent, racist, authoritarian governments) is one of the biggest instances, is a good example of this.
    • tends to be extremely hostile to any sort of monitization, regardless of the quality or cost to produce content
  • Yeah, that sounds very similar in strategy. TTT is a deception game built on top of the fps video game, Counter Strike - its a pretty typical deception game, one team of innocents with a revealed detective role, and a few hidden traitors amongst them. The main difference compared to a lot of deception games is just that everyone will have weapons and can kill others at any time, often in a fraction of a second. Because fights are so short and bloody, everyone is typically extra jumpy and information that would normally be obvious is easily lost, which makes it perfect for exactly that sort of manipulative play.

  • Any good play in a deception game - esspecially an open-ended one - feels so bad.

    In particular, the example that comes to mind is when you create an alliance with a friend in TTT with you as a traitor and them an innocent: manipulating them into killing a bunch of their friendly innocents with you, before you shoot them in the back of the head to win the game.

  • Even with Ana, while it was the peak of Overwatch's healers, had a lot of the same issues, esspecially when it comes to juice, and feedback for impactful actions. For example, while your primary specialty was healing, the main feedback for that was your teammate's health bar going down slower, whereas if you decide to play selfish and shoot enemies, you watch their health rapidly tick down, they die, and you get a flashy kill reward and voice line. Even in terms of the OW1 medals, there was only one healing medal and like, 3 or 4 for damage. Despite healing being such a core part of the game, there's very little moment-to-moment "reward" for it.

  • Honestly, this just highlights how badly thought out the gameplay is for non-dps classes in a lot of games. So often, both the healer and tank are left as second-class citizens, as all the emphasis is put on killing enemies. For example, in Overwatch, while tanks and healers were effective, there was little depth and little reward in the role compared to DPS characters. Orisa was a dps who couldn't leave the objective and had to hit 'e' on the ground every few seconds. Mercy just followed someone around, with little agency of their own. Compare that with, for example, Junkrat, where you were encouraged to be flying around the map, bouncing grenades off walls to make yourself near impossible to hit while still killing dozens of enemies. Theres both more depth, and more frequent, significant gratification. This is a big part of why I like Dota - supports (tanks aren't really a thing in the same sense) have a whole separate game they tend to be playing to manipulate the map in their favour, and can still impact fights with a plethora of significant abilities that are flashy and impactful in their own right.

  • The system started to be phased out in the early 70s, with the last federally funded residential school was closed in 1996 (although there are also the issues caused by day schools to consider). There is absolutely still people around who had a significant part in the system, both in organization and administration, as well as staff directly in the system. To my knowledge, none, or nearly none have been prosecuted for their involvement in the schools.

  • Honestly, I think now is probably the best time in history for discoverablity by far. Things like YouTube have done a lot, but I think Steam has played a massive part. Compare it to most of the other options:

    Physical retailers tend to just be a wall of products, with the exception of games with a large marketing budget (esspecially those working out deals directly with the retailer) that often get special placement in their own shelf. Marketing budget is king, and everything else is hard to browse.

    Reviewers offer a bit of an advantage as they provide an easy way to assess if games are good or bad, but they are usually limitted in the number of reviews they can publish, and those reviews tend to go towards the games that get sent from powerful publishers or those with most hype, meaning it usually still comes down to marketing budget.

    A step up from that is most online retailers. Here, you have easier access to information about the games on display, and often have ways to sort by genre, price, or reviews. That said, a lot of emphasis is always placed on either the top grossing, games directly connected to the storefront owner, or games that directly buy space on the front page. This offers far more discoverability than anything that came before, but still tends to massively over-push higher-budget and/or higher-return games.

    Steam on the other hand, has put far more emphasis on featuring good games on their front page. You can't buy the space, Valve doesn't bias the store towards their own products as much, and revenue plays a generally smaller part in the algorithm. Instead, they have a much better personalized recommendation algorithm and more tools for customizing your storefront (such as blocking tags). On top of this, they have recognized that this isn't enough, and introduced a myriad of (often half-baked) additional discovery tools, such the the Discovery Queue, Curators, and the various festivals like NextFest. Sure, its not perfect, but I can consistent find new games I'm interested in, whereas on other platforms its barely worth trying. I think this is a big part of Steam's success that often gets overlooked.

  • Considering all the limitations, and the hyper-fragmented nature of the Fediverse, maybe it'd be worth adding a feature to "redirect" or "symbolically link" communities. For example, dota@nicheinstance.com would just open dota@lemmy.world (possibly with a notification banner or similar to clairify). Throw in some extra tools to improve moderation across instances and you'd have 90% of the benifit of "super-communities" without the complexity.

    I know you can do this by just making a locked community with a post describing this, but its a very clunky solution, and given how fragmented the Fediverse is, and how unlikely that is to change (given the structure) it might be worth having a dedicated method.

  • That article doesn't cover it, but the reason its called duck tape, is because its predecessor was made from duck cloth (a think fabric) with "duck" being a loanword from Dutch "doek". Modern duck tape was just an improved, standardized version of this fabric tape. Later on, "duck tape" was warped to "duct tape" for its common use on ducts.

  • I mean, If I wanted to be controlling everything with a mouse, I'd just sit at my desk. Unfortunately every other input method has near-zero support on PC at this point, even for a lot of the more open seas options. Kodi with a paid, illegal service was basically the only option I found, and I'd really rather not go down that route, esspecially when handing off this device to less tech-savvy family.