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  • It is interesting to me that the chorus always talking about "switching" to piracy after every incident is also intimately familiar with piracy already. Almost as if it's just people who already pirate talking to each other about how hard they are going to pirate. Meanwhile general audiences don't care.

  • Precisely. There are games where random factors like a particular loot drop, or doing well in an early battle thanks to random critical hits, or a good randomly generated starting point all determine if the game is reasonably beatable, or if you end up softlocked.

    There are other games with certain, let's says pranks, played on players with one hit kills that can only be avoided with foreknowledge. In modern games, at least these pranks are made shortly alter save points or there is a Dark Souls like way to regain equipment/progress. In a lot of older games, the player is forced to restart a big chunk of the game. At that point it becomes a test of patience rather than skill to replay the same level over and over.

  • 2real5me

    Jump
  • Skills based resume format rather than a chronological format. If they still ask just say the intervening years weren't relevant to the position.

  • How could mods ban all the bots posing as human users?

  • The comment I replied to said the spike was due to woman's programs being defunded. I don't know if it was that, or covid, or something else. Right now it appears everyone is speculating the reason. Some detail, specifically some from the article would have been helpful. In its face, the article is blaming a 2021 law for a rise in mortality between 2019-2022, despite the mortality rate declining overall after the law went into effect. I don't think that's the whole story, but the article seems to gloss over it.

  • I really wish the article talked about those years rather than just comparing 2019 to 2022, given that 2022 is a drop compared to 2021. Or if the article had showed the same chart with national data of those same years 2019-2022 for a good compare and contrast visual to show the national mortality rate climb and then post-Covid drop. As it is, the law goes into place and then mortality rate drops, which could easily be a talking point in its favor, even if it may be a deceptive point. By not addressing that, and instead glossing over the article seems incomplete.

  • But then overall mortality went down in 2022 compared to 2021?

  • What is going on here? The laws came into place in September 2021, but mortality was already climbing from 2019-2021. What was going on those years to cause this? Then a sharp decline in mortality between 2021 and 2022 for two of the three groups.

  • Wasteland 3 is a good CRPG style game with modern presentation. There is backstory from the first two games, but the third one is self contained enough that you won't be confused by the story.

    I think making regions safe is a great idea but I would want it tied to a challenging side quest. Like maybe you can intentionally fight a harder version of an area’s enemies to make it safe?

    That's one way to tackle it. The point is that there is something to prevent the experience of being super high level and getting mugged by guys with rusty shivs. I'm throwing out many ideas, which could be refined by specific games.

    When it comes to random mobs, a game which relies on them is Kenshi, as an example. Without wandering random mobs to encounter, the game loses a lot of flavor. Kenshi does a few things uniquely, with the main one being that many random encounters that end in defeat don't end in death. Rather than it being a case where a random mob annoyingly forces a start from a previous save, Kenshi can often be played past the defeat with the player now enslaved, in jail, or injured. The emergent story telling from those fights is what makes the game.

  • Not every design choice fits every game (obviously). With that in mind, rarely is any specific design choice always 100% good or bad.

    I think rather than just taking a vote, it is more useful to think about what makes a good random encounter, and what kinds of game designs work well with them.

    I enjoy CRPG styled games. Often in these random encounters happen when moving through an overworld. This kind of design doesn't disrupt exploration, since once it is over, you continue on your way. It does disrupt when you are going between known points and just trying to tie something up. That can be annoying. Ways that I think can make random encounters enjoyable for CRPG styled games:

    1. Not every random encounter has to be combat. Some can be combat, some can be social, some can be vendors, and some can just be flavor. Non-combat encounters can be used as sort of optional bonus content for players to learn about the lore or explore, and they might even feel special since it is a random occurrence the player gets.
    2. The ability to put points into some kind of skill that gives the player the option to avoid a random encounter and/or start a combat encounter with a bonus.
    3. Encounters should be tied with regions of the overworld in a way that makes sense. Put tougher encounters in endgame areas to discourage players from poking around too early. Make encounters in certain areas tied to the main faction or location in that area.
    4. Ease up on certain kinds of encounters as the game goes on, so they don't outstay their welcome. For example, in the early game if there are lots of low level bandits attacking in random encounters, it can be fun, but it gets old once you are powerful enough to rip through them and are just trying to get bigger things done. Solve this by, for example saying that routes between major hubs are secured thanks to player actions. Now the player can travel between main routes without getting hassled.
    5. Be very thoughtful about combat random encounters triggered by NPCs after the player due to player actions. These tend to be more annoying since these are usually higher level NPCs that pack more punch. Making their appearance totally random can be very annoying. It also often feels like a grind if the encounter happens repeatedly. I would prefer the consequences of player actions to firstly always be telegraphed so they know a certain action means a revenge squad is after them. Second, I would prefer this encounter to be scripted- either concretely in a specific location where the game knows the player hasn't yet been by virtue of the trigger happening while certain areas are still locked by the main story, or in a floating fashion where one of various possibilities is chosen by the game based on whatever triggers first. Once the player defeats whoever is after them, they should never be chased by an identical kind of threat.

    These are all CRPG ideas, but I think mostly translate to action RPGs conceptually.

  • It is an RPG that has blurred the line into FPS with its mechanics to the point where it has so much of both that trying to put it into a single category is pointless.

  • Microsoft was always cold blooded, you probably just weren't aware of it. Microsoft lost an anti-trust case and was almost broken up in 1998 for its practices, but appealed and came to an agreement with the government.

  • I will download YouTube videos and manually snip the ads out myself if it comes to it.

  • FART MONSTER TWO K

  • Just recently had a work emergency pop up during my scheduled time off. Not PTO, just time I wasn't supposed to be working. The first words out of the boss when he came to ask for me to take care of it were "If you say 'yes' I'll pay double time for all of it." I like being at a place that understands how to motivate properly.

  • 09/12_20/30_2024/inf

  • Bloodborne, Dark Souls 3, and God Of War. The genre just isn't for me. I am bad at, and get frustrated with trying to get perfect timing against enemies to trade melee attacks. Simple as. The genre isn't inherently bad, but I recognize when something isn't for me.

  • Risa @startrek.website

    Damn it, Jim.

    cats @lemmy.world

    I disrupted the vibe.

    Risa @startrek.website

    Force must be applied without apology - It's the Starfleet way.

    Risa @startrek.website

    The Picardo has spoken

    cats @lemmy.world

    This blanket was made for me! It’s my blanket!

    Risa @startrek.website

    Oh boy I love watching the adventures of Jainway

    cats @lemmy.world

    Orange

    Games @lemmy.world

    What a random person on the internet thought of Grant, Lee, Sherman: Civil War Generals 2

    Risa @startrek.website

    Battlestar Voyager

    cats @lemmy.world

    No reception

    Risa @startrek.website

    Get your spooky on

    Videos @lemmy.world

    The Endless Riddle of JonBenét Ramsey, by Matt Orchard

    cats @lemmy.world

    Update on the shark situation

    cats @lemmy.world

    This is their getalong shark

    cats @lemmy.world

    I was going to paint some miniatures at my desk.

    Games @lemmy.world

    Here's what a random person on the internet thought of Lords Of The Realm 2

    Games @lemmy.world

    Here's what a random person on the internet thought of Frontlines: Fuel Of War

    pics @lemmy.world

    Lake in São Miguel Island, Azoras.

    Videos @lemmy.world

    The Weird World Of Cults, by Matt Orchard

    Videos @lemmy.world

    Ian McCollum, of Forgotten Weapons, absolutely roasts a fake historical gun