[-] chonglibloodsport@lemmy.world 1 points 3 minutes ago

It was easy and fun until you had thousands of fonts in there, then programs would just crash when you opened the font selector. They weren’t expecting to be rendering previews for all those fonts and just ran out of memory. To solve this issue people invented font managers to allow you to carefully enable and disable sets of fonts before launching the apps you wanted to use them with.

Source: I briefly worked for a local printing press that had thousands of fonts.

[-] chonglibloodsport@lemmy.world 1 points 1 hour ago

Josh Allen threw a touchdown pass and scored a touchdown reception on the same play! He also had a rushing touchdown to complete the trifecta! An NFL first for a QB!

[-] chonglibloodsport@lemmy.world 1 points 1 hour ago

$400 for a kettle with a condensation coil? No thanks. Wastes a ton of electricity boiling the water too, so the long term costs are way higher as well.

[-] chonglibloodsport@lemmy.world 3 points 3 hours ago

Installing custom fonts has never really been a popular thing on any platform except in niche cases. Perhaps the best known use case is for print design and publishing where designers expect to be able to use any font they want in a magazine layout and have the printers able to put it on the page.

[-] chonglibloodsport@lemmy.world 2 points 4 hours ago

It wouldn’t be Lemmy without the preteen eyeroll!

[-] chonglibloodsport@lemmy.world 3 points 10 hours ago

Missing from this equation is the risk to yourself. If speaking up has a low chance of stopping the aggressor but a high chance of injury or death to yourself then it’s not such an obvious choice.

The Nazis succeeded in building a regime of terror. Nazi thugs openly murdered opposition politicians and even oppositional voices within their own party (see Night of the Long Knives). Speaking up against them had an extremely high cost which meant that few were around to do so.

[-] chonglibloodsport@lemmy.world 13 points 13 hours ago

Your quote contradicts your claim. Steam is not a platform, it’s just a store. The platform is Windows, Mac, or Linux.

You’d be surprised at how much the traffickers can adapt to this. They keep their victims in a group, renting out hotel rooms, constantly moving from place to place. The victims never know where they are, not even what city they’re in. They don’t have any local contacts, no social network, no supports. They basically have to work up the courage to escape from men (whom they believe will kill them) and run to the police in a completely unfamiliar city with no help.

Yes. Unfortunately human trafficking doesn’t go away when you legalize prostitution. You still need to do a lot of police work to track down the traffickers and free the victims.

[-] chonglibloodsport@lemmy.world 3 points 2 days ago

They’ll eat all the nuts for sure!

[-] chonglibloodsport@lemmy.world 15 points 2 days ago

I think even if the US legalized all drugs today the cartels would still be in business. Human smuggling, human trafficking, extortion, kidnapping, and even avocados! The genie has been out of the bottle for a very long time.

[-] chonglibloodsport@lemmy.world 29 points 2 days ago

Who said anything about sex? I’d rather read an essay comparing these:

11

When I first heard about trinkets I was intrigued: they sounded like a fun way to inject some extra variation and challenge into a run and make it feel different from other runs with the same class. Now having played with them a bit they feel a lot more situational than I thought.

In many cases they seem like I’m just spending resources to make the game more challenging and the rewards from it aren’t commensurate. Since my mindset shifts into “survival mode” after I leave the character select screen and start the game, I generally avoid even creating most of the trinkets.

However I have seen a few cases now where beginners go into trinkets with gusto and it ends up costing them the run. This is leading me to suspect that trinkets may have a “beginner trap” effect where the lure of additional rewards is not being properly offset by an informed assessment of the risks. Of course, my view of this is only anecdotal!

So I have a question for everyone: how do you see trinkets fitting with your experience in the game?

I think one danger for any roguelike — when developed over a long period of time with a stable long term community — is for development to lean too far in a direction that favours providing new challenges to experienced players. Perhaps the most infamous example of that is NetHack, a game with a sheer cliff of a learning curve. I don’t think SPD is in much danger of that any time soon. Having said that, I do still worry about beginners because of their role in growing and maintaining the health of the community for the game.

Thoughts, anyone? Evan: can you share any insights from your analytics? I am particularly concerned about mimic tooth, wondrous resin, and chaotic censer. Do beginners use these trinkets differently from experienced players? Do they impact beginners’ success rate differently from experienced players?

0

Currently Unstable Spellbook draws random scrolls from a list of 10 eligible scrolls with replacement. My suggestion is to change this so that scrolls are drawn without replacement.

This idea came to me after someone on Reddit claimed to have drawn a bunch of strings (a string of 4 and a string of 6) of the same scroll in a row, all within the same game. Generally when this happens it gets people out of the game and has them thinking there’s something wrong with how scrolls are chosen.

My suggestion, to draw the scrolls without replacement, would make longer strings of duplicates like this impossible. It would also make the Unstable Spellbook more strategic in its use because you could keep track of which scrolls you get and then be able to make plans for potential upcoming scrolls. To make this less tedious, you might consider allowing the player to see some of the potential upcoming scrolls, similar to how some versions of Tetris show you the upcoming pieces (though not necessarily in exact order like Tetris).

Some further notes and thoughts:

  • Identify, remove curse, and magic mapping are all half as common as the other scrolls. This could be handled by having a deck of 17 scrolls, with 7 duplicates for the more common types but only 1 copy of each of the 3 above.
  • If you do go with a deck type system, maybe the player could keep adding more scrolls (beyond the needed for each upgrade) to bias the deck in their favour. This would make the Unstable Spellbook into a kind of deck-builder minigame, like Slay the Spire!
  • Another idea might be to remove the popup choice for upgrading scrolls you draw, in favour of allowing the player to add both regular and exotic scrolls separately, giving them separate distributions within the deck. This loss of control would represent a small tactical nerf to the usage of the book which would partially offset the strategic buff caused by letting the player know and have more control over the distribution of scrolls they get from the artifact.

Anyway, thoughts, opinions, suggestions? I personally love the Unstable Spellbook in its current form but I have talked to others who don’t like it at all. My thoughts around this suggestion are to attempt to bridge this gap and make the item feel less random while still preserving its random flavour. The tradeoff is that this suggestion would make the item a bit more complex, though I don’t see think it’s an unreasonable amount of added complexity.

Alchemy is quite a complex system in the game and many players don’t engage with it at all. Even at the most tricked-out “deck builder” version of this suggestion, it’s still quite a lot less complex than alchemy because the choices are much more straightforward: want to see more of a scroll? Add another copy to the spellbook!

21

I love the variety and strategy trinkets are bringing to the game in 2.4! They do add to early game inventory pressure, which for me is the most frustrating part of the game (juggling a full inventory, throwing stuff down pits, running back and forth).

If trinkets were stored in the velvet pouch instead of the main inventory it would at least keep inventory pressure the same as it is now, without adding to it.

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chonglibloodsport

joined 1 year ago