chonglibloodsport

joined 2 years ago
[–] chonglibloodsport@lemmy.world 0 points 7 hours ago (2 children)

If you’re a fifth of the way through, then you missed this part:

96% of human history happened prior to the agricultural revolution; if we only focus on the last 4% of human history, we will get a distorted picture of patterns and long-term trends in human violence.

Pinker’s book doesn’t support your argument because it never attempted to do so. It’s answering a completely different question.

Talking about Hunter-gatherers when they were warring for survival against agriculturists (a 10,000+ year gradual annihilation of Hunter-gatherers leading to the present day, where they’re on the brink of extinction) doesn’t tell you anything about what they were like for the hundreds of thousands of years prior.

[–] chonglibloodsport@lemmy.world 1 points 7 hours ago (4 children)

Where’s your data?

[–] chonglibloodsport@lemmy.world 17 points 8 hours ago (2 children)

I’ve heard “you love cooking? You should open a restaurant!” so many times and it’s such a horrible cliché!

Even if customers weren’t assholes, it would still suck. There’s no better way to kill your enjoyment of something than to do it for money!

[–] chonglibloodsport@lemmy.world 2 points 8 hours ago (6 children)

The data is not nearly as clear as you’ve implied. It’s much more clear that there was a lot of violence in the early subsistence agricultural period and much less violence in the period immediately prior to that. This is consistent with theories of food storage raiding and warfare between agricultural villages and their nomadic neighbours. It’s also consistent with the emergence of the warrior caste as a specialization made possible by long term food storage, not a nomadic lifestyle.

But anyway, my critique was never intended to be a solution. I don’t deal in solutions, except when I’m doing math. The real world has very few solutions and very many problems with only tradeoffs between opposing interests.

What I’ve heard of Hunter-gatherer lifestyles comes from first hand accounts of people living the lifestyle, both historically (in the North American colonial period) and in the modern day (anthropologists living in Hunter-gatherer villages).

[–] chonglibloodsport@lemmy.world 3 points 9 hours ago (9 children)

That’s always been a valid line of critique. Pursue it far enough back and you end up arguing that agriculture was a mistake and that we should return to the nomadic hunter-gatherer lifestyle.

From what I’ve heard of the lives of hunter-gatherers (lives of leisure, culture, community, and song), it’s hard for me to think of much of a counter-argument apart from modern medicine and especially maternal health care. Everything else comes with tradeoffs.

[–] chonglibloodsport@lemmy.world 2 points 1 day ago (1 children)

Accidentally? I thought he had a large batch of spoiled milk powder and was looking for a way to use it up.

Love the Where’s Waldo style of this one!

[–] chonglibloodsport@lemmy.world 0 points 3 days ago* (last edited 3 days ago)

If they gave everyone $3/day, the price of necessities like food and rent would go up accordingly.

[–] chonglibloodsport@lemmy.world 2 points 3 days ago* (last edited 3 days ago)

They are for marketing but not in the obvious way. Achievements really exist to tell game developers what parts of their game people are actually playing. Sure, some obscure achievements may be very hard to get and thus not tell them anything useful, but a lot of games have super basic checkpoint “achievements” like “start the game for the first time” or “play through the first level.”

With enough of these, a game developer can tell what parts of their game were entertaining and engaging and what parts were not. Sometimes this information can be used to decide how to improve the game. Other times it may only be useful as a lesson for future games (by that developer) to learn from.

And classic cars with carburetors and naturally aspirated engines will be illegal too.

Oil is the thing you want to carry when you’re though-hiking and you want max calories/lb of weight carried. Obviously you can’t eat only oil but you can use it to make oil-heavy dishes such as spaghetti aglio e olio.

 

I built these bleachers from recycled pallets. I use them for container gardening (tomatoes and eggplants this year).

Today was very hot (30C) and this bun was laying down back there when I got back from work. I set out a tray of fresh water just in case bun’s feeling a bit dehydrated.

 

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?

 

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!

 

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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