Quetzalcutlass

joined 2 years ago
[–] Quetzalcutlass@lemmy.world 15 points 1 day ago

"Humans are the greatest polluters, so those death squads we hired in Colombia to kill union leaders were just us contributing to the environment!"

[–] Quetzalcutlass@lemmy.world 11 points 3 days ago

Accounts. They've been at this for months.

[–] Quetzalcutlass@lemmy.world 1 points 3 days ago* (last edited 3 days ago)

Now I want to go back and play through Mass Effect again. There are so few games where you can set your friends up with each other. It's usually "the player shacks up with one and the others remain all alone".

[–] Quetzalcutlass@lemmy.world 2 points 3 days ago (4 children)

Yeah, I can't remember any either. I just assumed they were characters I never talked to since the game has so damn many good ones.

[–] Quetzalcutlass@lemmy.world 1 points 3 days ago* (last edited 3 days ago)

If you pick it up, know that it has a huge modding scene that makes an already great game even better. I can recommend a few basic QoL mods if you want, though the 9.0 update is coming soon and will probably break most of them for a while.

Also, the base game has some arbitrary mechanics meant purely to punish the player so veterans can't steamroll the NPC factions too quickly, at the expense of making the new player experience harder. There's a list of these mechanics (and links to mods that reduce/remove them) here.

[–] Quetzalcutlass@lemmy.world 1 points 3 days ago

Admittedly I'm in the middle of a playthrough and currently deeply enamored with the game, but I've enjoyed Enshrouded much more than Valheim (which I also loved, to be clear). I'll probably start noticing all the flaws I've been ignoring soon, but right now it feels like Valheim, but more. More recipes, more enemies, more options for farming and better animal tames, much better combat, a building system that doesn't drive me crazy, and a hand-built world that is vastly superior to the samey procgen of Valheim.

The comparison to the Elder Scrolls is much less flattering, admittedly. It's only in the world design and exploration that I'd put Enshrouded ahead, and even then I bet many players would be annoyed by just how much Enshrouded uses verticality in its map (which I love, but I'll admit it makes overland travel a pain).

The entire world being one map so a hole in the internal walls of a dungeon could lead directly outside is a massive step up from Bethesda's engine where dungeons are basically their own separate universe. I just completed the Blackmire tower the other day, a dungeon that had the branches of a giant tree punching through its sides and forcing you to take alternate routes. I fell all the way to ground level several times but still had a blast exploring the place.

I'm not super far in. I have three characters* that are all around the same point, at or just after the boss fight at the end of Pike's Reach. It's possible the rest of the game lacks the same polish the early areas have.

* One created when the game first entered Early Access, one for co-op, one newly created to see all they changed in the opening hours.

[–] Quetzalcutlass@lemmy.world 2 points 3 days ago (1 children)

That's fair. Though, by that logic would you consider something like that one Final Fantasy MMO F2P or not? I believe it lets you play all the old content for free and only charges for the last (few?) expansions.

[–] Quetzalcutlass@lemmy.world 2 points 3 days ago (1 children)

Roblox screws over both the players and the creators who attract and keep them there, both of which as you said are mostly children. It's actually kind of impressive how scummy the devs are. They're the poster child for rent-seeking parasites.

[–] Quetzalcutlass@lemmy.world 3 points 3 days ago (4 children)

One minor correction, I believe The Sims 4 went F2P at some point. They're funded entirely by expansion packs now.

[–] Quetzalcutlass@lemmy.world 4 points 3 days ago* (last edited 3 days ago) (6 children)

Wow, most of them were even older than I'd thought. And even some of the new ones like Tarkov were in Early Access for years before their official release date.

~~(You flipped the date and country for 16 and 17, btw)~~ Already fixed, never mind!

[–] Quetzalcutlass@lemmy.world 7 points 3 days ago* (last edited 3 days ago) (1 children)

True. I know Dean Hall (DayZ, Stationeers, Kitten Space Agency) destroyed any hope of his survival game Icarus becoming a major success by releasing hundreds of dollars of expensive DLC during Early Access, then later revealed it was because the money from his previous projects had slowed to a trickle and splitting his current project into a bunch of paid packs was the only way he could stay solvent. Even the megahits of the past all die out at some point.

[–] Quetzalcutlass@lemmy.world 9 points 3 days ago (11 children)

F2P games are subsidized by a small minority who will throw a hundred dollars a month into the game to obtain and max out whatever FOMO event or item/character is on rotation, and by an even smaller group of obscenely wealthy (or mentally ill) players who will spend tens of thousands of dollars just to say they own everything.

I'd honestly be fine with this model if the ones funding it were treated like patrons of the arts or something, but instead the industry hired a bunch of psychologists to run incredibly unethical experiments to create literally addictive design patterns encouraging the weak-willed or mentally ill to spend more.

Modern F2P game design is predatory and downright evil in the way it's carefully cultivated to be just fun enough to continue playing, while constantly dangling the promise of more enjoyment if you'd only spend a tiny bit more (with that 'bit more' often only granting a small chance at getting what you want, with 'pity' systems only guaranteeing the desired drop if you spend the equivalent of around a hundred bucks in premium currency). But since it's obscenely profitable, I don't foresee it going away without legislation banning those practices.

 

... I hear they've been looking for a room temperature super conductor for ages.

(I am so sorry)

 

cross-posted from: https://lemmy.world/post/41334665

Steam adds support for branch-specific Workshop mod versions

This should save mod authors and users a huge headache due to not needing to worry about updates breaking everything*.

  • Provided the developer has enabled and set up the relevant feature set.
 

cross-posted from: https://lemmy.world/post/41334665

Steam adds support for branch-specific Workshop mod versions

This should save mod authors and users a huge headache due to not needing to worry about updates breaking everything*.

  • Provided the developer has enabled and set up the relevant feature set.
 

A single subscribed mod can now provide multiple builds targeting different game versions. This is tied to the existing branch system originally used for betas. Subscribers will be automatically given the mod build that matches their installed game version.

This means that when a player downgrades their game to an old version, they'll automatically be switched to the last version of all subscribed mods that supported that version of the game.

This should save developers, mod authors, and players a huge headache due to not needing to worry about updates breaking everything (provided the developer has enabled and set up the relevant feature sets, which TBH looks a little fiddly).

 

"Oh, so it's cute when they do it?"

 

... because I comment more times in a single day than I normally do over weeks.

(Hoarding meds because I need to make an appointment for a refill, but I can't make myself do that when unmedicated and always get distracted the rare days I am. Hey, if it were rational it'd be considered a personality quirk, not a mental illness.)

 

When I try to save a custom emoji to my gallery, Voyager immediately crashes. This is on Android 11/LineageOS 18.1, Voyager 2.40.1 beta.

Here's the comment with the specific emoji that crashes my client.

 

The app keeps track of your upvotes and downvotes for each user, but you can only see the combined total normally (with differing shades based on the ratio, which is a nice touch). You can only see the actual numbers for each under a user's tag details.

Could there be an option to display both numbers separately? So instead of [+15] it would show [+18/-3], for example.

 

I'm not sure if this is a Voyager issue or a Lemmy API one, but when viewing the profile of someone who comments but hasn't made a post in a while, old posts will be sprinkled randomly through their comments list.

Selecting Posts or Comments returns everything in the correct order; it's only the overview that's wrong.


On a related note, when viewing my own profile it suddenly skips a few weeks of comments after the first page:

(My apology for the politics, but that's where the split was)

This too only happens on the overview page and not when viewing comments alone.

 

When I flip Voyager to landscape, there's sometimes an extra row of padding below the bottom bar:

It usually fixes itself if I flip to portrait and back a few times:

But after rotating back to portrait, there is now negative padding and the buttons are below my phone's softkeys and unusable:

This happens anywhere in the app.

 

Long-pressing the link in [https://lemmy.ml/comment/7302466](this comment) will cause Boost to crash.

The link markdown is wrong, with the URL in the text tag and the destination tag empty, but this shouldn't crash the app.

Alternate test link in case the commenter fixes it: https://www.example.com

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