chonglibloodsport

joined 2 years ago
[–] chonglibloodsport@lemmy.world 5 points 4 hours ago* (last edited 4 hours ago)

Yes and monarch butterflies eat milkweed which makes them toxic to eat. I think a lot of butterflies’ vibrant coloured markings are honest warning signals.

Don’t get too caught up in thinking about desserts (who deserves what, in the moral sense). That path can lead to a downward spiral.

Instead try to focus on some positive things that you can do to change your life (or the lives of people around you) for the better. You will feel much better that way.

Pure psychology research definitely has its methodological and rigour issues that cast doubt on all its findings. However I think working psychologists in industry have validated psychological methods (A/B testing) and theories (dark patterns) for making profit at the expense of users’ privacy, mental health, time, and attention.

That may be intentional. Try to run away and get severe blisters!

Not a woman but I just turned 41 recently. Here’s the secret to life from here on out:

While your body keeps changing (slowly) your mind really doesn’t. So you’re going to feel the same as you always did! This is pretty cool!

[–] chonglibloodsport@lemmy.world 5 points 8 hours ago (1 children)

They’re still working for a company that engages in mass data collection and selling people’s private info to the highest bidder. A union at the company doesn’t make that ethical.

[–] chonglibloodsport@lemmy.world 1 points 19 hours ago* (last edited 19 hours ago) (1 children)

It’s a tradition in Canadian politics to drop BS promises on your way out the door. It’s frankly embarrassing that they’re still doing it.

I walk around barefoot pretty much all summer. Just that it’s been -10 here since December.

Oh I was going to say he paid a rich guy way too much $$$$ for a NOS (new old stock) vintage Mac!

[–] chonglibloodsport@lemmy.world 8 points 1 day ago (9 children)

No socks though! My feet are feeling cold just looking at them!

Yeah I don’t like banging my head into a wall either. What I mean by enjoying getting lost is being in a dangerous area where I don’t know how to get back to safety. It’s a mini adventure within an adventure to figure out how to escape without dying.

One game I play, Dungeon Crawl Stone Soup, has a built in mechanism to create situations like that: shafts you can fall down that put you into an unexplored level that’s deeper and more difficult than the one you were on. It’s pretty effective at creating these mini adventures though fans of the game complain about them all the time.

[–] chonglibloodsport@lemmy.world 14 points 2 days ago (8 children)

Forbes 30 under 30? 😬

 

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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