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Joined 8 months ago
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Cake day: November 13th, 2023

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  • Never understood the appeal honestly.

    Same here. I spent about 30 minutes trying to play one (DoTA I think?) and figured out:

    • Each hero has a zillion upgrades and abilities
    • Each hero is basically on their own roguelite style upgrade path
    • The game has a dozen or more such heroes
    • icons and text too small to play on livingroom TV, controller play out of the question
    • at mercy of online match-making algorithm if I’m not in a league/clan/whatever


    From this I could deduce:

    • There’s no way in hell this is perfectly balanced - too many variables, it may as well be MttG
    • Going to take 20 or more hours to dial in a personal play style
    • Going to take probably 50-100 to develop a play style that can adapt to most situations
    • League play will probably kick my ass, requiring another 50-100 hours of practice/training
    • Causal play is out; likely can’t pick up and play immediately due to lobby, variable match times


    I’m not knocking the genre as a whole, but this is not for me. It’s too far outside my typical mode of gaming and is likely to just frustrate me more than anything else. I’m familiar with hard to play online games like Quake, TF2, and even Soldat. But those have small power systems that, even with gross imbalances, were still playable because there were usually only one or two scenarios you couldn’t overcome. Adding more on every axis just sounds like a wildly unbalanced system where the skill curve isn’t steep enough, costing a lot of time invested in bad strategies before you figure it all out.




  • I can only think of two plausible interpretations of this concept.

    1. Mage is broke as hell and cobbled together his own grimoire by hand-copying spells from the college library, friends, and the occasional dungeon find. Yeah, a few occult incantations slipped in there, but you’d hardly notice for all the doodles and random “todo” lists from years ago.

    2. Death note.

    Either way



  • I don’t think this would work as a tourist draw in the conventional sense. The problem is that money doesn’t change hands enough times to generate enough secondary revenue and taxes, since everyone is “locked in” for the duration and the ticket sales happen online (or somewhere else). Typical hotels draw people to business and tourism all over the city, and this proposal is the opposite of that. Just like a typical cruise, this puts the cruise-liner in position to run their own tax free economy/experience for guests during their entire stay; just build everything into the ticket price.

    Then you add the fact that an aging and immobile cruise ship is permanently occupying a deep-sea launch/slip in your harbor. That mooring point is no longer generating anywhere near as much income as before, since people are coming/going at a much more lax pace and you can’t use it for freight. And moving the ship around to accommodate other boats is likely going to require tugs which is time consuming and probably a huge PITA for the harbor.

    Now, if you could anchor it somewhere remote where none of that matters, then you’d have something.








  • dejected_warp_core@lemmy.worldtoMemes@lemmy.mlA retro problem
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    3 months ago

    I’m still waiting for the other shoe to drop on USB-C/Thunderbolt. Don’t get me wrong - I think it’s a massive improvement for standardization and peripheral capability everywhere. But I have a hard-used Thinkpad that’s on and off the charging cable all day, constantly getting tugged in every possible direction. I’m afraid the physical port itself is going to give up long before the rest of the machine does. I’m probably going to need Louis Rossmann level skills to re-solder it when the time comes.

    Edit: I’m also wondering if the sudden fragility of peripheral connections (e.g. headphones, classic iPod, USB mini/micro) and the emergence of the RoHS standard (lead-free solder) is not a coincidence.