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Cake day: June 9th, 2023

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  • I was part of a campaign that was running for a few years that unfortunately ended abruptly before I could ever naturally reveal the several puns and references I packed into my character from the outset. The set up for the ones I remember are my character was a large, friendly paladin whose highest stat was in Charisma, who largely wanted a group of friends and his highest goal was to be called their pal, who wanted to be called by his last name by his friends, who was half angelic/celestial (can’t remember the name of the race), who had dark skin, a large muscular frame, bald head, and short facial hair, whose starting gift was his blessed chainmail, and whose name was Cronwier Aderb.

    The references that I remember are that he was designed in the image of a meme with Terry Crews photoshopped as a paladin (stats also reflected this meme), his blessed chainmail was his Hole-y Armor, I remember there being something about his name reflecting a crown but I can’t remember the pun or reference, and lastly he wanted his friends to say “this is our pal, Aderb.” That last one I remember I specifically came up with after the DM asked if my character was going to be “like your dark souls character, another paladerp?”


  • Discussion about it on the subreddit was insufferable back in the day. All the fanboys would show up in every thread complaining about the problem saying stupid shit like “well Psyonix has the data to judge if it’s working or not and since you don’t that makes your argument invalid”


  • MufinMcFlufin@lemmy.worldtoMemes@lemmy.mlNot cool
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    1 month ago

    Even in casual mode, you have a (hidden) rank which does go down the more you lose. If you keep getting demolished in the game then I’d recommend doing the training, playing against bots, and/or continuing to play in casual mode until your rank starts placing you with other players you can better contend with.

    There’s also a distinct possibility you were against someone smurfing as some people like to do that either for content or just for kicks and giggles. The very lowest ranks are probably where the most egregious smurfs like to keep their ranks, so unfortunately you can have some of the widest swings in actual skill levels.

    Unfortunately the devs don’t really seem to care much about the smurfing problem in the game because it’s been pretty rampant for a very long time and some of the changes they’ve made have actually made it even easier to get away with.



  • I think I would change that one to sometime along the lines of “No corporation is above criticism.” Maybe with some addendum like “regardless of how favorably you view them.” The reason being is that I think it’s perfectly fine to try to set a record straight if there’s blatant misinformation going on about a corporation that’s been doing good by people, but no matter how much good they might have done they should never be above critique.

    Case and point being LMG with their recent issues regarding allegations of sexism, harassment, overworking employees, bullying, and adopting the exact same practices that they themselves have criticized major tech corps for, among other issues. Now I don’t mind correcting the record if someone was saying some stupid BS about them, however you can bet that I was also one of the ones calling them out on the things they did.


  • As far as my personal opinion on whether games such as any of the Soulsbourne titles should be made easier, I’m appreciative of the fact that they don’t have difficulty sliders in much any regard. If I beat Dark Souls 3, there isn’t a question about if I beat it on the easiest mode, anyone who’s gone through the entire experience knows what I also went through. While I agree that most of the FromSoft games are sorely lacking in accessibility options (even more so their older titles), Difficulty is only one of many accessibility options. I would rather they add other accessibility options so that players who struggle with the games as is can have an easier time getting the intended experience than reduce the intended experience down to allow for the lowest common denominator.

    As an aside, many of the Soulsbourne games already have something in the way of “easier modes” via alternate weapons, different combat systems, and different play styles. Playing almost any of them primarily using ranged combat reduces the difficulty in most every encounter in the game outside of boss battles. Boss battles often have their own gimmick that you can exploit to make them easier to fight. Often the level design, nearby items (and descriptions), or enemy positions are used as clues to make finding these exploits easier.

    As an example, the Taurus Demon in DS1 can be killed fairly easily by baiting him to where the skeleton archers are above the fight, then using a plunging attack on him several times in a row. The intended experience is that you would go into the arena, you may run directly towards the other side, spawn the Taurus demon once you run about halfway through the arena, and notice you’re being shot at from behind. You’ll likely die, but in the next fight against him you can try to take out the archers via your own ranged weapons, but doing so shows a cleverly hidden ladder that leads up to the archers. The ladder isn’t visible when entering the arena but the moment you turn around to look at the archers you can clearly see it next to the doorway you entered from. You can go up the ladder and easily dispatch the archers. I don’t remember if every following fight you have to run halfway through the arena to spawn him again or if you have to run halfway through only the first time, but regardless an observant player will notice after taking down the archers that the drop back down the ladder will look very similar to the plunging attack the game teaches you in the tutorial boss fight. If you make the connection and perform that attack on the Taurus Demon it’ll take out about 30% of his health depending on your class and weapon. Scramble around his legs (now that you’re on the same floor as him) back towards the ladder, climb up, and repeat a few more times for an easy victory. Alternatively you can wait up where the archers were for a few seconds and the Taurus Demon will jump up and fight you there. You now have an alternate wider arena better suited to strafing around him instead of the narrow bridge he spawns in on.

    Other games would do things like give a prompt to lower the difficulty, reduce the health of enemies in the background after repeated failures, or give you optional power ups after X defeats. All of these reinforce the mentality that “what you’re doing is right, but you’re lacking the skill to do it” when often in Soulsbourne games that’s a harmful mentality to have as it’ll lead you to keep repeating a tactic or playstyle that’s demonstrably not working. In my opinion, that’s the core of what fans of harder games like myself want to keep experiencing and why so many are against “easier modes” because it subverts the intended experience we enjoy: recognizing what’s going wrong, correcting it to make things go right, and overcoming great challenges.


  • MufinMcFlufin@lemmy.worldtoMemes@lemmy.mlGame difficulty
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    19 days ago

    You’re presenting the two options as similar when I’m not entirely sure they are. You’ve explored making an easy game harder and a hard game easier, but let’s look at the other two results from your presented options: making an easy game easier and a hard game harder.

    Making a hard game harder is often met with praise because the people who beat or otherwise enjoy the hard game already want and expect a challenge out of the game, so giving them more of that is almost what they expect already.

    Making an easy game easier can be met with praise as much as it can be subject to criticism. The Pokemon series has long been critiqued for continually making every next installment easier and easier for the last several generations.

    Obviously in your example of making a hard game easier there are people in favor of it but also people against it. The fact that we’re having a discussion about this controversy is proof enough that many people want it, but dedicated fans are often against it.

    And just like in your example, I don’t think I’ve ever seen someone against allowing an easy game to have harder modes as long as it doesn’t negatively impact those playing the easier modes.

    The trend I’m seeing amongst these 4 outcomes is usually that allowing the option for a harder mode than the game already allows is often agreed upon by the wider gaming community, but asking for easier modes is often controversial. The trend I’m also seeing is that this remains true regardless of if the game was considered easy or hard in the first place.

    Your original post seems to imply that players and fans for hard games are being obstinate and resistant to allowing the same concessions that players and fans for easy games do, when you could use the other two results I brought up to make players for easy games seem just as obstinate. “Us players of hard games are allowing for harder games to be made, why do you fans of easy games seem to be having such a controversy over if easy games should be made easier?” or something to that effect.

    In my opinion, the controversy isn’t whether hard games should be made easier, it’s whether games that fans enjoy should be made easier.








  • Last time I tried diving headfirst into Linux, I got frustrated by having a problem and all the suggested solutions are all wildly different (from an outside perspective) series of editing settings or unusual terminal commands. I already knew how Windows worked well enough to do most things I wanted, but didn’t have almost any understanding of how Linux operated so all of the opaque solutions offered without explanation of why or how it should fix the problem just added to my confusion. Couple that with having to sort through one or two dozen suggestions to find one that actually works, not knowing if even attempting any solutions would cause other issues later.



  • I haven’t watched it since about when this clip of the opening was first uploaded, but I recall a lot of the emotional beats getting undercut by long bits of dialogue interrupting the events of the show.

    For instance I remember some fight where it felt like every time someone started speaking all of the other characters stopped everything they were doing as if waiting for their turn to do something. Which wouldn’t have been so bad considering you don’t want the camera to miss the actiony bits but it took so much time for anyone to say their line that it was distracting.

    Again, haven’t seen it in a long time so I may be misremembering, but that was the impression I got from my initial viewing.



  • There was some stealth game I was trying out that did this. Before you start the game, it’s mandatory to set the brightness level so one logo is barely visible. I figure since it’s a stealth game I might as well just so I can see what areas are supposed to be light and what areas are supposed to be dark. Get into the game, soon find some guards and a nearby alcove in total darkness so naturally I dash over to hide before they notice me. The guards walk by and immediately see through the dark to spot me as if they had night vision goggles.

    I stopped playing the game not long after because there were a lot of things about the game I really didn’t like, but those first few minutes were a tone setter for me. To this day I still wonder why the devs felt it was so important to make sure some things were dark enough to not be visible to the player if everything was going to be visible to the NPCs.