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Cake day: June 12th, 2023

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  • At one point in time I illustrated my own version, I think I made it to like 20 plates out of 26 or so.

    I had to stop working on the project while ‘out’ at like work or cafes, because people would snoop over my shoulder and then assume that I’m a fucking psycho. When I started the project, I had assumed that it was a relatively common and well-known little picturebook. Turns out no.


  • My biggest complaint is that we can’t just let a more appropriate character take over a conversation. One of my clumsy, dim-witted brawler friends runs ahead by one pixel triggering a cutscene, and I can’t jump in mid-conversation to smooth things over with my bardic talent. This is our most common reason for loading a previous save.

    Yeah, we were running into this in my game with my buddy; I’m definitely the dumbass running ahead because I’ve got stealth and dex for scouting, but invisible cutscene/conversation triggers keep catching us and my dunce of a character gets stuck talking to the punters. It’s kind of frustrating that the game encourages players to specialize in that way, but then makes it rather hard to take full advantage of that specialization if you don’t set up the encounter absolutely perfectly.

    The other one where that happens is that when a combat encounter ends with dialogue - first Auntie Ethel fight, say - the game picks the character who had the last turn as who Auntie is talking to when the conversation starts. In that case, it’s almost always the party member doing big damage that pushed her past the damage threshold, and they’re generally not built for talking to people.

    Those get even more frustrating because there’s an interface option to swap who’s talking, but it doesn’t seem to actually work in the majority of important conversations. It’s only when talking to filler characters that I can hot-swap who’s talking. I’d also love if, in addition to that button working more consistently - it’d tell you if someone in the party has ‘unique’ dialogue options for that moment. I think that having the whole party participate in conversations is chaotic and hard to implement in multiplayer - but a better capture of how those same interactions ‘would’ play out in a D&D game.

    Second biggest complaint is the number of things that you can mis-click to destroy your character’s reputation. I’d love to be able to opt-in to an “are you sure” dialog when you accidentally click a random item on the floor while moving around.

    It’s very frustrating to get a whole faction pissed at you due to misclicking some ‘owned’ container or accidentally dragging a barrel. Gith creche was a nightmare for that, because every room and hallway is decorated with owned containers. Some measure to make it harder to accidentally loot someone’s mold cheese while they’re standing right in front of you would be really valuable.



  • And why on earth would he admit it later??

    Effective journalism. Someone asked him the right question in the right way, and he wound up volunteering something he might not have otherwise chosen to say.

    That said, I think some of this is just reasonable openness and accountability. Given the game was effectively a full year ago and the issues with VAR from that game are still a somewhat spicy topic, it’s obviously something he’s been questioned on rather a lot - and given that PGMOL also released a statement, and he mentions that he spoke to on-field ref after the game … it seems like he’s already owned that mistake professionally and personally, so making the same acknowledgement of error publicly isn’t that huge a step beyond that.

    It was definitely a mistake that the fans deserved an accounting of, considering it’s the exact sort of problem that VAR exists to address - and that it should have been a call, of some sort at least, was absolutely undebatable to anyone who’d seen it.



  • Just 2 of those would be fine, maybe 3, but 4 really pushes it.

    Yeah. Like, I get that having a little harem of named followers all lusting after the MC slightly is … the sort of RP fantasy that some people want. I appreciate that Larian put that option in the game - and the ol’ “horny bard” trope absolutely comes from very real players wanting to be sexually attractive and competent in their escapist fantasy game. I get that. It’s just not my vibe.

    As someone who doesn’t play games for romantic fantasy fulfillment - my biggest gripe with BG3 is that it feels like characters I like hanging out with have no concept of “we are friends” without suggesting romance is a logical next step, and are at incel levels of checking if maybe I’ve reconsidered and we can bang now?

    Which also makes the fact that a lot of companion conversations feel like a minefield of “oops actually romance” dialogue options even more frustrating. I’m having a blast RPing an older dude who had a nice settled life prior to the Leech and just wants to get back home and put his feet up, but I’ve chosen a few response options I thought were just snarky or jokes and … oh wait, we’re being romantic now. Goddamn it, F8.



  • Oh yeah, for sure. The spectacle and near-‘festival’ atmosphere around the capture, trial, and execution of notable criminals of the era absolutely lionized the criminal in many cases.

    There was also some amount of ghoulish fascination with particularly macabre crimes and criminals as well, but The State was already very close to being the bad guy for the average bloke in that era, so criminals whose acts were relatable, daring, or ‘noble’ somehow also were turned into backalley heroes via the spectacle of their trial and execution.



  • I really enjoyed some darker content in terms of establishing that humans aren’t always the good, wise, enlightened people of the galaxy, consistently The Good Guys in nearly every encounter.

    But shifting to that “oh there’s a dark side to all the optimism” as the consistent ongoing tone for the show rings wrong as much as the always good guys tone did with older trek.





  • Anomander@kbin.socialtointernet funeral@lemmy.worldpro strats
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    10 months ago

    For a more values-based interpretation - players have to keep the ball ‘in play’ in a way that the other team can interact with, without posing a danger to the player(s) on your team.

    As in this case the play is either unstoppable, or requires the other team to somehow extract the ball from between two players’ chests, it’s a fun theoretical loophole - but is not a fun or safe way of playing football if it became a commonplace strategy. In most cases, this would be seen as daring dangerous play - either the other team needs to kick it free, or jostle the players until they drop the ball, both of which are taking pretty significant risks of injury.



  • Yeah there’s two ‘main’ kinds of people who want a platform where users are able to post hate speech and reach “everyone” with it.

    • People who want to be hateful and want access to the targets of their hate. They want to upset people, they want to ‘own the libs’ or be able to toss slurs at minorities, and those things are unrewarding for them if they don’t get to see how upset they’ve made their targets.

    • People who want to recruit people to being hateful. They want to convince normal people to share their prejudices and their biases, they want “debates” or would like to share “statistics” and are seeking a soapbox that can reach people who might find their views convincing.

    This is a huge part of why defederation works, why platforms like Voat or Gab rarely thrive for very long. Being hateful in an echo chamber towards people who are outside the room is rarely fun for those folks, and very often results in in-fighting and fragmenting of the movement. Moderates and ‘normies’ are driven off because now they’re a target rather than a participant or spectator.