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Joined 2 years ago
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Cake day: June 14th, 2023

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  • Think you could take it back a step there.

    • Fallout 1 - exceptional world-building, fantastic game, great character writing, superbly replayable RPG. Your build is instrumental to what you can do; decisions affect the world. Held together by jank and bugs, alas, but generally superb.
    • Fallout 2 - fixes most of the jank and bugs and has a much bigger and deeper world, but not quite as well-integrated a story. Worthy sequel, though.
    • Fallout 3 - “Oblivion with guns”, but has a pretty decent story, lots of interesting side quests. Seems like Bethesda misunderstood the point of the setting a bit, but very promising. Has some RPG replayability - different builds and different choices change what’s available in the world.
    • Fallout New Vegas - best game in the whole series. Good plot, great sidequests, great characters, reactive world. Actually makes it seem like the Creation engine can be used for ‘proper’ RPGs - everything by Bethesda tended to be a mile wide and an inch deep up till then. Obsidian actually understand the setting, which is not surprising since they had a lot of original Black Isle devs in their team. Held together by jank and bugs, which I’m going to pretend was a callback to Fallout 1.
    • Fallout 4 - just what the fuck. Plot that you can barely believe is as stupid as it is. One-note, irritating characters. Dreadful writing. Gives up being an RPG in favour of crafting and base-building. “Talking” interface which was the butt of jokes at the time and an insult to the history of the series. Barely any decision is of consequence, you could save near the “final decision” point, see all the endings, and miss nothing of consequence. All of Bethesda’s worst habits, given free rein.

    Not going to be spending money with Bethesda again unless the reviews turn up exceptional. After F4, I was expecting nothing from 76, and was not surprised. Was expecting nothing from Starfield, and was not surprised. Am expecting Elder Scrolls 5 to be a bag of shite as well - am whatever the complete opposite of ‘hyped’ is for it.




  • Well, at least she looks good in it.

    Having hired suits and whatnot before to go to weddings, I’m not quite seeing the logic here. $19k “tax the rich” dress seems a bit of a tasteless disconnect between medium and message, but renting it for $1k doesn’t seem crazy. Committee “did their own research” and thought $3k would be more appropriate, when most attendees pay nothing at all? Surely getting her fee refunded would be more in-line?


  • If we had the technology to freely form diamond, then it’s exceptionally hard, has incredible chemical resistance, among the very best thermal conductivities of any material, and it isn’t particularly heavy.

    Being able to coat the inside of chemical vessels and pipes with diamond would hugely increase their lifespan, a heat exchanger made out of it would be incredible. Great for food processing, since you’d be able to clean it easily; great for abrasive or highly acid / alkili materials that corrode everything else. Probably awesome as a base layer for semi-conductors, as it would be great for heat dissipation.

    But we are probably talking about nanotechnology to lay it down in sheets, which we don’t have (yet).



  • Ritardando = slowing down, it’s a tempo notation.

    pp = pianissimo (very soft), mf = mezzoforte (medium strong). One of my old conductors would say “it’s not about volume, it’s about feeling”, so intensity is a good word, although it often refers to volume. One of the main jobs of the conductor is making sure the music is interpreted in a way that fits the venue; pianissimo can be quite loud (but ‘soft’) in a big auditorium.

    Die doesn’t mean anything - at least, not too me as a violinist. Might just be a percussion instruction to let the sound die away, rather than muffling it.




  • I’ve found that disabling VSync in games entirely and then letting MangoHud do the limiting works a bit better. Some of that will be because I’m using Proton on Linux, which has DXVK as a translation layer. Games will be trying to limit their frames the DirectX way, whereas MangoHud is limiting them the Vulkan way and is ‘closer to the monitor’ for keeping the pace right.


  • Also, MangoHud has an ability to set fps_limit in a per-game way that generally results in much smoother frame-pacing than most games achieve by default. That’s awesome for eg. Dark Souls / Elden Ring, which are stuttery at 60 fps but buttery at 59 for some reason, but also for random strategy games which would be just fine at 30 fps but instead have all the fans roaring to render at 144.





  • Love Tyranny and PoE. Think Deadfire would have been an exceptional game if there was about half as much of it, but even as an epic RPG it does go on. Ten bucks for ‘three big games’ of content is a steal, though.

    It isn’t that ‘successful game has a better-funded sequel that loses the magic due to feature creep’ is exactly unheard of - it’s a tale as old as time. But Deadfire was a sales disappointment, which it probably wouldn’t have been if they’d only spent half as much making it, and so we won’t be getting a PoE3 :-(


  • Agreed. Amazing game, but it’s because most of it is excellent so the jank is easy to ignore, rather than the whole thing being polished.

    I think they made the parry-heavy emphasis of the game even more difficult to ‘read’ by having all the early enemies be very twitchy robots with difficult-to-anticipate parry timings. It becomes much easier to get the timing right once the enemies become more ‘organic’ a bit later. That’s also the point where you have some better gear and some level ups, so it’s not quite so brutal.

    Giving the early enemies slow, smooth attacks with big swings would make sense for robots, sort out the difficulty curve, and give you plenty of chance to get used to parries. They can reasonably require a lot of damage so ripostes would be the only way to effectively defeat them - health which you could reasonably remove from a lot of the late-game enemies who are stupidly robust.

    Never felt like P actually has iframes on his dodge? It’s serviceable enough when the important thing is to move away from where an attack is going to land, but it’s certainly not a Dark Souls-style ‘dodge through the attack’. It’s not Sekiro’s ‘running away to tease out an attack you can punish’ either, he’s a very slow dude in comparison.