TheBananaKing

joined 2 years ago
[–] TheBananaKing 6 points 21 hours ago

I'm a little top heavy (tall, but relatively short legs), which makes steep descents no fun at all - and having a handy stick / hiking pole makes a huge difference for me.

Obviously this will depend on both your terrain and your build.

[–] TheBananaKing 2 points 2 days ago

If you don't have this already, what the hell is wrong with you?

[–] TheBananaKing 13 points 6 days ago (4 children)

if I ever live somewhere with a garden, I'm ripping out the grass and planting a dandelawn.

[–] TheBananaKing 8 points 1 week ago

Perhpas they could fuck off entirely.

[–] TheBananaKing 25 points 1 week ago
[–] TheBananaKing -2 points 1 week ago

Like I said, people deserve to know what they're signing up for, and there need to be well-established boundaries agreed to in advance. I wouldn't recommend it personally, but different people may choose differently.

And yeah - if someone just isn't safe to be around, even for reasons they didn't choose, don't want and can't change, then that's correct, they shouldn't be around people. Yes, that's horribly unfair, but existence just sucks. If you have no moral qualms concealing that danger so you can keep exposing people to it in secret... then you've just proved my point.

As for the absusers in my life, kindly go fuck yourself.

[–] TheBananaKing 10 points 1 week ago (2 children)

What I see online? I spent the first twenty years of my life as a target of cluster-B abuse, trust me I know firsthand.

My advice to all people in range is drop everything and fucking run. Things are replaceable. Jobs and friends are replaceable. Your wellbeing isn't.

It sucks, you didn't choose it, it's not fair - I totally get that, believe me. I have ADHD, it's a bitch, and it can suck for the people around me.

But the thing is, the fact that it's not your fault doesn't make you safe to be around. People can be a danger to others completely involuntarily, despite their greatest wish not to be. And yes, that's completely fucking unfair.

NPD and BPD are both driven by a great sucking vortex of need-for-validation that can never be filled, and that tortures people if left unfed. NPD is when the vortex demands power or status, BPD is when it demands extravagant emotional connection, but they're the same basic model underneath. It's as vicious and relentless as any drug addiction, it doesn't go away, and it will eventually overpower any amount of good intent. When the monkey's on their back, all bets are off and the nearest available victim will be preyed upon.

I don't think there's a safe way to be in a relationship with that - though I suppose with extremely open communication and amazingly well-defined and enforced boundaries, it could be doable. But this is very much a case of informed consent - it would be supremely shitty not to let your partner know the deal.

[–] TheBananaKing 4 points 1 week ago
[–] TheBananaKing 6 points 1 week ago

Goodhart's law strikes again.

They can't tune their process for 'win election', because that's only one sample every four years, and it's a binary value.

So instead they tune it for 'raise campaign funds' as a proxy measure for 'win election', and that's vastly more responsive; they can optimise the crap out of that.

This also means that a bunch of influential people are able to skim significant amounts off the top, so they're not minded to change it. They're stinking rich so they don't have to care about the actual political outcome - and the more people are suffering, the more they'll donate.

The trump win was a massive windfall for the next cycle of fundraising.

[–] TheBananaKing 5 points 1 week ago

evil fucking bastards

[–] TheBananaKing 39 points 2 weeks ago

There's also the point that he was continuing to kill thousands of people, on an ongoing basis.

Vigilante justice for someone who killed in the past, bad.

Someone taking down a killer mid-rampage? Hero.

[–] TheBananaKing 199 points 2 weeks ago (1 children)

Oh my fucking god - Facebook has redacted the number of reactions.

Little pissbabies.

16
eliND: scary movies (self.nostupidquestions)
 

Probably a neurodivergent thing to some degree, but I don't know how literal people are being when they talk about being scared during/after watching a movie about scary things.

I can totally get picking up second-hand anxiety from on-screen portrayals, similar to picking up second-hand embarrassment or cringe.

But to my mind that's very different emotion from fear, and I don't quite grasp being afraid of something you understand is fictional, or what precisely persists after the movie is done.

I mean sure, jumpscares can be startling in the moment, but I don't get walking around with elevated threat-perception outside of the very narrow context of suspending disbelief, which is what people seem to describe. Threat of what?

Do people actually worry that the axe murderer is going to walk out of the TV and kill them in their beds? Is it just hyperbole when they talk about being afraid during, or especially afterwards? What do people actually experience?

Yes it's a stupid question, but I'm wired up funny and have no ground truth here.

For bonus points, I don't get sad at sad movies either: oh no, they stopped drawing the deer. But what really fucks me up is sudden vindication, and I don't know what to call that emotion.

As an accessible example: Inside Out. I didn't blink at Bing Bong dying, but when Joy finally realised what Sadness was for, and that she wasn't just a useless burden... I have very few defenses against whatever the hell that emotion is. What is it, exactly?

 

I've been playing the things since Diablo I; I love the concept and the gameplay loop, but the game-design issues they run up against, and the mechanics that get implemented to address them... irritate the crap out of me over time, and I want to talk about that.

I think the paradox at the core of it all is that the gameplay loop is basically Stardew Valley in Doom clothing.

It's not a hunting game, it's a gathering game. Walk through this area, and harvest all the objects. Explore every part of the map, rip up all the weeds, look for hidden goodies under every fallen log.

The satisfaction you feel ripping through a wave of mobs isn't the satisfaction from triumphantly pounding your enemy's skull into a pile of bloody ashes and limping away, it's the satisfaction you get from ripping off a really big crackly sheet of tree bark in one go. You could probably reskin the whole thing into an apartment-cleaning game and it would still work.

And that would be fine in and of itself, but it probably wouldn't sell many copies - so they dress it up as Epic Monster Combat, and that's where the problems begin - layers and layers of obfuscation to hide the seams.

In order not to feel tedious and grindy, there needs to be a sense of progression; your standard power-fantasy stuff, where the challenges increase, you improve to meet them, rinse and repeat. In practice this equates to a varying number of clicks-per-mob. You start out needing three clicks to defeat a mob, over time you get better gear and go down to two clicks, level up and drop to one click, and woah I'm so powerful. But oh no! A new area with bigger scarier mobs! They take three clicks, even with my new powers!

But of course you'd see through that straight away, so they put numbers on everything. You see bigger and bigger damage numbers as you level up, so it keeps feeling more impressive. For a while, at least.

But that only lasts so long before you start to feel played for a chump, so slap on more and more layers to hide the lines, and make little mini-metagames around navigating them. Trouble is, those minigames really aren't very fun.

Scattering a dozen different stats and resistances across half a dozen gear slots is just a box-packing game. You want to get the best possible numbers for each attribute, but they're clustered randomly across all the different items, so you need to evaluate a butt-ton of different combinations in order to get the best coverage. I'm guessing that's going to have some kind of shitty NP-hard algorithmic complexity, so you're basically doing the travelling salesman problem in your head. Wheee. (ok but seriously this has to map to a named problem that someone's analyzed already... any ideas?)

And hey look, there's the insanely complicated perk tree of PoE, or the similarly confusing devotions from Grim Dawn. Again it looks like they're confusing complexity with richness, and making optimization too confusing to do without third-party tools or even less fun, following a published build. (for god's sake, if we're going down that route, let us plug the final build in at the start, then auto-level towards it)

Item sets! Because there's nothing like grinding for weeks until your corneas dry out, filling up endless stash tabs with partial sets that you'll level out of before you ever complete; it's so much fun. Crafting recipes, same deal, and even worse, meta builds that rely on unique items that are impossible to reliably SSF, so you spend your whole game grinding for trade.

And on and on, there's so many symptomatic patches to delay the eventual ennui, but no fixes to the fundamental design issue that causes it. You can't just take them away and replace them with nothing, or you'd be bored in minutes. But building up to completely jaded after a couple of weeks once you start playing the engine rather than the game is also pretty crappy.

How do you make the fighting feel like fighting instead of watering cauliflowers, or else how do you make crop-harvesting feel badass? How do you create a sense of progression beyond mere stat inflation? How do you do a rich slew of possibilities without creating spaghetti hell that ends up only having six basic metas at the end of it? How for the love of god do you make combat feel intense without blanketing the entire screen in particle effects? Could someone design a system where every build can be effective if you adapt your playstyle to suit?

I dunno, It just feels like the genre is still only half-invented, and waiting around for someone to do it properly.

Thoughts?

203
Why isn't everything mouldy? (self.nostupidquestions)
 

So, fungal spores are literally everywhere, and the requirements for fungus to thrive seem to be trivially low; give it a moderately humid environment and it'll grow on a bare concrete wall ffs eating god only knows what; the dust from the air maybe?

Well, and the great outdoors is full of slightly damp places, many of them downright soggy most of the time - and absolutely rife with organic material to snack on.

Where's the bottleneck? Why isn't the world a choking fungal hellscape?

 

Actually this would be a neat mechanic in-game: everyone around you nopes the fuck out at the sight of you, especially if you killed them previously.

They don't know and they don't understand, but things are very firmly Not Ok.

Partly the cost of failure, possibly a strategic tool.

20
submitted 4 months ago* (last edited 4 months ago) by TheBananaKing to c/cooking
 

Presumably either a terrible idea or already a thing, not sure which.

I'm thinking crispy-fried-aromatics-in-oil, Mediterranean edition. Garlic, eschalots (aka scallions), thyme/rosemary/etc, vast quantity of parsley, peppercorns, lemon zest, fine-diced rye sourdough.

Jar of that in the fridge, use it like chilli crisp but for white-people food.

Is this a thing? Should it be a thing?

 

So, uh, stupid question, but I'm not from the US.

Do Saul Goodman (Bob Odenkirk) and Michael Scott (Steve Carell) share a specific accent? If so, what is it?

They both get that same distinctive tone in their voice when excited; is that a thing from somewhere, or do they just kind of sound alike as humans?

 

City boy checking in.

So, this one time out on a hike in a semi-rural area, the trail opened out on a grassy riverbank kind of place, and there were a dozen or so cows between me and the path onwards.

Now, I mostly grasp which end of a cow the grass goes in, but that's about my limit; I have no real idea how they operate IRL.

I ended up carefully edging my way past them and gave them as much space as I possibly could, and got extremely stared at by all of them, who probably thought I was nuts.

Just out of curiosity - how careful did I need to be? Can you just like walk through the middle of them, or would that be asking for trouble?

 

As I understand it there's two main kinds of empathy: cognitive and affective.

Cognitive empathy is the ability to perceive and understand the emotional states of others, and affective empathy is actually sharing those emotions yourself.

I do the former, but the latter doesn't make a lot of sense to me.

Like, if I see someone being sad, it's possible that I'll be sad or angry that they're in that situation, but those will be my feelings about what's going on, not theirs.

But for those of you who inherently feel-what-you-see, how does this work with, say, anger?

If you see someone being terribly angry, do you feel angry yourself? If so, who do you feel angry at? If you see a fight going on, do you hate both participants?

If someone is angry at you, are you also angry at you?

I guess this applies to any targeted emotion, but anger is a good example.

 

Yes it's old, I know.

In this opening theme, that deeply unsettling fuzzy vibrato tone.

I'm sure it's copying some kind of hospital sound effect, like an old-tech intercom tone or a warning buzzer, but I just cannot fucking place it. I know I know this sound.

It's driving me nuts. Can someone please tell me what it is? Bonus points if you can link to a recording.

 

while picking up some paperwork. AAARGH.

 

M49, I tend to go a bit long between haircuts which is on me, but I seem to have a really hard time explaining that I want short hair, like 20mm / 3/4"

I usually ask for a #2 clipper on the back and sides, (which works fine), then take as much as they off the top so I can still brush it straight up, preferably too short to grab onto.

Basically a cigar butt with eyes, shut up it works for me.

Even indicating with thumb and finger, this somehow gets interpreted as just barely trimming the tips off and painstakingly shaping the surface, barely affecting the overall quantity of hair.

How's that for length?

What no, get in there with fire and the sword, wreak devastation, I want all of this gone.

:carefully trims another quarter inch off:

It's not just one guy, not just one place, so I am obviously using wrong and misleading words.

How do I ask for the thing I want?

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