chonglibloodsport

joined 2 years ago
[–] chonglibloodsport 6 points 4 hours ago

There is no spoon.

[–] chonglibloodsport 25 points 9 hours ago

They’re demanding of the people who they did vote for and did elect. Those Democrats in the house didn’t just get in for free. They had to win their elections.

When you’re an elected politician in an opposition party you don’t just get to take a vacation until the next election. Your job is to hold the government accountable. It’s a vital role.

A system where the governing party has no opposition is called a one-party state. If you’re American you probably don’t want to live in one of those.

[–] chonglibloodsport 11 points 15 hours ago

Loads of people identify with it though. Maybe you don’t but the GP comment was not addressing you specifically. It was addressing those who identify with the meme!

[–] chonglibloodsport 1 points 18 hours ago

The handful of well-intentioned docs are the exception, not the rule.

I wouldn’t be so quick to judge the intentions of doctors who do over-prescribe. Consider this scenario:

You are a doctor. Your patient comes in with severe pain from a herniated disc caused by an injury at work. None of the ordinary painkillers or muscle relaxants you prescribe are working and they keep returning to your office to complain about constant pain. You know that opioids will be extremely effective at reducing or eliminating their pain but you also know that these drugs cause addiction. You explain this to your patient and they are adamant: they are 100% willing to risk becoming a drug addict if it means they can escape their severe chronic pain.

What do you do?

Personally, I find this dilemma so troubling that I would not want to be a doctor because of it. I have other reasons for not taking that career path but even if it were the only reason it would be enough to stop me. I don’t think it’s at all obvious that you can just ignore a patient in severe pain and say “I’m sorry, I won’t prescribe this legal drug which will alleviate your pain.”

[–] chonglibloodsport 5 points 1 day ago

Just watch out for a man wearing glasses and wielding a crowbar!

[–] chonglibloodsport 5 points 1 day ago

Sorry!

Can we please have all of California? Except LA. Don’t want that!

[–] chonglibloodsport 17 points 1 day ago (6 children)

No way man. We need all of California (where food grows anyway)! Mexico has tons of warm climate agricultural land. Canada has none!

[–] chonglibloodsport 5 points 1 day ago

I met some good friends during my days of online multiplayer. I’m still glad those days are behind me. I’m pretty much exclusively a single player gamer now. When I do need to scratch the multiplayer itch I play boardgames with friends.

Not saying this approach is for everyone! But some single player games and some in person gaming may be nice to mix in. Anyway, whatever you choose to do, I hope you have some good experiences in the near future!

[–] chonglibloodsport 5 points 1 day ago

This, except all the fires are going on outside the windows of the therapist’s office, to the horizon, as far as the eye can see.

[–] chonglibloodsport 5 points 1 day ago

Yeah. The stereotype of the cokehead is the asshole trader who works at Goldman Sachs. Rookie numbers and all that…

[–] chonglibloodsport 9 points 1 day ago

Ahh yes. The good old “now caramelize the onions, about 5 mins.”

[–] chonglibloodsport 2 points 2 days ago

Meditate is the best ability in the game. It does everything!

 

When I first heard about trinkets I was intrigued: they sounded like a fun way to inject some extra variation and challenge into a run and make it feel different from other runs with the same class. Now having played with them a bit they feel a lot more situational than I thought.

In many cases they seem like I’m just spending resources to make the game more challenging and the rewards from it aren’t commensurate. Since my mindset shifts into “survival mode” after I leave the character select screen and start the game, I generally avoid even creating most of the trinkets.

However I have seen a few cases now where beginners go into trinkets with gusto and it ends up costing them the run. This is leading me to suspect that trinkets may have a “beginner trap” effect where the lure of additional rewards is not being properly offset by an informed assessment of the risks. Of course, my view of this is only anecdotal!

So I have a question for everyone: how do you see trinkets fitting with your experience in the game?

I think one danger for any roguelike — when developed over a long period of time with a stable long term community — is for development to lean too far in a direction that favours providing new challenges to experienced players. Perhaps the most infamous example of that is NetHack, a game with a sheer cliff of a learning curve. I don’t think SPD is in much danger of that any time soon. Having said that, I do still worry about beginners because of their role in growing and maintaining the health of the community for the game.

Thoughts, anyone? Evan: can you share any insights from your analytics? I am particularly concerned about mimic tooth, wondrous resin, and chaotic censer. Do beginners use these trinkets differently from experienced players? Do they impact beginners’ success rate differently from experienced players?

 

Currently Unstable Spellbook draws random scrolls from a list of 10 eligible scrolls with replacement. My suggestion is to change this so that scrolls are drawn without replacement.

This idea came to me after someone on Reddit claimed to have drawn a bunch of strings (a string of 4 and a string of 6) of the same scroll in a row, all within the same game. Generally when this happens it gets people out of the game and has them thinking there’s something wrong with how scrolls are chosen.

My suggestion, to draw the scrolls without replacement, would make longer strings of duplicates like this impossible. It would also make the Unstable Spellbook more strategic in its use because you could keep track of which scrolls you get and then be able to make plans for potential upcoming scrolls. To make this less tedious, you might consider allowing the player to see some of the potential upcoming scrolls, similar to how some versions of Tetris show you the upcoming pieces (though not necessarily in exact order like Tetris).

Some further notes and thoughts:

  • Identify, remove curse, and magic mapping are all half as common as the other scrolls. This could be handled by having a deck of 17 scrolls, with 7 duplicates for the more common types but only 1 copy of each of the 3 above.
  • If you do go with a deck type system, maybe the player could keep adding more scrolls (beyond the needed for each upgrade) to bias the deck in their favour. This would make the Unstable Spellbook into a kind of deck-builder minigame, like Slay the Spire!
  • Another idea might be to remove the popup choice for upgrading scrolls you draw, in favour of allowing the player to add both regular and exotic scrolls separately, giving them separate distributions within the deck. This loss of control would represent a small tactical nerf to the usage of the book which would partially offset the strategic buff caused by letting the player know and have more control over the distribution of scrolls they get from the artifact.

Anyway, thoughts, opinions, suggestions? I personally love the Unstable Spellbook in its current form but I have talked to others who don’t like it at all. My thoughts around this suggestion are to attempt to bridge this gap and make the item feel less random while still preserving its random flavour. The tradeoff is that this suggestion would make the item a bit more complex, though I don’t see think it’s an unreasonable amount of added complexity.

Alchemy is quite a complex system in the game and many players don’t engage with it at all. Even at the most tricked-out “deck builder” version of this suggestion, it’s still quite a lot less complex than alchemy because the choices are much more straightforward: want to see more of a scroll? Add another copy to the spellbook!

 

I love the variety and strategy trinkets are bringing to the game in 2.4! They do add to early game inventory pressure, which for me is the most frustrating part of the game (juggling a full inventory, throwing stuff down pits, running back and forth).

If trinkets were stored in the velvet pouch instead of the main inventory it would at least keep inventory pressure the same as it is now, without adding to it.

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