chonglibloodsport

joined 2 years ago
[–] chonglibloodsport 3 points 14 hours ago (1 children)

I think it’s because everyone’s been checking out DeepSeek and discovering that it censors things like this.

[–] chonglibloodsport 3 points 1 day ago

You see this everywhere. The biggest voting bloc to support sanctions against Cuba are Cuban-Americans in Florida.

Humans are all about ladder-pulling.

[–] chonglibloodsport 1 points 1 day ago

I don’t think there’s any guarantee that civilization would rebound. Fossil fuels were a one-shot deal in the geological history of the planet. For all of our efforts to build a sustainable future with renewable energy, fossil fuels remain critical for a lot of non-energy uses: food production (fertilizers), plastics, steel, and even cements for construction.

Another major issue is critical minerals for building renewable energy infrastructure. These minerals are being mined at an incredible rate, processed and turned into technology (think circuit boards full of components), aging out, and ending up as e-waste. Unfortunately our e-waste recycling infrastructure is a total nightmare involving the shipping of this stuff across the ocean to 3rd world countries where it gets picked over, scavenged for valuables, and the rest turned into toxic landfill.

All of that technology lifecycle creates huge amounts of toxic pollution and consumes huge amounts of fossil fuels (in particular for the mining, processing, and shipping). So in fact without fossil fuels we don’t even know how to build any technology, let alone renewable energy.

[–] chonglibloodsport 0 points 1 day ago* (last edited 1 day ago) (2 children)

We could witness a collapse of our high tech civilization that effectively ends AI research without necessarily leading to extinction. Think of a global warming supercharged Mad Max post-apocalyptic future. People still survive but the population has crashed and there’s a lot of fighting for survival and scavenging among the ruins of civilization.

There’s gotta be countless other variations on this theme. Global dystopian techno-feudalism perhaps?

[–] chonglibloodsport 2 points 1 day ago

Yes and Geordi is too perfectionist to deal with the messiness of working on an abandoned Cardassian station. The job is half auto mechanic, half engineer. Geordi is all engineer. We hardly ever saw him get his hands dirty.

[–] chonglibloodsport -1 points 1 day ago (1 children)

Relegated to slavery… just like the past thousands of years of human history.

How is that not a return to normal?

[–] chonglibloodsport 1 points 1 day ago (4 children)

By saying this aren’t you assuming that human civilization will last long enough to get there?

Look at the timeline of other species on this planet. Vast numbers of them are long extinct. They never evolved intelligence to our level. Only we did. Yet we know our intelligence is quite limited.

What took biology billions of years we’re attempting to do in a few generations (the project for AI began in the 1950s). Meanwhile the amount of non-renewable energy resources we’re consuming has hit exponential takeoff. Our political systems are straining and stretching to the breaking point.

And of course progress towards AI has not been steady with the project. There was an initial burst of success in the ‘50s followed by a long AI winter when researchers got stuck in a local maximum. It’s not at all clear to me that we haven’t entered a new local maximum with LLMs.

Do we even have a few more generations left to work on this?

[–] chonglibloodsport -1 points 1 day ago (3 children)

How does killing a bunch of them with crowbars begin a better world? Did that work the first time? It sounds to me like we’re trapped in a cycle.

[–] chonglibloodsport 19 points 1 day ago* (last edited 1 day ago) (4 children)

It originally referred to modern day communists who believed Stalin was right to send troops and tanks into Czechoslovakia in 1968 to crush the liberal government there that had recently arisen there. Hence the word “tankie” for someone who believes that it’s right to use tanks to destroy peaceful democratic governments in order to (re)install communism.

[–] chonglibloodsport 18 points 1 day ago

It’s important to note that she was also trying to hold in all of her urine. Refusing to pee when your bladder is in pain is a really bad thing to do!

[–] chonglibloodsport 5 points 1 day ago

Ahhh okay. That makes sense. Though I could foresee some people ending up at an impasse with this. They want to end their lives but the fear and panic take over at the top of the hill and they’re unable to go through with it. It could be very cruel for a person to be stuck in a cycle of going to the top of the hill (filling with dread each time) and then pushing the button to get out and go home.

And then of course there’s the other issue of being up at the top of the hill, feeling overwhelming dread, working up the courage to allow the descent to begin, but then immediately regretting it and feeling terror all the way down the first big slope until the G forces begin to take effect.

This seems like an unfixable problem with the design. No matter how you change it, there’s got to be some “point of no return” where you’re locked in and still conscious of your impending death but unable to make it stop.

[–] chonglibloodsport 2 points 2 days ago

Thanks! You too!

 

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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