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Joined 8 months ago
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Cake day: December 31st, 2023

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  • There was a ‘game’ about a cube that you tapped to get to the center wondering what was inside. If I recall each install only had a few taps. Only the person to finally open it would get the prize.

    The prize was supposed to be the opportunity to make a game with him and all of the profits of something, then it became just a game he would make and like $1000000, then he basically ghosted the winner without paying him. He made a shitty beta half-game thing after like 8 years, then finally just said it was done without actually making anything really playable or even charging for it.

    There’s viddocs on YouTube about it.




  • Raiding for better gear to raid harder stuff is a cycle we’ve seen a lot. A broad feeling is that dropping materials to give to a crafter to get your gear slows and diminishes the reward and doesn’t benefit things any. Honestly Wildstar’s crafting was some of the best crafting I’ve seen. It was moderately skill based, made better materials important, allowed for alternate material components and allowed you to tweak the stats. So if someone wanted a specific stat distribution they could get it made that way, but a better crafter might make the stats better.

    I’m still looking for a game that actually makes crafting skill-based and a good crafter better than an average one given the same gear and level or w/e. Until that happens crafters will always be an after thought.



  • I don’t have much personal experience with games where that is the case, but it’s usually pretty popular.

    It’s actually pretty unpopular in most games with hard end game content. Raiders want the best gear to come from the hardest content to make their efforts valuable and to feel rewarded.

    SAO has a different nature to it though making a new zone and eventual escape the reward rather than focusing on gear. It also presents the idea of rare resources being better for making gear, the sort of thing that would immediately be farmed for drops so the gear can be sold off. But it also sells us on the idea that crafting takes some level of skill or at least that the results are unique enough based on skill and materials that they’re usually aren’t duplicates for rare crafts.



  • Right, because I’m specifically talking about fallacies. You’re currently exhibiting the fallacy fallacy, which is when you assume an argument is wrong because it’s fallacious.

    I have my judgement on this topic already (I’m not for or against it, but its more complicated than that too), I’m responding to people who are struggling to understand even the first fallacy that I found, which honestly makes me think this is actually really important to do.

    If you can’t see the flaws in the argument that “we’re making the first bridge across this river, so we’re your only hope for a bridge across the river”. You’re going to have some really tough times not being scammed.

    I’ve spent more time in this comment section having to explain how that’s a fallacious argument than I spent watching the video. This is utterly absurd that I need to explain that just because there’s only one initiative doesn’t mean it’s the only possible initiative.

    You lot are having an argument against a position I don’t hold and a argument I’m not making.