Historian, gamer, good dude.

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Joined 1 year ago
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Cake day: June 1st, 2023

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  • Thank you for opening yourself up to the discourse!

    First of all: I don’t use any apple products, because I strongly disagree with the company on an ideological level.

    My opinion on apple products, personal opinion that is, is that the walled garden approach has pros and cons. Meaning, they control everything within their ecosystem. You can’t install a third party app without it being approved on the appstore first. This is good in the sense, that there is virtually zero risk of bad actors being able to access your systems. This is bad, because it allows apple to dictatorially allow/reject apps, and ideas that they don’t agree with. I don’t know if they have done this, but it would not surprise me.

    Another large issue I have, as a nerd, with apple’s approach. Is that having everything easily accessible and controlled by the company (here I mean things like, its more difficult to make changes to your computer as compared to linux, where you have full control) makes for a tech-illiterate public. Anecdotally, I have friends who are very skilled at tech, one is a space-tech student, the other a high-level games programmer, and both feel they can’t switch to another phone than Iphone, because it is such a specific way of interconnectedness that exists when you have all apple products. It is so easy to airdrop, or screen share, cloud save etc etc. That it is a fundamentally different experience to use anything else. Now, that might seem like a pro for apple, but my issue is that this interconnectedness should be a priority between ecosystems too. Ideally I would like to have these features as a given on any system, like email can talk to email (fediverse hype), instead of being locked to a single ecosystem.

    In conclusion: Apple is known for keeping their information under lock and key, and not allowing any interference with their systems. I think this is bad.

    Thanks for bringing it up! And remember there is no right/wrong, except what you personally feel good about.



  • Recently I’ve delved into Dredge, by Black Salt Game. Its a tiny little fishing game, you play as a fisherman and have to go out, fish, come back and sell before it goes bad.

    Nothing out of the ordinary, nope, nothing at IA! IA! RLYEH FHTAGN

    It IS a fishing game, I didn’t lie, but with very distinct lovecraftian undertones. Its got it all, unknown deep horrors, esoteric magic, and ancient lore. I managed to work my way through it in 7 hours. At times it felt a little long, but its a beautiful ride with a small, but interesting cast of characters.

    Wholeheartedly recommend it.



  • Thats a really solid perspective. Again, where I’m from, Denmark, midwives and the like, especially at-home help, have their own cars with the regions seal on the side of the car. So that part is also solvable.

    My argument is based on: fewer cars = good. Especially in urban spaces. I’m not saying cars have been totally solved in Denmark, far from it, but with a solid network of bikepaths, sometimes more space for bikes than cars, and many exclusive bus lanes, not having a car isn’t an issue. In fact, in our capital, you can’t get somewhere faster with a car than with a bus/metro.

    The main problem with going less cars as I see it is mostly gear transportation. How do you bring whatever kit you need for your job, if you can’t bring a car? This question remains unsolved.


  • Isn’t this what ambulances/non-emergency medical transport is for?

    I mean, where I’m from you have two different medical phone numbers, one for emergencies, and one for non-urgent help, like transport to chemo or other regular treatments.

    Edit: As in: a securing of health infrastructure should be included in the car-free discourse. Having free and easily accessible medical transportation would make the argument for less private cars much more palatable.


  • My two cents on the topic. Basebuilding to me, in order to be reaaally good, needs to have a mix of necessity and aesthetics. The emminent example to me being Satisfactory. Basically, the entire game is basebuilding, and you could easily “win” by overrunning the whole map with buildings with very little order to it. But its more efficient to plan well, and keep optimising the material order.

    Having a system where you can easily place things according to a planned idea, as well as having the ability to just go nuts, is part of it.

    All said, however, the most fun in building games is the moment when you’re ‘done’ with a big section, or new unlock building, and you get that short moment of blizz when a plan comes together.




  • Ventus@beehaw.orgtoGaming@beehaw.orgCould you recommend me a game?
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    1 year ago

    If you’re into horror and lovecraftian imagery, the first Darkest Dungeon might be a great fit.

    In essence, you have to recruit teams of characters to send on missions, in order to get resources to upgrade these characters and build up the dilapidated hamlet your ancestor left behind.

    It doesn’t require quick reactions. Its turn based, and you have all the time in the world to make your next choice. It is a great example of turn based RPG that isn’t in the JRPG style. Built around a creative approach to Lovecraftian horror, its also deeply punishing. So expect to lose. A lot.

    I don’t know if it can run on your computer, but as far as I know it is not the most taxing game. Wholehearted recommendation.




  • Children of Time By Adrian Tchaikovsky, a piece of evolutionary sci-fi about the hubris of man.

    Within the first 20 pages it threw all my expectations out the window and since then its just been a ride. Never eaten my way through a book this quick. If you like spiders, or even if you hate them but think they’re pretty cool, this book is deffos for you!


  • Ventus@beehaw.orgtoGaming@beehaw.orgMMORPG?
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    1 year ago

    I like taking my time with things. Doing all the niche sub-par activities. Crafting in lotr online was such fun, even though it was tedious as all hell. Having things that aren’t just ‘get to max level’ or ‘grind gear to make bigger numbers’ is essential. As soon as the game becomes an efficiency simulator, I’m out.

    Having good explorable lore is hugely important too. A world thats more interesting than skin deep.

    For years I’ve been dreaming of a persistent communal base building game, without the chaotic undertones of something like Rust or 7 Days To Die. Working together to gather resources and make something. Thats my jam.

    What would be in your dream MMO?


  • Ventus@beehaw.orgtoGaming@beehaw.orgMMORPG?
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    1 year ago

    To an extent I agree. The wowkiller dream is just that, a dream. When wow Classic came out, I felt it captured the parts of old game design that I have been missing. Of course, its impossible to make a new game like old wow, particularly because the reason the gameplay is so “good” (in my personal opinion) is because its so dumb. Tedium is a key ingredient. Taking ages to do anything, and waiting tick for tick to do auto attack damage? People would lose their minds.

    But I don’t think its actually impossible. I still have (some) faith in the video games industry to innovate and find the formula that’d become a new phenomenon. Nothing can be the same as the first time, the rpg cat is out of the mmo bag in that regard, but I do think there is some mix of gameplay, world design, lore construction, and community interaction, that can bring a new game to the same heights as old wow.



  • Ventus@beehaw.orgtoGaming@beehaw.orgMMORPG?
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    1 year ago

    I used to be a big time WoW player. 15 years I managed to squeeze out of it before I got tired of the new style they made. Got a big ol’ Kirin Tor sorcerer tattoo to commemorate it.

    Still looking for a new good “wowkiller” mmorpg, but everything nowadays seems to be too bland for my tastes. What’re your favs?