Just your typical internet guy with questionable humor

  • 26 Posts
  • 875 Comments
Joined 1 year ago
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Cake day: June 22nd, 2023

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  • I don’t think they can alter the number of likes received willy-nilly without attributing 1 like to 1 account, and I’m basing this thought on how a normal system would behave, as I suspect xitter still uses the equivalent of a select count(has_liked) from user_post_reaction where id_post = {whatever}; – Changing how a normal count of likes work, without attributing them to accounts, would easily fuck up xitter real hard.

    Sure, melon himself wants to believe his own delusions, but there’s a lot of people that aren’t him and that don’t have access to the code, or the coders, and definitely want to find ways to abuse this.




  • I hope they’re not biting off more than they can chew. I mean, the scope of the whole project sounds bigger than Daggerfall, which means it’s unlikely they’ll finish on time and, when they do release something, there’s a high chance it’ll be lacking tons of features at launch.

    massive, procedurally-generated world with plenty of variety in the environments and locales. Dungeons and cities are crafted to feel unique from one another, offering limitless options for layouts and aesthetics. The world itself is ever changing; cities can grow, deteriorate, or be entirely destroyed by war, and the sky, landscape, and flora change with the seasons.

    Unless they’re Dwarf Fortress level masters of procgen, I won’t expect much more than typical single pass “random perlin terrain”


  • Not quite. It’s just harder to disconnect the 3D visual of a sword or mace swing very clearly hitting a creature and said hit missing entirely, especially as you’re in direct control of when and where the attack happens. For comparison, it’s much easier to accept misses in Neverwinter Nights because you’re not directly controlling the attacks. The fact that you can also look at the log of dice rolls helps a lot, too.

    Hell, even in Arena and Daggerfall, where you’re also in direct control of your swings, it’s easier to accept when it doesn’t hit thanks to the slow animations and 2D graphics of your equipped weapon and the enemy sprite.