• 0 Posts
  • 190 Comments
Joined 1 year ago
cake
Cake day: June 23rd, 2023

help-circle









  • Backblaze regularly releases failure rate statistics of their drives, and it’s often a big enough dataset to be quite meaningful. I haven’t been keeping up with it lately, but there certainly was a period of time where there were substantial differences in the failure rates of different manufacturers.

    So while you do still need to have drive failure mitigation strategies, buying more reliable devices can definitely save you time and headache in the future by having to deal with failures less frequently.



  • I mostly agree. I kinda felt decisions mattered in a game like Disco Elysium, but you’re still essentially on the same overall track; the only way, things could really matter is if the story lines completely diverge, and that almost never financially makes sense, since you’d essentially be making multiple games and selling it as one.

    I don’t think that’s the distinction that GGG is trying to get at though. What they’re going for is making micro-decisions matter. You have to turn your brain on and use it for combat most of the time to stay alive, so you can’t just zone out and go on autopilot then pay attention for when you know you’re going to need it. They want to focus on a much more active play style where there are more telegraphed attacks and dodging all the time.

    I enjoy those mechanics too, but I don’t want them all the time. I want a blend of hard and easy, if that makes sense. I want to be able to blast through some content and make my goal clearing it as efficiently as possible, not worrying about dying every second.

    And maybe I’m concerned about nothing, and it won’t be that way, but I’d rather try it and be happily surprised than go in with high expectations and be disappointed.




  • As a long term player of PoE, I don’t really see myself playing PoE2 long term. My expectation is it’ll be fun to play once or twice and a good game to onboard new players to the franchise, but it won’t have the same depth of complexity as the original.

    Also, the whole “gameplay decisions matter” doesn’t vibe with me. Perhaps that’s a bit baffling, but what I want is that gearing decisions matter, and deciding what content to do matters, but regular gameplay mostly only matters when when you choose to do challenging content.

    I think GGG realizes that a significant portion of their core player base isn’t completely sold on PoE2, and that’s why they’re developing both in parallel.

    Additionally, and this is specific to the addition of a marketplace, they’ve always maintained that they didn’t want to add it because frictionless trades would be bad for the game’s economy. So I think they see this as more of a test whereas a lot of players see it as an outrite win.





  • There are a ton of different variations of the golden rule that mostly have slightly different implications. Pretty much every religion has some flavour of it, and there’s a good reason for that.

    Cooperation has for a long time been a necessary part of human life if one wishes to accomplish much of anything, and the golden rule has long been a building block of cooperation. Of course, it’s not particularly scientific and it’s precise implementations, as you’ve noticed, are either vague or not fully correct.

    Enter game theory. The prisoner’s dilemma problem is a model cooperative game that explores various behaviour patterns between two parties. As it turns out, some of the best strategies to maximize personal gain given other opponents with unknown strategies are called: “forgiving tit-for-tat” strategies.

    Basically, cooperate until you’re betrayed, punish betrayal, but then return to cooperation. I think if you squint a bit, you can kinda see how there’s similarity to the golden rule.

    Veritasium has a pretty informative video on the subject: https://youtube.com/watch?v=mScpHTIi-kM

    In short, yeah, it’s pretty good.