I take my shitposts very seriously.

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Joined 2 years ago
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Cake day: June 24th, 2023

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  • My opinion is the exact opposite. Narrative games, even action shooters, need to have high action and low action parts in balance. If high action segments are excessive, it can lead to combat fatigue. If low action parts are excessive, the player gets bored and the pacing dies.

    Half-Life 2 E1, the “Low Lives” chapter, has probably the most stressful combat in the game because the player has to balance so many things. Shooting the zombies attacking Gordon versus helping Alyx fight. Helping Alyx versus keeping the flashlight charged. Firearms versus explosive props. All of that in oppressive darkness. Combat fatigue sets in. The short puzzle segments, even as simple as crawling through a vent to flip a switch, are opportunities to take a breath, absorb the environment, and prepare for the next segment – especially at the end of that particular chapter, when the player escapes the zombies and has a chance to wind down.

    At the same time, puzzles, by their slower nature, are excellent for delivering narrative and player training, and to let the player absorb the atmosphere. Alyx’s first encounter with the stalkers in “Undue Alarm” wouldn’t have had the same emotional impact if the player could just pop them in the head and move on.

    In contrast, most of “Highway 17” is just a prolonged vehicle-based puzzle. By the time the player reaches the large railway bridge, they might be sick of driving. I know I was. It’s a relief to finally engage in some platforming and long-range combat while traversing the bridge.

    So what are the narrative values of my two examples? The cinderblock seesaw in “Route Kanal” is just player training. A show, don’t tell method to let the player know that physics puzzles will be a factor. It’s also a short break after the on-foot chase, before the encounter with the hunter chopper. In “Water Hazard”, the contraptions serve a larger narrative purpose: they’re the tools of the rebels’ refugee evacuation effort. The player utilizes them like one of the refugees would have.






  • rtxn@lemmy.worldtoSelfhosted@lemmy.worldAnubis is awesome and I want to talk about it
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    10 hours ago

    POW is a far higher cost on your actual users than the bots.

    That sentence tells me that you either don’t understand or consciously ignore the purpose of Anubis. It’s not to punish the scrapers, or to block access to the website’s content. It is to reduce the load on the web server when it is flooded by scraper requests. Bots running headless Chrome can easily solve the challenge, but every second a client is working on the challenge is a second that the web server doesn’t have to waste CPU cycles on serving clankers.

    POW is an inconvenience to users. The flood of scrapers is an existential threat to independent websites. And there is a simple fact that you conveniently ignored: it fucking works.







  • They absolutely are, in terms of gameplay. Ozzy Mandus and The Crank Hog Machine sacrificed most of the gameplay Frictional’s Amnesia became known for. There are no light mechanics. Barely any physics puzzles. The pigmen are braindead, which removes the challenge and the tension. Even if it’s a better story and atmosphere than The Dark Descent, it’s a lesser game. Even Still Wakes The Deep only goes as far as “throw the object to make the thing look away” when you’re not just responding to non-diegetic prompts.

    You can make the argument that walking simulators have a place in the gaming landscape, and you’d be right, but by their nature, they are the exact opposite of what Bloodlines 1 was and what Bloodlines 2 should have been. Why Paradox decided it was a good idea to entrust with it a studio that has only made things that it never should have been is a fucking mystery to me.



  • rtxn@lemmy.worldtoLinux Gaming@lemmy.worlddont do this.
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    2 days ago

    The option doesn’t have a value. You just need to specify that the option should be present, e.g. defaults,noatime,windows_names,uid=1000,gid=1000 in fstab, or mount.ntfs -o noatime,windows_names,uid=1000,gid=1000 for manual mounts.

    This comment on the UDisks github page elaborates on why the ntfs-3g driver does not automatically restrict the usable characters.

    UDisks itself does mount NTFS volumes with the windows_names option, and the last comment in the same thread explains why enforcing that restriction with no way to opt out is a breaking change for some users.


  • rtxn@lemmy.worldtoLinux Gaming@lemmy.worlddont do this.
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    3 days ago

    uid=1000,gid=1000,dmask=022,fmask=133

    You can very easily fuck up your NTFS filesystem and make it unmountable in Windows. Would anyone be surprised to learn that not even Windows is fully compliant with the NTFS specifications? Some characters, like :, are valid for NTFS filenames, but illegal in Windows, and if you create such a file (e.g. in a wineprefix’s dosdevices), Windows will refuse to mount it. Ask me how I know.

    The solution is to specify the windows_names option every time you mount the filesystem, both in fstab and when using mount.ntfs.





  • You can host the open-source ID and Relay servers for simple remote access at no cost. The pro subscription is mainly about account and device management.

    compose.yaml
    services:
      hbbs:
        container_name: hbbs
        image: rustdesk/rustdesk-server:latest
        command: hbbs
        volumes:
          - ./data:/root
        network_mode: "host"
        depends_on:
          - hbbr
        restart: always
    
      hbbr:
        container_name: hbbr
        image: rustdesk/rustdesk-server:latest
        command: hbbr
        volumes:
          - ./data:/root
        network_mode: "host"
        restart: always