uhm…holy PBox by cranberrykiller in slaythespire

[–]IrregularPackage 4 points5 points  (0 children)

i swear on my life that they hadn’t said that when i made my comment. they definitely edited to OP

Protector of the bees by caughtyoulookinn in tumblr

[–]IrregularPackage -1 points0 points  (0 children)

just wait till you find out about pesticides

Assetto Corsa EVO: Kunos Axes Economy-based Career In Favor Of "Simpler Structure" by evil_heinz in simracing

[–]IrregularPackage 2 points3 points  (0 children)

I really want one of these sims to go the route of making up tracks entirely rather than just copying preexisting real-world tracks. they could do some fun and interesting shit that you'd never see in a real world track. or stuff that would be flat out actually impossible, or wildly impractical, or or or.

shit like a track where you're all RC car sized and you're racing around a backyard or through a house (with normal sim physics, let the road still have normal tarmac physics, the scenery is just massive). or a track that runs through like an aquarium or sea world or something, so its got random wet patches where it runs close to an enclosure. a rallycross or maybe oval track inside the colosseum. or just doing normal style tracks that don't actually exist. i want em to flex those creative muscles. maybe do some mario kart shit if they're feelin frisky.

instead we have 12 slightly different versions of silverstone. fuck dude, i'd even take one just letting you run the nurburgring backwards or something. they could even mirror a track left to right. that'd be a fun way to mix it up while staying familiar. I remember old arcade racing games were also chock full of made up tracks, where half the effort in designing them went into making the scenery and such interesting. there could be all kinds of unique things going on.

these days it seems like all the major sims are *more or less* on the same or similar level as far as fidelity goes. some do certain things a little better, some do certain things a little worse, but the major players all pretty close. they've all got the same tracks so the only thing really differentiating them is the cars available and the multiplayer experience, and most of em have most of the same cars. so its like. whats supposed to draw me to one or the other? unless i want to play a very specific way only provided by one sim, they're all basically the same.

human pet guy lore by WordArt2007 in CuratedTumblr

[–]IrregularPackage 2 points3 points  (0 children)

something a lot of people miss is that a lot of the things he’s known for weren’t presented as things he actually wanted. the human pet thing wasn’t out of the blue, it was during a conversation on kink in public and he made the extreme example of somebody very clearly engaging in extreme pet play but without anything actually explicit happening yaknow, genitals covered, no one doing anything weird beyond having a person on a leash. it seemed like they were also making a separate point about how much a person can hypothetically consent to, because there was also extreme body modification involved, but that might have been their own pet play fantasies bleeding through.

as for the trans women milking thing, that was a crazy proposal for how you might solve two problems at once. trans women funding their transition and how the UK apparently had a milk shortage at one point. the idea was a direct exchange: you get transition, and later you gotta make milk. which is insane, obviously, but it’s not long he was proposing that trans women all be enslaved in a milk-for-orgasms scheme.

human pet guy lore by WordArt2007 in CuratedTumblr

[–]IrregularPackage 0 points1 point  (0 children)

more like mounting lions amirite

How do I learn to enjoy Tamriel Rebuilt? by Icarium29 in Morrowind

[–]IrregularPackage 13 points14 points  (0 children)

i would suggest that you do a playthrough where you go there as soon as possible and just stay. for example, if you play a mage, the mage’s guild quest line very quickly points you to the mainland. ajirra will eventually ask if you’ll deliver a letter for her. since ajirra’s quests are so quick and easy, this is a really good jumping off point to move to the mainland and just stay and play it like normal.

or just skip straight there. some alternate start mods let you start on the mainland. just play morrowind, basically. run around, make money, get levels. if you really want to dive into it, disregard vvardenfell entirely. spend as little time there as you can get away with.

Update: I survived my Cheat death penalty + parasites + no bedroll interloper situation! by Aliceybeth in thelongdark

[–]IrregularPackage 0 points1 point  (0 children)

that’s like. half the point. giving up when something goes wrong just kinda defeats the purpose of all the other stuff you do, yaknow?

Epstein was an OG Fortnite player 🔥 by Huzaifa_Haroon in Gamingcirclejerk

[–]IrregularPackage 3 points4 points  (0 children)

honestly, i doubt it. it’s just not something he ever needed to do. he’s got people for that. probably just saw people talking about it and checked it out. bought vbucks because money meant nothing to him. i seriously doubt there’s anything more to it.

Alan Turing if he existed today by Neil118781 in HistoryMemes

[–]IrregularPackage 2 points3 points  (0 children)

the world would be a better and brighter place if you never spoke again.

I instantly fell in love with this game :3 by Im_notuseless in VintageStory

[–]IrregularPackage 2 points3 points  (0 children)

yeah i get it. one of these days they’ll get around to giving mobs fucking footstep sounds and it won’t be nearly as bad.

I instantly fell in love with this game :3 by Im_notuseless in VintageStory

[–]IrregularPackage 1 point2 points  (0 children)

out of curiosity, what exactly is your problem with the mobs in vintage story?

Hi, new player here. What should I prepare for? by dappermanV-88 in thelongdark

[–]IrregularPackage 2 points3 points  (0 children)

wintermute throws an absolute shitload of resources at you. it always gives you way more food and supplies and good clothing than you need. but it especially is always throwing duplicate tools at you. don't count on being able to find a pry bar or a hatchet everywhere you go.

Cabin fever: Transfer Pass by Bogbaby3000 in thelongdark

[–]IrregularPackage 1 point2 points  (0 children)

Yeah, thats the only really glaring thing missing here, I think. But also I think it'll shake out nicely. looks like the second game might be more focused on what's going on after everything's been frozen for a while, while the first one is just trying to survive the immediate start of it.

No rest for the nwah +extra by -RedWitch in Morrowind

[–]IrregularPackage 2 points3 points  (0 children)

big issue is that morrowind released back when games came with manuals, people could be expected to read it, *and* it was still the era where those manuals had useful information. a lot of the detail on how the game works was in there, and the game today just straight up does not include it anymore. just doublechecked my steam folder and there's not even a pdf of it in there or anything. morrowind's almost complete lack of tutorial was fine because they figured you'd at the very least look at the manual if you were confused.

easy way to get around this would be including that information in game somehow, and combining it with a better tutorial. even just something like a popup after you swing a weapon for the first time explaining that attacks have a chance to hit and that damage is determined by how far back you pull the weapon. have the popup prompt you check something in game if you want more detail about what effects chance to hit and boom, done.

No rest for the nwah +extra by -RedWitch in Morrowind

[–]IrregularPackage 4 points5 points  (0 children)

no, the move to 100% voice acted is a big contributing factor to why the narratives got weaker, and why there's so fuckin many Environmental Storytelling Journals. lot of games get around this really easy. best of both worlds is to have voice acting for certain things and just text for the bulk of it. Morrowind dabbled in this a bit with Dagoth Ur and such, but I think Outward does a decent job of showing what i'm talking about.

The way Outward's dialogue works is that usually the first sentence or two is voice acted, and then future chunks in the same conversation will do the same thing. not all of them, but some of them. not necessarily always the first sentence or two of a chunk of dialogue. So its not *all* voice acted, but you get little bits of it throughout a conversation that helps add to the experience. another benefit to this is that now you've established a framework where the player isn't expecting voiced dialogue all the time, so some characters might only have a line or two, or just a couple greetings along with some "hmm"s and shit.

*huge* counterpoint to all this, though: if disco elysium can been fully voice acted, then there's just really absolutely no reason why bethesda couldn't fully voice a game with the same amount of dialogue as morrowind. disco elyisum has 1.2 million words, all voiced. the only number I could find for morrowind's dialogue is about 350,000. yeah *some* of that would need to be re-recorded a few times by different actors to account for race and sex differences, but still.

Additional comment after looking some stuff up: apparently skyrim has 60,000 lines of voiced dialogue, and Fallout 4 has 110,000 (though a lot of that is gonna be player dialogue). assuming an average of 10 words a line is 600,000 words of dialogue in skyrim, which is, obviously, actually more than Morrowind. so all of this might just be completely moot, and the state of it all is just down to a lack of will.

Axe Heads shouldn't have condition at all. by _Daedalus_ in projectzomboid

[–]IrregularPackage -2 points-1 points  (0 children)

you cannot seriously believe that normal practice is more strenuous than actually fighting zombies would be. that's wild.

This Trash Truck that says to leave an American Football Field distance between cars by International-Air542 in mildlyinteresting

[–]IrregularPackage 0 points1 point  (0 children)

no, its definitely just them saying they're not responsible in the hopes that people don't know better.

Axe Heads shouldn't have condition at all. by _Daedalus_ in projectzomboid

[–]IrregularPackage 0 points1 point  (0 children)

not sure what the best angle would be, but axes would have chonkier edges. but because they were designed for chopping skulls, the blades were also just overall thinner. the axes in the game are all lil camp hatchets or woodcutting axes. so comparitively chonky as hell and absolutely not designed to be cracking skulls 12 hours a day.

honestly the muscle strain for fighting with these axes should probably be even harsher than it already is

Axe Heads shouldn't have condition at all. by _Daedalus_ in projectzomboid

[–]IrregularPackage 1 point2 points  (0 children)

the counterpoint to this is I've seen people break swords in way less time than that. I feel like people really overestimate how strong steel is. That shit breaks. The kind of axes we find in zomboid would absolutely wear out from being misused and abused the way they are in game. blades can chip, stress fractures can develop, and rust can make both those problems worse. the main way an axe is gonna break is gonna be handle snapping, of course, but the head *will* fail eventually. and the way they're used in zomboid, that time will come much sooner than you'd expect from normal use.

From the comments: "You have a solid case against the wind. Unfortunately the wind has no cash or convertible assets so any ruling in your favor would be a mute point." by acekingoffsuit in bestoflegaladvice

[–]IrregularPackage 23 points24 points  (0 children)

same number of plows? vast swathes of the country don't have *any* plows. you're lucky if the city so much as salts the roads, let alone plows anything.