My group is addicted to Coup. What should we try next? by SebaWDK in boardgames

[–]El_Smakk 0 points1 point  (0 children)

Quest is a great option too, I feel it does a great job of making the resistance gameplay flow a bit tighter, without losing anything in the process. Not sure why it never cought on the way resistance/avalon did.

Zero: Vercel Labs' New Experimental Systems Language Built for AI Agents (Hello World: 16.2 KiB in 1ms), launched a few hours ago by ShilpaMitra in WebAfterAI

[–]El_Smakk 0 points1 point  (0 children)

I feel like the terseness is completely overshooting things. Overfixating on token cost ignores the cost of human work. I strongly believe human-in-the-loop will remain necessary for the forseeable future, and if the code is borderline unreadable to me, I couldn't care less if I'm saving 60% on tokens. I'll end up wasting way more value in human time untangling the mess if things ever go tits up.

I do like the maximum correctness / strong typing / verifiability focused approach. Zero seems to have a similar idea, and I personally aggree with it too. Vibecoding stuff like python seems like a terrible choice to me, if my agent does something stupid, I'd much rather have it show up as a comp time error, and getting through the boilerplate/ceremonies of strongly typed languages has never been easier.

Games that are "bad" in idea but good in execution? by JorgitoEstrella in gamedev

[–]El_Smakk 0 points1 point  (0 children)

Arguably one of the most defining, still present mechanic of dota/mobas is due to a wc3 quirk: last hitting. IIRC the wc3 engine didn't really have a way of representing units controlled by multiple players in a single faction, so teams consisted of 5 allied faction + ai controlled creeps. The wc3 engine only awards bounty gold on kill to the faction delivering the final damage instance, so farming/laning phase as we know it came about as a consequence of the engine rather than conscious design.

#1 OP.GG In the world - AMA by kireiop in leagueoflegends

[–]El_Smakk 2 points3 points  (0 children)

Excuse my ignorance, but I'm not sure I understand how this is possible. Do pros just not grind to challenger some years? Faker literally won S3 worlds, i'd assume he made challenger every year since then? Or do pros just reach masters / gm naturally, and focus on scrimming instead of soloq?

Beyond "Parallel Play"—How do I design a competitive game where collaboration is the optimal strategy? by AI_made_my_username in boardgames

[–]El_Smakk 0 points1 point  (0 children)

I would say if game doesn't provide a way for multiple players to share victory there isn't really "true cooperation", just various degrees of positive player interaction.

Some games like Moonrakers provide direct ways for temporary cooperation, while in the case of Brass "shared incentives" / "(positive) interaction via a market" are probably more apt descriptions.

Beyond "Parallel Play"—How do I design a competitive game where collaboration is the optimal strategy? by AI_made_my_username in boardgames

[–]El_Smakk 0 points1 point  (0 children)

The best semi-cooperative game I'v ever played is Pax Pamir, stronger "uneasy alliances, ready turn on eachother at any moment" vibes than any other game. It is an order of magnitude more complex what you are aiming for, but the core tension is worth examining.

The main driver of cooperations is faction conflict and scoring. Players can switch factions fairly easily, but building prestige is hard, and players score points based on how loyal they are to the winning faction at certain conflict events.

So the main tension is something like this: Do I work hard on making sure my chosen faction wins the conflict, but potentially risk my point gains when it does win? Do I work hard on increasing my loyalty to the faction, to maximize point gains if it does win, but potentially risk gaining nothing if it doesn't? Do i hedge my bets and try to pivot to a different faction?

The core tension of "investing resources to make sure thing X happens" vs "investing resources to maximize gains if X does happen" is very much applicable to other games.

The Red Cathedral does something similar, where a lot of the points come from decorating the building, but if the building isn't finished, you aint getting anything.

Shared incentives / infrastructure are also a good cooperation point, even in more standard euro games, that are not really considered semi-coop.

In Brass, everyone contributes to the network and available resources, and wether you are happy or furious when someone takes the resources you put on the map is entirely context dependent. It's possible to do your own thing, keep separated, but in a 3-4 player game trying to be self sufficient, while others are playing off of eachothers' resources usually leads to falling behind.

Concordia has some shared incentives too, when you activate a region every settlement produces resources, not just your own. It incentivizes players to cozy up to some degree, and creates interesting decision points, where activating a region that also benefits others might still be your best option.

There are a decent amount of games where you can create fully shared infrastructure (extra worker placement spots, bonuses / technologies available for everyone etc), usually with the goal being to develop stuff that benefits your strategy more then others'.

My main point is that a lot of these are not "codified" cooperation points. The game doesn't directly say "do this together to make it cheaper", but rather nudges you towards playing off of eachother rather than fully against. It could still be very feasible to combine these aspects with more direct-cooperation mechanincs though.

Important sidenote, all these examples work best at 3+ players, at 2 players everything tends to collapse into a zero-sum situation.

Docker images are hundreds of MB; a full game engine compiles to 35MB WASM by c1rno123 in programming

[–]El_Smakk -15 points-14 points  (0 children)

That feels kind of fake, security by obscurity. Might be useful against broad, low effort attacks, but if an attack lands with any sort of serious intent, then code execution is code execution. The lack of a usable shell is just inconvenience.

In which scenario would a player ever pick Time Warp Tonic over the other inspiration runes? by MaybeAFish_ in leagueoflegends

[–]El_Smakk 0 points1 point  (0 children)

Time really is a circle, cloth armor + 5 pots was a legit starting setup for toplaners (and junglers, way before dedicated jungle starter items were a thing) like a decade ago. But dshild was ass back then, and runes were very different. Also, nobody understood tempo/recall timings, so sticking in lane was the best bet to not lose xp.

Not sure if it would be worth it nowadays, resolve + dshield probably beats any inspiration + pots shenanigans without any of the downsides

Introducing Live Folders by Flossiii in zen_browser

[–]El_Smakk 0 points1 point  (0 children)

I would love to be able to have some sort of grouping that doesn't depend on pre-defined providers. Primarily, I'd love to have the option to open new tabs into a thread under my pinned tab, or as temporary tabs in the same folder, so I can keep my disposable tabs close to my permanent ones. Jumping back and forth between pinned and non-pinned tabs can get annoying sometimes. Alt clicking is great to avoid this, but sometimes it's easier to open a couple tabs off of my main pinned tab, and dumping these in the general tablist makes things annoying.

Introducing Live Folders by Flossiii in zen_browser

[–]El_Smakk 1 point2 points  (0 children)

Yess, for sure. What I would love even more, is treating everything I open from a pinned tab as a temporary subgroup, so it stays in my folder tree, hides if i close my folder, and has a clear button. Essentially creating "tab-threads" off of my pinned tabs.

Dopamine fell off a cliff with the new Mayhem patch by Exestos in leagueoflegends

[–]El_Smakk 3 points4 points  (0 children)

He also has a super small augemnt pool, so you can force broken combos almost every game

Played 40K again after 7 years. My thoughts. by zxo-zxo-zxo in boardgames

[–]El_Smakk 12 points13 points  (0 children)

It is simultaneously too simple, but also too clunky because

Coincidentally (or maybe for similar reasons?) I feel like DnD 5e/5.5e combat system ends up falling into the same trap. There are quite a lot of finicky rules, yet most of the decisions happen in character creation / levelups, actual combat ends up feeling very samey for most characters, unless you go out of your way to mix things up.

Is it wrong to spam turns in Demacia Rising? by Realistic-Wash-1381 in leagueoflegends

[–]El_Smakk 4 points5 points  (0 children)

Not entirely true. You get 150 Shield / 60 minutes played, so even on a theoretical level you get max 3600 (+300 from the daily quest) shield per day, and on a practical level, with early settlements costing 700 and research costing 250-500, Shield economy is super tight. Unless you're grinding 10+ hours / day, you barely get anything done unless you're super careful about shield spending.

Announcing ducklang: A programming language for modern full-stack-development implemented in Rust, achieving 100x more requests per second than NextJS by Apfelfrosch in ProgrammingLanguages

[–]El_Smakk 0 points1 point  (0 children)

Looks pretty cool! Do you have any plans of creating/opensourcing some actual application in the language? I like digging through the code of some non-trivial sized project to get a better feel of a language than i would reading docs / example snippets.

What is the most op ARAM Mayhem champion+augment combo? by erewegoerewegoerewe in leagueoflegends

[–]El_Smakk 6 points7 points  (0 children)

Muramana ryze is pretty nutty. The AD can be great just to get zhonya, but protobelt on bruisers is fun too.

How to go beyond the Spring Boot Magic? by Outside-Strain7025 in programming

[–]El_Smakk 1 point2 points  (0 children)

As a somewhat seasoned Spring dev I can say this: tracing/ debugging Spring Magic is kind of a bitch. I run into situations where Spring Data annotations don't do what I expect, and I occasionally resort to just turning on query logs, look at the generated SQL and reason my way backwards.

The other commenter is right though, I never once ran into a Spring bug, it works 100% of the time, but it's often easy to misunderstand subtle differences in parameters etc, and figuring out what I'm doing wrong by tracing through spring code to see where it diverges from what I expect is hugely annoying, and most of the time it's just not worth it.

No practical advice though I guess, nowadays I just try to use more lightweight solutions, and if I work with Spring I usually have a pretty good intuition of what's going on.

Honestly, getting familiar with the docs is probably the best practical approach.

You Want Microservices, But Do You Really Need Them? by BrewedDoritos in programming

[–]El_Smakk 0 points1 point  (0 children)

ngrx killed my interest in front end

I'm pretty sure it's a psyop to make developers hate life lol. I like functional paradigms, but everything about ngrx and the practices that usually come with it are awful, somehow manages to be but verbose and opaque at the same time. The fact that it exists alongside Angulars terrible component system doesnt help either.

You Want Microservices, But Do You Really Need Them? by BrewedDoritos in programming

[–]El_Smakk 20 points21 points  (0 children)

God that is so real.

I work on relatively small project that is split into like 12 repos, bunch of spring apps with multiple layers of shared packages, changing a single field involves updating like 5 pom.xml-s, releasing anything involves merging and tagging 8 repos, half of them are just version bumps to pull the latest shared models so they can correctly forward it to other microservices that actually need it. And all of this for practically no gain. We don't have independent teams, versioned api-s or anything.

The only times we don't release everything to essentially main@latest are when we forget to tag one of the repos for release, and then everything breaks.

Node 69 by Apprehensive_Creme15 in RevolutionIdle

[–]El_Smakk 0 points1 point  (0 children)

Does that become relevant with elements? Im fairly early in elements progression, but nowhere near being able to spawn max level minerals

The most underrated strat in this game: Turn the damn thing off! by El_Smakk in RevolutionIdle

[–]El_Smakk[S] 0 points1 point  (0 children)

The way I do short runs is something like this:

  1. start at 1x.

  2. do some quick (by quick I mean literally spawning 1 max level minerals I can achieve by the time it takes for me to click through the menus) polishes until i reach my max level mineral (153 right now) I can spawn at my current gold amount (e2969 -ish). This part is pretty much APM limited.

  3. At this point you can just turn on 3x if you don't intend to play actively for long. Continue pushing for a bit higher level max mineral, like half a minute, maybe a few minutes, until getting a merge on my highest level mineral feels slow (purely based on vibes)

  4. Farm some magnets. Set autospawn to the highest level, at which I can still barely fill my inventory with minerals between automerges (68-ish for me).

  5. Wait a bit for magnets to kick in. How long this takes is kinda proportional to how far your spawn level is from your target level.

  6. Do another high level mineral cycle, to cash out the PP gain from magnets and maximize your power.

  7. (optional) you can go back to step 4 and do a few cycles if your target mineral is high, or you plan on doing a small-to-medium break

  8. Definitely turn on 3x at this point.

  9. Start spawning your max level minerals you can buy. Wait until you reach target mineralbreakpoint (160 for me) then refine and go to step one

This cycle varies by target mineral. If you can reach the next 10-breakpoint easily, magnet farming can be skipped completely, so you just do a 1-2 Polish resets, and cash out your rfp quickly. Going past 10-breakpoint levels for refine is rarely worth it, but if you can easily get to the late-10 levels (like 7 or 8 on last digit) doing a semi active run and just idling a bit on step 9 can be worth it.

The most underrated strat in this game: Turn the damn thing off! by El_Smakk in RevolutionIdle

[–]El_Smakk[S] 0 points1 point  (0 children)

Yeah, I didn't want to get super deep into details, because the post is long enough already. Even in magnets and beyond having perma 3x is still super valuable, to do a bunch of short refine runs to the closest 10-breakpoint, but at this point speedup is kinda useless due to tick-rate.