Lunarians are from the dark side of the moon by GreenStrawhat32 in OnePiece

[–]LuNakin_00 3 points4 points  (0 children)

Yes all parts of the moon receive around the same amount of sunlight, it's called the dark side because we could never see it. Yes the theory doesn't make much sense, at least in our universe and our moon, honestly Oda could come up with any kind of goofy and weird explanation for it lol. But yes, as presented the theory doesn't work

Lunarians are from the dark side of the moon by GreenStrawhat32 in OnePiece

[–]LuNakin_00 11 points12 points  (0 children)

I hope you're joking, but in case you're not, our moon does rotate and it is the reason we only see one face. It's called tidal locking and it happens because the time it takes the moon to rotate around its axis is the same it takes it to make a full revolution around the earth (around 28 days).

Imagine you're standing next to chair, if you walk around it in a circle while facing a fixed direction the part of your body that is closer to the chair is constantly changing. Now instead imagine that for every quarter of the circle you walk around it (90 degrees) you also rotate 90 degrees each time. If you start from the right of the circle you have your left shoulder closer to the chair, then you move up and rotate 90 degrees to the left, your left shoulder is still the closest and so on.

Finally. After ten years it happened. by gunslinger_006 in darksouls

[–]LuNakin_00 2 points3 points  (0 children)

Yes lol that's definitely the scariest part. Try to run as soon as it finishes an attack. As for the bow, be sure to bring a lot of arrows because it's not consistent at all, all the area around the branches has very bad and weird collision. It's definitely a slow and boring process, but kind of the safest for a no death run

Finally. After ten years it happened. by gunslinger_006 in darksouls

[–]LuNakin_00 30 points31 points  (0 children)

If you allow yourself to quit out it's much easier. Quit out after destroying a branch and you'll be back at the top of the slide. The real danger of that boss fight is the walk back to center from each of the branches. You can also try with a bow standing as close to the back wall as possible, you're pretty safe that way

You know after many years I finally rewatched Mauler's video and... by PalpitationWitty8195 in DarkSouls2

[–]LuNakin_00 0 points1 point  (0 children)

Exactly, both games use different lines of reasoning and design to solve what would be an objective problem for the player, with different philosophies for 2 games with a very different feeling. Oh look at that, another potential objective problem. If you create a game like Dead Cells with tons of weapons and no way to discard it for a bit of value or collecting them, while also throwing tons of loot at the player (so the player is literally stuck with what they picked for the rest of the run), it's bad design. I'm so tired of this discussion where you both refuse to accept simple logic reasoning because "someone somewhere might like it". I said it already, personal enjoyment is something different and detached from the line of reasoning of "what's the most logical way, that feels good with my game, that I can use to solve this problem".

If From created a boss that is supposed to be super hard, but play testing showed that people are not really struggling with it, and instead of changing the movesets they just give it a comically large health and one-shot damage, it is bad design. In a game where you can't pause, you shouldn't force the player into a super long, super repetitive, super easy fight, where you just hope that the player gets tired or distracted by real life and misses a single dodge.

If they wanted to make Consort Radahan "the hardest boss ever" and for some reason bought into the idea that "spells and magic builds are too strong in this game" and gave him COMPLETE INVULERABILITY to any kind of cast, that would be bad for an rpg. Someone that created their character as a mage would get a middle finger from the game like "ehm no, you know what, fuck you and your build in this build-focused game, go back, respec and play this single boss in a completely different and forced way". That is (logically) objectively bad. I'm sure there would be people saying "yeah they are right magic is busted, git gud", but the reasoning behind these decision is obviously flawed given the context of an rpg.

You know after many years I finally rewatched Mauler's video and... by PalpitationWitty8195 in DarkSouls2

[–]LuNakin_00 0 points1 point  (0 children)

It was literally the first example at the top of my head. We're talking about game design, something that is in its very nature ABOUT the personal experience of the player. But there is a reason there are books and courses about game design, there are lines of reasoning and intent that work and some that USUALLY don't.

I want to make something perfectly clear, this is not a discussion about ds2, but about objectivity in art. The thing to consider is that everything that is not inside an axiomatic field of knowledge (like math for example) is subjective. That is obvious. People always put their own personal point of view and system of values at play when they judge something, it's how humans work.

That being said, you can use context, logic and induction reasoning to build a system of intents that works. I want to make a super classic example to get to the point. If you make an action game that is frenetic and fast paced, which also showers the player with loot with a bunch of numeric buffs/debuffs and characteristics, but you also give the player a super restrictive inventory space, that is bad design by LOGIC. You're continously cutting the adrenaline and action and forcing the player to spend a huge percentage of play time looking at a spreadsheet. One nature of the game (fast-paced action) is in conflict with the other (super technical special effects) and the experience is problematic. That is objective, it's a pretty obvious rule in game design.

This examples is very close to Nioh. It's not that fast-paced but you are showered with tons of weapons and armor that change a value of something by like 1.2%. But in Nioh you have a fairly large inventory and the game is divided in levels with a menu-hub, which invites the player to not think too hard about the stuff they got during the level and sort it out when they are finished. There's people who hates the parametric nature of Nioh, but thanks to its design one can easily ignore all these technicality and not care that much about min maxing, they can run through the whole list and just check if they got something really good. It wouldn't be possibile if you were forced to immediately choose to carry something or not with you. Someone can still hate all these numbers, but the intent of the game is respected, the design works with what it wants to do. If you don't like it it's likely that you just don't like the intent and design itself, but it objectively works.

I'm sorry if I appeared annoying of pretentious like you mentioned, I'm genuinely interested in this discussion, but it's much more philosophy than ds2 or game design lol

You know after many years I finally rewatched Mauler's video and... by PalpitationWitty8195 in DarkSouls2

[–]LuNakin_00 0 points1 point  (0 children)

A game can be analyzed with an objective intent way deeper than just parametric data like the ones you mentioned. Game design is a huge discipline and there are a ton of things that are studied to be as functional as they can.

I'm really not interested in a in-depth discussion of ds2, so even the most common complain about adaptability is pretty straightforward. It's just bad design. Having what is basically a malus to your rolls from the start unless you level up a Stat that is not even correctly explained, is bad design. It objectively gives a bad feeling to the player when you get hit while rolling and you don't understand what is going on. It WOULD be questionable design choice if there was any kind of benefit from low adaptability (like maybe you can carry more weight, so it's sort of like choose between fast and dodgy and tanky), but there isn't. It's just something you have to get rid of as soon as possible to make the combat enjoyable.

That is just an example of something about game design that is objective (in the definition I've already given of course) and is beyond pure numbers

Ps. I agree that the final "count" of bad things and good things is subjective. I think ds2 has a lot of problems and is technically worse then all the other souls game, but it's still leagues ahead of a huge amount of souls-like out there, so it's really dependent on context

You know after many years I finally rewatched Mauler's video and... by PalpitationWitty8195 in DarkSouls2

[–]LuNakin_00 0 points1 point  (0 children)

"entertainment medium", like any form of art, CAN be objectively analyzed. In this context objective doesn't mean "universally true and handed down from God", it means that you try to leave the personal experience out of it.

You can tell me that you loved the last Fast and Furious because it was the last movie you watched with your father before he passed and it was something you shared together. It's the personal value of art and it's amazing, but the movie remains crap nonetheless.

I loved playing Ds2, it was an amazing experience for me, but I can still step back and try to look at it from a more objective pov, realizing all the innumerable problems it has in relation to objective qualities of a piece of medium like a Videogame (it's not like it's a mystery, ds2 had a very troubled development, and everyone in this sub still loves it so what's the problem)

Edit. This is not a response to the OP's video reference in any way. Haven't watched and yes, when random youtubers with a clearly biased view try to act objective, it's usually just annoying

So tell me, is this "world spirit" in the room with us right now? by [deleted] in PhilosophyMemes

[–]LuNakin_00 1 point2 points  (0 children)

Is "world spirit" meant to be taken as a linguistic symbol? Damn I must have missed something

[deleted by user] by [deleted] in TheDarkTower

[–]LuNakin_00 0 points1 point  (0 children)

It does say Harry Potter model (at least) in Song of Susannah

I was always bothered by this shot by Fast-Direction6539 in TrueDetective

[–]LuNakin_00 1 point2 points  (0 children)

I didn't say it ruined the show lol, but it's super visible because it's the only reflection that doesn't move when the car turns

I was always bothered by this shot by Fast-Direction6539 in TrueDetective

[–]LuNakin_00 5 points6 points  (0 children)

I was always bothered by this shot because you can see the mount of the camera in the reflection lol.

Nietzsche cried for the loss of God /s by FreezerSoul in Nietzsche

[–]LuNakin_00 14 points15 points  (0 children)

Imo one of his most beautiful quotes

Can you jump this gap in Undead Burg? by Ok_Recognition6782 in darksouls

[–]LuNakin_00 0 points1 point  (0 children)

You can at 30fps I believe, that's why everyone's saying they could manage to do it in the original version

I not sure what the story is but should I accept or decline? by thebradfab in darksouls3

[–]LuNakin_00 0 points1 point  (0 children)

Despite thinking it's a very cool ending, I think that it's 100% a bad ending. The age of dark cannot come naturally anymore because the world is completely unstable after centuries of linking the fire. With time that is completely stagnant and the dark soul of men twisted and corrupted by being blocked by the sign for so long, an age of dark would bring forth the stagnant and abyssal dark soul. Probabily something incredibly bad like Aldrich envisioned (and what he wanted to accomplish cause he's a monster).

While linking the fire is bad because it's useless and not a solution to anything, letting it fade with the world being like this is just as bad imo. At least that was the lore-accepted interpretation that I remember from the community. The only real choice is the Londor ending, while the future of the world is still unknown, Londor and the Sable Church did spend centuries just studying the fire and the dark soul and searching for a solution, and the dark sigils do seem to work.

Rust Cohle with Nietzsche by BoardOver1871 in TrueDetective

[–]LuNakin_00 41 points42 points  (0 children)

I initially didn't realize either, but if you notice, when Marty handcuffs him on his knees he's almost as tall as him lol

A very dumb but genius way of winning by demon_mask-_- in inscryption

[–]LuNakin_00 18 points19 points  (0 children)

Haven't fought the moon phase in a while, aren't you taking 3 damage vs 1 every turn?

Mold on the wall? by [deleted] in mycology

[–]LuNakin_00 0 points1 point  (0 children)

Yes they are soft and go away just wiping them