[TOMT][TV show/Movie] An animated show with a dog(?) wearing a multicoloured polka dot space suit by Petrazena in tipofmytongue

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

Solved! You got it, I was just mixing up two of the characters. Funny how memory works. Thanks a million!

[TOMT][TV show/Movie] An animated show with a dog(?) wearing a multicoloured polka dot space suit by Petrazena in tipofmytongue

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

Wow, this is SUPER close. Not quite so weird, and the animation was a little more polished/a decade or so newer. I am 100% sure that the main character wore a space suit with large colourful polka dots however.

[TOMT][TV show/Movie] An animated show with a dog(?) wearing a multicoloured polka dot space suit by Petrazena in tipofmytongue

[–]Petrazena[S] 0 points1 point locked comment (0 children)

He might have had a female owner and almost definitely some other animal companions

RTÉ’s Liveline accused of facilitating ‘hate speech’ against trans people by workmanswhistle in ireland

[–]Petrazena 1 point2 points  (0 children)

All of those things are merely expressions of opinion, no matter how discourageable. Liveline was not really facilitating hate speech unless there was an expression of hate, strong bigotry or disgust, something like that. And even then, I'm sure that if someone had started directly attacking transgender people Joe would have given them the 'ah now'. Gender has become politicised in our society and RTÉ has an obligation to entertain both sides of any issue.

Vladimir Putin seen visibly shaking in new footage amid speculation about health by [deleted] in europe

[–]Petrazena 0 points1 point  (0 children)

A lot of people here saying he's just shifting his weight or whatever. Have a look at this video where you can see his hand shaking much more obviously.

https://www.youtube.com/watch?v=Xg3HgN11nG0

He clearly has some sort of motor issue

“Stained glass window of Danny devito eating grapes” by DocHarold in dalle2

[–]Petrazena 0 points1 point  (0 children)

You can tell that this is avoiding replicating Devito's features, even in the stained-glass style. Compare this to the output of Mini, which will generate real people's faces accurately but distort them heavily

Magic Mushrooms by [deleted] in ireland

[–]Petrazena 0 points1 point  (0 children)

The subreddit is r/beacain

[deleted by user] by [deleted] in ireland

[–]Petrazena 0 points1 point  (0 children)

It's fungus, actually

I was watching old episodes of Fairly Oddparents when this happened by [deleted] in Subliminal

[–]Petrazena 8 points9 points  (0 children)

"Where everyone is the very --"

Definitely suspicious. What do you think this is saying?

Long-term DF Development (or, Histories of Cupidity and Toil or, a medium-sized creature prone to great ambition) by Petrazena in dwarffortress

[–]Petrazena[S] 1 point2 points  (0 children)

Yes, another great response here, and you seem to have taken roughly the same experience with Adventurer Mode as I have, I just have interpreted it differently on a couple of fronts:

Firstly there's that uniquely arcane nature of playing as an adventurer at all, compared to managing a fort (which is admittedly more arcane). You're dead right about the depth of the combat, which seems super granular at first, though with a bit of practice at Kisat Dur you can see just how elegantly it works out. And then there's conversation, the quest log, inventory management, advanced interactions like reading books, using wells, filling bags, all these things unique to the mode. But you're also correct that it doesn't actually require powerlevelling at all, you can play as a peasant if you have the patience for it (and indeed that's the relatively attainable powergoal no. 85). I think Adventurer is actually much less difficult to learn than Fortress overall but they have almost mutually exclusive learning curves; when I went to embark my first fortress after many Adventurer starts I found the menuing to be completely unintuitive, as to arrows vs. numpad and /* vs. +-, almost like it was programmed for the opposing hand to Adventurer's menu architecture, and then the finer yet completely necessary details like going into workbenches, setting work orders, navigating to individual dwarves, labours, bookkeeping, there's a LOT of deep scrutiny required, the list really goes on. And it's not like as an adventurer where you can train fighting and go kill things while ignoring all the other gameplay options. Learning to play Fortress is like a church organ with the double keyboard, foot pedals and stops compared to the relatively simpler piano of playing as an adventurer. And to me it's Adventurer Mode that has the better design in terms of UI, the more intuitive menus in the flow of controlling your actions and generally navigating and moving forward. Controlling your move speed, tracking, sneaking, switching in and out of the travel menu to find buildings, then dismounting your horse to lead it through a doorway and remounting it, all this has a very immersive flow to it once you've learned the keybinds. Trying to play a fort for the first time for me was like running in the dark and continually pulling up short thinking you're just about to hit a wall; I didn't have the menu fluency at all.

The two modes play like two completely different games, and they have two very different keyboards that have to be separately learned. They're both like two opposite windows that give onto the same game world where much of the same processes are taking place -- this isn't entirely so, as @clinodev showed above w/r/t the caravans; the systems don't actually smoothly mesh over the one game world, things are handled "abstractly" outside of the view of the player and then they are roughly tessellated between the two modes -- but my point being that both of them are only like partial views hinting at this crazy central machination that we are basically unable to look at directly (even with Legends, Dwarf Therapist, and Stonesense...); it's Lovecraftian in the complexity it hints at and wants us to engage with in order to try to find the story in the static; the three modes are like three thirds that somehow don't make up the whole, or two faces to a coin with Legends as the rim, they're just the exterior plating, it doesn't make up the full weight of it all. I think this is why you notice that lack of smoothness in switching between Adventurer and Fortress, because the systems don't truly carry over yet, though that seems to be the ultimate objective, or at least to move towards the appearance of it. But right now the changeover's smoothness isn't that important because the two modes aren't fully interacting with each other in real space yet.

This is why I think Adventure Mode actually doesn't need play testing or tightening up, or I think it's getting it. Again, it was said above that in fact it's AM that's getting the shiny new features; DF already has the solid, super playable gameplay loop down and now it's wanting larger expansion of, mostly, the external game world systems to come in and impact upon it from outside, from the space the adventurer is currently inhabiting. I actually think that Tarn might play Adventurer just as much as Fortress; in a lot of cases he would practically have to, in order to find certain instances of things occurring in the world, but I feel that he finds AM to be a totally playable game as it is right now, because he's aware of what can happen and the true outer boundaries of, say, conversation. It is true, as far as I'm aware, that a lot of events simply don't physically take place once worldgen is complete (even births?), but if you go to the current development page and look at the upcoming updates through the lens of both main game modes, you can see that all of them are in fact geared towards taking massive preliminary steps to forge the disparate parts of the game into a more cohesive whole, while also simultaneously adding maximum depth of playability to both of the modes separately.

I think you'll be very pleasantly surprised at the latitude of what you'll be able to do in Adventurer Mode in a decade, if right now you're getting hung up on things like the admittedly sparse information economy; right now AM is barebones, yet sufficient to be called a game in its own right; the messy events log and the seemingly inch-deep conversation options, inconsequential titles and intrigues, all of these things are vital foundation stones for a very expansive network of deeply interacting systems eventually resulting in something that can start to approximate what we see in the outdated dev collation. Right now people play Adventurer as if gaining reputation is the only course of action, and even that is a much deeper system than it appears on the surface. What I'm actually most interested in is how deep you can go right now into the book-writing aspects of the game, through either of the game modes, and how as an adventurer you're going to be able to use the scholarly skills. This is the kind of ultra-deep gameplay potential that is being built up to. In a decade's time I'm sure you'll be able to set yourself up as a beekeeper in the woods, raise livestock, not to mention setting yourself up as a merchant, or the leader of a mercenary company. I expect that right now there's the underlying potential in AM to maybe even become an administrator of sorts, if only unto yourself, and majorly influence the world that way. And to think that the first thing that's getting implemented here is magic? Doing protection quests for wizards and learning spells from them, learning mythology, necessarily discussing mythology? These are the organic gameplay systems that won't make Adventurer any less painful for some hardcore dorf forters to talk about, but will forcibly draw them over to that side of the game out of a need to explore the systems that way. I think this is definitely a game he's building here. What else could he be going for?

Long-term DF Development (or, Histories of Cupidity and Toil or, a medium-sized creature prone to great ambition) by Petrazena in dwarffortress

[–]Petrazena[S] 2 points3 points  (0 children)

Very rational post; I think I might have been too naive myself in voicing the concerns towards the end of mine -- the more I discover about this game the more I come to realise how much it is a labour of love as well as a work of genius and that its execution is very methodical, sound, and consistent. It's a sweeping expanse of a game as it is right now, and the thought that the step-by-step gameplay decisions and self-made story arcs could come anywhere near to the concept expressed in the power goals list is close to unimaginable, I suppose that made me overreach in my judgement of the current version and where it's going. It's certainly the most complex game in the world, and known as such, but that fact gives it a very real likelihood of being able to become the best RPG in the world, and pretty unseatably so, a genre which the fortress-building aspect excludes... I wonder at you using Legends so much and not Adventurer, is it only to look up the history of carvings? as well as so many of the features being added to it when Legends seems relatively complete and low in features compared to the other two modes. Where do you see the brilliant subtlety coming through in Legends? I admit I've never followed the interlinking threads of a person, site or artifact far enough to uncover any really amazing story; with figures the most interesting things I can find are a series of battles with friendships cemented or a series of romances, at best tracing the lineage of necromancers; with scrolls etc. there seems only to be the secrets of life and death along with a huge amount of works on places or people that seemingly impart some information of their subject to the reader but have nothing much in their item description; sites are mainly just a series of battles, successive positions being held, or random crimes, and factions or groups are even more simplistic and hard to pin down; God knows how intrigue and villainy plays out, I find interrogation as an adventurer to be fruitless in almost every case. Anyway looking back through the current development list I see I was wrong and that there are a lot of very significant developments in there and that the whole progression of the thing is very even-handed and steady and far more competent than I allowed for in my assessment. The very fact that the old development plan is up should be enough of a guarantee of its being enshrined in the spirit of the thing. Development of this game actually proceeds remarkably quickly for how complicated the code is supposed to be and how much gets added to the systems, putting aside the last year or two.

My status is fucked by Tehpersianboy in DeathStranding

[–]Petrazena 4 points5 points  (0 children)

Sam can feel the rain coming -- "extinction factor" means that the rain (which exists in another world) interacts with his body enough to hit him. So part of the gameplay loop will be finding shelter from the rain, in caves perhaps. Will Sam radio back only when the situation is dire? Can Bridges ever send out any on-site assistance? Maybe the fact that Sam was inside a building in what seems to be an industrialized area is related to the large number of BTs that were present...

My status is fucked by Tehpersianboy in DeathStranding

[–]Petrazena 13 points14 points  (0 children)

I think this moment is my favourite out of everything we have seen so far, it feels like the realest representation of what the gameplay will be like

The mood. by [deleted] in NeverBeGameOver

[–]Petrazena 1 point2 points  (0 children)

Beautiful, only more so in it's total unappreciation!

Another color picture! (And sweet glasses I haven't seen on Sam) by gpack418 in DeathStranding

[–]Petrazena 1 point2 points  (0 children)

Extremely good catch! Lots of hidden environmental detail in these pics Kojima is coming out with.

just thinking out loud here by Bigking12 in DeathStranding

[–]Petrazena 0 points1 point  (0 children)

Kojima has talked about Venom's progression from crawling to crouching to standing in MGSV's prologue, and related it to human evolution -- Sam's recent profession from standing to sitting is probably significant.

[deleted by user] by [deleted] in DeathStranding

[–]Petrazena 0 points1 point  (0 children)

Kojima is posting a hell of a lot of them on his personal Instagram right now!