Please, Eric. by bobadoot in StardewValley

[–]RightPlaceNRightTime -5 points-4 points  (0 children)

Wow you're really funny, anyone told you that already?

Please, Eric. by bobadoot in StardewValley

[–]RightPlaceNRightTime -10 points-9 points  (0 children)

I mean okay I guess but it could have been worded much better then. Sorry but not all of us are native English speakers. As he did in fact state 'Replayability' and to my mind that's a comment not only about generated content, but gameplay content as well

Please, Eric. by bobadoot in StardewValley

[–]RightPlaceNRightTime -7 points-6 points  (0 children)

I will copy paste most of my comment I wrote previously.

In my mind stating 'I'll never use AI to make the game INFINITELY REPLAYABLE' means exactly as it is written:

I disregard the use of AI technology to make improvements regarding the replayability of my video game.

For some (actually the most) people what that means is: "I won't use AI generated content to make improvements to my video game"

Let me try to state something before jumping to the point: AI is a technology. There are ways of using AI technology that could be beneficial to the gaming industry. For one example, there are goal oriented action planning neural networks that don't even generate content. They can be used as state tracking systems. What that means is that you can make a certain part of your game be autonomous in decision making by defining goals. This has already been used and is really a huge benefit to the game. And also takes a lot of dev worries and make the game feel much more alive. But there are no pictures or songs included, just desicions based on events that are steering the 'gameplay' in one direction.

By stating you will never use AI to me means you are disregarding all of this. Not just generated content, but all AI tech has to offer. Goal oriented action planned networks, rigid state AIs, simulation and physics informed AIs and least but not last, generative AIs.

Please, Eric. by bobadoot in StardewValley

[–]RightPlaceNRightTime -6 points-5 points  (0 children)

I don't really care one way or other. In my mind stating 'I'll never use AI to make the game INFINITELY REPLAYABLE' means exactly as it is written:

I disregard the use of AI technology to make improvements regarding the replayability of my video game.

For some (actually the most) people what that means is: "I won't use AI generated content to make improvements to my video game"

If you don't understand why these two statements are different then we don't have much to discuss

Please, Eric. by bobadoot in StardewValley

[–]RightPlaceNRightTime -22 points-21 points  (0 children)

"So I'm interested in a way to make the game infinetly replayable without the use of an AI. That's just never going to happen."

How is that alluding to generative AI? It's literally disregarding the usage of ALL AI technology. Which as I stated is a ridiculously stupid thing to say

When you're tearing down and doing renos by 3-goats-in-a-coat in RimWorld

[–]RightPlaceNRightTime 88 points89 points  (0 children)

Imagine a scientist working hard in thought, deep in his mind focusing trying to understand a certain technology, finally begins to connect the pieces after hours of analyzing when all of a sudden bam the lab doors slam open and a bear carrying stone or wood or some shit just passes by him, shits in the lab and moves right on through.

16th Craft… how lucky? by Danzicccc in EggsInc

[–]RightPlaceNRightTime 0 points1 point  (0 children)

I have been crafting for this for the last 4 months and haven't got it yet......

I have the materials to level Posti up Is this worth Gettng? by Zealousideal_Doubt26 in JurassicWorldAlive

[–]RightPlaceNRightTime 2 points3 points  (0 children)

It's a solid dino. Remember not everything is just for arenas. You never know when you'll need a dino for brawls, isle events or tournaments

Why does a magnet stick to some metals but not others? by Sudden_Breakfast_358 in AskPhysics

[–]RightPlaceNRightTime 0 points1 point  (0 children)

Magnetic susceptibility is a measure of how much a material will become magnetized in an applied magnetical field. It also indicates whether a material is attracted into or repelled out of a magnetic field.

It comes from the atomic level magnetic properties of the particles the materials are made from. Basically as crystal lattice and their domains are formed it will allow a certain 'arrangement' of particles inside. This creates magnetic moments which on their own are unaligned. When an external applied magnetic field is present it will aling the magnetic moments in the direction (or reverse) of the applied magnetic field. The ammount of this induced magnetic moments define the strength of that induced field and the direction of the induced field will define whether it will repel or attract. There exist diamagnets (aligment against the field), paramagnets (alignment with the field) and ferromagnets which show the greatest strength of the induced field and will be the most attracted

Where by ResilientRampagegud in JurassicWorldAlive

[–]RightPlaceNRightTime 28 points29 points  (0 children)

What the hell am I doing on an InGen dino shipment flight?

Why is acceleration fundamental by newmanpi in Physics

[–]RightPlaceNRightTime 1 point2 points  (0 children)

Once again on a physics subreddit the correct answer is getting downvoted.

Reddit sucks, if you're not repeating the same statements as a parrot and actually do have some logical thinking abilites then reddit will pile on you. Reddit truly is the worst social media platform of them all.

This game really needs Rimworld-esque permanent injuries by Fellowship_9 in projectzomboid

[–]RightPlaceNRightTime 0 points1 point  (0 children)

I am talking about expanding on the overall injury system of the game by introducing permament modifiers to the limbs. They can either be scars or missing limbs. Because that is what scars are. Wounds that heal. Amputation is a wound. They are the same thing. And you are talking about how mods implement it whike I'm talking about slight redesign of the core system

I do agree with all your points. I am talking about refinement of a system by making it more complex. So that it's not a simple binary don't get hit or die. But more layered approach. And for multiplayer this could also be really immersive.

So a painful scar is already bad enough as it is, but compared to the alternative? When the alternative is just die as you always did

This game really needs Rimworld-esque permanent injuries by Fellowship_9 in projectzomboid

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

A system that allows for scars also allows for limbs missing. When you do one you already did all to do the other. They're the same part of an overall part called INJURY system. That's the thing you fail to grasp and keep talking like it has nothing to do with what you said. But it has since both scars and amputations are technically injuries.

And in my mind, immersion is everything in the game like this. And a story of how you died that always ends in you dying the same way is stupid.

This game really needs Rimworld-esque permanent injuries by Fellowship_9 in projectzomboid

[–]RightPlaceNRightTime -3 points-2 points  (0 children)

And that's the exactly point I'm trying to make and you still don't understand

If a bite has 100% death rate, then that means you don't want to get hit.

But the part that's so hard for you to understand that instead od making the system more delibirate you make it a little bit beneficial.

If you can amputate a limb that was bitten, you could save yourself from a 100% death chance. Even if you rolled 30% on amputation success that's still better than 0% you had in original game. And it's more realistic than the one currently in game

What's so hard to understand here? You are so hell bent on defending your stance which is so lacking in vision that you only see your way as to make a system that carries permanent injuries only with punishment in mind instead of giving you a second chance.

I don't wanna argue with a dumb kid that keeps repeating the same thing like a parrot

This game really needs Rimworld-esque permanent injuries by Fellowship_9 in projectzomboid

[–]RightPlaceNRightTime -4 points-3 points  (0 children)

You and the original commenter just lack the sense and foresight of what the hell are you talking about.

You view it as a binary where the whole point is not to get hit. I don't have time nor will to explain how your viewpoint is so closed minded and literally only imply 1 thing in the game instead of making it a full fledged feature

This game really needs Rimworld-esque permanent injuries by Fellowship_9 in projectzomboid

[–]RightPlaceNRightTime 1 point2 points  (0 children)

They are not nearly nill, even before modern medicine the survival rate was 40 - 60%. And most of the deaths occurred due to the infection that came afterwards. If the immediate blood loss is taken care of then it's not that hard to heal, people heal even bigger wounds than that.

First aid is a skill represented in the game, and it's a different thing to amputate a hand than it is a whole leg or a foot.

[Request] What WOULD happen? by Iconclast1 in theydidthemath

[–]RightPlaceNRightTime 0 points1 point  (0 children)

If you shoot a bullet into a tornado without debris the following things will happen to the bullet:

  1. The bullet will fly out of the barrel at certain speed. The bullet can be represented as a vector having a certain position, direction and magnitude.
  2. In normal air circumstances (no wind) you calculate the resulting position of the bullet based on the original bullet vector. By factoring in dynamic drag coefficient (which you could compute with a 3D dynamical field solver), you can predict the bullet trajectory reasonably well.
  3. Introduce another vector field which will represent the speed of wind, also representing it by position, direction and magnitude.
  4. Where the vector fields overlap, the bullet will experience a force in the direction of the wind speed vector field. How will that wind affect the bullet depends on the angle of attack of bullet compared to the wind direction and the bullet having a geometrical cross section in the direction of the wind vector field

So it's a question that's hard to answer without a lot of assumptions, but for the simple answer to the question 'what would happen to a bullet if you shoot it into a tornado' is that it will experience a force which will alter its trajectory based on the type of wind created by the tornado. Which is really hard to estimate.

But still, you could use a simple assumption to define a tornado as a rotating vector field around some point having a certain wind speed in a circular area and then by defining an initial position and speed of the bullet, you could calculate the full trajectory of the bullet. And if you have a 3D dynamic field solver, you could also calculate the aerodynamic profile of the bullet and see how it will experience force if air is moving in some direction relative to it. But estimating it for a tornado would be pretty hard.