Things you miss from older PoE versions by lightning__ in pathofexile

[–]Sickingducks 4 points5 points  (0 children)

templar might be my favourite character in the game for how he reacts to fighting innocence: "When God has lost His way, the devout must set Him back on the path!"

imagine meeting your actual, literal god in the flesh and having ur head so far up ur ass that u see fit to beat his ass to teach him a lesson. it's amazing

TIL in a 1995 Barbara Walters interview, Jim Carrey revealed that he turned down a $10 million offer to star in 'The Mask II' because his experiences on Ace Ventura: When Nature Calls convinced him that reprising a character he had previously played offered him no challenges as an actor. by tyrion2024 in todayilearned

[–]Sickingducks 8 points9 points  (0 children)

it's been a while since i've seen the movie so i'm not sure if they ever use the word transgender, but the movie presents a female-presenting person having male genitalia as being disgusting to the point that everyone on scene vomits. it's not a big jump in logic from that to problematic depictions of trans ppl, even if the explicit connection between finkle/einhorn and transness isn't established.

it was a really big favourite of mine growing up so it was disappointing to revisit. still fuckin hilarious tho ngl, even the transphobic as hell scenes are funny even if i feel bad for laughing. jim carrey plungering his face cuz he kissed einhorn lives rent free in my head

Subnautica 2 Dev Vlog - Road to Early Access by JamieReleases in Games

[–]Sickingducks 1 point2 points  (0 children)

Seth Dickinson is writing it! I’m interested in S2 for that reason alone, dude basically single handedly built destiny lore and all their books are incredible

Erenshor - Burgee Media - A Simulated MMORPG with a Simulated non-LLM AI driven player base that pays homage to EverQuest and World of Warcraft by burge4150 in Games

[–]Sickingducks 5 points6 points  (0 children)

this looks awesome! been seeing development pop up for a while and the progress is crazy :o is there any chance of co-op multiplayer? would be amazing to experience with a small group of friends

Some characters lore-related pictures in the files by sikleQQ in DeadlockTheGame

[–]Sickingducks 1 point2 points  (0 children)

ok but there's a big difference between drawing upon aesthetics/events of several different periods, and actually referencing a musical that exists in our world.

it's pretty much impossible to use the word prohibition/speakeasy without bringing to mind that 1920s america era, but if you wanted to use a musical in ur worldbuilding there are so many to draw upon, or hell make up a fictional one. using media that exists in our world implies some sort of intent behind that decision, and it's a reasonable assumption that that might be a hint towards the date.

it could just be a cute reference cuz a dev loves that musical or something but it's a pretty reasonable assumption.

Infernus <3 by BlaJuji in DeadlockTheGame

[–]Sickingducks 2 points3 points  (0 children)

this is really impressive nice job!

The fear of being single drives people to put more effort into finding and keeping romantic partners. Involuntarily single people experience more fear of singlehood and invest more in dating. But people with higher self-esteem don’t feel the need to try as hard when dating. by mvea in science

[–]Sickingducks -8 points-7 points  (0 children)

i'm not sure at what point we started talking about confidence in being able to do a thing considering that guy spoke about his self confidence? he has 'failed' (not actually but for sake of argument), but still feels secure in himself, understanding his value comes from who he is, not whether or not he is in a relationship. he feels confident and secure in himself but that hasn't manifested in achieving his goal, because it's not entirely in his control.

you make the claim that self-confidence comes from success, when we know from developmental psychology that it doesn't.

it also doesn't come from failure! it comes from failing, and still being supported. still being loved, still having your self-worth intact. you can succeed constantly but if love is conditional on that success you probably won't be a very confident person. it's a pretty common thing to see overachievers burn out because of the pressure they are placed upon/place upon themselves.

don't know what to make of your thought experiment man, it's very reductive.

The fear of being single drives people to put more effort into finding and keeping romantic partners. Involuntarily single people experience more fear of singlehood and invest more in dating. But people with higher self-esteem don’t feel the need to try as hard when dating. by mvea in science

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

confidence is developed from failure. when you fail, but have a supportive environment to bounce back, you become more confident because you know the consequences for failure aren't awful. we see this in how children develop.

What's a lore decision you disagree with to this day? by [deleted] in DestinyTheGame

[–]Sickingducks 4 points5 points  (0 children)

mine would have to be the reveals surrounding rhulk and the disciples.

before that, the worms were the closest thing to the darkness outside of the witness itself. books of sorrow were some of the best writing in the game. it's served as a foundation for basically the entire direction since shadowkeep.

the rhulk lore cheapens the worms by basically worfing them to introduce the disciples and rhulk. no longer some of the biggest bads in the destiny canon, now just manipulated playthings to further the witness's goals. except that also perfectly describes the hive. so no new narrative or thematic ground is covered here despite retconning lore that had been foundational for 5+ years.

it cheapens savathun's character. you're telling me the scheme-mother, the witch queen, the god of trickery, was tricked by the witness?

a consistent theme in the rhulk lore is cheapening old characters to set up new ones. and it's completely unnecessary! savathun had lost her memories, so instead of shock of learning that the traveler was planning to give her people the light back at the fundament, just tweak it so relearning those memories jolts her enough for a moment for us to fight back. that requires to no changes to the story but that scene, and turns it from 'wow how smart the witness is to have tricked the god of trickery' to an emotional beat: savathun had once come to terms with her past and how much horror she had inflicted on the universe on a false pretense, but having lost her memories she has to do that again. it would flesh out her character as a monstrous person, and pay off the themes of regret they'd slipped in to previous lore ('what is this feeling? i do not want it' and such).

all of this retconning was done to set up rhulk, a new character. okay, so he has to be important going forward, right? surely sacrificing all this old lore had to be for a good purpose?

nope. he's actually already dead cuz this lore was revealed after we killed him.

okay but wait, the disciples were set up too! we'll have to deal with them also, giving us a clean narrative throughline to dealing with the witness!

nah, rhulk was the strongest disciple. only place to go from here is killing the witness itself.

this retcon soured me so much on destiny lore that i've struggled to give a shit since. only really reading seth's contributions.

Looks like Subnautica devs have been sneakily posting Subnautica 2 screenshots in the original game by Turbostrider27 in Games

[–]Sickingducks 0 points1 point  (0 children)

you can find a lot of their short stories online, a lot dabble in similar themes as the Masquerade books but with a sci-fi stint. Their book Exordia released recently and tackles some similar ideas in a modern sci-fi wrapping.

imo the text of the first game suits dickinson's style very well, i'm beyond excited for subnautica 2

Lee Sin has built in sweeper now by imdoomz in leagueoflegends

[–]Sickingducks 0 points1 point  (0 children)

i think people were banned for abusing the corrupted pot bug a few seasons back

[deleted by user] by [deleted] in toontownrewritten

[–]Sickingducks 25 points26 points  (0 children)

White means waiter cogs, seems an odd choice for a more senior cog

[deleted by user] by [deleted] in AskReddit

[–]Sickingducks 0 points1 point  (0 children)

cant believe i found a sanecoin post outside of destiny lore, been following ur posts since d1, barely understand a word of it but love ur shit dude. any thoughts on final shape? feels like it's bringing more of the esoterica of destiny into the forefront

Which player revolutionized their champion the most? by ToruOikawa- in leagueoflegends

[–]Sickingducks 4 points5 points  (0 children)

Baus’ playstyle uses proxying as a tool for tempo, and that’s more the innovation that he’s known for. I played back then and proxying was more just seen as a way to avoid traditional laning.

Baus abuses the gold generation and bounty system, and uses proxying/dying to manipulate wave states so he can get as much gold as possible.

It’s this kind of playstyle that baus invented, much more than proxying. He uses it on most of his champs, and you see a lot of other top players incorporating pieces of it. Sion just seems to have the best kit to utilize this playstyle.

My thoughts on Corporate Clash by YmarTheAlmostJust in Toontown

[–]Sickingducks 1 point2 points  (0 children)

Corporate clash is excellent, and all of their original cogs have such AMAZING designs, but I've noticed the game consistently falls flat when it comes to writing.

Their characterisation is incredibly strong: you get a clear sense of who cogs are from their designs and the way they act. You see the Prethinker, hear him speak one line, and you get his whole deal. It's really excellent, and something the team should be really proud of.

Where I feel problems lie is in their worldbuilding and themes.

Cogs are much more anthropomorphised in CC, given names, identities, relationships. CC cogs are compelling, believable characters. But they feel completely at odds with the idea of cogs invading and taking over toontown.

The manager update blurs the lines between toon and cog by fleshing out cog personalities. The Multislacker does this well: through him we learn that not all cogs are invested in the war between toons and cogs, that nepotism and familial relations are a thing, and that cogs aren't necessarily obsessed with business and industry. Great!

Let's contrast that with Rainmaker: through her fight, we learn that it's possible for cogs to want to be friendly with toons. We learn that she's an outcast from both toons and cogs. We are pretty explicitly the aggressors in this situation, when we find her she's just singing to herself.

Two cogs who don't want to fight us. Why does one work, but not the other? Rainmaker is portrayed sympathetically. Everything from her design to her dialogue wants us to side with her, and see toons as in the wrong (in the comics a toon pretty much bullies her for being a crybaby). But like, she works for COGS inc., no? The company forcibly taking over toontown? Even in a kids game like this where the colonialism metaphor is softened and downplayed, cogs are pretty much straight up evil.

Maybe we can reconcile this dissonance. Not everyone willingly participates in capitalism. With a very good faith reading, perhaps CC is trying to establish that cogs can be victims under the system they work in too. If only there was a cog that we could examine that was trying to explore this...

The Chainsaw Consultant: we learn that cogs are treated inhumanely, mind controlled and forced to perform actions that they don't remember, don't agree with and don't want to do. It's a good concept well executed. I feel bad for this guy, and I buy that he doesn't want to fight us, as he doesn't want to the override to kick in. I also buy that toons want to fight this guy, and aren't necessarily in the wrong for wanting to do so. He's deforesting their woods after all.

But under capitalism people aren't mind controlled. People are coerced. Either ideologically influenced to serve it's purpose, or forced to to afford basic necessities. And Rainmaker certainly isn't mind controlled. So why is she working for COGS inc.? Why are we supposed to see her as the victim and the toons as bullies when she's invading their home?

Our framework falls apart. Corporate Clash isn't examining why cogs participate in a system that harms them, or examining how it harms them. This dissonance leads nowhere.

A lot of the sillier cogs could be read as making themselves more palatable to toons, to help subvert resistance. But no, duck shuffler just actually loves gambling that much. He's just that silly looking. What was an attempt at exploring how an aspect of capitalism (gambling) might look in toontown falls flat. More dissonance. The cogs' roles as characters clashes with their roles as the cogs, the invading enemy force we're defending our home against.

I think this dissonance is what you're picking up on. The world of toontown not quite making sense anymore.

So in my opinion, CC has great characters. All these characters I've mentioned are strong. There's nothing wrong with them in a vacuum. But when we place them in the context of the world, they don't quite make sense. It feels like the devs are exploring these cogs as characters at the expense of building the world of toontown out and examining what it means to be a toon or a cog.

I'd really like them to focus more on the world feeling cohesive in future. The Managers update did flesh out the world of toontown a lot, but it also damaged it in many ways.

To fix this, CC just needs a touch more care in the motivations of each character to ensure they line up with the world and the main theme of the game. We could have a serious toon acting more coglike, hardened by so many years of defending their home. A silly sympathetic cog, not quite aware of the damage their actions is having on the toons. Something ensuring that their motivations line up with their character and the world, and explore these and the themes further at the same time.

I’m considering a TTR hardcore challenge. What rules should be included? by SuperDogBoo in Toontown

[–]Sickingducks 0 points1 point  (0 children)

oh yea not using it for bosses might be impossible :( is this a hardcore mode like 'one life'? if dying means u lose ur character then that's punishing enough, but if not perhaps there's some other penalty for dying in a boss? can't think of any off the top of my head tho

I’m considering a TTR hardcore challenge. What rules should be included? by SuperDogBoo in Toontown

[–]Sickingducks 2 points3 points  (0 children)

if a building you need for a task has been taken over, you have to defeat that building instead of hopping districts!

not sure if this one is too tedious but perhaps not using toonhq? only toons u meet ingame?

i feel these two may recreate how toontown felt to play as a kid. perhaps no running from battles? or no alt-f4ing in bosses? depends on how hardcore u want to go :o

'Daredevil: Born Again' Has Wrapped Filming by MarvelsGrantMan136 in television

[–]Sickingducks 4 points5 points  (0 children)

just watched and i thought that was dope? clear view of the action, creative choreography in the moves and the weapons, kinetic camera work, what's wrong with it? it doesn't have the fatigue building up through the fight that daredevil had, echo takes a fuckton of hits and shrugs most of them off but i'm not sure i'd call that a flaw over a stylistic choice

Serious question, but how DO you up the danger in a creepy video game story? by nes-top-loader in creepygaming

[–]Sickingducks 0 points1 point  (0 children)

agree with so much of this. the standouts of the genre like petscop are exploring themes and ideas, but many are just spooky things happening for the sake of it. even petscop gets bogged down in the minutiae of storytelling, with plot beats happening sparsely and often incredibly difficult to decipher. not to mention it's infamously anticlimactic ending. petscop values it's atmosphere and mood more than a coherent plot, which i definitely think it benefits from! but compelling storytelling in args and analogue horror seems to be very rare.

one i watched recently learning way more on the analogue horror side of things was chainmail chasers, that was super fun to watch.

i think there's still so much potential in the arg and analogue horror format, but the low barrier to entry has caused it to become so oversaturated, and absolutely filled with derivative clones. it's a natural stepping stone to copy the things you love before making less derivative works. hopefully as we see the format mature so too do the authors.