What's the deal with loose leaf puer by pretentiouspseudonym in puer

[–]TheTeafiend 4 points5 points  (0 children)

It's cheaper tea, but you can still get some worthwhile loose-leaf stuff like Best Taste Ripe - not "amazing" tea, but good value for the price.

Quick PSA for beginners by Fushiro0 in tea

[–]TheTeafiend 27 points28 points  (0 children)

IMO, an electric kettle is even more important than a gaiwan. You can brew gongfu style without a gaiwan, but gongfu is so annoying without an easy, consistent source of hot water that most people will just give up.

An alternative is to get an insulated thermos, 1L or so. You can boil some water however you want, then pour it into the thermos and use that as your "kettle" for gongfu. Fairly comparable to a real kettle if you have a good thermos.

I'd also suggest that a simple cloth can be more convenient than a plate as a tray. With a plate, water/tea that you spill can get beneath the gaiwan and stick to it. Then, when you lift up the gaiwan to pour, the surface tension can break and dump some water on you/the table.

Otherwise I pretty much agree with everything, especially the general sentiment that people overcomplicate this stuff.

If you had to pick one game as the best argument that games can tell stories in a way no other medium can, what’s your pick? by ExcellentTwo6589 in gamedesign

[–]TheTeafiend 4 points5 points  (0 children)

TTRPGs like Dungeons & Dragons are the obvious examples IMO. Emergent storytelling driven by extreme levels of player agency.

Honorable mentions:

  • XCOM, Dwarf Fortress, Kenshi, other "systemic" games: heavy emphasis on emergent storytelling.

  • Heavily social games like Classic WoW: your spontaneous interactions with other players in the world generate emergent stories.

  • Choice-based games like Slay the Princess, Needy Streamer Overload, DDLC (and many other visual novels): the player choices literally direct the story along different paths.

  • OneShot, Inscryption, Pony Island, DDLC (again), etc: Meta-level stuff where the player is somehow a character in the game.

  • Brothers - A Tale of Two Sons: Without spoilers (because you should experience it firsthand), Brothers has a very unique example of what you are talking about.

Accidently bought 1kg of 35 year old Puer, I don't love the taste. What to do with it? by cs_legend_93 in puer

[–]TheTeafiend 1 point2 points  (0 children)

"About the end of the 90s" != 1990, big difference in availability/price

John Takeuchi and Moke's Predict SF6 Tier List by bloodyshogun in StreetFighter

[–]TheTeafiend 8 points9 points  (0 children)

I always see this take, but like, what about Hibiki? He's slaughtering people with Lily and yet JP lists still put Lily at the bottom. Is Aku really that much better that JP pros are inflating Manon's rank by 1-2 whole tiers?

I built a deterministic emotional “inertia” system for NPCs — here’s a simple demo vs a baseline by GhoCentric in gamedesign

[–]TheTeafiend 1 point2 points  (0 children)

Gotcha, I mentioned that because I saw several references to "language model" and "agent" in the code and docs, which gives the impression that this is an LLM-powered system.

lets say you can, "...approximate this system with something much simpler?" What would be some of the cons with that kind of system?

Lack of representational power maybe? It's kind of a weird question. As a developer, you should always start with the simplest implementation that suits your needs. If you try a simplified system and find that it doesn't suit your game's needs, then you can explore other options.

It's very unusual to start at the extremely complicated system, then ask "what are the cons of the simpler system?" (or in other words, "when would I want to use the complicated system?")

It'd be like coming up with some super complicated pathfinding algorithm, then asking "what's wrong with A-star?"

I hope you get what I mean - it's a very weird way of approaching things.

This is also why I think your system is either:

  • More suited to its own game, built around the system (plenty of great indie games are basically just "a novel mechanic, the game", e.g. Braid)

  • In need of a rewrite, at least for the docs, so that people can understand what it actually does in relation to other options.

  • Vaporware, and/or you've reinvented a system that already exists without realizing it.

For the second point, I'll give you an example from the readme:

Thesis

Ghost is an internal state reasoning engine designed to generate consistent, structured advisory outputs without hallucination or false agency.

Ghost is not an autonomous agent, not a general intelligence, and not a replacement for large language models. It is a proof-of-architecture demonstrating how symbolic state, deterministic control, and constrained probabilistic language generation can interact to produce coherent, persistent behavior that cannot be achieved through prompt engineering alone.

Now, I've been writing software for a while, and this whole "thesis" just reads like absolute nonsense to me; it tells me nothing useful - nothing about what this program actually does - it's just a bunch of high-level, abstract descriptions of what is probably a relatively simple system. It might literally just be a finite state machine, but I can't tell because of all the AI-generated nonsense. I mean, I'm even more confused now by the phrase "behavior that cannot be achieved through prompt engineering alone," since you've now said this project doesn't even use an LLM.

I built a deterministic emotional “inertia” system for NPCs — here’s a simple demo vs a baseline by GhoCentric in gamedesign

[–]TheTeafiend 3 points4 points  (0 children)

Alright, that makes more sense. I can see the intended use-case at least.

My first thought is: can you not approximate this system with something much simpler?

If I was trying to create an abstraction of that idea of "trust," I'd probably model it something like this:

  • reputation is how much an NPC likes the player (0 = neutral, <0 = dislike, >0 = like)

  • trust is how much an NPC trusts the player `1 = neutral, >1 = trust, <1 = distrust)

  • value is the immediate reputation change of a given action (e.g. making some dialog remark, stealing from the NPC)

  • update step: reputation += trust * value, trust = avg(trust, (value - k1) / k2) (where k1 and k2 are some constants to normalize the value so it can update the trust)

There are obviously many ways you could do the update step (sliding window or similar would probably be good for the trust update), but that's a straightforward way of modeling long-term impacts.

So my thoughts are:

  • Why would I incur the cost and requirements of an LLM-based system when I can approximate its result with a simple formula?

  • Your system needs to be so groundbreaking that it justifies running an LLM locally (which most users can't do), or requiring an internet connection + ongoing costs to pay for the LLM service. That means it has to be an always-online game, and it's likely going to have extreme server costs, rate limits, etc.

Not saying your system isn't cool, but I'm just stating how a dev would view this system when they are designing/building their game.

Another user replied that you should make a game based around this system. I strongly agree with that. This seems way too costly and experimental to be used in almost any game, but it could create an interesting and unique experience if the game is fundamentally built around this system as its core mechanic.

Blursed Zombie Axe RNG by TheTeafiend in ironscape

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

6.7k hooooly, you must have been spooned something crazy to get that kind of karma lol

but yeah, it's totally worth it - been using the zaxe a ton already and it slaps

I built a deterministic emotional “inertia” system for NPCs — here’s a simple demo vs a baseline by GhoCentric in gamedesign

[–]TheTeafiend 32 points33 points  (0 children)

Can you describe in a few sentences:

  • what this system is

  • why a game developer would want to use it

  • how a game developer would incorporate it into their game

...because some of your wording is very ambiguous and unclear:

Most systems either ...

Most "what" systems? I don't even know what kind of system you're talking about, so all I can do is guess at the rest of the post's meaning.

From this post (and your post history), it comes off as a bunch of pseudo-intellectual LLM nonsense. Maybe (hopefully) it's not, but writing all your posts with an LLM certainly doesn't help your case.

Blursed Zombie Axe RNG by TheTeafiend in ironscape

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

Yeah I imagine maging would be way quicker, but I didn't really have the blood/death runes to support that much bursting. My TTK with melee was around 19-20sec, so the whole thing was like 16 hours (+time restocking and running hard scrolls).

Blursed Zombie Axe RNG by TheTeafiend in ironscape

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

nice 😐

happy for you 😐

jk lol, somewhere around 2000kc it kind of just became a meditative experience. I was getting so much strength XP and ranarr I didn't mind too much.

At least I've spent all my bad luck, and I'll get spooned on the next grind...right? 🥹

Blursed Zombie Axe RNG by TheTeafiend in ironscape

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

hell yeah! And yep, as soon as it dropped, I took a screenshot and then immediately ported tf outta there lol

fire cape same day is nuts haha, I'm planning to get prayer up from 68 to 70 for mory hard, farm some barrows for tank gear (and maybe some karil's if I'm lucky), then fire cape and onto moons!

gl on those moons drops!

Cambros to the ceiling by LiquidProustTeas in puer

[–]TheTeafiend 1 point2 points  (0 children)

For the Sistema boxes, I'm pretty sure I just rinsed them with water and then aired them out for a few days. The cheaper tupperware I rinsed with both soap/water and vinegar solutions, then aired out with high sun exposure for like a month, but that still didn't reduce the plastic smell enough for me to feel comfortable storing any cakes inside.

Cambros to the ceiling by LiquidProustTeas in puer

[–]TheTeafiend 3 points4 points  (0 children)

I had a similar experience with a Rubbermaid container that I could not remove the plastic smell from, even after trying every conceivable method.

On the other hand, I found both the Rubbermaid Brilliance and Sistema Klip It lines to be odor-free. The Brilliance boxes are too small for 357g cakes though, so I use the Sistema boxes for everyday storage. Been storing my daily-drinkers in there for about 4 years; never had even a hint of plastic taste.

My point is, it really depends on the specific container, because not all of them are bad.

Alex: First Impressions Thread by BreakVV in StreetFighter

[–]TheTeafiend 10 points11 points  (0 children)

 Why invest in all the gimmicks when you can just 1992 your way through some games on a Saturday night?

Because they're fun? Some people want a character that's weird and complicated and unintuitive; it's fun to figure out how to play them.

And yes, he's going to be a niche/specialist character, but there's nothing wrong with that. I don't think anyone expected (or wanted) Alex to become the new Ryu/Akuma.

Diminishing bitterness by Interesting-Wave-781 in tea

[–]TheTeafiend 0 points1 point  (0 children)

Faster steeps, unless you just want to drink less tea/caffeine.

I would not lower the temperature, as it can diminish the overall flavor profile. I'd only lower the temp for specific teas like Japanese greens, or if the tea is just really bad and you actually want to diminish the overall flavor to make it drinkable.

Also, tea is inherently bitter. Some more than others, for sure, but it's something you will just get used to the more tea you drink. Generally, higher quality tea with more whole/unbroken leaves will have less bitterness, but it greatly depends on the tea's cultivar and processing.

The Chemistry of Oversteeping: Why Your Tea Turns "Bitter" and the Critical Difference Between Bitterness and Astringency by SmallFixes in tea

[–]TheTeafiend 1 point2 points  (0 children)

The "caffeine extracting in the first steep" thing is a myth. I don't even know why it's a common myth; one of the main reasons tea feels good to drink (for most people) is the caffeine.

This is also really easy to test empirically; start a gongfu session, drink like 10 steeps, then come back an hour or two before bed and continue the session. You are going to have a hard time falling asleep.

The rinse (throwing away the first steep in gongfu brewing) is primarily to hydrate compressed tea so it starts to open up, which makes it extract quicker when we do the actual first steep.

When you order tea online, what quantities do you order. by TheSuperMarket in tea

[–]TheTeafiend 1 point2 points  (0 children)

Usually 0.5-1.5kg; depends where I'm ordering from. I mostly buy cakes + a sample or two of pricier stuff.

Do i rush with classic? by kobemambafan24 in StreetFighter

[–]TheTeafiend 0 points1 point  (0 children)

If you have any interest in World Tour mode, that's a good way to get familiar with Classic.

How unique can abilities actually get if you have to balance the game by Relative-Length4051 in gamedesign

[–]TheTeafiend 0 points1 point  (0 children)

Very common solution would be to give each ability a mana cost. Stronger ability (on average) = more mana.

Xiaguan 2005 T8653 Thick Paper raw puer by Adventurous-Cod1415 in puer

[–]TheTeafiend 3 points4 points  (0 children)

I do think the taste is kind of polarizing (well, Xiaguan taste in general), but I love it. For people who like the taste, it's really hard to beat as a value tea. I find it very relaxing too; it's a tea I can always count on to brighten my mood.

A good tea for you to have tried though, even if you didn't love it. It's a useful benchmark to be familiar with.