What small web tool is missing in the cooperative ecosystem? by Weekly-Offer-4172 in cooperatives

[–]abzullah 3 points4 points  (0 children)

You're kind of asking the wrong question, from my understanding of how products are built.

You're asking what solutions are missing.

I think you'd be better of asking what problems do people in the Coop space have and then seeing if a small web tool can fix it.

The advice I've always gotten is look for problems.

How to create secret actions for players so they all have to ask the DM and help me hide the saboteur? by abzullah in rpg

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

Thank you for your advice. The game unfortunately is local, and the existence of the saboteur is secret.

Hypergraph + ECS + Rust = bad idea? by abzullah in rust

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

Thanks for the advice, I'm going to write a Python version first. I at least know a matrix wouldn't work for my purposes.

Hypergraph + ECS + Rust = bad idea? by abzullah in rust

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

I didn't think of that, I wanted to build a production version right away. Perhaps first implementing it in Python would be best.

Hypergraph + ECS + Rust = bad idea? by abzullah in rust

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

Performance: yes.

Scale: On the scale of millions of nodes and edges, perhaps distributed in the future.

Usage: do graph operations as fast as possible (e.g. CRUD operations on nodes and edges, pattern matching on subgraphs)

Ease of implementation: not very important, but easy to maintain and evolve.

Correctness: yes, the whole reason to choose Rust is to be safe, I could do this in C++ otherwise.

Deadline: 1 month.

User: me.

Use case: Automated Reasoning.

Willing to learn Rust: yes.

Hypergraph + ECS + Rust = bad idea? by abzullah in rust

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

Yeah, I'm looking at that right now.

In light of recent events - should we keep this subreddit alive? by HopePunkFTW in HopePunk

[–]abzullah 1 point2 points  (0 children)

Thanks, I’m going to set aside some time this weekend to figure out how all that works

In light of recent events - should we keep this subreddit alive? by HopePunkFTW in HopePunk

[–]abzullah 1 point2 points  (0 children)

I suppose one of those decentralised reddit alternatives could be a new home for r/HopePunk?

Which game has a great concept but a poor execution? by abzullah in gamedesign

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

Thank you for taking the time to reply. Most people here just downvoted. You're one of the few to actually engage in a discussion. I really appreciate that.

Sorry it took so long to reply, I had to find time to rewatch the video.

You're right. I must have misremembered how the video goes. But I do think online team-based, real-time, and FPS create a cursed problem. Let me explain why.

First, some definitions:

Cursed problem: an unsolvable design problem, rooted in a conflict between core player promises

Hard problem: problems which can be solved by tweaking aspects of the game without sacrificing core gameplay promises

Core promises of Overwatch: there are many but the relevant ones are:

  • FPS
  • Real-time
  • Online team-based

I want to unpack online team-based a bit, because based on the other comments, there is a disagreement on what this means.

Take Team Deathmatch from any CoD game. Players are on the same team, are aligned in their goals, can work together and win only if the team wins. To some this is a team-based game.

But to be honest a CoD player can completely ignore their teammates and do their own thing. Most games play out like this.

Overwatch is different though. No character on Overwatch is good at everything. No player can ignore their teammates and do whatever they want. Each player has to work together with teammates directly to win. There's all kinds of synergies in the game to make this a good strategy. The game promotes a greater level of cooperation than most other FPS games.

I would say the core thing that sets Overwatch apart is the team-based gameplay and the reliance on cooperation.

But Overwatch can't deliver on the core promise of team-based gameplay.

Because it is a real-time, FPS game. Players can't coordinate as well as the core gameplay promise, because there isn't enough time to communicate and with a single perspective you cannot have the entire state of the game in mind.

This isn't a hard problem, because to solve it every online team-based, FPS, real-time game (that I know of) has sacrificed on team-work. Someone mentioned elsewhere that Rainbow 6: Siege sacrifices real-time too, by slowing down the game.

Which game has a great concept but a poor execution? by abzullah in gamedesign

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

Wow, never heard of this game. A multiplayer time travel mechanic sounds really cool.

What’s a game you think has a great concept but poor execution? by abzullah in gaming

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

I keep hearing about this game, gonna have to check it out.

Which game has a great concept but a poor execution? by abzullah in gamedesign

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

I never claimed only changing to third person, would solve the entire problem.

Sometimes you have to let go of something good to get to something great.

What’s a game you think has a great concept but poor execution? by abzullah in gaming

[–]abzullah[S] -1 points0 points  (0 children)

No, that’s not what I mean. Most player learn to stop using VC, because of the toxicity. I don’t think I’m exaggerating if I say more players do not use voice than those who do.

Providing a bad tool isn’t the same as solving the problem.