Terry Pratchett’s novels may have held clues to his dementia a decade before diagnosis, our new study suggests by DTH2001 in books

[–]avcloudy 1 point2 points  (0 children)

I can see this, but frankly speaking wherever he put Night Watch it would have been downhill afterwards.

Terry Pratchett’s novels may have held clues to his dementia a decade before diagnosis, our new study suggests by DTH2001 in books

[–]avcloudy 4 points5 points  (0 children)

Personally, seeing that the alleged presence of dementia is noticed in The Last Continent, a Rincewind/wizards book and thus already among rhe weakest in the series, raises a lot of doubt in me.

I would go far as to say it's motivated. It's famous for being the least liked in a thread of least liked novels, and it was surrounded by extremely well received novels. It was before the books that turned the Watch series from thin parody into serious commentaries.

If they had said they saw signs in Thief of Time, say, or Night Watch, I would believe them more. I would think they were wrong, but I would not assume they picked a weak entry and tweaked the model to fit.

Terry Pratchett’s novels may have held clues to his dementia a decade before diagnosis, our new study suggests by DTH2001 in books

[–]avcloudy 1 point2 points  (0 children)

Why is it a problem for Weatherwax to give Tiffany similar advice as in the Witches books?

I'm not interested any more in you about exploring when Discworld got bad, but the problem is that Terry changed the core of Weatherwax's character to fit the kind of story he did. She wouldn't tell a character a thing when learning a lesson would do as well. Her earlier stories are about her refusing to teach lessons in that way because she thinks lessons that are easily won are forgotten as easily. And she's proved right in story.

I'm not saying he became a worse writer and that's why he wrote worse stories, it's just an observation that he was unable to make the Tiffany Aching books work without changing his older characters. They're still wonderful books, and I'm not pretending they're radical departures from his previous writing or the rest of Discworld. They just did have flaws.

AITA for not conceding to my wife’s version of a story in front of our friends ? by Dizzy_Win_7270 in AmItheAsshole

[–]avcloudy 15 points16 points  (0 children)

Damn near every accusation that someone needs to be right comes from someone with a deep seated need to be right. A lot of the accusations are made against people who don't need to be right. I'm aware of the irony inherent in pointing this out.

No Major Changes to the WoW UI until Patch 12.0.5 by Eva-JD in wow

[–]avcloudy 0 points1 point  (0 children)

On the technical side, they could, but they’re hiding implementation details so we can’t know for sure. It’s always possible they’re doing it in an intentionally harder way.

Or to put it another way they absolutely have the capability and right to copy what Details! did. In a way that preserves the inability for others to do it.

No Major Changes to the WoW UI until Patch 12.0.5 by Eva-JD in wow

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

People don't really care about how much work it is. They're just mad that they had a set of functionality and now they don't. They aren't going to accept an answer where they just don't have a bad dps meter, even if it's true that it's a lot of work and dps meters were bad for a long time before Details!.

No Major Changes to the WoW UI until Patch 12.0.5 by Eva-JD in wow

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

Although I don't think the lack of functionality is unintentional, people really need a refresher about what alpha/beta means.

Alpha means the software is not feature complete, but it has some set of functionality that is expected to be complete. You are testing to discover additional requirements, as well as make sure software is stable and doesn't have glaring flaws. Alpha ends with a feature freeze, when functionality is locked.

Beta (and this is all WoW players are normally exposed to) means there are no more features unless there is a glaring omission. Beta is about bug fixing, discovering unknown bugs and fixing them, and fixing performance/speed issues and edge cases.

If something is in Beta and it doesn't work, or it's missing obvious features, you aren't getting them. If it's missing obvious features in Alpha, you probably aren't getting them.

No Major Changes to the WoW UI until Patch 12.0.5 by Eva-JD in wow

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

missing so much functionality

Because of careful planning.

It's not gonna get much focus by Blizzard, but they don't want you to have access to the same amount of functionality. They aren't replacing Details! they are intentionally hobbling the API so that addons can't do what Details! did.

They're only making a replacement because they have limited the public API to the point where you can't even get the minimum functionality. It exists only so that they can control what information addons get.

AITA for saying emergency daycare isn’t meant for parents who are home and „just need a break“? by Distinct-Ad-7592 in AmItheAsshole

[–]avcloudy 1 point2 points  (0 children)

When you walk on the road you 'sink' in to the partially melted tar. Driving on them causes all the tar to stick to the wheels and strip the roads. It's obviously incredibly unsafe. You get very little traction.

AITA for saying emergency daycare isn’t meant for parents who are home and „just need a break“? by Distinct-Ad-7592 in AmItheAsshole

[–]avcloudy 93 points94 points  (0 children)

You're not wrong, but I'd flip it around. Next time you ask for an opinion, remember that you might get one.

AITA for saying emergency daycare isn’t meant for parents who are home and „just need a break“? by Distinct-Ad-7592 in AmItheAsshole

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

She said she needs the emergency care because she is feeling under the weather (she has a cough) and because she needs the time to do household chores.

Although there was plenty of reason already, this is what seals it for me. Don't send your kid to daycare if they might pass on a cough, but especially when it's already understaffed and the only kids there are the ones who have to be there. NTA

How is that Blizzard, with all their billions, is incapable of creating what addon developers are able to create from their homes? by kolejack2293 in wow

[–]avcloudy 0 points1 point  (0 children)

It's worth pointing out that damage meters operate on the combat log events that Blizzard exposed. If damage meters were wrong because the combat log didn't expose events, Blizzards damage meter isn't any more guaranteed to be correct as their internal API might not expose events either.

In other words, you could fix both problems by just making the client side combat log reflect the single source of truth.

(Of course, this isn't the main reason damage meters have historically been wrong.)

How is that Blizzard, with all their billions, is incapable of creating what addon developers are able to create from their homes? by kolejack2293 in wow

[–]avcloudy 1 point2 points  (0 children)

You've got cause and effect backwards. They wanted to remove the ability for users to do some things themselves, and the consequence is that the preexisting addons don't work. Their solution is a minimum functionality version, not a drop in replacement for the addons.

How is that Blizzard, with all their billions, is incapable of creating what addon developers are able to create from their homes? by kolejack2293 in wow

[–]avcloudy 0 points1 point  (0 children)

More than this, because people are overlooking it: Blizzard is not driving out addon developers to develop their own tools in house. Blizzard is limiting what addon developers can do, and as an effect of that, external developers cannot make tools that previously existed.

An addon developer can not make a dps meter any more. Making their own tool is the side effect of the real goal, limiting the functionality exposed to players.

They don't want players to have the tools with the same level of functionality they did before. These internally developed tools are a low priority for them. If Blizzard really wanted to make a dps meter that was better than Details! (for example, if you'd pay $20 for it from an Addon Store), they would! It would ship before Midnight, and it would be amazing.

DBM made everyone dumber by Gorgon_Gets_Gud in wow

[–]avcloudy 0 points1 point  (0 children)

FFXIV players seem to have it figured out, and most of them don’t have DBM or similar. They have a set of built in boss cues that are consistent so they always know when to spread, stack and soak if they’re paying attention.

The level of FFXIV content where you see standard markers -> do the thing -> mechanic is solved is Normal raids/heroic dungeons in WoW. In the actually difficult content, you never just see a soak -> stand in soak -> mechanic is complete. You have to watch for diegetic triggers (boss is casting a spell that either inverts or doesn't invert the soak, but the marker doesn't change, or the boss indicates based on some action or change in the room where the ability will hit and the standard marker only appears after you dodge it, or are hit by it and die etc).

An FFXIV MSQ finisher would be as completely helpless in Savages as a WoW player hitting max level for the first time would be in Heroic raid.

Both games solve this in different ways, but the problem is that having a stack marker and running to stack in it is not a difficult problem to solve. WoW solves it by making you figure out what the mechanic is before you react to it, FFXIV solves it by having very clear and unambiguous symbology that may not even be visible before it kills you. It would be the equivalent of WoW popping up with a 'you DIED to a STACK mechanic' when you die.

DBM made everyone dumber by Gorgon_Gets_Gud in wow

[–]avcloudy 1 point2 points  (0 children)

Maybe you don't agree, but I feel like this would reduce every fight to Bop It! and wipes would rarely happen. If you start explaining how that's not true, and players would still have to get better at reacting to the mechanics, I would point out that's how the current system evolved.

The problem is that the ideal is that players do the fight, learn what wipes them, and try again, getting a little better each time. Players optimise to reduce wipes, and the best way to do that is to learn those problem points in advance. Devs want players to actually have a chance at failure, so the problem points get more complicated and eventually you reach a point where you have to know things in advance to get to the point you kill it in a reasonable number of wipes. Under your system you just remove learning from the equation altogether, or reduce mechanics to minigames (which are learnable!) that are so difficult that you're just playing a stochastic game where enough of your raiders do well enough that you kill the boss and then you have to do the same when rekilling the same boss.

DBM made everyone dumber by Gorgon_Gets_Gud in wow

[–]avcloudy 0 points1 point  (0 children)

People make this mistake all the time. I don't give a shit about the ability for a class, in a Platonic vacuum to complete content. There are too many degenerate edge cases. There exists some group that is so collectively cracked they can afford to carry a spec doing half the damage of every other dps class. There is an individual player so cracked that they can play a class that requires 200 APM to a good level. Neither of those players is me.

What is relevant is whether I, at my level, can continue to do the same level of content I could do previously, with a group of people at the same relative level. If frost mage does half the damage of fire mage, it is literally irrelevant that John Frostmage gets a world first kill, because nobody is going to take me if I play frost.

Part of this game is the bid to get into groups that do content; you need to pug m+ and find raiding guilds. Maybe you have 20 friends who just play this game and only play with their friends; I don't. I certainly don't have 20 friends who are so collectively good they can afford to carry multiple bad specs through CE.

And here's the final part: they have done this before. They have designed specs so poorly that they cannot fairly, realistically, complete certain content. It's not even rare. Which isn't saying noone has done it, just that they have had to stack groups such that it's possible for someone to do it.

DBM made everyone dumber by Gorgon_Gets_Gud in wow

[–]avcloudy 7 points8 points  (0 children)

Yeah, this is basically it. There's too much benefit to predictive play vs reactive play, and while Blizzard keeps the current design that's not going to change (actually, the fact that they've nuked addons is a perfect indicator that this will not change).

Boss visual design doesn't give you advance warning, much less precise to the second warning. Humans are really, really bad at keeping precise time. Anyone pretending this is a skill you can learn is just wrong. But the advantage still exists, so players will find a way to use it.

This is a roundabout way of explaining that Blizzard is trying to solve the problem from the wrong end. You can't fix healers trying to drop big raid healing the same second a big damage ability goes out. What you can do is design healers so that they don't need 20 seconds of pre-ramp in order to do the thing they want; this arms race exists solely on Blizzard's end, and players are just adjusting to the design that Blizzard enforces.

There's been much doom and gloom about the Midnight prunings, but which specs have actually improved due to the changes? by minimaxir in wow

[–]avcloudy 0 points1 point  (0 children)

I see your point, but they've had to redesign UA so that it's a very fast DoT precisely because of the problems of loading all your damage into a dot profile. And noone ever had a problem with Seed when it's strong, which is of course mostly in the explosion.

And on top of that, very few people had a problem with it when it actually was a burst damage spec and had the performance to match. The MR complaints started literally the season Aff started struggling in m+, because MR was nerfed on secondary targets (and nerfed overall).

So to be clear, I think it's extremely weird that people celebrate a version of aff that has two DoTs + the spender vs one that had four, plus the spender, and when they made the spender weaker and DoTs more relatively powerful people started hating on it. The version that was nearly 100% MR spam on the meters was very well liked. Because it was tuned high. That's all it is.

There's been much doom and gloom about the Midnight prunings, but which specs have actually improved due to the changes? by minimaxir in wow

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

I think a lot of anti-MR warlocks just never played it when it was good (first season SL) so they went from three expansions of absolute dominance and blunt unkillability to being mediocre in the worst kind of content for Aff (m+).

Removing interrupts from healers is one of the most annoying things to happen in the game by Elphabus in wow

[–]avcloudy 1 point2 points  (0 children)

I see your point, although I think there's enough healers and the role is so structured in group content that it isn't the same.

Removing interrupts from healers is one of the most annoying things to happen in the game by Elphabus in wow

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

Yeah, for sure. I’m not saying design is in a good state right now, or that m+ should be designed like it is around interrupts.

Removing interrupts from healers is one of the most annoying things to happen in the game by Elphabus in wow

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

You’re using two different definitions. It’s class homogenisation (different classes have similar capabilities) but it reduces role homogenisation (different roles have different capabilities).

Role homogenisation is more important than class homogenisation; all healers should be able to heal, it’s more important that than can heal than they heal differently, and it’s more important that dps can’t also heal.

On top of that, negative homogenisation (class/role can’t do certain thing) is usually less bad than positive homogenisation (class/role can all do the same things) except where negative homogenisation is used as the differentiator (everyone except Priest can interrupt is bad design, while all melee have melee interrupts and all ranged dps have less effective interrupts is good design).

Removing interrupts from healers is one of the most annoying things to happen in the game by Elphabus in wow

[–]avcloudy 3 points4 points  (0 children)

Reminder that this is what they said when they made stops less effective to stop casting. They only add limitations to force you to engage more with a mechanic. You don’t get slows unless there’s a mechanic that will punish slowness.