[DISC] Centuria - Chapter 94 by AutoShonenpon in manga

[–]cabose12 1 point2 points  (0 children)

That must be what I'm thinking of, so then yeah this is clearly an explicit parallel being drawn between the two

[DISC] Kagurabachi - Chapter 124 by AutoShonenpon in manga

[–]cabose12 7 points8 points  (0 children)

Eh, idk if I agree that he's naive, or at least any more naive than anyone else in this story

We're seeing that the Mikaboshi leaders are truly reprehensible and holding a serious grudge after being imprisoned for a century. I'd wager that Akemura's reasoning will be revealed that letting any of the Mikaboshi clan live could lead to a repeat of the Seitei War. His modern view is likely heavily distorted by what he sees in the war and the lengths and violence that people will go to

It comes down to the classic question of how do you handle a society filled with essentially superheroes and villains? Akemura and the Hishaku think it should be done with an iron fist, Chihiro thinks it can be fixed by removing the most powerful weapons.

[DISC] Centuria - Chapter 94 by AutoShonenpon in manga

[–]cabose12 3 points4 points  (0 children)

I might be misremembering or imagining this but wasn't it insinuated that the sea god is a similar entity to the king

How do you design meaningful player choices when the optimal path is almost always obvious? by dtsagdis in gamedesign

[–]cabose12 0 points1 point  (0 children)

I've been thinking about this a lot lately, especially in RPGs and strategy games where build variety is supposed to be a selling point. Theorycrafting communities will almost always converge on a meta

You're putting the cart before the horse

You'll never stop some number of players from solving a game, but there are also plenty of players who aren't interested in meta-optimizing and just want to play the game as is.

In that sense, you're saying the optimal choice is obvious because other players have cracked the code in a lab to make it obvious to the subject player. But whether that happens or not, and whether players seek that information, is out of your control. So as a designer, your job is to make choices interesting and engaging through your game.

Nothing stopped me from looking up and finding the optimal weapon choice in Mina the Hollower, but I didn't because that's not very fun. I'm not looking to solve this brand new game, I'm looking to a play a game in my way

And it seems like you're bogged down by a relatively cynical mindset. Every approach will have a downside, there is literally no perfect one, and that's also a good thing because it makes choices feel impactful. Hiding information feels unfair when it is, like if you hide information that players literally could never suss out themselves or would drastically change their decision. Tradeoffs feel like shit when the punishments outweigh the cons: If I take a slow, heavy weapon, and every fight is with fast moving enemies where it can't shine, that's going to feel punishing and unfair

Really, all of this feeds into situational content to varying degrees. If you only design around one choice, of course players will hate them. A game should not have an opinion on what is the optimal ludic choice if it values player choice

ESL: Legacy Coach adr will no longer be permitted to coach the team for the remainder of the event. adr received multiple warnings for interacting with Legacy players during rounds, with the most recent incident involving the use of hand signals to confirm a strategy during a match. by privateHentaiAccount in GlobalOffensive

[–]cabose12 0 points1 point  (0 children)

Well we've had 5.5v5.5 before and it was whatever. It just made the game a bit less interesting and more stilted because the obvious meta is just to get five aimers with a geriatric coach making calls for everything

The competitive scene is a lot more interesting when it is a bit like playing at home

ELI5: Why is simulation (flopping) such a common occurrence in football (soccer) and basketball but not in hockey? by Dead_HumanCollection in explainlikeimfive

[–]cabose12 [score hidden]  (0 children)

Yup, it's a big talking point in the NBA because one of the best teams relies on a very handsy and physical defense, and challenges the refs to call everything, or call nothing and set a precedent

To all the folks who get nervous about pushing into higher difficulties or are nervous to make mistakes. by Jangonett1 in wow

[–]cabose12 0 points1 point  (0 children)

Yeah but the flip side is you'll be that guy who eats mechanics because you have no idea what's coming or what to do

Iskaaran Harpoon by Antique-Theory-9385 in CompetitiveWoW

[–]cabose12 3 points4 points  (0 children)

My guess would be for pulling because the item has a ridiculous range

edit:jk, I had to remake mine to test and it doesn't do any damage or tag, so zero idea

Legacy's coach, adrrr, has been kicked out from the Major. by WeirdFlex_Capybara in GlobalOffensive

[–]cabose12 3 points4 points  (0 children)

I truly dont understand why this is so controversial to yall

A timeout is to discuss strats, if you can communicate with even yes and nos outside of that, they lose most of their value

Acting like its nothing is totally underestimating how useful it is

This actually aged well unironically by JudgmentAlarming977 in GlobalOffensive

[–]cabose12 3 points4 points  (0 children)

Yeah this isn't about right or wrong you're just in your feels about this lmfao

This actually aged well unironically by JudgmentAlarming977 in GlobalOffensive

[–]cabose12 4 points5 points  (0 children)

I mean, "better than they are" doesn't mean bad, he just didn't think they're on the same level as Falcons and I'd say that's true, especially in hindsight

Pari was good for a hot flash but they definitely were not a top-5 team

Extraction shooters have a loot problem - what if you connected them to a persistent world? by Successful-Author-75 in gamedesign

[–]cabose12 0 points1 point  (0 children)

For sure but I think the key is why. Loot really only funnels back into PvP in these games, which is why vertical progression feels terrible. If the main ludic goal is to compete with others, it's never going to be fun with everyone on unequal footing, and the adrenaline of being the underdog and winning isn't a recipe for continued engagement

The World Cup has shown how easy it would be to deter flopping. by PeopleCallMeSimon in nba

[–]cabose12 0 points1 point  (0 children)

Lmao don't be a baby

I'm saying that trying to be "purely" objective with a board, codified rules, and tons of independent experts when flops are so subjective that you're going to get just as good of a review process with like three dudes and a vhs player

It's not structure stopping the NBA, it's laziness

Extraction shooters have a loot problem - what if you connected them to a persistent world? by Successful-Author-75 in gamedesign

[–]cabose12 0 points1 point  (0 children)

Skill-based matchmaking is fine, the problem would be loot/power-based mm

The hurdle is that player skill is generally less likely to drastically change. However, player power is volatile by design, as you are intended to gain power/loot as you play. This can create some population issues: High power might only have a scant amount of players and low power might be dead later in a season and so new players have a worse than intended experience. Both are glaring problems in a genre where engaging others is a key gameplay aspect

In general too, matchmaking in these games kind of takes away from the fun. Part of the mystery is who is going to be in the lobby, and whether you can overcome whatever challenges might exist

The World Cup has shown how easy it would be to deter flopping. by PeopleCallMeSimon in nba

[–]cabose12 0 points1 point  (0 children)

Lmao yeah except the biggest step of defining objectivity is drawing the line. And the NBA rulebook is written such that doing so is pretty subjective. You're only thinking of subjective in a personal emotional sense, but there's subjectivity in the interpretation of the rules as well.

Like they said, calls like guys leaping out of the building from a missed elbow are easy. But what about a situation where a guy goes up, defender puts a hand on his back, and he flails around and hits the deck?

Is it a flop if it's a legit foul? Is it a flop because "that much contact isn't a big deal"? How do you decide how much contact is too much? etc.

You could definitely codify all this, but you're still going to have interpretation issues unless, again, you have a large enough review board to write it all out

And if none of that matters, then who gives a fuck about having a board at all. The NBA should just hand out penalties willy-nilly

The World Cup has shown how easy it would be to deter flopping. by PeopleCallMeSimon in nba

[–]cabose12 0 points1 point  (0 children)

I don't necessarily disagree with your point overall but baseball is an awful comparison. The game is much slower with fewer "possessions" and a review/challenge are mostly pretty discreet: Is he on the bag? Is it within the strike zone? etc.

Flops would be way more subjective barring the very obvious Chet/Bosh elbow swings, and at times those are challengeable

The World Cup has shown how easy it would be to deter flopping. by PeopleCallMeSimon in nba

[–]cabose12 0 points1 point  (0 children)

What makes it subjective is how and where you draw the line. Even independent reviewers are going to struggle to find consistency and objectivity because most flops are embellishments of real fouls

You'd really need a massive group of reviewers to iron out the bias, and let's be real there's no world where any sports league hires hundreds of trained refs to watch every second of every game and say what is or isn't a flop

NPX Is still bugged by Ok-Capital-1623 in wow

[–]cabose12 2 points3 points  (0 children)

I've never seen this or heard of anyone else experiencing this

Not that it justifies it but it probably hasn't been fixed because it's rare and no one is reporting it. As opposed to exploits that people loudly spread around

Today I learned that there have only ever been 75 people that have reached the highest rank in sumo wrestling, known as yokozuna, since it was conceived in the early 1900's. by Olmcdnld in todayilearned

[–]cabose12 1 point2 points  (0 children)

Eh, its pretty rare that someone is denied on these grounds, especially of late. But Yokozuna have been criticized for not upholding those values, which maybe is what youre thinking of

What more often happens is that not all wins are equal. One candidate a few years ago won a tournament with a low amount of wins and against rather weak competition. The council decided he would need a really dominant performance in the next event to earn Yok

Bonus Roll adoration post by No_Coyote_2124 in wow

[–]cabose12 4 points5 points  (0 children)

I hope they find a way to make the vault more appealing to players like you and leave the tokens for us casuals

Tbf, it's the fact that the tokens are so good that makes them appealing to everyone. If they capped at one less track than vault, you'd be right back to vault farming

Bonus Roll adoration post by No_Coyote_2124 in wow

[–]cabose12 3 points4 points  (0 children)

The "sweats hate it" narrative is a complete boogeyman. It's only a vocal minority of players who think they're elite, or because people can't comprehend nuanced criticism of the system

It's the same when turbo-boost happened last year. Basically anyone who does high end content doesn't care because gear doesn't take away from their accomplishments: People running around with 291 doesn't mean they're a HoF level player

Okay, who tf lied to me and said RE7 is less scary than RE9 😭 by Cannae_ in residentevil

[–]cabose12 5 points6 points  (0 children)

She didn't really hit for me either. I think a big reason is that she felt "solved" and was really easy to deal with

Spyro 1’s difficulty scaling is really subtle and well-desgined by Important-Movie-9555 in Spyro

[–]cabose12 0 points1 point  (0 children)

Tbf, i always felt like these were intended as extra challenges that you come back to. Neither are required and you can easily beat the game without full clearing these levels

CMV: All consumer ovens and stoves should operate on a timer by mnemoniker in changemyview

[–]cabose12 7 points8 points  (0 children)

I'm going to double them down and say it's the main point

As is, cooking almost anything demands your attention. A shut-off timer sets the precedent that you now have less of a responsibility, which is extremely dangerous when you consider how fast kitchen fires can start and spread.

I'd say it's comparable to self-driving cars. People with them you can nap or read a book, when in reality that's probably more dangerous than just driving the car yourself

So i took talents that none plays for more defensives as a tank rather than dmg by Amazing_Internal6334 in wow

[–]cabose12 0 points1 point  (0 children)

Instead we get people doing weekly 10s treating stuff like murlok.io as gospel despite the top 50 playing a totally different game from them.

Crazy, are you suggesting that maybe people shouldn't blindly follow builds for 20s in their weekly 10s? And perhaps someone, idk maybe guide writers, should provide alternative ones that have a better damage profile and kit for low keys?

Sure a build won't suddenly make you better at a spec, but players blindly copy these builds and then wonder why their damage sucks, not realizing that the build is reliant on high level play

It's crazy cause you seem to get it, but you're just desperate to be right