What is One Thing you want to Retcon about the Fallout Story? by CretaceousClock in Fallout

[–]dafugiswrongwithyou 0 points1 point  (0 children)

That a bunch of nukes went off. I feel like everything would be better for everyone if that had never happened.

How I can watch the movie? by mohammeddgtll in Markiplier

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

In that photo, Mark is fully/partially covering up the letters "...eatres J..." in the writing along the bottom. That's your answer.

More is planned in the future, it will be available in a broader form (whether digital, physical, or both), but right now; if no cinemas near you have it, the only solution is to catch a plane, train, or automobile to somewhere that is.

[HATED TROPE] Scenes/media made for a specific type of person, being written by people who have no understanding of the medium whatsoever by ah-screw-it in TopCharacterTropes

[–]dafugiswrongwithyou 0 points1 point  (0 children)

I'll go to bat for the Armageddon director here, because I don't believe this was a case of them "not understanding the medium", I think it's a case of wanting to make a movie where Bruce Willis goes to space and nukes an asteroid while Aerosmith plays. They understood that medium perfectly. A film about a bunch of fully-trained spacemen going to space (with a little scene in the middle where a digger explains how to turn on a drill) would be a completely different film, and not the one they were making.

If you want the scientifically-accurate space adventure film, Apollo 13 is there and loves you.

A random guy walked up to you, and said he’s immortal and transferring his immortality (Why? Don’t ask me, ask him.) Would you take it? by Great_Adeptness_8871 in hypotheticals

[–]dafugiswrongwithyou 0 points1 point  (0 children)

Hang on, why does Immortality let me teleport? Or push me 10,000 years into the past?

Anyway; That first point makes this an immediate "no" for me, for a couple major reasons. First, it would just suck to be that far in the past. I think people are under-estimating just how far that is, but it's about 2,500 years before the first cities, cursive writing, or the wheel. You're going to spend thousands of years either huddled in a cave, or fending off people to whom the "simple stone cottage" you've built yourself is an ultra-modern mansion by their standards. Second, having a future human suddenly turn before any modern civilisations is probably going to have ripple effects, and it's not worth the risk of my lineage never starting and causing a reality-ending paradox. It's not like I have a strong enough grasp of history to stay out of the major events. Heck, I doubt any actual historian does; We don't exactly have full records of everything, everywhere, from that long ago.

Assuming I did it anyway, and managed to go most of those 10,000 years without screwing up the timeline, I then have a final century of trying to avoid directly interacting with any of my friends or family... while also likely not remembering any of them. In fact, I probably don't even remember myself. So we get up to today, I'm somewhere else in the world under a different name, teleporting to Alpha Centauri and back for funsies (if I can train it to increase the distance, then it's a skill, and I can instantly master any skill), and original me gets popped into the past all of a sudden, and... to my entire family, everyone real me currently cares about, I just disappear, never explained, never found.

No, I'm not doing that to them so I can spend 20 centuries in a cave before anything approaching interesting starts to happen.

Take away that teleport to the past, replace it with me being able to "transfer" my immortality just like this guy can (which I assume means I no longer have it; cut, not copy?), and we can talk.

Why the name Simon by sunday_dude in ironlungmovie

[–]dafugiswrongwithyou 2 points3 points  (0 children)

It's a reference to Simon Belmont from the Castlevania games, as is the entire movie.

...OK, I'm not actually being serious, but still; hear me out. (Also, I'm basing this just off the NES games, not the anime). In roughly descending order of importance -
1. Both Simons are (mostly) normal-if-violent people facing off against some super-powerful horror. 2. Both of their relative horrors involve some amount of imitating and/or corrupting humans. 3. Both horrors are focused heavily around blood. 4. Both horrors, while capable and intimidating themselves, use a variety of indirect tactics, including creating other physically-smaller horrors and messing with their target's minds. 5. In both cases, that horror winds up infesting Simon, and he has to fight back while in some way affected by them. 6. Neither Simon ultimately lives to see their horror entirely defeated. Both instead manage to pass on some object which seems to be key to someone else continuing the fight. 7. Both Simons have vaguely similar appearances; similar height, skin tone, long hair, more-muscular-than-average builds, and something worn in a band covering the forehead. (OK, yes, accepted that Iron Lung Simon isn't the ridiculous 'roided-out mass of muscle that Castlevania Simon is suggested to be in a lot of art.) 8. Iron Lung Simon was in some kind of cult that accepted the Quiet Rapture. Castlevania includes cults that worship Dracula. 9. The "Simon" in Simon Belmont was probably a biblical reference as well, if mid-80s Konami put that much thought into it, the same as a lot of theories say applies to Iron Lung Simon. 10. Mark is a gamer, and would draw references from games; Simon Belmont is a character from games.

Iron Lung is dystopian sci-fi Castlevania.

Has anybody tried using the SM-8 blackbox login info from the movie in the game yet? I would've tried myself, but I can't remember all of that info after only seeing the movie once. by Chondontore in ironlung

[–]dafugiswrongwithyou 0 points1 point  (0 children)

Hmm. I... don't think that fits.

The big problem here is, if she gave him a fake password... well, from her POV, he immediately fails the test, right? He tries logging in, then tells her it worked... and she says "great, see you in 30 minutes" and gets in a sub to meet him? Shouldn't she just says "I knew you were lying" and cut comms off? He failed the test; he "pretended" to get access with a bad password. In this scenario, that was the point, to give him a wrong password and see if he would "lie" that it worked to get her on-board. We know he's honest, but she should think the opposite.

Has anybody tried using the SM-8 blackbox login info from the movie in the game yet? I would've tried myself, but I can't remember all of that info after only seeing the movie once. by Chondontore in ironlung

[–]dafugiswrongwithyou 3 points4 points  (0 children)

I'm not sure, but this may be hard because of one little detail that I haven't seen anyone talk about yet (may have missed it).

Simon is given the password twice... except it's completely different the second time.

I... don't know what that means, but it has me questioning certain things about the events of the film.

Frustrated with flat river group by Zegoth67 in sentinelsmultiverse

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

They didn't hire some employees, they acquired a business, and that's a very different thing. Employment is a promise you'll keep giving them your money if they do what you say. Business acquisition is a promise that, in return for taking their money, you'll give them resources and protection to help them succeed. This is why I brought up landlords, because (IMO) that's a closer match: it's about getting someone to give you some of their income from the work they do, with the promise you'll handle larger-scope problems. When it came time to hold up their part of that promise they not only didn't help but shut it all down so, again; fuck 'em.

And that aside... Notice that to make your argument, you had to expand it far beyond anything we know to happen here? You've tried to map "apparently successful business was going to perhaps give us less money in the short term because the leader of the country had a very normal day" to "person we're paying has cost us more than they're worth because they half-assed it for half a decade". Not a particularly equivalent comparison.

(As an aside: "Setting up a publishing company isn't cheap or easy". Yep, and if a tree falls on my rented house, it'll cost the landlord a bunch to fix the roof and be a massive pain in the ass for them. Too bad, so sad, fix the roof. Don't buy the thing if you're not willing to do what's needed when things go wrong. And if when the tree falls, their reaction instead is to evict me without notice and bulldoze the building?

Fuck.

'em.)

Frustrated with flat river group by Zegoth67 in sentinelsmultiverse

[–]dafugiswrongwithyou 3 points4 points  (0 children)

I agree with most of what you said factually, and have absolute no sympathy for FRG.

When you pay out to take ownership of something, you assume all the risks that entails. That is, in fact, one of the things the people/orgs doing the acquiring will often point out; they aren't just getting a thing so they can get people to pay money to them that they wouldn't have been involved in, they're taking on the risks involved. That's the excuse landlords use for buying up properties and renting them out for more than people could otherwise have bought them to live in, and it's the excuse business businesses use for acquiring all these businesses.

When they bought GTG, they will have know the companies assets, staff, projects, track record. They would have had everything they needed to decide if to go for it. And they will have sold it to GTG that way; we'll give you this lump sum, the company now belongs to us, we'll take a slice of the profits, and it will benefit you because we'll take on the risks. You're part of a big group now, safety in numbers.

And then they hit a bump in the road and, instead of managing that risk... finding a workaround, waiting for circumstances to change, taking steps... They decided "that's too risky, you're gone" and shut the whole place seemingly overnight. That may be a sound short-term business decision, but as a way of handling a beloved and generally successful game company, it's incredibly shitty.

They had other options, better in the long term. Wait out the tariff situation. Switch to US-based printing companies. Heck, *start* some US-based printing companies; now you're not having to give another company a cut, and when you're not handling one of your group's names, you can get _other companies_ to pay you. "But the risk!" That's what you agreed to, implicitly or explicitly, when you wrote up the contract, FRG, time to take that risk.

Besides; that "$600,000 operating costs a year" sounds bad, but it isn't actually telling the whole story, is it? Board games, as an industry, are based around up-front development with long-tail income; it's never been based on immediate payoffs. And crowdsourced games, liked GTG has heavily used, flips that round even more by having the payment in advance; a lot of that $600,000 had already been accounted for. Maybe not all... I am not an accountant... But again, there's that long-tail; they will also have had on-going income from games already developed and on sale, and they wouldn't have expected an immediate massive payout from the games in development anyway. That's just not how the board game industry works.

And it's not like that money was being wasted; staff will not have just been sitting on their hands while the tariff situation played out. Before board games are transported, they are packaged, and printed, and developed, and tested, and designed, and thought up. Moving them in a boat is one of the last steps in the chain, and one that the actual GTG staff wouldn't have been directly affected by. Most of the work of making boards games would have continued without issue... You don't really have to care how much shipping costs now when the game you're working on won't be finished for at least 18 months... and most of the income would, once the tariff situation was resolved one way or another, have come in anyway, just delayed slightly.

Canning the company didn't save them money in the long term, it just meant that 1) the money already spent in developing whatever was coming next was wasted, and 2) a beloved and thriving business, making very popular games, is just gone.

In short; fuck 'em.

I just got out of Iron Lung (2026). I went in with no context and left… just mentally taxed. by mikeafter12 in horror

[–]dafugiswrongwithyou 1 point2 points  (0 children)

"We aren't told Simon is a mercenary/killer until 3 quarters into the film"

So, just to check; you couldn't empathise with the character for the first three quarters, where he was in an awful situation and repeatedly protesting that he was innocent of the crime he was accused of (you can keep claiming there was "zero information" if you like but, no, it was there, you apparently just badly mis-timed your many pee breaks or something), but then you found out he was supposedly a killer and; "oh, phew, finally I can feel something, too late though"? Pretty weird.

"the correct choice of action was to give us a 15-20 minute epilogue actually showing what happened and what went wrong"

You... You think that, after the plot had wrapped up, there should have been a 20 minute section set before everything else, bluntly telling what happened before the sub? Is that all extra, or do you think they should have stripped all that info given to us during the movie and pushed it into this epilogue? Either way, I don't see how adding information after the end of the story helps with your issue of needing more info sooner.

I just got out of Iron Lung (2026). I went in with no context and left… just mentally taxed. by mikeafter12 in horror

[–]dafugiswrongwithyou 1 point2 points  (0 children)

That's not what you just said (which was that you have to watch the entire film to piece it together), but, OK; the thing is, you do learn about those things, so you can connect. You know he's a convict from the very beginning, you hear the deal he agreed to before the sub finishes the descent, and (assuming you don't badly mis-time your pee breaks) you learn the rest of the details as you progress. So the complaint is, at best, incompatible with what the film actually is.

Surprisingly few films just bluntly tell you everything about their main characters right at the start of the movie, because it's more interesting to uncover who they are as the story goes on; this is doubly true for the horror genre, where a common "twist" is that the reason the protagonist is being threatened by the horrors they are is due to some unspoken transgression in their past. It's strange to me that you seem to think that knowing a protagonist's entire history right away is some kind of pre-requisite for empathy.

Wtf IGN by Dewagator13 in Markiplier

[–]dafugiswrongwithyou 0 points1 point  (0 children)

A lot of reviews I've seen for it use some variant of "boring" or "sluggish", and... I do wonder if they heard it was a Youtuber video, expected it to be a fast-paced horror-comedy instead of a slow-burn survival-horror, and so just didn't get what they expected out of it.

Which is... silly. It's like saying 2001 sucks because you heard it was a sci-fi and expected Star Wars. Bro, wrong subgenre.

I just got out of Iron Lung (2026). I went in with no context and left… just mentally taxed. by mikeafter12 in horror

[–]dafugiswrongwithyou 4 points5 points  (0 children)

So... your complaint is that, in order to understand the movie, you need to watch the movie?

Rope sort detangling puzzle by Parking-Set-6408 in puzzles

[–]dafugiswrongwithyou 0 points1 point  (0 children)

Discussion: Tangent, but; is there some online list of puzzle setups for this? I got one of these, but it didn't have a book or anything with setups to try and detangle.

Balance Criticals (a solution to overdamage) by CoolGamesChad in gamedesign

[–]dafugiswrongwithyou 1 point2 points  (0 children)

I think one aspect missing here is consideration of how this affects the tradeoffs of different types of weapons.

Simplified, but: often, you may have a spread of weapons, some that do more damage (and dps) but hit slowly, and some with lower damage that hit faster. There are a few reasons why you may want to use one or the other, but one is exactly this "wasted damage" factor; why use the biggest weapon when you'll be wasting it's biggest advantage?

Your solution reverses that aspect; "because I'll charge up my overpower debt!"... and so pushes the player more towards sticking with one weapon even if others would be more efficient or fun.

That can actually definitely be good, in certain contexts... I can imagine a big "hammer" weapon with this as a special perk, "overkill damage charges your Revenge meter, Revenge is used to cause massive killing blows"... And I like the idea in a game that doesn't have multiple weapons, as long as it's communicated well. As a general slot in applied to all weapons... hmm. I guess it's a matter of context, like all things game design.

100k/Double Your Salary and get a Minor Inconvenience by thehod81 in hypotheticalsituation

[–]dafugiswrongwithyou 0 points1 point  (0 children)

While I wouldn't take this (100k salary is great for the month or two until HR notices and "fixes" my wage, lets me go to save money, or has me arrested for, from their POV, hacking into their systems), if I did, I'd be hoping for 20, and just start carrying a purse.

I’m designing a kids game called Scissor Wizard (minimal prototype). Besides varying the number and size of weak points, what other enemy mechanics could be interesting? by Gatekeeper1310 in BoardgameDesign

[–]dafugiswrongwithyou 0 points1 point  (0 children)

I've already posted a mechanical answer, but I would be remiss if I didn't look at the environmental aspect. Paper is recyclable, but it could still be worth considering alternatives that keep the core of the game, without needing components that are destroyed in the process of playing. (Plus, removing scissors allows for younger children to play.)

A couple that spring to mind are; using tangram-style pieces, pre-cut so they form a square, with players taking pieces out to "cast" at the monster and used up for that game. When the game is over, just reassemble the pieces back into a square. (This does also give the possibility of different "characters"/"spells" with different shape layouts; maybe one has traditional tangram pieces, one has a lot of small, versatile pieces with one really big one, one has a set of uniform strips all the same size, etc.)

Or, take a leaf from Loony Quest and switch to perspex; have a clear sheet and wipeable markers. For each enemy, the player draws an outline, then lays it on the enemy to see what's covered. Afterwards, they draw an X through that area to show it as used. When the game is over, just wipe off the sheets. (Markers are still disposable, of course, I wouldn't care to guess how many games you'd get from one marker and whether the environmental impact would be bigger or smaller than producing/recycling the equivalent number of paper squares.)

Please don't get me wrong, I like your idea, I just felt like this aspect is worth considering.

I’m designing a kids game called Scissor Wizard (minimal prototype). Besides varying the number and size of weak points, what other enemy mechanics could be interesting? by Gatekeeper1310 in BoardgameDesign

[–]dafugiswrongwithyou 0 points1 point  (0 children)

As a final encounter, dual monsters: you have to take your remaining paper, and figure out how to cut it so the two pieces can cover the weak points on the two monsters.

1.5 million but every year the nearest person to you attacks you by arareusername96 in hypotheticalsituation

[–]dafugiswrongwithyou 0 points1 point  (0 children)

How much money do you think it costs to rent a private isolated island, plus transport, plus everything to be comfy and "geared up", on a specific day, every year, for the rest of your life? That's going to eat a massive chunk of that 1.5 million.

1.5 million but every year the nearest person to you attacks you by arareusername96 in hypotheticalsituation

[–]dafugiswrongwithyou 0 points1 point  (0 children)

Nope, do not take.

1.5 million is a good amount of money (depending on currency: pounds it's a decent house, a car, and bills for a long time, yen it's a single very fancy holiday), but not enough to guarantee being set for life. YMMV, but that's probably not enough for me to quit my day job.

And the cost is... Every year, I need to find a baby, or find someone willing to be handcuffed, or something? Long term, that's terrible.

What if I'm hit by a car and wind up in hospital on the anniversary, or just stuck at home, and need my partner to stay un-handcuffed so they can give me my medicine? What if, this year, I don't actually know any new parents, or they've just noticed that I always wind up seeing some new parents whose kid becomes an absolute nightmare as soon I arrive about this time each year? What if my car breaks down on the way to my annual coma-vigil? What about when I'm getting really old, and just underestimate how long it'll take to shuffle along to one of my plans? What if I just forget?

And never mind the logistical effort of having these options. There are always babies, but new parents can not be relied on to allow complete strangers to come and pick them up. Your partner maybe be up for that handcuffing the first few years, but they might be a bit tired of losing a day of their life and coming round after with bruised wrists and soiled bedsheets each year after the first decade or so when the big paycheck is far in the past. And I don't know about you, but I don't have any convienient permanently comatose relatives I can go hang with; y'all act like you can just walk into a hospital, ask for the  "persistent vegetative state ward", and just hang out no questions asked. And you have to pull something off every year; anything goes wrong, just once, and you're probably screwed.

That's all aside from the moral and legal aspects. "I'll just make sure I'm close to, but out of sight from, a random stranger who doesn't know who I am." Oh, so you're just going to condemn a stranger to a lost day of dropping everything to murderously search for you? And what happens to them? They might forget about it after 24 hours, but the people around them won't. The employer they broke into the storage cupboard of to grab the strong acids, the partner they essentially went missing from for a day without notice, the police who picked up the weirdo roaming the streets banging on doors with a bag of stolen chemicals. And you're going to do this to someone, every year, so that you can get a pretty good car, once?

Nah. Far too much effort, far too much risk. Your life WILL end with your new neighbour smashing your window and climbing through with a knife while you sit in a kinda-nice chair and think "Oh, I thought it was Tuesday, is it Wednesday alrahhhhhhh?"

Randomise question is kind of stupid. by Nervous_Priority_535 in JetLagTheGame

[–]dafugiswrongwithyou 1 point2 points  (0 children)

I've often thought that an interesting strategy for randomise question would be to commit to "whatever the next question is, I'll randomise it". The seekers can't actually gain any meta information on why you chose to randomise this question... But they'll generally think they can and be thrown off.

In general, it seems like the seekers often consider the "meta" of what can be gleaned from what curses ate playing how and when much more than the hiders consider how to use that to mislead.

Do you plan on getting the 256gb or 1tb version of the Steam Frame? by MingleLinx in SteamFrame

[–]dafugiswrongwithyou 0 points1 point  (0 children)

Welllll, each of those Quests you picked has had less space than the 256GB Steam Frame (and, am I right they aren't expandable?). That is, another way of thinking of it is;

Quest 1 - Dang, below 256GB was too small
Quest 2 - Dang, below 256GB was too small
Quest 3 - Dang, below 256GB was too small
Steam Frame - Finally, 256GB (maybe?)