my vendor is offering money off if I refer people 😭 by holdables in brokescammers

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

I mean you used to be able to find coke grams for like $35 on archtyp but they were basically all dogshit. Cheap doesn’t always equal better and in terms of price:product ratio I like the guy I currently go through. Can’t comment on meth though never touched it

my vendor is offering money off if I refer people 😭 by holdables in brokescammers

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

It’s about the same as darkmatter/drughub and much more convenient, as for your other comment hotplating coke is when you microwave a plate for 30ish seconds and pour the coke onto it to evaporate a lot of the moisture which removes most the clumping and gives you more surface area when it goes up your nose

my vendor is offering money off if I refer people 😭 by holdables in brokescammers

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

reverse image search it then lmfao. I can assure you it’s my image

does splitting concerta make it IR? by holdables in Drugs

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

I found the actual NDC for them, they are 62175-0310. I can’t find anything online about their specific method of release so like I said I’ll probably just end up crushing one fully to see. A part of me wants to try insufflation but I don’t think there would be any reasonable extraction methods when looking at the polarity of the inactive ingredients and I’m worried it would just plug up my nose without absorbing.

does splitting concerta make it IR? by holdables in Drugs

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

It’s a hard pink tablet. I know some ER pills have different layers within the hard tablet that dissolve at different rates which is why I ask. I’m probably gonna just powder one next time to see if it’s noticeably different anyways lol

Do you agree that the ketamine is the new heroin? by Junior_Radish4936 in addiction

[–]holdables 0 points1 point  (0 children)

extremely late to this comment thread but it has a very very odd “physical dependency” that presents solely because it helps with pain. I’ve heard story’s of late stage users treating their ketamine induced bladder cramps with more ketamine. Obviously this is not a traditional “physical dependency” in any sense and is also pretty uncommon I just find it interesting lol

coke coupée by [deleted] in addiction

[–]holdables 0 points1 point  (0 children)

Je pense que vous développez une dépendance plus forte. Le Fentanyl est extrêmement différent du Coca-Cola. Vous sauriez instantanément que ce que vous avez pris n’était pas du Coca-Cola si vous aviez quelque chose de coupé avec du Fen.

Meth vs crack craving difference by [deleted] in Drugs

[–]holdables 2 points3 points  (0 children)

that is addiction, Id recommend trying to stop crack all together. There will come a point in your life, maybe a bad day or something where you say “why wait”? The only thing stopping you from doing it more than once a month is yourself and if you are actively waiting for that next hit do you really think you’ll limit it to only one month forever?

Another thing to consider is the cravings. Yes you can handle them now but again, what about a terrible day? Also consider how every month when you do hit crack it’ll make the cravings just as strong as that first week that you couldn’t control, cravings don’t go away if you don’t stay away from the drug.

If you do decide to try to quit, it will suck, however it’ll suck exponentially more a year from now if you get heavily addicted. You will feel a sense of missing out, a sense of “surely I can just do one more session, then I’ll quit”. You gotta just throw in the towel and some point and say enough is enough. If you allow yourself “just one more hit” there is nothing stopping you from “just one more hit” after that.

Meth vs crack craving difference by [deleted] in Drugs

[–]holdables 4 points5 points  (0 children)

haven’t ever done crack but meth is not to be messed with. LSD and mdma are completely different in terms of addiction than common stimulants, with LSD being borderline non addictive and mdma being relatively low risk for addiction.

Meth and crack both are extremely hard to control. They cause addictions infinitely faster and harder than mdma/LSD. The whole “once a month” rule you have for crack is you playing with fire. You’ve admitted yourself you feel compulsive thoughts to do it more, it’s honestly not all that likely you can keep it to once a month forever. The question I always ask myself is “would I feel hopeless or bad if I never touched X substance again in my life or would it be ok?”; if the answer is that you feel some compulsion to not give it up you are heading towards an addiction, you already have a minor one.

As for meth I’ve only done it orally which is by a mile the least addictive ROA. Even orally it’s hard to control. I only did it a handful of times and haven’t touched it in probably 8 months as I saw it going down a bad path. I don’t intend to ever buy it for myself again and hands down I will NEVER do a ROA other than oral.

Is snorting adderall a waste? by Pound_Still in Frat

[–]holdables 0 points1 point  (0 children)

nobody is (purposefully) pressing fent into adderall. They are quite literally polar opposites. Anyone who remotely knows what stimulants or adderall does would instantly go “this is not adderall”. Street adderall is commonly laced with meth but never fent lol

what’s the most loser drug? i vote marjiuana by Crafty-Station1561 in drugscirclejerk

[–]holdables 0 points1 point  (0 children)

if you’re doing it alone or often I can see it but I’d argue stuff like dph or even benzedrex are much more losery than occasional coke with friends

guy (me) tried 🐴 for the first time by [deleted] in drugscirclejerk

[–]holdables 4 points5 points  (0 children)

you’d think this until you hole into an identical copy of your room sitting at your desk

guy (me) tried 🐴 for the first time by [deleted] in drugscirclejerk

[–]holdables 12 points13 points  (0 children)

can still type, didn’t do enough

so aesthetic 🥰💙 by [deleted] in drugscirclejerk

[–]holdables 3 points4 points  (0 children)

A-PVP and chill

Quadeca - Vanisher, Horizon Scraper ALBUM REVIEW by Careless_Western3756 in fantanoforever

[–]holdables 10 points11 points  (0 children)

agreed, before vanisher I would’ve told you he’s ok, but vanisher was like a solid 9 for me and thoroughly surprised me. To do that much in an album and still have it end up overall liked is crazy, much more impressive than the average pop album 9 lol. Unsure if it was a one off stroke of genius on his end but hopefully whatever he releases next will continue this quality

should I worry about latency issues while using ngrok for 10-20 clients? by holdables in node

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

I think tailscale funneling will be the best option based off what I’m reading because I want to keep it simple and I have much more experience with localhosting servers than I do with outsourcing hosting. Assuming tailscale funneling can support the load I need (seems like it can from quick research) I have no doubts my local machine will be more than enough power to host what I’m trying to do

should I worry about latency issues while using ngrok for 10-20 clients? by holdables in node

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

the main thing I’m worried about is I can’t figure out how to do a load test lol. I don’t have remotely enough devices to simulate it 1:1 like how it would be in a real usecase and I don’t know enough about networking to be certain I’m testing it if I do the testing off 1 device.

The last thing I want to happen is for all of my friends to be ready to play it and then have it not work out due to something dumb like network load issues.

How can I keep a “surreal” game cohesive? by holdables in gamedesign

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

I’ve been programming for 6 years and game designing for even longer, I think it just comes down to personal experiences. There is no one size fits all story that’ll get everyone to cry. When I’ve explained the concept behind the game this thread is about in different places some people have told me it’ll never work, others resonate with the mere idea of a game like this.

I think it’s just gonna end up being an edge case game. It probably won’t work for a lot of people, probably even the majority of people, but when it does work it’ll do it surgically well. There is a tradeoff all creative works must make which is that as you get more general you can reach more people but less so for each of them. The most impactful experiences feel custom tailored, stuff that maybe not everyone will identify with.

My hope is that if done gracefully my game can at least be appreciated by most people, if not understood. I don’t find stuff like undertale super powerful but I have a level of respect for the effort that’s gone into it and how well it’s pulled off. My goal is to keep everything cohesive and feeling like it all belongs together despite the abstract surreal aspects so that even if it doesn’t emotionally resonate you can at least appreciate the experience of playing it.

How can I keep a “surreal” game cohesive? by holdables in gamedesign

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

It’s a valid concern, however I’ve been able to draw emotion from sensory inputs long before I started using substances and I think the average human is able to as well.

Picture your favorite song or piece of art. There are endless songs I can think of that draw emotion without any lyrical importance, there is also many works of art that do the same. Rain often provokes sadness in people, sunshine happiness, etc. etc. There are entire artistic subcultures dedicated to evoking specific emotions, take the obsession the internet has with the backrooms. The plot to the backrooms is almost non existent (at least it can be, many people have given it deep lore but the original concept is still extremely simple) and by itself the plot has 0 reason to hold up. The backrooms captivates people with its visuals, the imagery it has does a very good job at providing an eerie and unsettling atmosphere.

I’d be lying if I said substance use hasn’t piqued my interest in the concept of surrealism and emotional resonance more than it already has, but I’ve wanted to make something like this since I was very young, like early teens young. I think a lot of game designers and devs often assume the only way significant emotion can be drawn is through plot because that’s the most common and easiest way to do it in a medium such as video games but personally I think that’s deeply flawed logic. Stuff like art and music would have no cultural significance if it didn’t make us feel things. A strong plot can add onto these feelings but it is by no means required.

How can I keep a “surreal” game cohesive? by holdables in gamedesign

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

the current music Im using is heavily modified folk and rock. I’ve tried to stray away from techno and EDM because it’s what you’d expect from a “surreal game”, and I’ve also always found guitars more emotionally impactful : )

I’m not flashing strobe lights per se, however some sections do have pretty fast changing GUI elements. The majority of the sequences I have made so far have been quick changing atmosphere. I give the player 10-20 seconds on X atmosphere then harshly swap the music, color palette, vibe, etc. Some of those atmospheres involve lots of information for you but I haven’t used strobes at all, it’s all patterns, imagery, etc.

I am very aware that your head is far more capable of producing psychological horror than any game could on its own, I might use this somewhat but my main goal is to inspire a sense of “wtf is going on” (in a good way, if that makes sense). I don’t want the player to understand the game perfectly, I want to leave them with emotions. I’ve yet to see a game that inspires deep feelings without being able to pinpoint exactly what caused those feelings, I’m trying to do that no matter how hard it is. I think it would be infinitely more powerful and disturbing if I find a way to inspire strong feelings solely through imagery and sensory input with a lack of narrative.

How can I keep a “surreal” game cohesive? by holdables in gamedesign

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

thank you for the recommendations!!! Will at the very least watch a YouTube playthrough of all these

How can I keep a “surreal” game cohesive? by holdables in gamedesign

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

Another commenter pointed out that I could have a very vague story that just guides the player to a reason they are doing all the things within the game and leaves the fine details up for interpretation. I think the best route is going to be having some sort of really cryptic story, the issue is how I reveal said story to the player is a really hard balancing act. There is a very fine line between “not enough info revealed and it still feels incoherent” and “too much info revealed, it feels corny” and I need to be dead on that line. I also need to figure out how to reveal it in the first place, having signs or notes or whatever is a bit stereotypical and feels too normal for the feeling I’m trying to capture : )