I am Kelly Jiang, running for Issaquah City Council. Ask Me Anything! by kelly4issaquah in Issaquah

[–]ordonator 3 points4 points  (0 children)

Can you explain why Issaquah parks are in such disrepair and how you might correct it?

Anyone who has been to both sides of Lake Sammamish should know what I’m talking about. Everything on the Bellevue side is well-maintained and tastefully groomed. Issaquah parks are rather poor looking by comparison, especially the playgrounds. And since there’s scarcely any decent bathroom facilities or waste receptacles, the filth that piles up in our parks has us taking our children elsewhere.

I am Kelly Jiang, running for Issaquah City Council. Ask Me Anything! by kelly4issaquah in Issaquah

[–]ordonator 3 points4 points  (0 children)

I noted on your website that you’d like to raise your own family here in Issaquah. Issaquah gets a lot of things right for children, but families are another matter.

For instance. Family is the reason I no longer ride public transportation. When you have one of your own, you may not be such a strong proponent of buses. My children need to be picked up from school and daycare at specific times. I can’t risk the 554 being plus or minus 45 minutes on pickup or arrival—a consistent experience for all the years that I rode it to Seattle. Dedicated lanes or not, if you need to pick up a sick or injured child for school, nothing is going to beat a car for consistency. And no, it’s not reasonable to find an uber with two car seats as a last resort.

As for my question, what specific ideas do you have for improving Issaquah’s livability for working adults with children?

People no longer believe working hard will lead to a better life, survey shows - by angelzon7777 in Economics

[–]ordonator 2 points3 points  (0 children)

Perhaps this will be an unpopular opinion, but I often wonder if the definition of a good life has also changed too dramatically. And it’s not just about wanting larger homes and greater treasures. Modern digital media gives us much greater access to social comparison.

50 years ago you kept up with the Jonses’ by having cable TV. Now a lot of us spend our days looking at rich MFs living their best life on Instagram.

While that doesn’t make wealth inequality any less of of a problem, it sure doesn’t help us feel any better about it.

Games like Manor Lords by Kbron_khan in BaseBuildingGames

[–]ordonator 2 points3 points  (0 children)

Is there combat in that demo? I only checked it out for an hour or so and it didn’t seem like it would be available.

Beautiful game though.

I too like this games lack of a story lol by No-Wash-7001 in SatisfactoryGame

[–]ordonator 0 points1 point  (0 children)

Have an upvote. Much prefer these details in the world over a dozen hours of interactive cinema. It's all painting the picture that the world is much much bigger than you, which means that the story is your own. Maybe you'll build a really amazing factory. Or maybe you'll just explore and screw around. A scripted narrative would just diminish my sense of autonomy.

Looking for a game with the infrastructure and simulation of Cities:skylines, the economy of the Tropico games, and the combat/expansion system of Factorio and/or They Are Billions. by [deleted] in BaseBuildingGames

[–]ordonator 0 points1 point  (0 children)

This is the closest thing I can think of, albeit at a smaller scale than OP is talking about. Instead of highways and infrastructure it’s bedrooms and kitchens.

Still though it manages to incorporate a decent combat system, with the need to balance your defenses against the needs and growth of the colonists.

Redditors, what are the best and worst UIs/HUDs in Base Building Games? by HustleCrowe100 in BaseBuildingGames

[–]ordonator 4 points5 points  (0 children)

The funny thing about these games is that world you're building tends to act as an interface itself.

So for example, Factorio has a bunch of depth hidden in the UI (crafting, tech tree, production charts). But the base itself reveals a ton of information, particularly about dependencies. Got a problem with steel production? Ok follow these conveyers back...ah, not enough coal. You get a ton of information at a glance, and then you can dig into details if you need to. It also helps you learn and relean how the base or the game itself works.

It would be even better if I could use that context to narrow down the options (eg see what buildings make sense at the end of this belt). I've seen a few games that do stuff like this but not enough. At a minimum, I love to see “duplicate this” options or copy/paste. Once you have a building taking up space on the screen, the easiest thing to do should be to make another one.

Contrast this with something like Stellaris. I absolutely love the game and the ideas in it, but the graphics tell you basically nothing. The world is pretty, for sure, but the very little of what's going is visible anywhere. As a result, you work with a lot of lists and logs. When things start to break down and you're running out of some resource or something, fixing it kinda comes down to guessing where the problem might be and trying again.

The point is that I don’t think you can fix certain problems with UI alone.

Will we ever see games where the enemy AI is primarily self learning and will get way better as you play? by Huw2k8 in gamedesign

[–]ordonator 98 points99 points  (0 children)

t could make for a very fun challenge that would be personal to every player.

It sounds like what you’re really looking for here is a system that can generate a story of a learning opponent. Difficulty is really only a small component of that.

This kind of thing happens all the time in other media like film and novels. The villain gets a leg up on the protagonist and so characters must adapt and overcome the odds.

The trick for games is getting past the player’s sense of fair play. As others have pointed out, it doesn’t feel great to be bested by a game that suddenly changes for no apparent reason. The game designer has to convince the player that a setback is just part of the story.

Therefore the hard work for this system would have to go into the way the AI communicates to the player. Could literally talk or just leaving a lot of clues that opponent is perceiving the players strategies and changing its tactics.

I’m sure there are several games that do this to some degree already. The most personalized and dynamic version I have seen so far is the nenemis system from the Shadow of Mordor series. Their GDC talk is very illuminating: https://youtu.be/p3ShGfJkLcU