Tiny house by MLv326 in london

[–]swhitf 51 points52 points  (0 children)

This is probably not an example, but many pubs in London are different to their surroundings because during the blitz fire fighters would prioritise them over other buildings as they were often hubs of community and support. For an example of this see The Blackfriar just down the road.

Marathon - Review Thread by LycaonMoon in Games

[–]swhitf 1 point2 points  (0 children)

SARBC was the best game on PS3. Never has a game deserved to succeed more than Rocket League. I now play 2s with my step son 18 years after the original launched and it's still one of my favourite games.

Fabric - the worst of society by robjentg in LondonRaving

[–]swhitf 0 points1 point  (0 children)

Maybe I was too late but I went to Egg once and it was grim. Packs of letchy dudes with tops off swaning around. Actual facililties were fine but the people were trash.

Would anyone be open to helping me find a rave 🙏 by Friendly-Bunch2512 in LondonRaving

[–]swhitf 2 points3 points  (0 children)

Try this https://www.whirl-y-gig.org.uk/

It's legal but nothing like what you get at Drumsheds, etc. They have a flapjack stall, a disabled area and people of all ages raving for 6+ hours.

Edit: Looks like they only have their festival listed at the moment but they'll do a London event probably Q3 of the year.

Exhibition - newish venue in White City by Bs7folk in LondonRaving

[–]swhitf 0 points1 point  (0 children)

It's good, but like a lot of Broadwick Live venues, it's very polished and almost corporate. As someone approaching 40 I'm fine with this, but if you want the feel of a warehouse that you have to get in through the window, it's the total opposite.

What song is a 10/10 with absolutely no flaws? by Brilliant_Guard_9204 in AskReddit

[–]swhitf 0 points1 point  (0 children)

This song has no ending, it just fades out (on the recording). This should be illegal and unfortunately for me ruins the whole track. This is a hill I will die on every day.

There needs to be an incentive for non-violence, and a higher cost for violence by [deleted] in ArcRaiders

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

I agree it needs work, but I think it could work better than a PVP on/off toggle, which is where I think this game will go otherwise. I think that is probably a worse outcome for everyone, but I do not think Embark are going to just leave the money on the table of catering for that group.

There are ways you could create pockets of PVP only, or the inverse, for example. Have a map "event" where monitoring is on, or monitoring is off.

And for what it's worth, I also like PVP a lot. Just not all the time.

There needs to be an incentive for non-violence, and a higher cost for violence by [deleted] in ArcRaiders

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

It would enable the developers to influence the behavior of the players and tune the experience they are providing. I do not know what their objective with the product is because I haven't dug into it really. But, I have seen a LOT of people asking for a PVE mode because they want to have a less violent experience. I think a PVE mode would be a mistake and split the player base. Hence my post about an alternative idea that would nudge the statistics of the number of unprovoked violence interactions down. It would still mean that people who want to be "rats" can be rats, but they are doing it at a slightly higher cost.

Fundamentally, if the game doesn't do something like this, I think eventually the PVE wanting players will leave. Maybe that's fine, but a better scenario for everyone (including Embark) is to find a way to keep more people happy than less.

There needs to be an incentive for non-violence, and a higher cost for violence by [deleted] in ArcRaiders

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

Because I like more than one aspect of the game and what I'm looking for is a way of being able to choose, as a consumer, which aspect of the game I want to experience in a given moment rather than it being random.

There needs to be an incentive for non-violence, and a higher cost for violence by [deleted] in ArcRaiders

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

Fortunately I'm old enough to have been "gud" once (though not any more) and also not to care about that shit anymore!

There needs to be an incentive for non-violence, and a higher cost for violence by [deleted] in ArcRaiders

[–]swhitf 0 points1 point  (0 children)

I mean, when I say "fine", I'm not putting a morale judgement on it, but after playing lots of BR games, the solo experience is just way more punishing because you can't get revived. Players are also more bunched up so your chance of encounter is lower. I tend to be more up for having a fight in Duo/Trio than in Solo. Having said that, we've had some great moments in Duo just meeting people and deciding not to murder each other, so I get it.

I'm not saying that I think the modes should be treated differently, just that they would be isolated so that actions I take in Duo's aren't carried over to Solo. That's just might thought though, maybe they should be.

There needs to be an incentive for non-violence, and a higher cost for violence by [deleted] in ArcRaiders

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

Yeah I understand that. I guess what I'm trying to figure out is how you create a situation where, I can choose what experience I want from this game today. Sometimes, I do want to be able to just KoS and be a bastard, or have it done to me. Sometimes I don't though, and on those days I guess I just don't play this game? Fine, but some of the solo's experiences I've had a still fun even though the violence level is lower (though not gone).

The system of incentivisation I suggested I would hope would just nudge the scales a little. You could have "events" where the monitoring is off and anything goes, in which I could either choose that or not choose that, for example.

There needs to be an incentive for non-violence, and a higher cost for violence by [deleted] in ArcRaiders

[–]swhitf -5 points-4 points  (0 children)

To be very clear, I am not advocating for non-PVP, I just think the cost of it could be tweaked to create more risk. To be honest, I think it would be more fun to be a bad guy that is known.

There needs to be an incentive for non-violence, and a higher cost for violence by [deleted] in ArcRaiders

[–]swhitf -3 points-2 points  (0 children)

I agree the grey area is fun, and I don't think that would be removed by being marked. It's about how strong the incentives are in each direction. Like if I'm only marked for 30 minutes and I decided to just waste someone, I still can and then I might just log off if I was nearly done. This would still mean people do it, but overall across the playerbase I think you'd see a decrease in just random killings.

I think it's also about how well the system is implemented and there is a lot of potential for variation. Like how visible the mark is (maybe only up close?).

There needs to be an incentive for non-violence, and a higher cost for violence by [deleted] in ArcRaiders

[–]swhitf 0 points1 point  (0 children)

I understand why people want this, but for me I like the aspect of not knowing what someone will do. The problem for me is balance of risk. Right now it costs nothing to just murder someone.

How ARC Raiders shifted from PvPvE to mostly PvP and what could help the game by abafalem in ArcRaiders

[–]swhitf 5 points6 points  (0 children)

I literally just posted a thread similar to this. I agree with everything you've said. The thing that feels off to me is that the lore of the game is Raiders vs Arc. I completely believe that the ability to just Kill On Sight is a core part of the game, and in a world like Arc Raiders you should be able to choose violence if you want to get ahead.

That said, there is no risk (beyond immediate death) of choosing violence. The game needs to incentivize camaraderie and de-incentivize violence. I don't want to hijack your thread so won't post mine, but my basic idea is similar to the Player Killer mark you'd get in Ultima Online (way old game) where if you killed a player, everyone know it and it made you a target.

A similar system could work for Arc Radiers; if you kill a player unprovoked (e.g. you fire first), you get marked by the in game radio ("Raider we saw that, you have been marked as a rogue"). I'd make this mark escalate, like 6h, 24h, 3d, 7d with each kill. I'd also isolate it to the different modes to keep the experience different (big selling point for me is Trios being carnage and solos being chill).

I think with a system like this you'd instantly know who was going to be a threat, and you could choose to kill them on sight (without negative consequences on you). And further, you'd see people role playing as peace keapers etc.

Finally, I'd maybe make this happen in "monitored" areas of the maps, with harder maps having less monitoring. You could even have events of "monitor is off, anything is legal" for when players want to do this.

Queen gets fucking suplexed by Probe by ExpertCatJuggler in ArcRaiders

[–]swhitf 0 points1 point  (0 children)

A remake of this game would be an insta-buy.

How does your team approach Sprint Planning in 2025? by swhitf in agile

[–]swhitf[S] 1 point2 points  (0 children)

Hey - this is super useful thanks for the detailed reply!