SteleTrovilo

joined 2 years ago
[–] [email protected] 0 points 9 months ago (2 children)

We don't have downvotes on my instance, and it's an amazing difference. I recommend it!

I generally just upvote everything I like, no real thought process involved.

[–] [email protected] 7 points 9 months ago (1 children)

I've been avoiding Amazon since 2010. No regrets. They crave your time, money, and attention, and they deserve none of those. (Same with Meta.)

[–] [email protected] 34 points 10 months ago (2 children)

The Electoral College.

[–] [email protected] 9 points 10 months ago (1 children)

I'm not into feet specifically, but when I ask for "Veronica Mars in a string bikini" I don't want to get "Veronica Mars with unattached toes." It's distracting AF.

Doesn't happen with real models, or even human-made hentai.

[–] [email protected] 14 points 10 months ago (12 children)

The tech isn't there yet. There are so often distracting flaws around the hands/feet. The AI doesn't really know what a human is, its just endlessly re-combining existing material.

[–] [email protected] 2 points 10 months ago

It sure is. And "stop giving your money" is excellent advice for free-to-play software.

[–] [email protected] 16 points 10 months ago (4 children)

My lifehack: block every community with "memes" in its name. You'll see far fewer memes in general, and be less aggravated when one does show up!

[–] [email protected] 0 points 11 months ago (9 children)

I love Signal, and I have persuaded people to use it a lot. That said, it is definitely not the gold standard for privacy. It's a good-enough compromise between actual unbreakable encryption and trivial for anyone to use. It's always been valuable for that reason, and still is.

Don't worry about Molly - it uses a variation of the same code that Signal does, so they don't need "help" to get critical fixes that Signal receives. Use it if you like it!

The actual gold standard for privacy would be logging in through TOR and sending GPG-encrypted messages that way. And there's an app which does this, too - it's called Briar. (No phone number needed, either!) It's not as seamless to set up as Signal is, though.

 

I've been thinking about a taxonomy of Roguelikes that should help us speak more clearly about this genre - or group of genres - that we love. I'd rather do this than just call things "roguelites", which basically doesn't mean anything. So here we go!

True Rogues: you're alone in a dangerous, randomly-generated dungeon, moving one turn at a time (except for speed-altering mechanics), with the possibility of permadeath always looming. Less objectively, these games tend to be more dangerous up-front, and require the player to master the mechanics in early levels - while still ramping up the threat for players who survive to later floors. Rogue, Brogue, Nethack, Jupiter Hell, and DCSS all fit here.

Bandlikes: inspired by Angband. Distinguished from True Rogues by the presence of one or more "towns" - places of safety that allow you to recover or improve outside of danger - with the attendant "town portal" abilities to get you there & back easily. This results, quite deliberately, in a longer "run". Also they tend to ease the player in - early floors have a lot of weak monsters designed to pad the player's early experience levels. I'd put Caves of Qud and Tangledeep (on hardcore mode) here.

Mystery Dungeons: think Shiren, or basically any console Roguelike. Take the mechanics of a True Rogue, but add some degree of meta-progression which can lead to an all-but-guaranteed win over time. Outside of official Chunsoft-made Mystery Dungeon games, I'd also put Nippon Ichi's ZHP and Guided Fate Paradox here.

Action Rogues: you still get random dungeons and permadeath, but now in real time! For whatever reason, these games tend to have "variety" meta-progression - you can unlock new features that don't objectively make things easier, but add more variation to future runs instead. Spelunky, Gungeon, 20XX, Streets of Rogue, and Necrodancer fit here.

Coffee-break Rogues: seemed to be all the rage a while back, but I haven't heard about them recently. These are one-floor dungeons with still enemies, where figuring out the ideal way to have your character approach each encounter is the key to success.

Cardlikes: focused on card-based battles, with dungeons generally (but not always) abstracted into icons for fast traversal. Slay the Spire is the most famous example, and I'm enjoying Dicey Dungeon here too.

Darkest Dungeon clones: basically Darkest Dungeon and the games which clearly want to be regarded as like DD. Vambrace: Cold Soul and Warsaw come to mind, since they're in my library.

Grinders: having only random dungeons, and no permadeath - or at least the ability to reload a save in case of defeat - I sometimes see these discussed in RL communities. Dragon Quest Monsters 1, Pokemon Mystery Dungeon (on its main quest anyway) and Lufia: The Legend Returns are the best examples. I'd also put Rogue Legacy here since the grinding basically obliterates any concept of loss from death.

I think in some cases a game can fit multiple terms - Rogue Legacy is an Action Rogue and a Grinder, Diablo (on Hardcore mode) is a Bandlike and an Action Rogue, Tainted Grail is a DD clone and a Spirelike, and One Step From Eden is a Spirelike and an Action Rogue. Most Mystery Dungeon games have True Rogue modes or bonus dungeons outside of the main experience, too.

There's a few games that I can't quite classify yet - Into the Breach and Dwarf Fortress, mainly - but there's always room for improvement.

I think this could help us when presenting new games to the community. Any thoughts?