Prof. Sweetlove

Reddit refugee and tech nerd.

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  • 11 Comments
Joined 1 year ago
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Cake day: June 10th, 2023

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  • Contributing to open source projects is pretty much just altruism.

    If we’re talking about protection of people integrating open source code in their proprietary code we’ll always have issues. It doesn’t matter if we declare our projects under GPL, AGPL, LGPL, CC or whatever, unless they do shoddy work, we won’t be able to know what code snippets, libraries or frameworks they’re using when source code isn’t disclosed.

    People that want to be assholes will always be assholes. If you feel like giving back, contribute to an open source project. If you don’t, don’t. But making it about evil corporations is a bit meh. Even a company like Amazon is actively contributing to improving Java, offering the Amazon Corretto JDK for free. So the path forward may just be trying to be the change yourself, and making sure the company you’re working for is also giving back somehow.







  • If I recall correctly that’s how it’s always been with Diablo. I’ve remembered each D3 season there was a different build for each class that would work really well. So while the content was always kinda the same, the game forced you to try other builds if you wanted to beat the highest difficulty level consistently.

    Looking at how uniques work at the moment they always seem to affect skills directly, groups of skills, weapon types or damage types. So if you want a strong build you have to get uniques that stack well and buff the same kind of tools you want to use.

    Logically you want to buff one damage skill to the extreme but since there sometimes are no overlaps and uniques are sometimes skill specific, you run into the issue, that a different damage skill just doesn’t do much damage anymore. This concludes in you essentially having to use actives and passives from your ability tree that also buff your one “super-skill” or boost survivability. Since you’re not restricted when it comes to buffs, the most logical choice is then to just fill all remaining slots with buffs or skills that activate buffing effects. Even mobility gets pushed out in high end builds for more damage.

    I don’t like it, but as soon as you make an effect that only works in one context, you have effectively ruined build variety because theorycrafters will just min-max the hell out of it. There probably is no good solution that helps build variety and at the same time makes uniques feel interesting and exciting. Because when everything is viable, unique effects will mostly just be stat boosts and thus boring.


  • Yeah, it probably works on an HDD as well, but load times will be awful. I think this gets blown out of proportion. These AAA games or any game which had to load assets or whatever which exceeded available memory always had issues with load times etc. on HDD. So asking users to run it on an SSD is quite sensible to me.

    We should argue though if a size of 125GB is actually necessary… Looks like it’s time to upgrade my M.2 SSDs from 500GB to 2TB at least 😅





  • Yeah, your first point is so true. I always wanted to build walkable cities and see if that would work, but without mods you’re just missing the tools.

    Even when modded to hell I didn’t feel like my bike lanes or pedestrian walkways really helped to lighten traffic. My sims would rather wait a full ingame year in congested traffic to reach their destination, than just walk 10 minutes. 😵‍💫