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Upthorn

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Posts posted by Upthorn

  1. JackKieser is right, but that doesn't mean he's not being a pretentious faux-intellectual about it.

    JackKieser: stop being a pretentious snot.

    Everyone else: Stop disregarding what Jack says just because he's a pretentious snot.

    Disregarding what Jack says because he's a pretentious jackass about it is like if I say "The sky is blue because Hitler outlawed masturbation in Germany during WWII." And you go "Hitler never outlawed masturbation, so you're full of shit. The sky isn't blue, jackass!"

  2. The theory is that a community full of jerks drives off a greater number of potential customers than the number of actual jerks in the community.

    The other theory is that a community full of people who are fun to play with can work as a selling point, causing more sales than the discounts provided. This can actually be ensured by making the discounts work like small percentage comission on the number of customers a player brings in.

    It is not that complicated, but it seems like a lot of people in this thread either just didn't get it, or aren't really concerned with knowing what they're actually talking about before speaking. (I'm hoping it is the former.)

  3. As much as I hate dealing with jerks on the internet, this is not a good idea.

    After all, what will stop people from giving each other bad ratings in an effort to get back at losing to someone?

    Don't think it's a good idea.

    ability to neg/pos rep people online. Loser neg reps opposing team. Troll neg reps everyone.

    Only ability to pos rep. Steam groups dedicated to pos rep. System becomes meaningless.

    If you read the original interview, that is not what was proposed.

    The proposal was that valve looks for patterns in server population associated with particular users, so, if one guy logs on, and he attracts 30 people to the server because they want to play with him, he is rewarded for that. Meanwhile, if one guy logs on, and five people immediately disconnect because he is a spiteful jerk, he loses voice chat priveleges...

    This method of analysis is self balancing, because users don't have direct control over other players' reputations, and the guy who would get upset and want to downrep someone in revenge for being beaten is the one who other people are less likely to play with.

  4. Which brings up my primary question at this point: This nuclear plant was constructed in a known seismic zone, so why didn't they build it with proper dampers similar to those used in skyscrapers in order to prevent exactly this scenario? I haven't found any evidence that it was built with dampers, so it seems that this entire issue right now is due to that oversight. But of course, the uninformed public won't see it that way...

    At the time it was built, it was believed the maximum possible quake the fault could produce was a 7.9. It was built and tested to be able to withstand a 7.9, but what happened was a 9.0, which is about 45 times as large, and has only occured 5 times in all of recorded earthquake history.

  5. #ocremix moving off of enterthegame has been a dream of mine for quite a while now. If only so I can ghost myself when I get disconnected.

    I find that, for no reason I can pin down, I would slightly prefer freenode to esper, but the technical differences are trivial (I haven't noticed any at all), so if esper.net already has a video game music community on it, it is really the logical choice.

  6. Some of the heavy CPU use is caused by generation of new terrain, which is understandably CPU intensive.

    A large amount of the memory use is probably just to do with loading the maps, which can grow to be gigabytes in size, not because they're memory inefficient, but because they're huge.

    Now, on top of this, there are a lot of other calculation and memory inefficiencies, but a large amount of that resource hogging is never going to go away, even when the multiplayer server code is fixed up as well as is possible.

  7. My Master System no longer functions, but Wonder Boy III: The Dragon's Trap will always hold a special place in my heart.

    I got two rooms away from the final boss when I was five, and then became stuck for 12 years until I pressed "up" by happenstance after falling into the invisible, inescapable, pit there.

  8. As far as maps go, I'll do you one better with this map of the other server I use.

    There's also a script you can run that turns all the signs into markers. I didn't upload the results because we have way too many.

    EDIT:

    Oh, by the way, if FireSlash is interested in generating a map like this, the tool is Minecraft Overviewer, and the script to make map markers for signs is available in this issue thread.

  9. That makes a lot of sense and I completely agree with what you are saying. In the 'story' mode of Minecraft the building feature is well implemented and very fun, which is what I meant when I said it is a fun game. Cube 2 even falls short game play wise. And I also understand that the '8-bit' look of Minecraft is obviously for a certain style, which is something I like to see in games. However what I was trying to say is that using Minecraft for the sake of art and designing something that just plain looks cool seems tedious and limiting compared to something like Cube 2. And lastly, I don't know if Mincraft's editor has copy and paste or can place a whole selection of blocks at once but if it doesn't then people are spending way more time building things than they should have to. (Which does make their creations all the more amazing but think of what more they could do if they could build much quicker.)

    Sometimes inspiration derives from limitation. When the possibilities are endless it can be difficult to figure out what you even want to produce. But when there are restrictions placed, they become like a framework. Actually if I had more time to devote to arguing on the internet, I could write you an essay about how every aspect of my minecraft project's development has been the result of limitations present in the game, where if I had been given a blank canvas in a voxel-based painter, I would never have been able to decide what to draw.

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