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Cake day: June 13th, 2023

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  • As a foreigner, if you voted for a genocider (there was two in this race), I do not think you are human.

    I feel like that’s such an idealistic way of viewing things. Hypothetically, if you had a choice between indirectly supporting genocide or throwing your entire life into chaos you’d rather ruin your own life? If you’re actually willing to ruin your own life for it you’re more passionate about this issue than 99% of the population. For example I don’t have an issue supporting Ukraine, I’ve donated to support packages going to Ukraine. But you won’t find me on the battlefield because there’s a limit to my support and that limit is at not throwing away my life. I guess that makes me inhuman because I could do more and I’m choosing to not to.

    If the table turns sometime, if I have to pick between genocide in the US and fascism here, well, I hope you have a place to hide lmao

    How hypocritical and vindictive. I won’t do what I consider humane because you deserve it.



  • And how exactly does a free fly invalidate the article about refunds requiring an NDA? Nobody is questioning whether there’s is some semblance of a game in a project that has been in development for over a decade, it would be a massive red flag if there’s wasn’t. What people are questioning is why is there a secret shop page that players can access ONLY after they’ve spent a thousand dollars on the game, and then another secret shop page after they’ve spent 10k? What’s up with the predatory practices?

    Is your response “No no no, don’t look at those controversies. Look at how pretty the game is”? A free fly event doesn’t invalidate the claim that you might need to sign an NDA to get a refund. It doesn’t invalidate the claim that the devs had to pull 7 day work weeks. There are loads of criticism that the free fly does not address at all. These articles would exist even if everyone tried the free fly.

    From my experience games that get “hate articles” are games that are already doing questionable things. You don’t get such articles circulating about good games because that shit just won’t stick. When it comes to SC and CI that shit does stick.







  • I would absolutely recommend taking time to get comfortable with blueprints, they’ve been a huge timesaver for me. I just got my 600 caterium ingot factory up and running. Took me about 15 minutes to build, connect and wire 50 refineries. They don’t look pretty but I don’t care about pretty. If I wanted to make them pretty I could always build a building around the blueprint.

    I also have blueprints for smelters, foundries, constructors, assemblers and manufacturers. All of them running vertically so whenever I need to scale up the production I just build my towers higher and the only manual things I do are connecting the wire between 2 blueprinted parts and connecting the inputs and outputs. Eventually I’ll hit the belt limit, but then I’ll just start a new tower next to the original one. I have also made blueprints for blenders and refineries but those expand horizontally and I’m not 100% happy with them, but they’re still better than manually building them.

    I think I’ve saved tenfold the time I spent figuring out good blueprints and it has taken off a huge mental load of factory maintenance because everything is built using the exact same style so it’s pretty simple to understand what is going on in any of my blueprinted factories.





  • I don’t mean less casual in that sense. I actually had 3 main points in mind that make satisfactory more casual.

    First are the aliens. The evolution and pollution doesn’t stop which means in a way you are fighting against time. If you don’t keep up with it the aliens will attack and destroy your base. I know they can be turned off but the game is designed with their attacks in mind and you’re skipping entire production lines if you turn them off.

    The second reason is factory building. I think the extra dimension in Satisfactory makes factory building much easier. If you run out of space horizontally, build up. In Factorio you better plan out how big your factory is going to be because if you run out of space you’re probably going to start spaghettifying your factory or you need to start tearing down parts of your factory to make more space. In my current satisfactory factory I just built a whole new level ontop of my old factory because I couldn’t be bothered to clean it up.

    And the last point goes together with the previous point. You have so many things you need to produce. The entire belt production thing for example. If you want express belts you need to build the fast belts which needs the basic belts. If you want express splitters you’re going to have to build the fast splitter, which needs the basic splitter which requires basic belts. Meanwhile in Satisfactory if you want a faster belt you just need the new material for the belt. Factorio production pipelines are like a deep well while Satisfactory production lines are more like a wide puddle (that only towards the very end can go deep, like ficsonium fuel rods). Satisfactory has overall a wider variety of things to produce (if we exclude the tiered items in Factorio), but they’re much less dependent on each other. For example if your industrial beam production isn’t at peak performance that not going to stop you from getting the higher tier belts because they need aluminum which are built from a completely different raw material. Solve aluminum production and you get new belts. Compare that to Factorio where, lets say you want to start using express belts but you’ve been kinda winging your belt production. Well first you need to fix your fast belt production, which then means you need to fix your basic belt production which means you need to fix your iron production which means you have to scale up your iron mining.

    The factory can grow over your head but Satisfactory still has easier production pipelines, easier factory planning and you can take however long you want to figure out how to build your factory. To me all of those things indicate that Satisfactory is a more casual experience.


  • GoodEye8@lemm.eetoTechnology@lemmy.worldSteam and Mastodon.
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    1 month ago

    And how would a launcher identify you’ve actually purchased the game? You still need a central source for that. Hypothetically I guess there could be an activitypub like protocol that all storefronts could use to sync purchases, but that opens up a whole other can of worms, such as account linking, purchase duplications, refunds. The main questions with this hypothetical are

    • Why would stores implement this when they don’t really benefit from it?
    • Why would the users want it when it means creating more accounts and linking them? Why not just stick to one platform that best covers your needs? I guess there would be the “what if Valve turns bad?” argument, but company turning bad is at best a once in a decade situation. If that’s the only reason then the feature won’t be used 99.99% of the time.
    • There’s also a question of who pays for the data? Games are huge and the cost of keeping storing them is factored into the price of the game. However, if you buy from store A and download in store B how is store B supposed to stay afloat when they only eat the cost of storing the game.

    As for going completely launcherless, how do you solve updating the game? Steam was originally made to solve the patching problem, because each patch would effectively shut the entire game community down while everyone waited for everyone else to patch their game.




  • As others have already pointed out Nvidia drivers aren’t that bad. The only game I’ve had issues with is Star Wars Outlaws, but I think that has more to do with the game itself than Nvidia drivers (It’s not exactly a stable experience on Windows either).

    The only big thing holding Linux gaming back is anti-cheat, but that’s mostly because AAA developers don’t want to allow anti-cheat on Linux. It’s worth checking out if your favorite online game can be played on Linux.



  • Pretty much what I’ve been saying for almost a decade, mostly in response to “game development is expensive, that’s why AAA games need *insert extra revenue streams*”. My response has always been that games are bloated with feature creep and if there was an actual issue with development costs the first thing you can cut are features that don’t really add to the game. Not only do you cut development costs but you arguably make a better product.

    Nice to get some validation because it’s been a rather controversial opinion. People have argued nobody would buy AAA if it’s not an open world with XP, skills and crafting. Or a competitive hero based online shooter with XP, unlockables, season pass and 5 different game modes. I guess now people don’t buy those even if they are all those things