sambeastie

joined 1 year ago
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[–] [email protected] 8 points 1 year ago (2 children)

I mean it's not a comeback, it's just advice. I started using Linux in 2004, when trying to Google an answer basically never worked, and once I was told that the included manuals contained all the instructions for everything, I started having a much better time. It was humbling since I considered myself very proficient with Windows troubleshooting, but I had to recognize that I still needed to read the instructions now that I was in unfamiliar territory.

Anyway, since you're not interested in that, have a nice day, and I hope your future experiences work out better for you.

[–] [email protected] 9 points 1 year ago (8 children)

If it's a terminal command you need help with, type "man [command]" in the terminal and it will give you the literal manual page for the command. For example, to get the manual for tmux, type "man tmux"

If it's something else, check the Arch Wiki. Yes, even if you aren't running Arch. It's some of the most comprehensive Linux documentation all on one site and most of it can be generalized to any distro.

But to be honest, your attitude here makes me think you will never have a good time on Linux. It does require a certain curiosity and willingness to learn -- maybe even some patience while you get the experience to intuit solutions as you likely already do on Windows without thinking about it.

The manuals really do contain exact information on how to engage with pretty much everything, but if someone suggesting that you use the resources designed to help you makes them "an ass," then I suspect you will simply fail to become familiar with the environment. I'm not trying to be a dick, I'm just telling you that when you're new, you need a different mindset than what you're showing with this comment.

[–] [email protected] 3 points 1 year ago (1 children)

I have an XPS 13 with the i7 1165G7 and Xe graphics are fine for light stuff like Minecraft (even with shaders) or indie titles from the last 10 years. He won't be able to push very high framerates or resolutions, but at 1080p with low/medium graphics, it should be workable.

[–] [email protected] 6 points 1 year ago

Ben Milton's take on traps is, I think, the best way to handle them.

Don't use traps as a hidden thing. Make the trap itself obvious to the players, and describe it's positioning. The trick should be for the players to figure out how to either avoid or safely disarm the trap.

One example he uses is a pit trap with a narrow board serving as a bridge over the top of it. The smell of volatiles indicates that there may be some kind of fuel at the bottom of it. The board is on a rotating mechanism, and if anyone tries to stand on or otherwise move the board, it ignites the fuel below with flint inside the mechanism, like a lighter. Since the pit is too large to jump across, players will need to find another way across.

In my own game, I recently pointed out a section of floor filled with skeletons whose legs were partially sunken into the tiles up to the knee. Since the sections of the floor were too long to jump across, they tested what was wrong by throwing objects onto the tiles and seeing what happened. Once it was clear that only objects that had been stationary for a few seconds sank in, they sprinted through the hallway and made it to the other side fine (one character lost a boot). They had fun, nobody felt it was unfair, and I would call that a win.

Unfortunately for them, the floor on the other side of this trap was greased, so they went sliding down a chute to the fourth floor of the dungeon, and had to look for a way back up, which came in the form of a previously inactive elevator that was a shortcut back to the first floor.

Sen's Fortress in Dark Souls 1 is a good example of how traps like these can be utilized. They're all obvious and easy to avoid, and serve more as positioning puzzles than as gotcha mechanics.

[–] [email protected] 1 points 1 year ago

I've found that it gives me a decent skeleton of something that I can then apply to my actual problem, but not much more, and it usually comes with some pretty big mistakes. I was trying to learn Z80 assembly and it gave me a good idea of how my code should generally look, but I did end up having to rewrite a whole bunch of it before I could actually execute anything.

[–] [email protected] 1 points 1 year ago

Kinda the same reason I never participated there. I'm half white but before I had an obviously black hairstyle, I got "what are you?" a lot, so any kind of skin test would just be me once again having to prove I'm black enough to have an opinion. Fuck that.

[–] [email protected] 1 points 1 year ago* (last edited 1 year ago)

Joint Viper:

  • AC: (Unarmored)
  • HD: 1 (1-6 HP)
  • Speed: 20' /round
  • Attack: Bite (1d6 -1, 2 in 6 chance to poison on hit)

Appears as a dark green snake, with lighter green patterns down the length of its body. Typically, a skull-like image is hidden somewhere in its natural coloration. They are able to reassemble themselves if cut into pieces, but break apart permanently if struck with a blunt object. They are significantly more aggressive than mundane snakes, and their venom is exceedingly toxic. They are drawn to the use of arcane magics, and particularly strike those who serve as catalysts for arcane energies.

[–] [email protected] 2 points 1 year ago

Wait, what happened to Hasbro??

[–] [email protected] 6 points 1 year ago
[–] [email protected] 5 points 1 year ago (1 children)

War crimes and human leather.

[–] [email protected] 1 points 1 year ago (1 children)

It's funny, your description of Souls games echoes how I feel about 3rd person action games that aren't made by FromSoft. To me, Dark Souls 1 felt like the crisp combat I had been wanting but never getting from stuff like God of War or the older Monster Hunter games. Bloodborne refined it somewhat, and to this day, that style of 3rd person combat is my favorite.

Crazy how perceptions of a game's controls are so individual. Our difference really illustrates to me how hard it is to nail a game's "feel."

[–] [email protected] 1 points 1 year ago

I'm surprised to not see Flare RPG mentioned. It's nothing groundbreaking on its own, but it's actually got two nicely fleshed out campaigns, and tooling for people to make new ones. It's a nice, fun, FOSS single-player RPG, and it's great if you want that old fashioned Diablo feel.

Another vote for Endless Sky here as well, it's just excellent, and surprisingly expansive.

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