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Cake day: June 9th, 2023

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  • AFAIK this is different from the original auction house mount. That one had a auctioneer and a vendor who could repair things. This one comes with an auctioneer and a “mailbox” NPC.

    For some people whose purpose in playing WoW is to make money trading, this makes it marginally easier. Instead of having to park your mount next to a mailbox, you can both post your auctions and collect your money on one mount. But, since most people doing auction stuff also need access to a bank, it doesn’t mean they can easily just abandon the city and live out in the country.

    Many of the people who might consider this mount are already playing for free because they make enough money in-game to buy a token every month.

    Also, it’s $132 if you’re Canadian, otherwise it’s 90 USD.




  • Should it also be illegal for a company to issue press releases when good things happen? Or, maybe, required that they issue press releases any time there’s bad news?

    I don’t see a problem with it as long as it’s clear that the group pushing the bad news is honest about their short position. Especially in a world where an advertising duopoly has appropriated nearly all the advertising money that used to support news, and as a result news organizations are crumbling, we need short sellers. Shorting a company is extremely risky, and generally an organization will only take a short position if they’re sure the stock is overvalued. That means they’re going to do deep research on the company – the kind of research that used to be done by financial reporters.

    Naturally, if they do take a short position they really need the stock to drop, so they’re going to frame everything they find in the most negative light possible. They’re also going to be extremely aggressive about getting the news out, because they need shareholders who don’t pay much attention to the news to hear about what’s happening and want to sell. While they might not be fully honest about the companies they’re shorting, the kinds of companies they’re shorting are also often not being at all honest about their performance.

    I’m sure that sometimes a company gets targeted by short sellers without doing anything wrong. But, I’m even more sure that there are companies out there lying to their investors to keep their stock price high.


  • That’s one thing I’ve always admired about Eve Online. It’s an MMO that’s almost entirely player driven. Various sectors of space change hands between different factions of players. That results in the sorts of things you’re talking about. Unfortunately Eve has extremely boring space battles (for players, for watchers it can be fun), and a toxic community.

    But, I’ve always wanted an RPG where the world evolved. To me, the key thing to make that realistic would be NPCs that didn’t respawn. Like, if you killed a certain golden dragon named Gurnadom, that dragon was dead, gone, nobody else could kill it. There would be no Gurnadom killing guides because there was only ever one Gurnadom and only one group of players ever killed that dragon. There might be tips on killing golden dragons, but each dragon was unique so it wasn’t a matter of watching videos and understanding the patterns. Each fight against a golden dragon could only happen at most once, and every fight was unique.

    And, in any game involving war, there should be permanent destruction of things: fortresses that were attacked would take damage over time and eventually be turned into rubble. A side that’s winning a war should be expanding its territory. As a result, where a player can safely go should depend on the progress of the war, which is something not programmed into the game, but player driven.

    I’m just so tired of the WoW style of MMO where the player is “The Champion” who has saved the world multiple times… along with the hundreds of other nearby players who are all the one-and-only champion who also killed a certain raid boss over and over every week for a month.


  • Some of my favourite games use procedurally generated maps. But, those maps are not hand-sculpted the way MMO dungeons are. And, while you could certainly use generative AI to come up with generic babble from NPCs, that’s not the same as designing entire quests. It may be that eventually a generative AI system will be able to do everything a human could have done: hand-crafted maps, full quest chain dialogue, etc. I just think we’re nowhere near that point yet.

    For example, a quest chain almost always has a goal behind it. You’re revealing a certain aspect of the story to the player bit by bit as they complete parts of the quest. But, to do that you need at least a very basic theory of mind. You need to understand what the player knows before the quest chain starts, what each bit of the quest chain will add to their knowledge, and then what they’ll understand at the end of the quest chain. That “theory of mind” stuff is the thing that generative systems just can’t do right now because they’re just fancy auto-complete.

    As for auto-generated dungeons, WoW tried that with Torghast in the Shadowlands expansion, and it was not well received. Granted, part of the problem was that Torghast was a depressing, death-themed “dungeon”. But, a bigger issue was that there was no intention behind the design of the levels. It was just a randomized set of corridors that fit together in a random way. Good dungeon designs require intention. You want to reveal something to the player as they go through the dungeon. Ideally you want to know that you’re working your way towards a boss. WoW’s black temple raid is a good example of this. You start in the sewers, you work your way out into a courtyard, you enter another building, clear out the ground floor and open a door that unlocks access to a set of staircases that works its way to the top of the building. You beat the Illidari council which allows you to access a door that opens to the roof of the building where you face the final boss Illidan. I don’t think generative AI is anywhere near being able to come up with a concept like that, let alone design the maps and art for the whole thing.


  • The sad thing is, I think those days are 100% over. With data mining, wikis, etc. I think there will never be a game that’s played mostly in-game with in-game tools, with people chatting in-game about how to do overcome various challenges the game throws at you. The world has just moved on. I never played something as hardcore as Ashron’s Call in the early days, but I do miss the early days of WoW when so much more of the fun was player-driven, and there was so much more interaction with other players.

    I think that’s one reason why D&D is seeing an increase in popularity. It’s a game where you can optimize things to some extent, but because it’s human-driven, a DM can mitigate that somewhat. It’s also inherently social, and it’s impossible to data-mine, and difficult to min-max because each campaign is different and many DMs have slight variations on the set rules.


  • I don’t think Blizzard understands how to make a social game, and I’m beginning to realize they never did. The game used to be more social, but it seems like that was by accident instead of by design.

    Like, you used to have to use the chat channels to find a group for a dungeon run. That forced you to chat. When they added dungeon finder, you didn’t need to chat anymore, making it less social. When they made cross-realm things happen, zones felt less lonely which was good for being social, but then it meant that you no longer ran into all the same names over and over, so you stopped knowing people. That was really bad for social things because it meant that people who behaved badly didn’t get a bad reputation and people who behaved well didn’t get a good reputation.

    This is a great feature given the current state of the game. But, I wonder if it will have the unintended side effect of making the community even more toxic.



  • “You can’t sue us for making opiods ‘too pleasurable’, say major drug manufacturers in response to addiction lawsuits.”

    The reality is that it comes down to motive. In the case of the Sackler family, lawsuits showed that they were effectively trying to get people addicted to their opiods. They lied about them, claiming they weren’t addictive. They tried to push doctors to prescribe them for everything from sports injuries to arthritis, not just for ultra-serious pains like from cancer. They were rewarding doctors for prescribing them, even when it was obvious those doctors were just selling drugs to addicted patients. They especially liked to try to talk to doctors who were not pain specialists. Sales reps were trained in how to overcome objections from doctors, like saying “The delivery system is believed to reduce the abuse liability of the drug”, even though they knew that wasn’t true. They gave doctors all-expenses paid junkets to Boca Raton, Florida to attend seminars on OxyContin.

    If a developer ends up making a really good game that keeps you wanting more, that’s one thing. But, if you have internal messages from that developer talking about how they can hack dopamine releases and keep people coming back, that’s another thing. If internal messages are about the “whales” and how to get them to cough up the most money, that’s yet another one. If someone leaks internal memos where employees are laughing at idiots who are ruined after spending all their money on loot boxes, that’s even worse.

    IMO, the developers who really need to be sued are the ones developing gambling machines. They seem ultra-optimized for addiction, and to extract as much possible cash from the victim. It’s amazing that that kind of thing is legal, but as long as it’s legal, it needs to be heavily regulated so that gamblers are actually having a good time, not that they’re simply being slowly drained of their blood.



  • That’s what we have now

    Which, I think most people agree, sucks.

    this would give them an option to target a different demographic

    They already have that option. They could stream on cam sites dedicated to adult content if they wanted to do adult content. They don’t do that because they want to reach Twitch viewers not porn viewers. But, they know they get more attention from the Twitch viewers if they’re doing nearly-porn.




  • I don’t know much about it, but I read something about epic paying for “minimums”, so it sounds like they pay a flat fee up to a certain number of “sales”, then pay per-unit (or at least pay more) beyond that. But, like you said, more “free” games claimed is more units shifted, so publishers will expect higher fees, even if it’s a flat fee.



  • I think you should grab the free games.

    Epic still has to pay the publisher whenever they give away a game. So, every time you grab a free game, the publisher gets money and Epic loses money. Right now they’re losing hundreds of millions of dollars a year.

    As long as you can limit yourself to only the free games, every free game you get causes Epic to lose money and gives money to some random publisher. I grab the free weekly game every week. I’ve never played any of them. But, if there’s a really good one I haven’t played, I might do that. The key thing is that each week I cost Epic some money.