TheBananaKing

joined 2 years ago
[–] TheBananaKing@lemmy.world 0 points 1 day ago (3 children)

NPD and BPD are both driven by an eternal sucking void of insecurity and negative self-esteem that can never be filled.

Narcissists try to fill it with praise and social status, or failing that, power and subjugation.

Borderlines try to fill it with limerence and victimhood or failing that, revenge.

But it can't ever be filled - it's worse than addiction, worse than being underwater in some shitty MLM scheme. It takes and takes and takes because fuck you, pay me.

So they don't have friends or loved ones, they have hosts. They suck out all the goodness until there's nothing left to give, then they start in on the pain.

Assholes, in the other hand, are just driven by simple greed, callousness and lack of consideration. They can and do still hurt people of course, but it's not an all-consuming obsessive need.

[–] TheBananaKing@lemmy.world 6 points 1 day ago

I use bullet points; they probably learned it from me. Sorry.

[–] TheBananaKing@lemmy.world 2 points 2 days ago

It was from another username that I don't hugely want to link to here, sorry. It only had a handful of votes iirc.

[–] TheBananaKing@lemmy.world -2 points 3 days ago (3 children)

Now explain how to convince nazis with facts and logic

[–] TheBananaKing@lemmy.world 9 points 3 days ago

I am actually ok with this

[–] TheBananaKing@lemmy.world 11 points 4 days ago (11 children)

I have a bash quote about me.

... or did. bash is gone now.

[–] TheBananaKing@lemmy.world 14 points 5 days ago (1 children)

Sorry, but he's driving up to a mcdonalds, not a festering heap of shit. Fix your meme.

[–] TheBananaKing@lemmy.world 252 points 5 days ago (16 children)

STOP GETTING OUT OF THE WAY

Stay at your post for fuck's sake. Make them fight you. Drag it out, make it slow and expensive, make them look bad.

Don't just offer them your chair and the keys to the kingdom and tell them here let your stooge take over, have fun

[–] TheBananaKing@lemmy.world 12 points 5 days ago

Apart from concerted sociopolitical efforts to make an underclass that can be harmed at will and blamed for everything, there's a couple of less deliberately malicious explanation for a lot of people.

1: Category violation -> perversion -> predator -> monster.

2: I don't think it's real -> they are lying -> why would they lie about gender -> to lull people into a false sense of security -> predator -> monster

Both are of course incredibly false and hateful, and both of course are pushed maliciously and cynically by many, but I think some people are actually taken in by one or other of these.

[–] TheBananaKing@lemmy.world 85 points 1 week ago (3 children)

"DO NOT COMPLY IN ADVANCE! RESIST!"

:pre-emptively resigns:

[–] TheBananaKing@lemmy.world 16 points 1 week ago

It was the mid-90s, and just a shell account. Gopher, archie, pine and zmodem.

We didn't get PPP access for a year or two; this was the days before google - yahoo, altavista, some other engines I can't remember, and metasearch engines like dogpile that would query a bunch of different search engines and return the combined set of results.

This was the days of mailing lists and usenet for the most part - connect up, download messages for like an hour, then log off, read and reply, then log on and send.

I was there for the original hamsterdance, and it ruled.

 

Probably a neurodivergent thing to some degree, but I don't know how literal people are being when they talk about being scared during/after watching a movie about scary things.

I can totally get picking up second-hand anxiety from on-screen portrayals, similar to picking up second-hand embarrassment or cringe.

But to my mind that's very different emotion from fear, and I don't quite grasp being afraid of something you understand is fictional, or what precisely persists after the movie is done.

I mean sure, jumpscares can be startling in the moment, but I don't get walking around with elevated threat-perception outside of the very narrow context of suspending disbelief, which is what people seem to describe. Threat of what?

Do people actually worry that the axe murderer is going to walk out of the TV and kill them in their beds? Is it just hyperbole when they talk about being afraid during, or especially afterwards? What do people actually experience?

Yes it's a stupid question, but I'm wired up funny and have no ground truth here.

For bonus points, I don't get sad at sad movies either: oh no, they stopped drawing the deer. But what really fucks me up is sudden vindication, and I don't know what to call that emotion.

As an accessible example: Inside Out. I didn't blink at Bing Bong dying, but when Joy finally realised what Sadness was for, and that she wasn't just a useless burden... I have very few defenses against whatever the hell that emotion is. What is it, exactly?

 

I've been playing the things since Diablo I; I love the concept and the gameplay loop, but the game-design issues they run up against, and the mechanics that get implemented to address them... irritate the crap out of me over time, and I want to talk about that.

I think the paradox at the core of it all is that the gameplay loop is basically Stardew Valley in Doom clothing.

It's not a hunting game, it's a gathering game. Walk through this area, and harvest all the objects. Explore every part of the map, rip up all the weeds, look for hidden goodies under every fallen log.

The satisfaction you feel ripping through a wave of mobs isn't the satisfaction from triumphantly pounding your enemy's skull into a pile of bloody ashes and limping away, it's the satisfaction you get from ripping off a really big crackly sheet of tree bark in one go. You could probably reskin the whole thing into an apartment-cleaning game and it would still work.

And that would be fine in and of itself, but it probably wouldn't sell many copies - so they dress it up as Epic Monster Combat, and that's where the problems begin - layers and layers of obfuscation to hide the seams.

In order not to feel tedious and grindy, there needs to be a sense of progression; your standard power-fantasy stuff, where the challenges increase, you improve to meet them, rinse and repeat. In practice this equates to a varying number of clicks-per-mob. You start out needing three clicks to defeat a mob, over time you get better gear and go down to two clicks, level up and drop to one click, and woah I'm so powerful. But oh no! A new area with bigger scarier mobs! They take three clicks, even with my new powers!

But of course you'd see through that straight away, so they put numbers on everything. You see bigger and bigger damage numbers as you level up, so it keeps feeling more impressive. For a while, at least.

But that only lasts so long before you start to feel played for a chump, so slap on more and more layers to hide the lines, and make little mini-metagames around navigating them. Trouble is, those minigames really aren't very fun.

Scattering a dozen different stats and resistances across half a dozen gear slots is just a box-packing game. You want to get the best possible numbers for each attribute, but they're clustered randomly across all the different items, so you need to evaluate a butt-ton of different combinations in order to get the best coverage. I'm guessing that's going to have some kind of shitty NP-hard algorithmic complexity, so you're basically doing the travelling salesman problem in your head. Wheee. (ok but seriously this has to map to a named problem that someone's analyzed already... any ideas?)

And hey look, there's the insanely complicated perk tree of PoE, or the similarly confusing devotions from Grim Dawn. Again it looks like they're confusing complexity with richness, and making optimization too confusing to do without third-party tools or even less fun, following a published build. (for god's sake, if we're going down that route, let us plug the final build in at the start, then auto-level towards it)

Item sets! Because there's nothing like grinding for weeks until your corneas dry out, filling up endless stash tabs with partial sets that you'll level out of before you ever complete; it's so much fun. Crafting recipes, same deal, and even worse, meta builds that rely on unique items that are impossible to reliably SSF, so you spend your whole game grinding for trade.

And on and on, there's so many symptomatic patches to delay the eventual ennui, but no fixes to the fundamental design issue that causes it. You can't just take them away and replace them with nothing, or you'd be bored in minutes. But building up to completely jaded after a couple of weeks once you start playing the engine rather than the game is also pretty crappy.

How do you make the fighting feel like fighting instead of watering cauliflowers, or else how do you make crop-harvesting feel badass? How do you create a sense of progression beyond mere stat inflation? How do you do a rich slew of possibilities without creating spaghetti hell that ends up only having six basic metas at the end of it? How for the love of god do you make combat feel intense without blanketing the entire screen in particle effects? Could someone design a system where every build can be effective if you adapt your playstyle to suit?

I dunno, It just feels like the genre is still only half-invented, and waiting around for someone to do it properly.

Thoughts?

 

So, fungal spores are literally everywhere, and the requirements for fungus to thrive seem to be trivially low; give it a moderately humid environment and it'll grow on a bare concrete wall ffs eating god only knows what; the dust from the air maybe?

Well, and the great outdoors is full of slightly damp places, many of them downright soggy most of the time - and absolutely rife with organic material to snack on.

Where's the bottleneck? Why isn't the world a choking fungal hellscape?

 

Actually this would be a neat mechanic in-game: everyone around you nopes the fuck out at the sight of you, especially if you killed them previously.

They don't know and they don't understand, but things are very firmly Not Ok.

Partly the cost of failure, possibly a strategic tool.

 

So, uh, stupid question, but I'm not from the US.

Do Saul Goodman (Bob Odenkirk) and Michael Scott (Steve Carell) share a specific accent? If so, what is it?

They both get that same distinctive tone in their voice when excited; is that a thing from somewhere, or do they just kind of sound alike as humans?

 

City boy checking in.

So, this one time out on a hike in a semi-rural area, the trail opened out on a grassy riverbank kind of place, and there were a dozen or so cows between me and the path onwards.

Now, I mostly grasp which end of a cow the grass goes in, but that's about my limit; I have no real idea how they operate IRL.

I ended up carefully edging my way past them and gave them as much space as I possibly could, and got extremely stared at by all of them, who probably thought I was nuts.

Just out of curiosity - how careful did I need to be? Can you just like walk through the middle of them, or would that be asking for trouble?

 

As I understand it there's two main kinds of empathy: cognitive and affective.

Cognitive empathy is the ability to perceive and understand the emotional states of others, and affective empathy is actually sharing those emotions yourself.

I do the former, but the latter doesn't make a lot of sense to me.

Like, if I see someone being sad, it's possible that I'll be sad or angry that they're in that situation, but those will be my feelings about what's going on, not theirs.

But for those of you who inherently feel-what-you-see, how does this work with, say, anger?

If you see someone being terribly angry, do you feel angry yourself? If so, who do you feel angry at? If you see a fight going on, do you hate both participants?

If someone is angry at you, are you also angry at you?

I guess this applies to any targeted emotion, but anger is a good example.

 

Yes it's old, I know.

In this opening theme, that deeply unsettling fuzzy vibrato tone.

I'm sure it's copying some kind of hospital sound effect, like an old-tech intercom tone or a warning buzzer, but I just cannot fucking place it. I know I know this sound.

It's driving me nuts. Can someone please tell me what it is? Bonus points if you can link to a recording.

 

while picking up some paperwork. AAARGH.

 

M49, I tend to go a bit long between haircuts which is on me, but I seem to have a really hard time explaining that I want short hair, like 20mm / 3/4"

I usually ask for a #2 clipper on the back and sides, (which works fine), then take as much as they off the top so I can still brush it straight up, preferably too short to grab onto.

Basically a cigar butt with eyes, shut up it works for me.

Even indicating with thumb and finger, this somehow gets interpreted as just barely trimming the tips off and painstakingly shaping the surface, barely affecting the overall quantity of hair.

How's that for length?

What no, get in there with fire and the sword, wreak devastation, I want all of this gone.

:carefully trims another quarter inch off:

It's not just one guy, not just one place, so I am obviously using wrong and misleading words.

How do I ask for the thing I want?

 

That is to say, could they get enough forward thrust to push themselves along, without taking off? Maybe with like a little perch to hang onto...

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