7 Bits of Misguided Advice

By Shamus Posted Sunday Jun 4, 2017

Filed under: Rants 177 comments

I love YouTube creator CGP Grey. He’s one of the best things on the internet. His video on Lord of the Rings takes the dense and often dry work in the Silmarillion and turns it into a fun little cupcake of knowldgeIt’s a shame Peter Jackson couldn’t do the same with The Hobbit.. His video on Internet Germs is a perfect explanation of why Twitter has been transformed from the platform food and pet blogging into a global symposium of Horrible People and Their Ghastly Opinions. His video on Americapox explains why Europeans didn’t catch horrible plagues from Native Americans. Maybe that lesson is common knowledge now. (Is it?) But this has bugged me since I was in grade school, and it wasn’t until that video that I felt like my question had been properly answered.

But he made a video that annoyed me. So now I’m going to turn on him, as you do on the internet.

Last week he released a video titled 7 Ways to Maximize Misery 😞, and it contains advice built atop ideas that are presented as universal truths, but are actually quite situational and dependent on the person.

Continue reading ⟩⟩ “7 Bits of Misguided Advice”

 


 

Nan o’ War CH12: Bomb Voyage

By Rutskarn Posted Friday Jun 2, 2017

Filed under: Lets Play 30 comments

The downside of playing on the difficulty where you don’t automatically save when you quit is that—without getting too technical about the mechanics—you don’t automatically save when you quit. So that grand victory that took five hundred precise mouse clicks to score took precisely zero to foul up. My finest moment just unhappened.

Let this be a life lesson, folks! Don’t savescum halfway. Punch your pitons of destiny into every inch of that mountain of tribulations. Just captured a ship? Treat yourself to a save. Found some buried treasure? Why not save! Won a battle with the hardtack shits? Save that game.

The prospect of beating those smugglers again and regaining all the extra crew and funds and levels and backup ships is daunting. It’s so daunting, in fact, that I’m going to skip it and just go attack a War Brigantine instead.

What’s a War Brigantine? Let’s start with “twice the size of my ship.” Let’s move on to the modifier, “War.” As in, “In this brave new world of naval trade and exploration, we killed half a forest so some upper class twit could feed fishes the hard way and we dare you to try stopping us.” You know what my ship’s qualifying word is? “Large.” As in “Large Sloop.” As in, “As far as sloops go, this one’s large. You could almost fit a pool table on here.”

Jesus. Here goes nothing.

Continue reading ⟩⟩ “Nan o’ War CH12: Bomb Voyage”

 


 

Arkham City Part 19: Wonder Tower

By Shamus Posted Thursday Jun 1, 2017

Filed under: Batman 82 comments

We’re nearly to the end of this series and I still haven’t talked about the stealth encounters. I’ve been waiting until now because the best stealth encounter in the game takes place pretty close to the worst one and I thought they’d make for a good contrast.

Stealth Encounter

It's easy for us to see Batman, but in the fiction of the game he's supposedly hiding in the dark and foes can't normally see him up here.
It's easy for us to see Batman, but in the fiction of the game he's supposedly hiding in the dark and foes can't normally see him up here.

A really good stealth encounter is one where you’re constantly having to observe enemy patterns and change your approach in response to enemy action. A bad one is where you crouch in the same spot for a long time and wait for the mindless AI to walk into your ambush.

Batman games are really good at providing the kind of dynamic behavior that makes for good encounters:

Continue reading ⟩⟩ “Arkham City Part 19: Wonder Tower”

 


 

Messages from Spammers Part 6

By Shamus Posted Wednesday May 31, 2017

Filed under: Random 55 comments

Wednesday’s usual Nan O’ War episode will appear later this week. I was going to post about the latest talk from John Carmack, but I feel like that kind of post needs to simmer for a few days. So rather than leave this spot blank, I thought we might look at the work of a new spammer to the site.

All of the messages in this post arrived from the same IP address, and all of them within a few minutes of each other. All of them bypassed the various spam filters and appeared on the site where the public could see them. (I manually took them down once I spotted them, obviously.) They managed to properly handle the “Check here if you’re not a spammer” checkbox. They managed to spoof Akismet, which is my main software-based defense against spam. They also successfully got by the common stuff like keyword filters. One or two of them almost got past the ultimate filter, which is my human brain. That’s a pretty good night’s work for a spam bot. (Or perhaps a shameful night’s work for my spam filters.)

Let’s meet our first contestant…
Continue reading ⟩⟩ “Messages from Spammers Part 6”

 


 

Zenimax vs. Facebook Part 5: The Verdict

By Shamus Posted Tuesday May 30, 2017

Filed under: Column 82 comments

When the Zenimax vs. Facebook trial ended, Zenimax was awarded $500 million. Actually, it’s a bit more complicated than that. But let me do things backwards and start with talking about Carmack’s reaction to the verdict.

Disclaimer: Like I said at the start of this series, I am not a lawyer. This is a complicated case and I am not an expert on the law, VR, or corporate contracts. I’m working with incomplete records of complex events where there was often more than two sides to every story. I’ve done what I could to be accurate, but this series is intended as opinion commentary, not authoritative historical record.

Continue reading ⟩⟩ “Zenimax vs. Facebook Part 5: The Verdict”

 


 

Factorio: What’s in the Bottle?

By Shamus Posted Sunday May 28, 2017

Filed under: Video Games 122 comments

In Factorio, you build machines to harvest raw resources like iron ore or crude oil. Those resources are carried by conveyor belt or pipes to other machines that refine the raw materials into production-ready materials like iron plates and petrol. Those are then carried to other machines that turn them into machine parts. Those parts are then carried elsewhere and turned into a final product.

And then things get strange.

You might use that product directly. If the product is something like a conveyor belt or a robotic arm, then maybe you’ll carry that crap around in your inventory and use them to build more stuff. But the other thing that products are used for – and indeed the fate of the vast majority of manufactured products – is to be turned into science bottles.

Science bottles are yet another product. They look like little glass bottles of liquid of varying color. You have your conveyor system deliver them to science labs, and then the bottle is magically turned into research. The bottle vanishes from the world and you gain a little bit of progress towards your next research goal. Once your labs consume enough science bottles, you’ll unlock a new technology.

The early science bottles are fairly simple and can be constructed in just a couple of steps, while the late-game bottles require complex factories and vast quantities of resources.

This idea of turning raw ore into a bottle of colored juice and then turning the juice into knowledge is pretty silly and it’s obviously something you’re not supposed to think about. But we’re going to do it anyway.
Continue reading ⟩⟩ “Factorio: What’s in the Bottle?”

 


 

Unity: Week 1

By Shamus Posted Friday May 26, 2017

Filed under: Programming 89 comments

Like I said last week, I’ve been dabbling in C# and Unity. Thanks so much to Riley Miller for suggesting these Unity Tutorials in the comments. These are exactly what I was looking for. They’re some of the best tutorials I’ve ever read, actually. They’re text-based, they have code you can copy & paste, they do visually interesting things so they’re fun to tinker with, they show all the steps you need, and they have little roll-out asides if you need some extra help. They begin with a simple base program and then modify it up to interesting levels of complexity rather than dumping four pages of inscrutable source on you and then trying to untangle it after the fact. Good stuff.

I’m afraid I haven’t learned enough to explain anything useful yet. But I know some of you are curious how it’s going, so here are a bunch of random “first impressions” type thoughts.

Continue reading ⟩⟩ “Unity: Week 1”