JayEchoRay

joined 2 years ago
[–] [email protected] 4 points 1 month ago

I see the title - and first thing I think

"Oblivion, now with 16 times the upscalers" in Todd's voices

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submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 

So I got too confident in my ability and while having browsers open, walking on my way to the Riverside Sanitarium for the first time.

I saw a car and a few zomboids, thinking nothing of it, proceed to engage and in the middle of a swing with a two-handed weapon, out from behind a tree, a fast shambler emerges.

Me being an idiot didn't give enough space when I engaged the zomboid to my front and had my back to a tree which ended with me taking too long to respond and got bit twice once by the one behind me and the one in front.

Was able to escape, but consigned myself to get back to base, drop everything and go out on my terms -before changing.

A very long diary entry to allow myself to grieve his loss:

spoiler~~ Doug Walker was a freeloader and when he heard how the problems where getting worse decided to make a run out of town.

Having a passing interest in herbs, he thought it best to make it out on his own living off the land - maybe hole up in that shop he remembered out on the outskirts of town, he was not afraid of fighting, but tried to avoid if he could.

He never saw the need to keep things tidy and in containers and thought it best to keep things all within easy reach.

The quiet life saw Doug start to take an interest in fishing and animal husbandry, and saw him take care of pigs, sheep, rabbits, mice and, developed a special fondness for chickens.

His luck was great, avoiding zomboids from the trees time and again and even found many valuable items from the old world which he planned to collect at a more advantageous time.

His luck ran short however when he wanted to see how the sanitarium was holding up, he was a "visitor" of the facility in his younger years and to his mind thought it a palace in the wastes.

Little did he know that his journey would come to an end, when he stumbled too greedily into unknown dangers, as he was moving in to dispatch yet another of the shambling dead. He caught but a glimpse of something from the trees, that glimpse turned to panic as that something lunged out and before he could react, he felt a sharp pain at his side, he tried to break free but was bit again on the arm. The pain now starting to fade as adrenaline began to kick in as he tried desperately to break free from dead's grip.

He succeeded, his body now burning, knowing and remembering from those early days of the Knox event that he was running on borrowed time.

Knowing this, he decided that in his last moments he will take destiny into his own hands and will enjoy the world from a view that he could appreciate.

That he would rather go out on his own terms and not slowly succumb to the cruelty this world.

He raced back to his home, that was only a month since he moved in, and on his way back thought about how he would go about this task without suffering. His idea, expose himself to the elements and have nature's grip embrace him in its icy embrace and allows him to drift peacefully into that darkness, surrounded by what he loved.

He got home and reluctantly threw everything that he owned on the ground one last time, he thought - at length - of his life, and with the last piece of clothing removed, prepared himself for the end.

So this is it, I always thought I would go out more violently in the end, but it was a good life, even if I was alone in the end, I can at least be able to have the view of my chickens as a last pleasant thought before it all goes dark.

P.S.

To my brother, sorry I couldn't prepare the place better. If you are still alive and read the note I left in the family home, then you should be able figure out where I have been - heh, I've always been a slob, sorry I couldn't make it more homely as a parting gift. And if you ain't my brother, sod off! But you're welcome to anything you find, ain't going to be needing it no more soon.

P.P.S. As I final wish of a dying man, would you name that plump red hen : "Gertrude", always fancied the gal - always made the best eggs. ~~

End journey entry

So I drank a bottle of bleach and waited for the end in the chicken coop, the character surrounded by what brought him peace. I closed the game, but log back in to at least bury the guy, but he is either despawned or roaming around Kentucky.

Continued on that world as Doug Walker's brother and dug a grave - and filled it to at least have closure with the character - there is a side bonus with the slim chance I will be able find Doug and burying properly.

 

Playing on vanilla apocalypse and chose to live off the land and away from most of the Kentucky Apocalypse on the outskirts of Riverside for a chill run with the excitement of danger.

Have been surviving so far off of fishing and foraging, winter is around the corner (might need to work on trapping as well).

Spent a lot of time trying to stabilise my weight (started to worry when I hit the 60s) until my fishing skill got to a point where I could figure out a routine for it.

Still undecided about where to develop a more central base to create an animal farm as I have found sheep, chickens and pigs. The building I am squatting in, is little more than a dumping ground as I work slowly towards self-sufficiency.

Life is more a struggle to survive normally with the added danger of zomboids, but its overall its pretty quiet life with the daily patrols broken up with the occasional background gunshots or blood-curdling screams of anguish.

[–] [email protected] 2 points 2 months ago

I think this is where the nuance is and where the things can go off the rails. Your example is that you want to more easily be connected with people that you enjoy engaging with but find it hard to find - which you did attempt to find a work around for, which I do commend.

I think because of the volume of scale of the internet it has been fine-tuned and engineered towards benefiting the major players more as they have taken convenience features and frankenstein'd it into a tool of "increased engagement".

It is like a market square and everyone is shouting out their wares at the same time and the major players (and others) have done their research on how to be the "loudest and most attention-grabbing hawker at the square"

Here the algorithm approach is useful to help "silence the sea of voices" and find "hawkers" that sell "products" that are of interest to you. It does require some discipline on the users part to curate their "hawkers", but overall the experience is improved as one deals with "products" that is aligned with one's interests.

I feel, in general, however that the intent has been twisted into something that has become a slippery slope that slides down towards "how can I get eyes on my thing and keep people coming back" for as long as possible. One's attention gets bombarded with as many ideas as possible and, from this, one's scope starts to bloat and becomes muddy as one processes too many different ideas and viewpoints in a short time frame and as a result one spends less time forming a individual opinion. I believe this does contribute to shorter attention spans as we attempt to "offload" our thinking onto something else as we try to make sense of all the information we take in.

The easiest thing I can think of is TikTok and how quickly the short video format was incorporated into the big platforms.

It is a human shortcoming I feel that gets taken advantage of (and I feel like it is being cultivated) and as humans we do have a side to us that tries to optimise the shit out of a things - often to our detriment.

[–] [email protected] 12 points 2 months ago (5 children)

I was served the channel by the algorithm and was concerned with the length so I attempted to share in a neutral manner unsure on reception.

I found it interesting and wanted to share the opinion

[–] [email protected] 8 points 2 months ago

Yeah, there is a lot of evolving information, yet for now one can still have some measure of control over the content one can engage with

[–] [email protected] 1 points 2 months ago* (last edited 2 months ago)

Yes, that is a good idea around what I am thinking in regards to the "magic addictive formula"

They have a system in play that optimises the play experience in a way that is rewarding to "addictive habits" and attempts to "encourage" a habit that leans towards an addiction.

 

An almost 38 minute video about one man's opinion about how the curated algorithmic experiences on the modern Internet have an effect on people and how it has shaped how it is being used.

Edit: Name of channel is Technology Connections

[–] [email protected] 1 points 2 months ago (2 children)

Thank you, it seems the scope of the thought was a lot more open-ended than I imagined.

Was thinking in the line of the how the big game companies seem to try to hook people onto their game experiences and when one hits it big, how they attempt to moderate that experience around trying to keep it at a level that is akin to selling cigarettes.

It is like they are trying to find that "magic addictive formula" and try to be the sole provider of that experience to keep a person coming back to them.

[–] [email protected] 2 points 2 months ago

That sounds depressing, it is like they commoditised cheat codes. Sad to see it fall into the trappings that the game makes fun of. I can almost imagine what the GTA 6 version might become if they decide to intergrate that level of "hooks" into its shiny game environment.

I think that was the 2K launcher, if I recall, I remember they were doing something with their games (was playing XCOM 2 at the time) and promptly made use of a workaround

Didn't like the extra steps just to get into a game - like they were reminding you that you only pay for the license to play the game and the property is theirs to do with as they please. I mean, it is, but still doesn't help feeling like I am being constantly reminded.

[–] [email protected] 2 points 2 months ago (2 children)

That is probably one of the more famous examples, yeah. They pivoted resources from the single player experience once they saw how much money they were making with their shark cards (I believe it was called). Developed an ecosystem that encouraged spending money to enjoy the game (but not forced) and I guess it was an equivalent experience of getting players to "micro-dose" with a payment to bypass elements of grind to get the best stuff and have an overall smoother experience.

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

Yeah, they are more apt comparisons where the target market is built upon consistent small (or large) payments that are in a business' best interests - like in-game currencies (chips in gambling sense) are used to obfuscate the value of what a player is spending money on (which falls into one of the many psychological tricks you mentioned)

[–] [email protected] 1 points 2 months ago* (last edited 2 months ago)

Streaming platforms and movies are similar - yes but for them it is a one time recurring cost for the service or in a movie's case it is a pay per experience.

With game pass, for example, you can play games like streaming, but it won't be the full experience for some games (i.e the dlc and additional content) - and to be fair, it does usually come at a discount but there in lies additional costs per experience

It is like the equivalent of paying for a streaming service and then it asks and double dips, saying "hey, we see you really liked that show - want to pay us 5 more bucks to enjoy more of it" or a movie and where they ask you to spend more to see the extra deleted scenes

Games are in an area where one can both pay per experience and pay for the service and it is understandable in some cases why that can be - however there are games now that are intended for pay for experience (single player for example) that have additional costs attached to them to draw more "easy" money (this can be the case of developing something worse on purpose to offer a simpler way out of it) or you have games that are nearly the same every year (with them chopping and changing features to make it seem "fresh and new") and then leverage on a FOMO (mobile games are far worse in this regard) to "encourage" one to spend more on the original purchase.

The effort to manipulate and try to make more with less, feels more erroneous in the gaming sphere

They are trying to get people to become "addicted" to an experience and they wish to target either those that can afford it (and for them - power to them) and/or those that cannot but are unable to control their desire for more (worst case scenario - they hook a proverbial "junkie")

[–] [email protected] 1 points 2 months ago (6 children)

I will be say I wasn't thinking too hard into it but, (and not direct response more how a lot of the bad elements feel like they are being pushed)

  • Was thinking how the idea of games-as-a-service and subscriptions are considered a priority
  • how samey a lot of AAA games seems to feel (like it is consoldated on a "formula")
  • a desire to manipulate towards the idea to spend more on the original product
  • supply enough of a product to get a player invested and once hooked - try to maintain that investment over a period of time
  • the product is seldom as good as advertised
  • the quality of the product, in general, feels like it is being degraded in an effort to more easily manipulate
  • games are seen as something as means to an end - and in that vein, it is targeted to be able to draw in people according to metrics and less a expression of creativity

By and large - yes, the idea can be applied to capitalism and I think the idea I was thinking of is that AAA games lean into the more exploitative area of it.

Doesn't mean it is the only one or even the worst, but I was thinking in the headspace at how the "big games companies" are trying to lean into being more manipulative (directly or subversively) and how it feels more like "drug dealers" trying to sell their brand of high, trying to dictate how to enjoy those highs, they try to lock players into a "brand" of gaming and once they can "control" what people will enjoy, attempt to exploit value from it.

[–] [email protected] 3 points 2 months ago

That is true, it did popularise the drive towards extracting large amounts of value for comparatively little effort

 
  • they want repeat players (users)
  • they repeat a formula that sells
  • when it doesn't, they look to "adjust" it with something new and preferably cheap
  • they give free samples to spread word of mouth
  • they try to lock people into their environment
  • they always want people to chase the next high
  • looking for ways to keep you hooked on something for as long as possible
  • they try to use their formula in all their products
 

Character is only level 3 in cooking, 2 in fishing and 8 in foraging and with a nice cut of fish and some mushroom harvesting, one can eat well.

The pot's condition is like that as it was something I picked up through foraging.

1
submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]
 

Even though it wasn't in the best of shape, looks in good enough shape to at least do a stair remodeling.

 

Seems B42 unstable is out!

Although it is only for single player for now, looking forward to see the new stuff - even if it might have jank

 

Probably building hype creating this, but best case scenario, build .42 unstable public release looking to drop around Christmas and in the worst case early next year

https://projectzomboid.com/blog/news/2024/11/whatz-next/

 

So had a day where I saw I had Iridium luck and decided to pay for the ticket at 09:00 sharp. Ends up, the farmer hopped on board and decided to drive themselves to the desert

 

https://projectzomboid.com/blog/news/2024/10/hallodoid/

Seems that .42 has started closed external testers so that is good news

The new lighting seems oppressive and looks like night raids are probably going to require flashlights to avoid danger.

Nice seeing some basement gameplay - first thought was looking like 3rd person Rsident Evil( from the sanatorium video) and the distribution getting tweeks and wonder how they are going to tighten up the combat

Besides all the other stuff, I am really liking the reading materials and how its being implemented.

 

Slapped together images (Doom Eternal, a Waaagh image, some Orkish icon and a picture someone created of Tuska) in celebration of ORKtober.

Tuska the Daemon-Killa

spoilerIs an Ork Warboss who, aided by many weirdboyz, managed to bypass the defenses around Cadia and led his Waaagh! in an invasion of the Eye of Terror, in search of Daemons to fight.

Tuska made his mark in the Eye of Terror, by defeating the Daemon hordes on several Daemon Worlds, and seemed unstoppable until his Waaagh! crash-landed on a flesh planet. The planet belonged to a mighty Daemon Prince of Khorne known as the Blood Prince, who soon led his Daemonic hordes against the invading Orks. In the battle that followed, Tuska suffered many deep wounds and his Boyz took heavy losses.

Just as the Blood Prince was about to finish Tuska, his Weirdboyz managed to distract the Daemon using their psychic powers, giving Tuska enough time to impale the creature between its legs with his Power Klaw before being killed himself. The Warboss’ vast horde was later eventually slain to an Ork by the wrathful Daemon Prince and his minions.

However, the story did not end there for Tuska. Khorne had such joy in watching the murderous spectacle, that he ensured that Tuska's Waaagh! rose once more the very next dawn. Now, the Orks repeat the fight over and over again, for the Blood God was so impressed by their limitless battlelust that he took the Orks into his own domain. In the shadow of the Brass Citadel, his elite Bloodletter generals battle against Daemon-Killa’s undying horde on a daily basis. This suits the Warboss just fine: he has finally found a good fight that never ends.

https://wh40k.lexicanum.com/wiki/Tuska

Tuska Image credit:

Reddit User: smashed_head

https://www.reddit.com/r/orks/comments/neoq0s/tuska_the_daemonkilla_drawn_by_me/

 

Writing this to see what moments that have happened in game that has one step back and appreciate the systems at play.

I just recalled a moment where I had setup in the farmhouse north east of maldraugh and the helicopter event happened, so I hurried upstairs and waited for it to end.

When it did, decided to take a nap as I heard the downstairs windows being broken as wanted to prepare for the worst case of making an emergency exit.

So character wakes up in the middle of the night and it is a thunderstorm, so think screw it, going to take a chance and clear my "front yard".

I climb out the second story window, onto the veranda decking, and jump down into probably about 20 zomboids mulling about in all directions - which the lightning surpised me when it struck, showing me more than I was expecting.

So in the middle of the night amongst the separated group I went about sneaking and trying to take them out one at a time, with the screen having moments being fully lit up from the lightning threatening my position and the possibility being compromised and they all converge.

So there was my survivor shanking zomboids in the middle of night alongside the thunderstorm, as bodies kept falling and eventually peace of mind as the numbers thinned out enough to not be a problem if the weather worked against me.

Was quite a sight the next morning as the fields in front of the house were spread out with corpses and the resultant blood spray across it where I had to resort to blunt force to solve a problem.

Just found the ambiance of the sound of the thunderstorm, the little "stealth" mini-game of removing the threat with the thought of the lightning giving my position as well as seeing the carnage in the daylight was a great use of the weather system and how the game makes its own narrative.

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