celluloid_dream
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User ID: 758
- bad guess about how the item will fit after washing or wear. This is especially a problem with shoes. Some people seem comfortable with a full +1 size of slack, but I want mine to be snug within 1/4 size of perfect, which usually entails buying them just slightly too small so that they are the right size after a few weeks of use, but it doesn't always work.
- insufficient courage / better judgement - I thought I was that person. I'm not that person, so the item goes unworn.
- some unforseen issue that I couldn't have reasonably predicted when trying the thing on. (unfixably scratchy tag, weird stitching that turns out to be a problem in everyday use, etc.)
- and similar
some combination. basically: will I ever wear this thing, or will I hate it for one reason or other (fit, looks, quality) and decide buying it was a mistake?
What's your hit rate when shopping for clothing (casual wear)?
Trying to figure out if I'm uniquely bad at this, or if it's normal and I just need to be buying more stuff to increase successes, or instead skill-up and reduce the failure rate. I think once I've walked out of a store with clothing, there's maybe a 50% chance per item that it actually works out for me.
trend in modern gaming to do a 3rd-person PoV with the camera offset to one side so the player has the center of the screen open in an attempt to be a hybrid of 3rd person (advantage for melee action, jumping, and narcissistic obsession with seeing what your character looks like during every second of gameplay) and 1st person (advantage for precision shooting, crafting placement, seeing stuff that is not your character).
It achieves this by sacrificing symmetry in a way that my OCD can't handle. It feels so wrong to be moving something on the left or right third of the screen. What if something comes at you from the left? You're missing that part of your peripheral vision! You're left-sided. Everything is off balance. It's not right, I say! Worst offender and probable source of the trend: Fortnite
If a game wants to have both, that's fine, but it should do it by allowing swapping between centered 3rd person and centered 1st person POV camera like the old Jedi Knight games did.
ugh. I want to check it out, but it looks like it suffers from terminal camera-off-to-the-leftism
I went for slaves over robots because they can do farming/industry/mining. The bots are useful for specific, narrow tasks. It's worth having some salvage bots to scrap derelicts and do simple logistics. The combat bots are hilariously overpowered killing machines, and I think optimal combat strategy might be to have a full ship of them, just point the army at what you want to die, and don't even send any crew.
Truthfully, I found slaves to probably not be worth it when factoring in the food and energy costs (demands ongoing resource intake), and I should have put a bullet in most of my captives and cut losses, but at that point, running a successful slave operation was kind of its own goal, and after sacrificing everything to get those slaves in the first place, it felt right.
for sure, the combat is a bit shallow at the moment, and I'm very interested to see where modding takes it.
Video game thread.
Got sucked into a week-long Space Haven rabbit hole - a spaceship survival / colony sim game that had been in early access forever and is now out. I'm sure there are dozens like it. You start with 3-4 crew, build a ship, try not to die .. profit? Comes with a moderate depth of systems + some "The Sims" elements, like the crew forming friendships/relationships, and having personality traits. e.g. one of mine has "antisocial", which gives a passive -5 mood condition "did something I dislike" every time another crew member tries to socialize with her, which is often on a tiny cramped ship, especially when another has the "comedian" background and "charming" trait.
Anyway, turns out surviving in space is really hard: too much work to be done, not enough hands to do it. My tiny crew of 3 was living hand to mouth with almost no time to do anything beyond basic needs. After a month of this, the shiny "enslavement facility" upgrade in the tech tree was looking real tempting. Fine. I guess we're slavers now.
Using the element of surprise, we picked a neutral faction, the galactic military, bribed them with the last of our money and nearly the last of our fuel until they were friendly enough to let us board their prison ship. The initial plan was to steal some prisoners, but it turns out you can use drugs on allied NPCs without turning them hostile. Probably an oversight. We come back with a load of sedatives, drug all the guards, pick them up one by one, and shuttle them back to our ship, locking each in a separate room to be dealt with later so that we can deal with each 3v1 when they wake up.
Once we've abducted as many as we can fit, we spool up the hyperdrives and jump systems. The game informs me this is "kidnapping" and will turn the military hostile. No problem. Expected. I locked them all in separate rooms for that reason. Unexpected: for some reason jumping systems resets everything, meaning the guards all wake up and, crucially, the doors on the ship all unlock, letting them group up. What follows is a chaotic and destructive ~30v3 fighting retreat which leaves our injured crew locked (manually) on the bridge, and 23 surviving angry guards on the other side of the door. To solve this problem, we open the airlock vents, causing a massive amount of damage to the interior of the ship, but dropping O2 low enough that the guards pass out. We quickly close the airlocks, don spacesuits, take the guards prisoner and put the slave collars on.
That's the start of our problems. We now have 23 nearly-dead slaves, no money, little fuel, on a ship with most of its critical systems broken. We need to, in rough order of priority: repair/build more oxygen generators to support that many people, find a source of energy cells (each slave collar runs on a specific type of battery that needs to be crafted with electronics + power), heal the slaves and make sure they rest enough so that they don't die, expand the ship and get a farming operation running so that we don't run out of food given the expanded headcount, and source raw materials to support all that - this, in an already very resource-starved survival game, and having just made enemies of a major well-armed faction.
The adventures that follow are pure emergent gameplay, riding the tiger of our slave enterprise, evading the space cops, and trying to turn enough of a profit to keep it all together. Would recommend if you have time to burn and like this sort of thing.
In your post, and in some replies here, you're constantly sliding between different implied definitions of good/bad opinion. I think it'd help if you were more explicit.
"Person has factually incorrect beliefs about the world" is different from "person's claim about morality is unpersuasive to me" is different from "person articulated this thought poorly" is different from "person says things I find aesthetically distasteful" is different from "person's post got ratioed on twitter".
If you mean all of them, what do they have to do with each other? If you mean specific ones, which and why?
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ha. yes, I genuinely regret not buying a lifetime supply of some items before they discontinued them. Would have felt extremely autistic to do at the time, but I miss them and nothing has replaced them.
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