• 0 Posts
  • 7 Comments
Joined 1 year ago
cake
Cake day: September 28th, 2023

help-circle

  • The biggest risk we see (outside the risks that are the same as those from cigarettes but less severe) is circulatory health risks (vessel function). Sure, you have increased risk of respiratory disease, but not nearly as bad as cigarettes. The real benefit is that most vaporizers and eliquids are not carcinogenic (directly cancer causing) the way cigarette smoking is, so you can lose the added chance of getting cancer while titrating nicotine dosage down to nothing over a longer period; one of the main failure points of nicotine gums and patches is that they aren’t effective methods for pack-a-day smokers, the usual suggested regimens have them in withdrawal headaches and brain fog quickly and many smokers quit quitting on week one or two.

    We have dozens of ten year studies with HUGE N already. Read them. Check out the REPRIEVE trial data. If you seriously think every single one of the currently available studies and trial results are not “legit science data” you’re insane.




  • The hallmark of roguelikes is procedural generation, permanent death and no overarching progression, like the titular game Rogue. Roguelites (I know, one letter difference who cares) have overarching progression lines that make the game easier as you play it. Extreme difficulty as part of the roguelike formula is expected, since runs where you don’t become very powerful very quickly happen, and the games are often balanced against some of the better possible runs.

    Gungeon is punishing, but I regret to inform you you are FAR from too weak to finish floor 2 with the default kit of any character. Bashing your head against a challenge is fine as long as you’re learning something every time you don’t make it through, gungeon is simply a game where getting hit at all is really bad.

    All that said, gungeon isn’t the highest quality roguelike or roguelite. That’s probably SLASH’EM (roguelike) or Elona (Roguelike(?)), and Hades (roguelite) or Windblown (roguelite, still in development). I won’t even recommend roguelikes without graphics because the average age in this thread seems mighty low.


  • Do people genuinely not realize that sony and microsoft had a great data collection source (console gamers) that have largely “aged out”? This new push for account sign-ins is obviously because their user data flow needs a big kick. They used to get data when people bought the game on their own platform, ran it on their own platform, even how many hours their gameplay sessions were individually throughout the week. With a lot of their studios games they had either complete or timed exclusivity to really find out what was driving gamers to game, and beyond that it’s a popular commodity and likely a loat or reduced revenue stream.

    With helldivers 2, the account controversy sprung up on the back of Helldivers 2’s stats page not showing correct numbers for anything (and sometimes being rolled back asynchronously from your currencies and unlocks). Seemed obvious to me at the time they wanted a head count from another source (a sign-in) and probably data beyond that like session time/length. Whatever people are upset about sign-ins over, I don’t actually see it articulated much; there are a lot of good reasons to dislike it (potential stoppage of the service causing games to be harder to play like end of service for Games for Windows Live) and I never see them mentioned, just general vitriol for the companies. I don’t find the companies sympathetic, but I do find it odd that people just slam it aimlessly everywhere instead of identifying the issues beyond basic understanding of privacy fears.