Shine Get

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Joined 1 year ago
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Cake day: July 1st, 2023

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  • Weirdly I’d say it was the other way around. Late 90s marketing used “AI” to inflate basic decision trees whereas “AI” in the context of this gun running an ANN model is a better application of the term. I’m old though; AI has been a buzzword since the 80s when every org wanted their own expert system (all pitched/marketing as “AI”). There was so much groundwork for these “AIs” that never really came to be - like the whole Semantic Web movement with RDF in the late 90s and ontologists in every major org. And now you can practically replicate that with few-shot.

    I’m not suggesting we’re near Data, far from it, but that AI has been a buzz word for a lot longer than people have noticed. It’s just a lot of the technology is now commodity and in consumer products, so the average person gets marketed to also. I remember pitches about the C128 and big orgs like GM swinging around AI for things like “it’s got more RAM” and “we’re using a database”.


  • Computer vision stuff has been labelled AI long before LLMs hit the scene and that’ll be what’s going on under the hood of this thing too. Sinden’s light gun required a big white box/border to be drawn around the edge of the screen so that it could track the movement of the box to understand where the gun is being pointed. Which is pretty ugly and you still had to mess around with getting emulators set up to use it (thus the product was pretty niche).

    If Dashine have got a model that can detect displays without the need for a border, that alone is epic. But also, by shipping a mini games console with the gun so you can just play a game with no messing about, it’ll get better sales numbers and possibly reignite interest in light gun games outside of the emulator space. Naturally there’s no light gun games on Steam, PS5, Xbox stores right now so you need the gun on the market first before you can energize developers to ship games for them. So Dashine have been smart with this and might “trigger” a return of this genre to living rooms. Fingers crossed!









  • Not to excuse the developer but I empathise with why they might have felt compelled to change the license.

    One of the biggest pains for any open source project is distributions and packagers who package the software themselves yet make changes or configure in non-standard ways which leads to major overheads for upstream as everyone submits bug reports for bugs introduced down stream and have nothing to do with them.

    I feel we, as a community, need to be more vocal about when a project has been modified from the original source for packaging or distribution (where those changes weren’t pushed upstream) to demand the project be renamed in that instance.

    I feel for these small developers who do this in their spare time and find the community forcing more work on them and damaging their reputation without any fault of the developer but someone downstream who doesn’t care not want to support what they’ve packaged.

    Perhaps there are other solutions? Before other projects decide to use awful licenses and infringe on rights just to try and tackle the problems created by downstream.





  • It was the overall downgrade from 4 that stood out to me. In 5, guns sounded worse, the driving became way too arcadey, the story was less tight and the three protagonists were more disjointed and Franklin was grossly underdeveloped, the city lacked diners etc to go eat at etc and felt less alive, no vigilante missions, NPCs were squishier residual in hand to hand, the car damage models are boring and less detailed than 4… I could go on.

    5 was bizarrely a huge step back from everything they’d built towards for 4 that it’s no surprise 4 has remained hugely popular and maintained an incredibly active modding scene to keep the game looking youthful.





  • Totally, my comment is with regards to the current state of the game and so far they’ve fallen into the same pitfalls as other MOBAs.

    Personally, allowing the team to vote to concede and to get rid of increasing respawn timers would help a lot in getting rid of the biggest causes of frustration noted so far however these were comments about DOTA2 and sadly Valve never implemented them there either.


  • Snowballing

    30/40min games where you’re unable to concede when loss is clear early on (causing other team mates to become stressed and rude). Games can sometimes be decided in 5 minutes yet there can potentially another half hour to go before you have a chance to requeue with different team mates.

    One team mate’s mistake early on can lead to the opposing team snowballing and the rest of the team becomes toxic due to the first point.

    The respawn timer increasing in length penalises the team further for being behind the enemy team, and the downtime as someone is waiting to spawn gives them time to type and be toxic. By mid-game, I’ve seen some players spend as much time waiting to respawn than they did playing.

    Losing begets losing.

    Macro and Meta

    The volume of items leads there to be objectively better builds (and meta after each patch as items stats are changed) leads expectations on all team mates to follow that meta and know which build to play otherwise they get raged on.

    Map awareness is more important that aiming and it takes the whole team to remain aware of the map for success.

    The lack of transparency as to why a person is losing to another (item selection, ability upgrades etc) irritates players into feeling cheated.

    Competitive

    As a competitive game, players are trying to prove themselves yet, as a team game, individual performance can’t make up for a weak team thus rage. Competition drives emotion.

    Note: I played Deadlock for about 15 to 20 matches but all the typical MOBA issues emerged within a couple of games, I’ve already bounced off of it.