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Messages - Lord Dullard

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631
DF Dwarf Mode Discussion / Re: Bugsplosion
« on: April 06, 2012, 09:26:48 pm »
"Urist, this whole area... it's infested with insects! By Armok, there are swarms of them everywhere..."

"Eh -- there's only one solution, Bomrek -- KILL THE TURKEYS!"

632
No, they want to vote on internet censorship laws because lobbyists pay them a lot of money to do so and they don't realize just how negative the public response is.

Remember, a lot of these people are very old, as politicians usually are. None of them were born into a time when the internet was just part of life, and a necessary one as that. They don't see how important it is because their perspective is different. This is why there needs to be more young politicians. The viewpoint of the newer generation isn't being represented in government because none of the newer generations are even in the government.

I'm pretty sure that problem has existed since the beginning of politics.

633
Other Games / Re: 0x10^c: Notch's Game In Space
« on: April 06, 2012, 03:41:25 pm »
A low annual fee actually makes more sense to me the more that I think about it. Yes, there's some degree of uncertainty you'll have to prepare for when it comes to the first year's subs going up, but you should be able to get a fairly decent sense judging by new subs in that first-year period of whether the game will be viable past that point (and if it's not, just make sure you have enough banked to finish out two years' worth of server costs). At any rate, you can cut the costs for customers and also receive a larger initial financial boost than you would with monthly subs. And perhaps more importantly, I think people would be more willing to deal with a one-time yearly payment than with the hassle associated with monthly payments. Seems win-win to me.

634
Well, I signed, of course.

Really, though, I wish somebody would just get around to creating a global ad-hoc wireless network that would render the existing DNS system obsolete.

635
Other Games / Re: 0x10^c: Notch's Game In Space
« on: April 06, 2012, 02:08:59 pm »
Charge them $6.00/year.

Any particular reason you need to do a monthly subscription? A 1 payment/year subscription seems more manageable, and users would probably be a lot less hesitant to pay $6 for a year's worth of a game (not much of a loss if you don't like it) than to sign up for a monthly subscription, which is a much bigger hassle.

636
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: April 06, 2012, 01:44:40 pm »
http://news.yahoo.com/blogs/sideshow/maryland-offering-200-gift-cards-dead-snakehead-fish-163943568.html

"Can live outside of water...." "Can bite through a boot...."

Fishermen beware; the water is finally, fully pissed off.

I posted about those a couple of years back. They're still creepy as hell.

637
General Discussion / Re: When Kickstarter goes wrong?
« on: April 06, 2012, 01:31:11 pm »
Fair enough. I'm not saying there's no risk involved or that it's impossible to be duped - in general, I'd also say a more cautious approach is warranted when it comes to something you don't have a tangible and immediate return from.

I do agree that there should be more accountability involved in the process; promising rewards for campaigns like these should be binding in some way, i.e., there should be significant legal ramifications if you don't follow through. I don't know how plausible that is, but yeah, it certainly should be the case.

638
General Discussion / Re: When Kickstarter goes wrong?
« on: April 06, 2012, 01:06:44 pm »
Servant Corps.

639
General Discussion / Re: When Kickstarter goes wrong?
« on: April 06, 2012, 01:03:56 pm »
Quote
Yeah, indie devs here type up a forum post. That's different than paying someone several thousand dollars to spam the internet, call journalists, make videos and add to your overhead by doing so.
Not particularly. It's still advertising. And indie devs' ads can be just as annoying as "professional" game developers...probably even more so if the indie dev advertise a game that I don't particularly care about.

Time is money, so if you're wasting time spamming the internet, calling journalists, and making videos, it's the same as you paying money for someone else to do so.

Quote
When people start crowdsourcing out their overhead, rather than trying to crowd source support for their idea, that's when I think it's taking advantage of the promise of indie games.
There is no promise of indie games. Indie games are just about "independence" for the game developer, to be allowed to do what he wants, not what the "community" wants. If Today wants to set aside 10% of his donated income, then he is still being indie, because he's the one deciding what to do with HIS money. Now, if someone told Toady to set aside 10% of his donated income, then he's no longer indie; he's taking orders. Even a multi-million-dollar private individual is still an indie developer, but the minute he goes public and becomes accountable to shareholders and a CEO, then he has "sold out" and became non-indie.

Also, I find the idea of begging money to other people to fund your idea to be incredibly exploitative to the consumer, no matter if you're crowdsourcing overhead or 'support' or whatever. Because the consumer has no accountability over the process; all he really gets is just sweet-sounding words and smiles from a indie developer (who is probably just as greedy and cynical as his non-indie counterparts). If anything, I want the crowdsource of ideas and programming, you know, crowdsource the actual game, as opposed to just throwing money at a developer who's free to spend it as he please.

It's pretty ridiculous of you to broadbrush all developers as 'cynical and greedy'.

If you dislike crowdfunding, well, you're certainly not obligated to try it. On the other hand, if people crowdfund something and receive what they expect in return, it's hardly your right to tell them they were exploited. Developers are individuals and there is no reason to assume they are all dicks who are out to exploit the public.

By your reasoning, a publisher who funds a game or product before it is completely realized is being 'exploited' by the developer because they're footing the bill in advance. In fact, they're being exploited by an order of magnitude more than anybody who crowdfunds, since an individual who donates towards a Kickstarter-esque campaign is only funding a very small portion of the overall cost.

640
Other Games / Re: 0x10^c: Notch's Game In Space
« on: April 06, 2012, 11:53:35 am »
each virtual cpu is of a fixed speed of 100khz.

an infinite loop inside the virtual computer won't do anything to the main game.

Ah, there we go. That makes sense, then.

It could still be broken, though. Assuming it's possible to create self-replicating computers.

641
Other Games / Re: 0x10^c: Notch's Game In Space
« on: April 06, 2012, 11:41:45 am »
I shouldn't tell you this, but if a computer is told to divide by 0, it'll explode.

It's one thing to implement error handling that'll prevent players from crashing the game by means of producing code errors. That's fairly easy.

It's entirely another thing to say 'oh sure infinite loops yay' and then prevent griefers from bringing entire servers down via lag.

642
Other Games / Re: 0x10^c: Notch's Game In Space
« on: April 06, 2012, 11:33:17 am »
I'm not sure if that means that he simply doesn't understand the consequences in multiplayer, or he's put some kind of stopgap measure in place (i.e., infinite loops are possible but are limited to x cycles/second or somesuch).

If he's just allowing them full-steam, well... that's dumb.

643
Other Games / Re: 0x10^c: Notch's Game In Space
« on: April 06, 2012, 11:10:24 am »
It seems pretty obvious that, yes, there would be some kind of protection in place from letting the code go truly wild.

That said, now that I think of it, serious issues will arise from letting people actually code things in a multiplayer game unless the code is well and truly made impotent.

It'll only be a matter of time until some griefer with a working knowledge of basic code structure figures out how to create an infinite loop despite any restrictions placed on such attempts.

644
General Discussion / Re: When Kickstarter goes wrong?
« on: April 06, 2012, 09:52:14 am »
Schaffer shouldn't be looked at as a model to follow/hope for. Order of the Stick and Double Fine success with Kickstarter is anomalous. And word of mouth is extremely unfair way to get your product/service known about. If you want folks to know you exist, you're going to need to do advertisement.

Indeed.  I know how that is, the project I'm involved in didn't take off until Kickstarter featured us in their weekly newsletter.

24 hours -> $11,000 (of a $4000 goal).

I had a prior Kickstarter campaigner comment something to that effect on Cult's dev-blog. Basically it was 'Kickstarter sucks, guys like you and me have no hope, the only projects that get anywhere are the ones they feature'. My initial thought was well, with that great attitude it's a wonder you weren't wildly successful, but I suspect he had a point (despite the fact that I checked out his project and found it to be rather poorly realized and somewhat uninteresting). It's part of the reason I'm hoping to get at least a bit of exposure built up prior to the campaign, just in case Kickstarter decides my chances are too poor to bother with helping me out.

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