Shine Get

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  • 105 Comments
Joined 1 year ago
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Cake day: July 1st, 2023

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  • Not entirely. Yes there was blight affecting crops but there was more to it than that.

    Huge volumes of unaffected produce were exported to England for profit - the decreased yields only impacting the market for locals. Previous famines has seen the British ban exports to ensure the local population had access to food (which also decreased the prices) but not this time around.

    English landlords of Irish property were evicting their tenants who weren’t able to pay (since the blight impacted many people’s ability to work) with zero notice or rights for the tenants. Absentee landlords were extracting huge amounts of capital out of the Irish economy, owning vast swathes of the entire country.

    The Irish were widely dependent on the potato as a primary form of sustenance but it was due to the potato being high in calories, cheap and easy to grow, and high density yields from relatively small plots of land (landlords dividing up the land into incredibly small divisions whilst simultaneously extracting the highest rent possible for the land).

    The Irish were, in essence, forced to eat potatoes due to the extreme economic exploitation they were subject to.

    Yet there was no aid from England; she simply sat by reaping profit and leaving things up to the divine - “the market will provide”. There had been efforts to change tariffs and laws but the contention in the governing party about providing aid caused the Prime Minister to resign and the subsequent government threw out all efforts (except those such as offering relief to those without land which forced many Irish to sell what land they had to gain relief and aid).

    A Prime Minister at the time launched a commission to investigate and it was found that the absentee landlord system was abhorrent and principally responsible for the famine.

    Sadly 1/4 of the population perished, and another 1/4 simply left the country. In some ways, Ireland never recovered.


  • 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.