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Cake day: July 5th, 2023

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  • frog 🐸@beehaw.orgtoChat@beehaw.orghow's your week going, Beehaw
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    11 days ago

    I’m feeling the need to do a social media detox, including Beehaw. Pro-AI techbros are getting me down.

    Shockingly, keeping Instagram active. My feed there is nothing but frogs, greyhounds, and art from local artists, and detoxing from stuff that is improving my mood rather than making it worse seems unnecessary.


  • frog 🐸@beehaw.orgtoGaming@beehaw.orgLet's discuss: Stardew Valley
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    13 days ago

    The first time I played My Time at Portia, I had the same issue, and it felt like it took ages and ages to do the bridge. It was much easier on subsequent playthroughs. Basically what I did was build about 6 furnaces to get the crafting going early on, and always had at least 2 of each subsequent crafting station (more as space and resources allowed, although there were a few that just one was sufficient for. Making sure you get a crafting commission every day really helps as well, because that’s your main source of income, which makes it easier to afford more land, inventory upgrades, etc. Fishing is also ridiculously lucrative once you get good at it.

    What my Portia daily routine normally looks like is something like this:

    • Wake up, check mail (if any).

    • Grab resources that have crafted overnight (if any).

    • Go to town hall and pick a commission, looking for something that I have most or all of the materials to craft. The plan is to get it made and delivered that day if possible, so if there’s a choice of something that doesn’t pay well but can be done immediately or something that pays better but will take 2-3 days to make happen, I pick the low paying one.

    • Check map to see if any locals have quests that day. If they do, go and get the quests.

    • Go home and craft the commission item, plus any items required by other quests picked up that day. If any crafting stations have finished production, set them going again.

    • Deliver crafted item to recipient(s).

    • Gather resources for the rest of the day. I usually pick one activity and stick to it, say mining, fishing, hunting (the sound of dying colourful llamas makes me sad, but I want their pelts), etc.

    • Check crafting stations when stamina has run out. Set more crafting going if needed.

    • Go to bed.

    The other thing is that the big “main” quests for building those major projects aren’t necessarily meant to be done quickly, as they’re the bigger story events that gate your progress through the game. Once I stopped trying to get them done as quickly as possible, and let myself get sidetracked on other stuff, I enjoyed the game a lot more. I spent quite a lot of time just spending whole days on, say, just mining, or harvesting wood, or fishing, while ignoring the bridge entirely. (I actually think I spent about two weeks fishing once. I got really, really into it. It then took me another week to sell them all.) By the time I thought “oh yeah, I should do that bridge thing”, I had more than enough of all the resources needed, and then it felt really quick to do. I ignored quite a lot of main quests for a really long time, including one that narratively I should have done much quicker. Let’s just say that

    spoiler

    Portia went without clean drinking water for so long that everybody should have died

    Speaking purely from my own experience, the mistake I made with My Time at Portia the first time I played it was I was too focused on being goal-oriented by following the main quest. But the game’s not really about that. I had a much better time when I slowed down, focused less on the main quest, and more on crafting stuff for the locals (so many stone stools) and selling them preposterous amounts of fish.



  • The weird thing about Stardew Valley is I cannot understand why I don’t like it. I’ve tried to like it. I’ve poured many hours into games in the same genre, but I haven’t even managed to get 2 hours into Stardew Valley and I do not understand why. I can’t point at anything in particular that doesn’t work for me, and it’s exactly the kind of game I love to play, so I’m honestly perplexed as to why I don’t like it.


  • I honestly don’t get why so many people are so reckless and impatient on the roads. I’ve seen some people being really fucking stupid around cyclists and motorcyclists. One incident haunts me, because I know someone would have been severely injured, maybe killed, if I hadn’t been quick enough to get out of the way of an impatient person overtaking in a stupid place.

    And it’s just like… why? Just leave home a few minutes earlier!


  • I did not know the exact wording of this guidance, but this is basically the strategy I use. I’ve always figured that because I prepare for my journeys, I am never in such a rush that I need to put someone else’s life at risk in order to pass them quicker - it’s not like it’s going to make a difference to my day if I arrive at my destination 2 minutes later, but it’ll make a huge difference to someone else’s day if I rush past a cyclist when it’s not safe.


  • Not even then. I think the thing that’s easy to forget about shareholders is they’re not doing this because they’re evil and get off on watching people suffer. They’re doing it because their own personal inadequacies are so vast that the only way they can cope with life is by trying to fill that enormous emotional hole with money. As a result, even when every other person on the planet has been crushed and ground into paste, and just one person with this mindset finally owns everything… it still won’t be enough for them. They will still be left with that unfillable emotional hole. They will still be empty inside.



  • I’ve definitely thought about modding Freelancer, but haven’t quite found the right ones yet. I tried Discovery (I think it was), and felt that the changes to the enemy AI and equipment (such as constantly using shield batteries and nanobots) just made gameplay more frustrating than enjoyable, because it made every single battle challenging - no more just chilling out while hauling random stuff through trade lanes. I’d really love a mod that adds new systems, planets, locations, ships, etc without dramatically changing the gameplay to be exclusively about the combat.



  • I still have a soft spot for Freelancer, despite all the years that have gone by (and aside from some minor UI issues, plays perfectly on a modern PC), and it still looks remarkably nice for its age, too. The story is pretty linear, and the characters not hugely memorable (despite some voice acting from George Takei, John Rhys-Davies, and Jennifer Hale), but it’s just fun to play. It can be challenging if you want to venture into areas less travelled, but because progress through the game is largely dependent on the money you earn (in-game), if you just want a chill evening, you can just trade goods.

    And like… this is a game I’ve been playing on and off for 20 years, and occasionally I still find something new. I played it a couple of months ago, committing to docking with every planet and station… and discovered a new trade route that was both shorter and more profitable than the one I had been using. It probably only cut 10 minutes off my three stage trade run around the entire map, but it was still kind of exciting to go “oooh, I never realised this was an option!” All because I visited a station I don’t usually visit.


  • Yeah, I think you could be right there, actually. My instinct on this from the start is that it would prevent the grieving process from completing properly. There’s a thing called the gestalt cycle of experience where there’s a normal, natural mechanism for a person going through a new experience, whether it’s good and bad, and a lot of unhealthy behaviour patterns stem from a part of that cycle being interrupted - you need to go through the cycle for everything that happens in your life, reaching closure so that you’re ready for the next experience to begin (most basic explanation), and when that doesn’t happen properly, it creates unhealthy patterns that influence everything that happens after that.

    Now I suppose, theoretically, there’s a possibility that being able to talk to an AI replication of a loved one might give someone a chance to say things they couldn’t say before the person died, which could aid in gaining closure… but we already have methods for doing that, like talking to a photo of them or to their grave, or writing them a letter, etc. Because the AI still creates the sense of the person still being “there”, it seems more likely to prevent closure - because that concrete ending is blurred.

    Also, your username seems really fitting for this conversation. :)




  • Given the husband is likely going to die in a few weeks, and the wife is likely already grieving for the man she is shortly going to lose, I think that still places both of them into the “vulnerable” category, and the owner of this technology approached them while they were in this vulnerable state. So yes, I have concerns, and the fact that the owner is allegedly a friend of the family (which just means they were the first vulnerable couple he had easy access to, in order to experiment on) doesn’t change the fact that there are valid concerns about the exploitation of grief.

    With the way AI techbros have been behaving so far, I’m not willing to give any of them the benefit of the doubt about claims of wanting to help rather than make money - such as using a vulnerable couple to experiment on while making a “proof of concept” that can be used to sell this to other vulnerable people.



  • Think of how many family recipes could be preserved. Think of the stories that you can be retold in 10 years. Think of the little things that you’d easily forget as time passes.

    An AI isn’t going to magically know these things, because these aren’t AIs based on brain scans preserving the person’s entire mind and memories. They can learn only the data they’re told. And fortunately, there’s a much cheaper way for someone to preserve family recipies and other memories that their loved ones would like to hold onto: they could write it down, or record a video. No AI needed.


  • Sure, you should be free to make one. But when you die and an AI company contacts all your grieving friends and family to offer them access to an AI based on you (for a low, low fee!), there are valid questions about whether that will cause them harm rather than help - and grieving people do not always make the most rational decisions. They can very easily be convinced that interacting with AI-you would be good for them, but it actually prolongs their grief and makes them feel worse. Grieving people are vulnerable, and I don’t think AI companies should be free to prey on the vulnerable, which is a very, very realistic outcome of this technology. Because that is what companies do.

    So I think you need to ask yourself not whether you should have the right to make an AI version of yourself for those who survive your death… but whether you’re comfortable with the very likely outcome that an abusive company will use their memories of you to exploit their grief and prolong their suffering. Do you want to do that to people you care about?


  • Just gonna say that I agree with you on this. Humans have evolved over millions of years to emotionally respond to their environment. There’s certainly evidence that many of the mental health problems we see today, particularly at the scale we see, is in part due to the fact that we evolved to live in a very different way to our present lifestyles. And that’s not about living in cities rather than caves, but more to do with the amount of work we do each day, the availability and accessability of essential resources, the sense of community and connectedness with small social groups, and so on.

    We know that death has been a constant of our existence for as long as life has existed, so it logically follows that dealing with death and grief is something we’ve evolved to do. Namely, we evolved to grieve for a member of our “tribe”, and then move on. We can’t let go immediately, because we need to be able to maintain relationships across brief separations, but holding on forever to a relationship that can never be continued would make any creature unable to focus on the needs of the present and future.

    AI simulacrums of the deceased give the illusion of maintaining the relationship with the deceased. It is certainly well within the possibility that this will prolong the grieving process artificially, when the natural cycle of grieving is to eventually reach a point of acceptance. I don’t know for sure that’s what would happen… but I would want to be absolutely sure it’s not going to cause harm before unleashing this AI on the general public, particularly vulnerable people (which grieving people are.)

    Although I say that about all AI, so maybe I’m biased by the ridiculous ideology that new technologies should be tested and regulated before vulnerable people are experimented on.