I mod a worryingly growing list of communities. Ask away if you have any questions or issues with any of the communities.
I also run the hobby and nerd interest website scratch-that.org.


A notebook at home would suffice, but it’s not great for the same reason as word based passwords.
I’m aware. I’ve explained it elsewhere, but having dealt with irrationally tech adverse older people myself, I’ve learned sometimes decent solutions they’ll actually use are better than great ones they’ll resist. I’ve found that any new software, like a password manager, no matter how user friendly and logical is treated with suspicion and disdain.


While being aware that leaking passwords and reusing them is a major risk, I was just asking about the construction of the password as it relates to being attacked directly.
But also, no one wants to try to remember a hundred different unique passwords so it’s also a good idea to use a password manager.
Absolutely. I recommended the notebook approach only because I think people of a certain mindset would be more open to it than a password manager, even if it isn’t as elegant of a solution. At the end of the day it still diversifies passwords. I’m vividly picturing my mom throwing a fit any time a doctor or other office wants her to fill out a form on a tablet instead of paper.


I’m going to be real. I was part way through an explanation before I deleted it. What you are dealing with sounds like a situation where you simply won’t win by using logic. To continue to labor under the presumption that a good and logical reasoning will have an effect is just going to stress you out and achieve nothing.
Google password because I recommended against it being a word.
IT nerds help me out here, but I’ve been under the impression that the best defense against brute force attacks is a very long password, and the idea of sprinkling in special characters or numbers is outdated. Something like “iwenttothestoreandboughtabirthdaycake” is a more secure password than “$6jds_*WghP6”.
edit: Also the mantra to never write down any passwords is more of a workplace piece of advice. I personally think, and this would probably be helpful for older people, that writing down passwords in a notebook which is kept secure in their home is pretty safe. Short of a home invasion, that notebook is safe, and having it can encourage them to diversify their passwords on different accounts. So, if you are going to keep at the issue, taking an angle of using something they are more comfortable with like a paper notebook is going to be accepted more easily than trying to sell them on a password manager or something.


The above comments were talking about how this policy should apply to every game development project. Which is a nice thought, but not realistic for every situation.


I have no doubt creating the design was much less intensive than his rambling story, but the company spent the money on him specifically and I’m sure they expected the rambling story.
That’s why I hate this part of art culture, the fakeness of it all. The obvious fakeness that people clap for because they think it makes them look more intelligent by nodding along.


Obviously they overpaid, but it was the company’s choice in a form of conspicuous consumption.
I feel conflicted because graphic design is a necessary job, but just from skimming over Kenya Hara’s history and work he strikes me as an avatar of all the most pretentious and pseudo-intelligent aspects of the modern culture of art that I hate.
The claim that it took him four years to design the logo is, on its face, garbage, but for people like him the process and the story of making the logo is how he created and maintains a veneer of being deep and working on a heightened creative and intellectual level. Had he taken the contract and returned in a week with the exact same logo and said “Yeah I messed around a little in photoshop and I think it looks pretty nice.” then it wouldn’t be worth $300,000. Everything in the world of these people needs an overdrawn explanation and story of creation and meaning and it makes me want to projectile vomit on or near them.


‘History That Doesn’t Suck’ by Prof. Greg Jackson. It is a history of the U.S., told in a flowing narrative type format that’s easy to listen to. I like it because it counteracts my biggest peeve in the presentation of history where it is taught as discreet chunks that are seemingly disconnected. In this podcast, it follows the flow of historical figures and events as they naturally lead to new things rather than talking about each section in a vacuum.
‘HP Lovecraft Literary Podcast’/‘Strange Studies of Strange Stories’. A podcast with two hosts and normally a guest reader. The hosts talk about the relevant real life history of the story, as well as talking about the story itself, edited in between a reading of some or all of the story (depending on story length). It gives a good overview of the works and is tightly edited so that the host banter never rambles off topic. The podcast changed names when they ran out of HPL stories and fully branched out into other authors.


The rule is essentially hidden if what I think are innocuous images contain a some image violating TOS. Which image is in violation? Which section of the TOS is it violating? I have no idea, therefore no idea how to follow the rule in the future.
They are not legally binding
So they have no duty of care with user’s personal data or privacy.
I don’t recall making a legal complaint. Something can be legal but mildly infuriating.


I use a variety for different things. My point isn’t imgur specifically, but how these hidden rules exist on different sites.


Myth: “The Polish military committed suicidal cavalry charges against German tanks in WW2.”
The myth was originally spread by Germany as propaganda to emphasize how Germany was technologically superior. The myth has largely stayed alive because it has become romanticized into a heroic act.
The truth is that Polish cavalry charged German infantry, successfully taking ground against them. German tanks counter-attacked and Polish cavalry sensibly retreated but some were killed. Images of the aftermath were used to start the myth.


“Stupid cats need the most attention.”


My Steam recents:

Everything that’s got a finishable campaign here I’ve completed, with the exception of MCC where I only played Halo CE and ODST to completion.


I figure that the Swiss Army knife my dad got me for Boy Scouts is really up there. Self explanatory why I suppose.



I could have sworn Discovery was connected with Bad Robot, but it looks like I was wrong.
It still has a “JJ Abrams sensibility” - frantic space combat, overly emotional characters, a lot of flashy but meaningless tech (the hologram communicators as an easy example) and visuals (the way the bridge was often shot). It was very much trying to be loud and new, while throwing in a lot of surface level references to try and give it some franchise credibility (this USS Discovery is a rejected Phase 2 concept design).
It all came together in a loud, unlikable soup that felt inauthentic to the franchise. There was some course correction later on, but too little, too late. Strange New Worlds went the right direction, while the Section 31 movie tripled down on all the worst aspects of Discovery.
In any case, I agree - the D&D movie was a lot of fun, and while I wouldn’t want a ST movie to strike that tone, I’m interested to see what they cook up.
I don’t want the Trek movie to have the DND movie tone either, but more like when that movie was made they understood the correct tone to match the franchise. It felt authentic to what DND players experience. If the Trek movie has the same care in figuring out what long time fans want, it will be good.


That’s good. The repercussions of the Bad Robot era have really derailed Trek in a way it’s just started healing from.
While Discovery wasn’t in the Kelvinverse, the connection to Bad Robot probably gave it that similar style. The Section 31 movie wasn’t connected directly to Bad Robot as company, but it did share a writer.
Strange New Worlds has been a huge step in the right direction, though it came directly out of Discovery, making it kind of a prototype for modern live action Trek trying to both be “gritty” and classic Trek at the same time. I think it has mostly succeeded, but now that it’s proven there’s an appetite away from Bad Robot era Trek, I hope the new series goes further.
While I hope whatever they make doesn’t share a tone with the new DND movie, I appreciate that the DND movie was obviously well versed in the setting and knew what fans were about. Applying that same mindset to Trek would be great.
Respeccing. It shouldn’t be infinitely free, but I like games that allow you to pay (usually increasing amounts) to respec.
Related to this, in older games without this it was common practice to save up your skillpoints and just sit on them until you’d gotten a little further into the game and hopefully had a better idea how to spend them. What was massively frustrating in older games were when leveling up forced you to immediately spend the points instead of sitting on them.
I thought about my answer, since many mechanics I don’t like can have good implementations, or at the very least are a sort of lesser of two evils kind of thing.
What I can’t stand are tactical or RPG games with realtime or turn based combat option toggles. I play many games with one or the other and enjoy them, but when I play a game with both that can be toggled in options I always feel like neither setting feels perfectly right. The balance is always off no matter what. Understandable with game devs having to double the amount of work for creating combat and tuning items and it ends up feeling a little soggy every time.
It’s very obnoxious. What’s worse is when the secret areas provide armor or weapons that feel mandatory to beat the level with. If the secrets are just for a score I can at least ignore them.
Level scaling. It’s a mechanic designers put in because they think the game needs to stay challenging, which is true but I’ve never agreed with level scaling as the answer.
The least bad implementations (but still not good) at least replace low level enemies with different kinds of enemies entirely. The worst, most lazy implementations just increase existing enemy HP and damage.
I think it is much better to have different locations or zones where different ranges of enemies spawn, with more powerful enemies tuned to the expected level of a player character for the quests in the zone.
It’s not a “Christian game”, its a game where the setting which is a violent, fractured place and Christianity has a large in-universe footprint, including factions.
Iron Tower Studio games makes quite good RPGs.