surely some overhead will creep in from doing this somehow, at the very least it's just as difficult as correct error handling based on return codes in the first place
Yes, this discussion was prolonged hate speech. "My plumber is late to fix the central heating" is complaining about stuff. That might have started out as complaining about stuff, but quickly became something else entirely that is not welcome on Stack Exchange.
I've been intermittently working on a heroic fantasy hack-and-slash tabletop RPG, and the current tabletop RPG rule-set I based the game on isn't working for the concept properly, but there's a couple of alternative rule-sets that look promising.
Oh, well, the current situation I'm facing is this: the game is modelled on Fate Core, which is a system that is excellent at creating dramatic narratives about proactive competent people, which is exactly what I want. RPGs can't do everything though, and one of Fate's weaknesses directly interferes with the heroic fantasy hack-and-slash concept.
There's another system called Cortex Plus that does similar things to Fate Core in terms of storytelling, but is quite strong in the area Fate is weak in.
However I'm unfamiliar with Cortex Plus so I'll need to research it.
And someone else has created a Fate Core / Cortex Plus hybrid RPG called Faith Corps, so I might be taking that ruleset and using it.
@KevinvanderVelden you could define a really simple excitement value as something to measure of the sensitivity of the player's standing in the game with respect to the player's next move choice, given some overall game state. Then you could just use some kind of sparse state space sampling to approximate the overall excitement timeline for each player considering the story and the details of how you integrate it with the game rules
D&D is kind of weird. It's got many different editions and many different ways people think about playing it, and most groups think their way of playing it is the correct way or even the only way anyone plays it.
It's also got a sort of hold over the tabletop RPG genre like if everyone thought of monopoly when you say board game, or diablo 3 when you say video game, and everyone thinks every board game or video game is just exactly the same as monopoly or diablo 3.
@KevinvanderVelden right! lots of people don't like D&D or find it to be extremely flawed, just like with monopoly, but it's the one people think is representative of the genre.
@MickLH incidentally that's exactly the weakness Fate Core has. :) The difficulty of tasks is not rigorously defined and you make it up as you go. Hack and slash includes a component of feeling satisfied you did what you could and overcame the odds -- it's not too satisfying when those odds are only defined in a loosey-goosey way, it's hard to feel like you're confident you set the difficulty the right way.
That doesn't matter to normal Fate Core gameplay, because the sense of reward and accomplishment is elsewhere altogether (it's in the dynamics of the story you're telling together), but it's pretty important to heroic fantasy hack-and-slash stuff.
@MickLH yeah! people come to the table seeking enjoyment from lots of different sources. you want a challenge to overcome, other people want to act out awesome characters and scenes, others want a cool story to unfold, and so on -- lots of people never realise there's different forms of enjoyment from their own (or think other forms of enjoyment are wrong), so it's great you noticed.
I need to read in more detail about the neutrality stuff, but when I looked into it a while back I remember thinking "Who do the feds think they are, telling a private company how they can use their private hardware?"
But anyways, even if each person only connects to >1 people on average, then from any point in the network there is an exponential increase in connectivity
A cell phone comes out of a pocket. Within seconds, the rest of the world’s five billion phones follow. All of them—even those compatible with the region’s towers—are displaying some version of “NO SIGNAL”. The cell networks have all collapsed under the unprecedented load.
@jgallant every phone simultaneously detects too much interference on channel 7, and so switches to channel 6 per protocol. then every phone simultaneously detects too much interference on channel 6, and so ...
This is really fabulous news. I love C#, and the idea of working with Unity appealed to me very strongly, but I wasn't ready for 3D games and I was conscious that was the only thing I could do with it.