For a number of years now, work has been proceeding in order to bring perfection to the crudely conceived idea of a transmission that would not only supply inverse reactive current for use in unilateral phase detractors, but would also be capable of automatically synchronizing cardinal grammeters. Such an instrument is the turbo encabulator. Now basically the only new principle involved is that instead of power being generated by the relative motion of conductors and fluxes, it is produced by the modial interaction of magneto-reluctance and capacitive diractance. The original machine had a base plate of pre-famulated amulite surmounted by a malleable logarithmic casing in such a way that the two spurving bearings were in a direct line with the panametric fan. The latter consisted simply of six hydrocoptic marzlevanes, so fitted to the ambifacient lunar waneshaft that side fumbling was effectively prevented. The main winding was of the normal lotus-o-delta type placed in panendermic semi-boloid slots of the stator, every seventh conductor being connected by a non-reversible tremie pipe to the differential girdle spring on the “up” end of the grammeters. The turbo-encabulator has now reached a high level of development, and it’s being successfully used in the operation of novertrunnions. Moreover, whenever a forescent skor motion is required, it may also be employed in conjunction with a drawn reciprocation dingle arm, to reduce sinusoidal repleneration.
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fitted to the ambifacient lunar waneshaft that side fumbling was effectively prevented.
skill issue
That sounds fake, but im a dumbass so that probably means at least some of it is real. Plain English if not a troll?
Turbo Encabulator is a classic technobabble monologue. Very fun
I got snow tyres with spikes for my bicycle and oh my god dude this shit rules so hard. Pedestrians envy me, car drivers fear me because nobody knows this option exists and as such assumes I'm pulling some miracle shit to not eat massive shit on my bicycle riding the iced out streets
Like seriously I've had cars coming the other way just straight up stop in their tracks upon seeing me (which I commend, that is good, defense driving, even if unnecessary in this instance but how would you tell) and see the drivers look agasp at me as I swiftly navigate the iced out roads they're spinning their tyres on
This is how jesus musta felt when he walked on water
I'm a conlanger, so I construct languages. I'm working on a conlang set in a world where the European conquest of India was far more brutal, including the suppression of native languages. But the people get around it with pigdins, creoles, and cants.
There is one cant in our real world which I am taking as inspiration called Khalsa Bole (the speech of the Pure ie Sikhs) or Gar Gar Bole (thundering speech), used by Akali Nihang warrior-saints. The coding is funny sometimes, and sometimes just badass.
Here's one example:
savā lakh = 125,000-strong army (literal meaning) = approach of one Nihang Sikh (encoded meaning)
math. number theory is so fascinating. I'll go back to grad school...eventually... but for now I just peer off wistfully into the distance.
Yazkuza: Like a Dragon was a bad video game. They told me that you'll think it's bad going in but then you'll think it's great. They lied. I hated the idea going in and it only got worse with time. I would explain why I think it sucks again but it's late o fuck at night i got to sleep
Ok, explain later because that’s the first I’ve heard anyone talk shit about that game and need to know more. I feel like the LAD purists probably have good ideas.
My biggest gripe is that turn based combat games are fundamentally strategy games, as opposed to beat em up action games that the entire series was built up around. Now, I'm not opposed to turn based RPGs or strategy games at all. I love the both of them, the problem is that it ultimately it's just not a good turn based RPG.
For the previous action/brawler games. There were upgrades and they were important, yes. But even the hardest, most difficult bosses of Yakuza 3 still felt beatable so long as I could learn my opponents attack patterns, move around them carefully, focus clearly. When I lost, it felt like my fault because I didn't put enough effort or attention into it, and it was possible to win if I sat down and focused.
In other turn based combat games, it's a game of strategy where you shield your party from the boss's powerful attacks, dish out healing/revives where needed, keeping up buffs on your heavy damage dealers, hitting them with efficient but powerful attacks. In a well made turn based combat strategy game, there are many strategic factors in play that you can use to negate your subpar character stats. When I lost, I felt like I didn't think my plan through clearly enough and I could win if I more carefully managed my moves
In Y:LAD, the only stat that really seems to matter are your character's stats. Status effects and debuffs are extremely weak and last for far too short of a time to be worth it. This goes for both status effect on your team as well as the enemy. It's been a hot minute since I've played but I remember getting hit by bleed effects and learning that the most effective solution was to just ignore them. They might hit your 200+ health character for 6 health a turn and it will be over in like 8 turns. Stat buffs/debuffs are in a far similar boat to where they don't do enough or last long enough to justify even bothering with. Again, they fade away too quickly to matter and in no case did I ever find that they were worth using over just another big attack. The elemental status effect type damage was so poorly explained and difficult to even notice that I didn't even know it was a thing until months after I closed the game for the last time (this one might just be because I'm stupid, I don't know)
The end result is that when fighting a difficult enemy, the only reliably good strategy is: Use all the biggest damage moves you possibly can, burn through all your mana as fast as possible, spam out high end healing items to get them back up, repeat. This strategy doesn't work if your stats aren't good enough either, which means you have to go and grind out boring combat some more to bring your stats up and grind the farming mini game to get more healing items. When I lost, I felt like it didn't matter what I did, I could only win if I ground more boring combat to get my stats up
that's my main gripe with just the gameplay, anyway. there's loads more I could get into regarding the narrative being so bizarrely split between "let's do something new" and "let's reference the old games"
thinking a lot about the economic relationship between nomad pastoralists and settled agriculturalists lately, trying to work out a unified theory for how it all fits together in pre-capitalist organization. kind of getting out of my depth in the anthropology reeds though which is why i haven't been preaching about it eventually tho