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Joined 2 years ago
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Cake day: August 17th, 2023

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  • I love the way they handled this in Doom Eternal - 6 out of your 7 basic weapons are matched in pairs, so you have 4 ammo types, but very low max ammo count for all of them. Instead you can pretty easily refill your ammo every ~20 seconds (using your chainsaw on an enemy drops ammo, and your chainsaw regens one fuel every ~20 seconds).

    This means you never have an incentive to use weak weapons, EXCEPT for if you’re waiting for your fuel to regen. What makes it work is that your “weak weapons” changes depending on the enemies, as every enemy has at least one weakpoint for one of your weapons.

    So instead of making you play cautiously and conservatively, Eternal wants you to always use your best weapons and to aggressively push forward. This type of gameplay isn’t for everyone, but as someone who usually ends their games with almost all items because “I might need them later!”, Eternal really allowed me to just have fun with all the best stuff it has to offer.
















  • That is not a good enough reason to justify its existence.

    There is no better reason to justify the existence of any technology than it having objective advantages, even if there are drawbacks as well!

    You can very well say that fossil fuel companies should continue to exist because look at how long it’s been around with all the expertise people have. Surely they should stay around, right?

    You’re pretending that I’m making a completely different argument. Don’t do that. I never mentioned “how long it’s been around with all the expertise people have”. There are literal objective advantages. Why are you pretending they don’t exist?

    Please also see my other comment

    So people should choose a model that decreases development speed & increases complexity as well as the potential for bugs/side effects, just because “it’s the right way to go”. People have been trying to embrace the cascade for a long, long, long time, and it keeps causing issues in larger applications that simply don’t happen with non-cascading approaches.

    Why do you pretend like these aren’t real advantages?



  • There is a natural tendency to try reinvent something when you don’t understand it enough to be comfortable with it. Then that new thing lacks the maturity and scrutiny that the old thing went through to survive the test of time.

    While this is something that does happen, there’s also a tendency for people in the industry to dismiss new things without actually looking into the pros and cons.

    Doesn’t it give you pause that many very experienced Frontend & CSS developers see objective advantages in Tailwinds utility class approach? Of course there are also objective disadvantages, don’t get me wrong. But that means that these tools should be used whenever their advantages can shine and their disadvantages don’t cause issues.

    Any developer that can’t clearly name the issues with regular CSS that Tailwind attempts to solve either hasn’t been developing long enough to encounter these issues, or hasn’t actually tried to understand what Tailwind is.