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Joined 1 year ago
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Cake day: June 24th, 2023

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  • Fentanyl is very poorly absorbed by eating. A dog could sniff it and get it that way, but it would require quite a bit of it and it’s pretty unlikely. Given the priors it’s way more likely that the cops have the Fenty Fainties, and are applying it to a dog that had a seizure under stress or something.

    Police have a long and storied track record of acting like fentanyl is toxic on sight. I had one try to stop me from administering cpr because he was worried there could be fentanyl on the patient’s clothes and I might get it on me through my gloves.


  • My issue with it in Starfield (and any game in its genre) is that the game seems to be confused about how it feels about encumbrance. Am I supposed to be looting everything I see? If not, then why is it the major income source, why are so many random objects worth selling and taking? If so, why do merchants have such low credit stores? Am I supposed to be collecting cool stuff to display? If not, then why all the display objects? If so, why have my companions constantly nag me about bringing junk? Why make ship storage so low? Or, am I supposed to be carefully considering what I want to bring as loot? If so, why is there so much of it and why isn’t there some way to quickly see what’s worth taking? Am I supposed to spend an hour after each combat carefully weighing what to take home?

    It’s entirely unclear what they want. If they want looting to be less of a game loop, junk items should have no sell value and missions should be more of a reward, and item value/kg should be easy to assess. We should be quickly able to discard valueless items from inventory. Otoh if they want looting to be a bigger part of the game, I should be able to readily carry and sell my loot and doing so shouldn’t make me so rich it breaks the economy.

    It’s one of my main complaints, not so much about starfield, but pretty much anything in this genre. It feels like they can’t tell if they want me to loot everything or not, the design is fundamentally at odds with itself.