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Search - "one issue leads to another"
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Best part about the covid19 manufactured crisis?
Liquor stores deliver. Worst part about liquor stores delivering? Needing to use their shoddy websites.
I've been using a particular store (Total Wines) since they're cheaper than the rest and have better selection; it's quite literally a large warehouse made to look like a store.
Their website tries really hard to look professional, too, but it's just not. It took me two days to order, and not just from lack of time -- though from working 14 hour days, that's a factor.
Signing up was difficult. Your username is an email address, but you can't use comments because the server 500s, making the ajax call produce a wonderfully ambiguous error message. It also fades the page out like it's waiting on something, but that fade is on top of the error modal too. Similar error with the password field, though I don't remember how I triggered it.
Signing up also requires agreeing to subscribe to their newsletter. it's technically an opt-in, but not opting-in doesn't allow you to proceed. Same with opting-in to receiving a text notification when your order is ready for pickup -- you also opt-in to reciving SMS spam.
Another issue: After signing up, you start to navigate through the paginated product list. Every page change scrolls you to the exact middle of the next page. Not deliberatly; the UI loads first, and the browser gets as close as it can to your previous position -- which was below that as the pagination is at the bottom -- and then the products populate after. But regardless of why, there is no worse place to start because now you must scroll in both directions to view the products. If it stayed at the very bottom, it would at least mean you only need to scroll upwards to look at everything on the page. Minor, but increasingly irritating.
Also, they have like 198 pages of spirits alone because each size is unique entry. A 50ml, 350ml, 500ml, 750ml, 1000ml, and 1750ml bottle of e.g. Tito's vodka isn't one product, it's six. and they're sorted seemingly randomly. I think it's by available stock, looking back.
If you fancy a product, you can click on it for a detail page. Said detail page lists the various sizes in a dropdown, but they're not sorted correctly either, and changing sizes triggers a page reload, which leads to another problem:
if you navigate to more than a few pages within a 10 or so second window, the site accuses you of using browser automation. No captcha here, just a "click me for five seconds" button. However, it (usually) also triggers the check on every other tab you have open after its next nagivation.
That product page also randomly doesn't work. I haven't narrowed it down, but it will randomly decide to start failing, and won't stop failing for hours. It renders the page just fine, then immediately replaces it with a blank page. When it's failing, the only way to interact with the page is a perfectly-timed [esc], which can (and usually does) break all other page functionality, too. Absolutely great when you need to re-add everything from a stale copy of your signed-out cart living in another tab. More on that later. And don't forget to slow down to bypass the "browser automation" check, too!
Oh, and if you're using container tabs, make sure to open new tabs in the SAME container, as any request from the same IP without the login cookie will usually trigger that "browser automation" response, too.
The site also randomly signs you out, but allows you to continue amassing your cart. You'd think this is a good thing until you choose to sign in again... which empties your cart. It's like they don't want to make a sale at all.
The site also randomly forgets your name, replacing it with "null." My screen currently says "Hello, null". Hello, cruft!
It took me two days to order.
Mostly from lack of time, as i've been pulling 14 hour shifts lately trying to get everything done. but the sheer number of bugs certainly wasted most of what little time i had left. Now I definitely need a drink.
But maybe putting up with all of this is worthwhile because of their loyalty program? Apparently if you spend $500, you can take $5 off your next purchase! Yay! 1%! And your points expire! There are three levels; maybe it gets better. Level zero is for everyone; $0 requirement. There are also levels at $500 and $2500. That last one is seriously 5x more than the first paid level. and what does it earn you? A 'free' magazine subscription, 'free' classes (they're usually like $20-$50 iirc), and a 'free' grab bag (a $2.99 value!) twice per month. All for spending $2500. What a steal. It reminds me of Candy Crush's 3-star system where the first two stars are trivial, and the third is usually a difficult stretch goal. But here it's just thinly-veiled manipulation with no benefit.
I can tell they're employing some "smarketing" people with big ideas (read: stolen mistakes), but it's just such a fail.
The whole thing is a fail.8 -
Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11 -
Fucking vagrant is supposed to streamline the fucking process and make everyone’s life easier, not ruin it with a shitload of bugs. Every fucking time!!! I’ll be better off using a USB, transferring the OS setup files at 2.0 speeds files, shoving it far up my rectum, shitting it the fuck out, and having the pipes transfer it over to you in the two fucking hours it’s taking me to fucking debug this clusterfuck.