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Cake day: August 17th, 2023

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  • The appeal is that these games were made well before Elden Ring and Witcher 3; before ‘open world’ was mainstream. Every single NPCs had daily routines, quests were dynamically generated, and what you do in the game had consequences beyond pissing one character off. This made triggering specific quests or events difficult if you were just going ‘off the hip’, and made replayability a big feature. Because of these systems, there were several interesting “game breaking” issues, but these things were charming in their own right due to how new all these systems were put together with almost nothing like it.

    In retrospect, not all the “game breaking” issues were truly understood at the time, and most are a consequence of several factors - the most common being that some quests activate behind the scenes and prevent other quests from starting, even if you haven’t picked them up and added them to your journal. So it is possible to do mostly everything in the game with careful planning. But at the time, it really did seem like each playthrough was unique.

    It is/was also highly moddable for its time. While it took a long time to detail every aspect of the game, today there is nothing mods can’t do. Even Witcher 3 mods can’t do a bunch of things that Skyrim mods can. And it’s a good gateway into learning how to mod, and modding can be just as fun as playing. Some mod guides are so long it takes days or weeks to implement. It can get quite insane, with some people maintaining multiple ‘mod versions’: one to play (most playthroughs won’t let you add/remove mods mid-play), one to test new stuff, and one to keep up-to-date with whatever mod guide/group they are following (you know, for fun…and the next playthrough).

    But mostly it’s nostalgia, like how some people like older Zelda or Final Fantasy games. Or how you might play that pointless cozy game you played a million times because it connects you to something deeper to what was going on at that time. We know TES games are pretty bad in a lot of regards, but graphics, gameplay, or story isn’t what we are after. Hell, there are now adults booting up Minecraft because it’s just the game they grew up with.


  • To be blunt (but not to be mean), RTFM or google it. There are lots of ways to do it, and it all depends on the capabilities of your devices, OS, browsers and whether or not you want to use apps to manage it. And again, I’m not trying to be mean, it’s just that the question has the same effort as “how do I make food?”. I could give you the most gourmet answer and it may not help.

    But to answer as simply as possible: Most browsers can do cookie whitelisting out of the box. Just be aware that it doesn’t prevent cookies outside the browser or outside the device - so if you have (for instance) a smart tv, you’ll need other solutions. And the solutions snowball from there, so I will leave it at that.






  • Keep in mind, still discussing the underlying fundamentals and not the user experience.

    MitM attacks are frequently covered in white hat hacking, often after an actual event takes place. It is considered a third party attack, and it does break trust. It is a security threat, and to claim it doesn’t count is absurd. I’ve seen a few reports personally from internal, but I’m not at liberty to speak specifics about them. On the topic of replay attacks, TOTP is vulnerable, but passkeys are not (yet, I’ve seen people try though). This isn’t the only type of MitM attack, and, again, both are somewhat vulnerable.

    TOTP is nothing, nowhere similar to passkeys in any way. You do NOT generate codes with passkeys. Passkeys are a form of public/private keys that are used to create a challenge/response request and used to generate a digital signature. The keys are not passwords (aka “shared secrets”). Digital signatures are also not passwords. The only other thing I can think you mean by “code generation” is that you’re using it as a generic catch-all, but that happens with…well everything (even passwords), depending on context.

    I don’t want to sound too much like a die hard passkey fan - and you are right - passkeys are extremely overkill if you use anything above a plain old password. In some cases, layered security can be just as effective. The problem is that most people do only use plain old passwords. If we can get any kind of extra security, even TOTP, then all the better. There are also some cases passkeys are not feasible, so it’s good to have alternatives.


  • That’s false, TOTP can and has been the target of man in the middle attacks, successfully. The implementation of passkeys makes man in middle attacks more difficult, but it could still happen. So both are susceptible to third parties to some degree.

    As far as point of view, I was assuming we were talking about the process, since the goal of passkey UX is to be largely the ‘same as’. Which, to be frank, is way less dedicated since both the implementation of passwords and passkeys can vary widely (2fa, email, id, otp, etc). If we exclude those, the UX is the same - some users might be even using passkeys and not know it.



  • Perhaps he means the process of setting it up. Or when it doesn’t work. Or when passkeys are lost. Or using another device. A lot of people’s complaints about passkeys aren’t really about when it works.

    It’s valid I think, but also some people forget passwords can have similar experiences. For one, there seems to be this idea that if you lose your passkey you get locked out of your account forever. The recovery process should be no different than losing your password.


  • No. It’s a completely different process. It’s a bad name for what it actually does. (Unless you’re talking about how computers do things, then EVERYTHING is numbers)

    Look up public/private key pair encryption. It’s the process that has changed.

    The problem with all these “what are passkeys” guides is that it’s difficult to convey the differences between password and passkeys if you don’t have a deep understanding of encryption or authentication systems.




  • I get what you mean, you’re not the only one. There are generations of games that have explicitly trained you on fast twitch button mashing with graceful dodge frames and intentionally engineered safeguards so rng is in your favor to bring about the best experience. And I’m not mocking you…it’s just how it is and it gets me too. Trying to unlearn that is hard.

    I also hate the ‘difficult for the sake of difficult’. I know some people get a high over doing something incredible, but I don’t get that from banging my head on the same thing over and over. Any souls, souls-like, souls-lite or weighty mechanics games like MH get a hard pass from me.

    However, I really enjoyed Remnant, it’s a mp souls-like - something about witnessing everyone’s shenanigans but still being able to pick each other off the floor is a lot of fun. It feels different and more like what souls should have been (imho).


  • This is a case of 'it depends '. The damage isn’t caused by something being on or off. It’s everywhere. Disconnecting can isolate damage from small storms, but world ending storms have enough energy to jump air gaps and the surges would be faster than most breakers can react to. You’d physically have to rip the cables from your house to be safe. Smaller, battery powered devices would be more susceptible regardless if they were on/off. Batteries are a concern because you don’t want them to incur damage/blow up due to an electric surge.

    If this sounds overblown remember that during the Carrington Event, telegraph lines continued to operate for hours even after batteries were removed. In some cases, lines sparked and damaged equipment or personnel. These are very powerful storms that naturally induce electric current in circuitry.



  • Something to note, some AF ACT operations can be contracted out. This means that even the AF doesn’t have enough even for its own operations, and that number probably reflects the available number of ‘wartime’ operators available.

    Also, the military operates under a huge umbrella of tasks, where a 1C1 wouldn’t ‘just be’ ACT - that would be your ‘wartime’ job (specifically when you first enter), and you are ever becoming more generalized to handle a broader scope of tasks and responsibilities. If every 1C1 were used, you’d lose a lot of managers, support, training and etc to put people who are 1C1 who may not have done ATC work in years. Think First Sergeants and the like, they could do it - but you’d lose someone who has the knowledge of all 1C operations and go back to just doing ATC. That’s a heavy ask.

    So the outlook is even worse than you suggest.


  • Yes, but the military cannot just quit and find another job. They are not told to “go home and wait until a budget is passed.” And they must bear the associated costs of operation that they would typically get reimbursed for.

    It’s not that people in other agencies aren’t suffering, it’s that most those in the military would be the first to have problems that both affect the individual and the government’s power.

    As another (but silly) counterpoint, the government shutdown affects every citizen, nay, the world itself. Since the USA is such an important world power, the act of shutting down has wide consequences if it goes on long enough. So won’t you think of the billionaires?