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Cake day: March 20th, 2024

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  • No, not least because almost nothing in this area is self-evident due to the state of caselaw at the moment.

    Putting aside for the moment the question of whether “generative” implies “transformative” in the specific sense under discussion in copyright law, the definition of “transformative” in this context is highly contentious, and courts have avoided defining it in an unambiguous way. Even here, the courts will probably avoid answering these questions if at all practical.

    This is a big part of why fair use is in such a bad state right now: no predictability in how courts will rule on it as a defense, plus no way to keep you out of courts in the first place.



  • You get medals and requisition points from playing that you can use to unlock new stratagems, which includes everything from weapons to orbital bombardment. Medals get you new weapons, cosmetics, etc. You also find samples you can collect on missions, and these unlock permanent upgrades for stratagems. There are player levels, but these just unlock new titles once you get past the basics.

    The battle pass equivalent is Warbonds, which include new weapons, armor, cosmetics, etc. Unlike most games, warbonds don’t expire and you can find enough premium currency while playing to get them without too much trouble.

    On the whole, new warbond weapons tend to be different rather than obvious upgrades. The default assault rifle you get stays perfectly viable throughout the game.






  • Orbital stratagem timings make no sense, and are strictly a gameplay balance issue that *cannot* be realistic: the loading screen shows the first helldiver drops well outside the atmosphere and take several minutes to reach the ground, but turrets take 3 seconds to deploy?

    I assumed this was because equipment can endure acceleration that would make a person pass out, or at least be combat-ineffective on landing. A trip from the Karman line to the ground in a few seconds would involve some deeply unpleasant G-forces…in opposite directions, back-to-back.

    Come to think of it, this might explain why different gear has different call down times, as more fragile stuff might require a slower and (relatively) gentler drop.



  • I’ll preface this by noting that the sin of sloth has traditionally been understood to be a sin of omission, not just commission, i.e., you are insufficiently devoted to the things you ought to be.

    Which means you could, in theory, have a (reflavored tiefling) devil paladin so devoted to sloth he works against evil causes. He’s not interested in good per se, it’s just that advancing the interests of good and traveling with a good adventuring party has the best ROI for failing to carry out his evil responsibilities.

    Naturally, this has caused a fair amount of controversy among sloth devils, and there is a multi-century trial going on in the Hells about whether this ought to be allowed. This is not expected to be resolved in the foreseeable future because the advocates for both parties keep filing their responses well after petition deadlines expire.




  • FermiEstimate@lemmy.dbzer0.comtoPatient Gamers@sh.itjust.worksFallout 4
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    1 year ago

    Maybe a controversial suggestion, but my advice is to ignore the Minutemen stuff until late in the game. Just don’t even go to the museum until you’ve followed some leads and want something else to do for a bit.

    This is definitely not the intended way to play, but I promise the story flows so much better without it. Setting out to find your kidnapped son just to immediately get sidetracked helping some uncharismatic misfits set up mattresses is just an underwhelming start to an otherwise decent game.

    Doing all this stuff later on, when you’ve actually demonstrated you’re a badass survivor and the OP gear you get free from the Minutemen quest actually feels earned, just feels much smoother. It’s a great coda that they unf put two minutes into the game for some reason.