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	<title>Comments for The Perilous Adventures of a Software Archaeologist</title>
	<atom:link href="http://chris.iluo.net/blog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://chris.iluo.net/blog</link>
	<description>As endured by Chris Pilkington</description>
	<lastBuildDate>Sun, 30 Aug 2009 13:25:04 +0000</lastBuildDate>
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		<title>Comment on I Love the Idea of a New Smart Phone by pilkch</title>
		<link>http://chris.iluo.net/blog/2009/08/30/i-love-the-idea-of-a-new-smart-phone/comment-page-1/#comment-3286</link>
		<dc:creator>pilkch</dc:creator>
		<pubDate>Sun, 30 Aug 2009 13:25:04 +0000</pubDate>
		<guid isPermaLink="false">http://chris.iluo.net/blog/?p=190#comment-3286</guid>
		<description>Yeah, mad expensive, but such awesomeness!  OpenMoko has similar pricing problems, approximately 1.5x the price of a normal smart phone for 0.5x the features.  They&#039;ve definitely put a price on freedom.  At a time when every man and his dog and cat and hamster are buying iPhones, the contenders should be at least the same price, if not cheaper to fight back.</description>
		<content:encoded><![CDATA[<p>Yeah, mad expensive, but such awesomeness!  OpenMoko has similar pricing problems, approximately 1.5x the price of a normal smart phone for 0.5x the features.  They&#8217;ve definitely put a price on freedom.  At a time when every man and his dog and cat and hamster are buying iPhones, the contenders should be at least the same price, if not cheaper to fight back.</p>
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		<title>Comment on I Love the Idea of a New Smart Phone by that sam guy</title>
		<link>http://chris.iluo.net/blog/2009/08/30/i-love-the-idea-of-a-new-smart-phone/comment-page-1/#comment-3285</link>
		<dc:creator>that sam guy</dc:creator>
		<pubDate>Sun, 30 Aug 2009 12:50:38 +0000</pubDate>
		<guid isPermaLink="false">http://chris.iluo.net/blog/?p=190#comment-3285</guid>
		<description>Thumbs down on GTK, but it&#039;ll be awesome once PySide is finished and Python has LGPL Qt bindings.

One deal-breaker, though: RRP = 550 Euros.</description>
		<content:encoded><![CDATA[<p>Thumbs down on GTK, but it&#8217;ll be awesome once PySide is finished and Python has LGPL Qt bindings.</p>
<p>One deal-breaker, though: RRP = 550 Euros.</p>
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		<title>Comment on libxdgmm by pilkch</title>
		<link>http://chris.iluo.net/blog/2009/07/22/libxdgmm/comment-page-1/#comment-3279</link>
		<dc:creator>pilkch</dc:creator>
		<pubDate>Wed, 22 Jul 2009 22:48:54 +0000</pubDate>
		<guid isPermaLink="false">http://chris.iluo.net/blog/?p=150#comment-3279</guid>
		<description>Cool, I&#039;m glad this is useful to you!</description>
		<content:encoded><![CDATA[<p>Cool, I&#8217;m glad this is useful to you!</p>
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		<title>Comment on libxdgmm by Steve</title>
		<link>http://chris.iluo.net/blog/2009/07/22/libxdgmm/comment-page-1/#comment-3277</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Wed, 22 Jul 2009 04:25:10 +0000</pubDate>
		<guid isPermaLink="false">http://chris.iluo.net/blog/?p=150#comment-3277</guid>
		<description>This is a great idea.  I was about to add support for XDG in my project, your wrapper looks just like what I need.  Thanks.</description>
		<content:encoded><![CDATA[<p>This is a great idea.  I was about to add support for XDG in my project, your wrapper looks just like what I need.  Thanks.</p>
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		<title>Comment on Call of Duty 4 AI and difficulty levels by pilkch</title>
		<link>http://chris.iluo.net/blog/2007/12/17/call-of-duty-4-ai-and-difficulty-levels/comment-page-1/#comment-3</link>
		<dc:creator>pilkch</dc:creator>
		<pubDate>Fri, 31 Oct 2008 20:55:14 +0000</pubDate>
		<guid isPermaLink="false">http://chris.iluo.net/blog/?p=5#comment-3</guid>
		<description>Those heatmaps are awesome. The other statistics are interesting as well, such as the distribution of highest level acheived and deaths on each level.

The problem that games like this have is making the level (and each point along the level) &quot;acceptably hard&quot;, where the player can do it but doesn&#039;t have to spend 10 lives on it and get intensly frustrated.

The &quot;help&quot; I hate most is computer controlled team members that do things like:
a) Block your path through doorways
b) Shoot hostages by accident
c) Are careless with they various grenades
d) Don&#039;t shoot the enemy quickly/accurately enough
and the worst one (But least common):
c) Shoot you in the back by accident whenever you try to lead the way into enemy territory
Of course it is one of those areas where you won&#039;t notice the times when the AI saves you, but each fault will be glaringly obvious and you will feel like you could do a better job by yourself (Although the stats would probably prove otherwise).

The other annoying thing is useless/&quot;already adequate, thanks&quot; powerups, especially in Quake/UT when you already have 100% health and all you can find is health when invisibility/rocket launcher or a 200% shield would be nicer.</description>
		<content:encoded><![CDATA[<p>Those heatmaps are awesome. The other statistics are interesting as well, such as the distribution of highest level acheived and deaths on each level.</p>
<p>The problem that games like this have is making the level (and each point along the level) &#8220;acceptably hard&#8221;, where the player can do it but doesn&#8217;t have to spend 10 lives on it and get intensly frustrated.</p>
<p>The &#8220;help&#8221; I hate most is computer controlled team members that do things like:<br />
a) Block your path through doorways<br />
b) Shoot hostages by accident<br />
c) Are careless with they various grenades<br />
d) Don&#8217;t shoot the enemy quickly/accurately enough<br />
and the worst one (But least common):<br />
c) Shoot you in the back by accident whenever you try to lead the way into enemy territory<br />
Of course it is one of those areas where you won&#8217;t notice the times when the AI saves you, but each fault will be glaringly obvious and you will feel like you could do a better job by yourself (Although the stats would probably prove otherwise).</p>
<p>The other annoying thing is useless/&#8221;already adequate, thanks&#8221; powerups, especially in Quake/UT when you already have 100% health and all you can find is health when invisibility/rocket launcher or a 200% shield would be nicer.</p>
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		<title>Comment on Call of Duty 4 AI and difficulty levels by Sam</title>
		<link>http://chris.iluo.net/blog/2007/12/17/call-of-duty-4-ai-and-difficulty-levels/comment-page-1/#comment-2</link>
		<dc:creator>Sam</dc:creator>
		<pubDate>Fri, 31 Oct 2008 20:41:37 +0000</pubDate>
		<guid isPermaLink="false">http://chris.iluo.net/blog/?p=5#comment-2</guid>
		<description>I think the &lt;a href=&quot;http://steampowered.com/status/ep2/ep2_stats.php&quot; rel=&quot;nofollow&quot;&gt;heatmaps of Half-Life 2 deaths&lt;/a&gt; give a good clue as to the best method for adaptive difficulty -- there&#039;s almost always a small number of extraordinarily difficult choke points where you die again and again and again. Players don&#039;t usually need or want help anywhere else.

The problem I&#039;ve had in the past is that the game helps in an entirely useless fashion. Jak 2 and Jak 3 made enemies visibly weaker and more stupid... but almost every frustrating point involved a timer, falling into a pit, or both.</description>
		<content:encoded><![CDATA[<p>I think the <a href="http://steampowered.com/status/ep2/ep2_stats.php" rel="nofollow">heatmaps of Half-Life 2 deaths</a> give a good clue as to the best method for adaptive difficulty &#8212; there&#8217;s almost always a small number of extraordinarily difficult choke points where you die again and again and again. Players don&#8217;t usually need or want help anywhere else.</p>
<p>The problem I&#8217;ve had in the past is that the game helps in an entirely useless fashion. Jak 2 and Jak 3 made enemies visibly weaker and more stupid&#8230; but almost every frustrating point involved a timer, falling into a pit, or both.</p>
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