Looks like a blast, will definitely check it out and hope to see you on there
Looks like a blast, will definitely check it out and hope to see you on there
You raise a good point. Little overhead, the endpoints are well-formatted, you can get a digest of articles in one blow without API keys, and you just need to parse the resulting XML.
That seems reasonable, although there is no telling what a highly voted post might constitute under new management (is that too paranoid?). I’d personally take a scrap and build approach here, or at least manually approve the incoming results (hybrid approach) if they’re being delayed anyway due to waiting on vote generation.
In practice it’s not so easy without some manual curation. News sites post a lot of filler stuff and you don’t want to start spamming yourself with every article posted to <insert magazine here>. Even on higher-traffic subs you don’t generally see more than one or two posts from the same site on a given day. It’s generally more effective with something repeatable and reliable like a weekly column where the expected “quality” is invariate. Certainly you can front-load the manual curation by building a set of filters into your scraper, but whether you filter the results at the front or the end of the pipe, you still need some kind of heuristic for what constitutes “good” content, and that’s frequently a moving target.
It’s trivially easy, but you’d be pulling in a lot of noise along with the signal, creating more moderation headaches for yourself (think of all the low-effort and spam stuff you usually have to filter out). You’d be better off scraping the content you want from primary sources directly rather than mirroring every post that goes to your old forum.
I think you missed the minus sign there and misread this, I will translate it: “The chance for rare loot to drop should be continuously reduced by 10% for every hour you log inside the game. I.e., you should receive rewards for completing difficult challenges rapidly, that is, skillfully.” The implication seems to be that if the challenge is hard and you are not good at it, and are just throwing yourself at a wall repeatedly, or the challenge is non-existent/mindless (chore simulator), if you are repetitively doing either and grinding hours away, they are one and the same, and neither is a meritorious achievement. I think this is an interesting angle, as very few games reward skill expression or eureka moments as a momentous achievement. The vast majority, genre and budget irrespective, rely on the (easier to implement) crutch of locking progression behind pointless tedium, so given enough hours sunk in, everyone can win. It is interesting to think about how, whether, and under what conditions games could reward the above.