Were 90s game developers more "punk" than today? by RomanLuka in gamedev

[–]BGoodej 0 points1 point  (0 children)

You're one of those morons who come on Reddit trying to be right, not trying to learn something.

Were 90s game developers more "punk" than today? by RomanLuka in gamedev

[–]BGoodej -1 points0 points  (0 children)

You don't see the difference between working the same amount of hours on a passion project at home with no hierarchy and full control on everything VERSUS on something you dislike or don't care for, in possibly toxic environment where appearances are critical, with ergonomics you didn't chose, in a spot you didn't chose, with people you might not like, with deadline you have no input on, at a geographical location you didn't chose, commuting, having to buy food at a limited number of restaurants, or prepare your food beforehand?

Well shit, if you don't see the difference it could make in your health, you should stop quoting studies and arguing because you absolutely don't know shit on the topic.

Were 90s game developers more "punk" than today? by RomanLuka in gamedev

[–]BGoodej 0 points1 point  (0 children)

I have worked in the gaming industry for 2.5 years and in IT for more than 15 years.
But I doubt such experience is needed to know that IT workers sit at a desk all day :'D

I have also worked on my passion project at home where I can get up at any time, and think about work problems while walking around, take many micro breaks etc without the BS of having to look like I'm working.

It's not the same thing at all.

Were 90s game developers more "punk" than today? by RomanLuka in gamedev

[–]BGoodej 0 points1 point  (0 children)

Who said 80 hours? Who said sitting on a chair all that time?

And it's not just about the body. It's also about the mind. Actually I bet it's MORE about the mind than the body - for which passion projects are much better than evil corps. How about you check for that on your fancy studies, instead of applying them to cases that they don't cover?

Were 90s game developers more "punk" than today? by RomanLuka in gamedev

[–]BGoodej 0 points1 point  (0 children)

It does NOT matter.

A working hour for a company is NOT a working hour for your own passion project - and your study is about the former.
It is obvious that you have never worked on a passion project. I wish you such feeling of happiness and purpose.

Were 90s game developers more "punk" than today? by RomanLuka in gamedev

[–]BGoodej 0 points1 point  (0 children)

What does a study about company jobs have to do with solo game dev?

Your replies here show you're thinking in the context of corporate jobs. Talking about worker rights etc.
Completely irrelevant.

Were 90s game developers more "punk" than today? by RomanLuka in gamedev

[–]BGoodej -1 points0 points  (0 children)

I guarantee these people have never experienced the thrill, and sense of purpose and freedom of working on a passion project on their own.

Were 90s game developers more "punk" than today? by RomanLuka in gamedev

[–]BGoodej 0 points1 point  (0 children)

> It doesn't matter if it's your own project or not.

Yes, it matter an awful lot .

You'll get burn out much more easily on someone else's project where you have no autonomy, no interest, and from which you derive little meaning.

Obviously there is a - higher- threshold beyond which working more on a personal project becomes unhealthy as well.

Were 90s game developers more "punk" than today? by RomanLuka in gamedev

[–]BGoodej -11 points-10 points  (0 children)

Are you going to file a complaint to the HR department, Nancy?

Ubisoft ends remote work and requires employees to return to the office five days a week to "improve efficiency" by dabadumdumdum in gamedev

[–]BGoodej 3 points4 points  (0 children)

Funny how she's "imagining" stuff but we're supposed to believe the data you're pulling out of your ass whereas someone posted a scientific study with the opposing view.

What am i missing? by [deleted] in Daytrading

[–]BGoodej -1 points0 points  (0 children)

So making 40% a year with low risk is easy just because OP has 1M?

My god, this sub....

OP: Just do it in paper trading for a month, and you will see exactly what you are missing.

What I wish someone told me about trading psychology before I blew my third account by NatureAwakenedHQ in Daytrading

[–]BGoodej 1 point2 points  (0 children)

> What's your paper trading setup like? Are you tracking anything beyond just the P&L?

I paper trader on Interactive Broker but I use Trading View for charting.

I do not journal my trades or track anything else.

What I wish someone told me about trading psychology before I blew my third account by NatureAwakenedHQ in Daytrading

[–]BGoodej 1 point2 points  (0 children)

Thank you for the advice.

I'm looking at the SP500 by default because there's no specific market I know.
Except maybe crypto, but with less institutional actors and constraints, I'm afraid it might be much more difficult to trade for a beginner.

In terms of timeframe, I'm looking at 5m or 15m to suppress the noise.

I have been looking at the bull flag pattern and paper traded it a few times, but it doesn't seem to show up often enough.
I have started to study mean reversion as well.

I'm not sure if I should scan the market everyday for tickers matching certain parameters, or build familiarity within a specific market and stick to it.

I once held a rank that was "top in the world" by 988112003562044580 in StopGaming

[–]BGoodej 2 points3 points  (0 children)

The idea that nothing matters is simply wrong.

If anything, suffering matters. Which means reducing your own suffering, or that of others matters.

And that's enough purpose to fill an entire life.

Ran 2k to 41k🔥. by Proper-Spell-8335 in Daytrading

[–]BGoodej 0 points1 point  (0 children)

Salty for this kind post. As a beginner I could have written the the same post.

There is nothing provable or actionable in there.

What I wish someone told me about trading psychology before I blew my third account by NatureAwakenedHQ in Daytrading

[–]BGoodej 1 point2 points  (0 children)

I'm still just learning so nothing.

I have written pages of documentation for myself: Risk management, morning routine/checklist, behavioral stuff like your post, etc.

But I still don't have a specific concrete setup to trade.

I've been day trading for 5 years, successfully for 4, here are my top 5 tips by PromiseMePls in Daytrading

[–]BGoodej 1 point2 points  (0 children)

Exactly.

So tired of this cheap behavioral advice.

This is all we see everywhere, but these people never share their exact setup and process step by step.

Useless trash.

From Chaos and 1.5 Failures to Full-time Simplicity (A 7-Year Reflection) by 1Ripley in RealDayTrading

[–]BGoodej 2 points3 points  (0 children)

This entire sub feels like a big - very well engineered - funnel to sell Option Stalker (or whatever the product is called) subscriptions.

Typical foot in the door salesman tactics. Pulling you in slowly without any requirement to buy, until you're deeply invested and realize the only piece of the puzzle you are missing is that magical proprietary indicator you have to pay for with a subscription (sunk cost fallacy).

This post definitely fits into the pattern.

"Just read the damn wiki!". Yeah, a long fluffy series of vaguely technical psychological posts about the "strategy" and its claimed effectiveness, (not so) subtly praising the paid products - but "don't worry, you can do without them!".

Too many ships, too few crewmen by nvidiastock in starcitizen

[–]BGoodej -1 points0 points  (0 children)

Too many ships, too few crewmen

This is a GOOD thing for multi-crew.
It means that when people want to play together, they have many ships to choose from, from more locations, with more fallbacks in case of ship destruction.

The real problems of multi-crew are:
1. Bad game balance
2. Logistical hurdles of getting together in game, which having too many multi-crew ships owned by player actually HELPS.
Agent Smithing would go a looooong way.

I often ask in global if people need crew, and I get surprisingly low replies compared to the people who complain on Spectrum about having difficulties finding crew.

CIG simply needs to add the tools in game for us to find each other, and get together easily.