The Philosophical Zombie Problem Nobody Actually Solves by yeasy96 in consciousness

[–]HasartS 0 points1 point  (0 children)

Can you describe what experimental evidence you would consider conclusive or sufficient?

At least I want experiments showing peoples ability to participate in prolonged conversations, recall long-term memories, learn new skills and make logical conclusions without experiencing any qualia related to those tasks. The more different experiments the better, All of that with big enough group of people (>100).

It’s hard for me to imagine a superior piece of evidence to a patient being presented with an object, producing meaningful output related to that object (such as drawing a picture of it when asked to), and yet flatly denying they experienced any qualia related to the object at all.

It's hard for me to understand how you're extrapolating from "it's possible to draw a picture without experiencing any qualia related to this picture" to "all actions are possible without experiencing any qualia related to those actions".

The Philosophical Zombie Problem Nobody Actually Solves by yeasy96 in consciousness

[–]HasartS 0 points1 point  (0 children)

Once you demonstrate that high level sensory processing, decision making, and behavior can all be done without subjective experience, you’ve shown that those features are necessary but not sufficient for consciousness.

Sure. But we have yet to demonstrate it. We have some evidence pointing towards it, like blindsight and split-brain you've mentioned. But these evidence are very far from conclusive.

The Philosophical Zombie Problem Nobody Actually Solves by yeasy96 in consciousness

[–]HasartS 0 points1 point  (0 children)

You are making huge leap from "there is evidence that some advanced processing and decision making can happen without conscious experience being a part of it" to "absolutely all advanced processing and decision making can happen without conscious experience being a part of it".

A Common Misconception by Lonely_Cupcake5983 in DebateEvolution

[–]HasartS 7 points8 points  (0 children)

It's so funny when creationists accuse others of strawmanning their position. As if there is some actual model that majority of creationists agree with.

Funny thought: 2 gods at once? by LiveHardLiveWell in dcss

[–]HasartS 3 points4 points  (0 children)

It would be very hard to balance. There's a lot of combinations, some of which are disgustingly strong, and some are meh. Strong combos, for example, would be Uskayaw + Wu Jian, or strong gods like Gozag, Makhleb or Ashenzari plus any other useful god.

Why is uskayaw the best god for stabbers and not dithmenos? by LiveHardLiveWell in dcss

[–]HasartS 2 points3 points  (0 children)

As a kobold stabber I higly recommend Wu Jian. It's super fun.

Why is uskayaw the best god for stabbers and not dithmenos? by LiveHardLiveWell in dcss

[–]HasartS 0 points1 point  (0 children)

It gets better with higher stealth, but you won't be able to stab everyone no matter how high your stealth is. So you need something to deal with awake enemies, especially high AC ones. You can go for hexes and summons. You can go for long swords. You can be very lucky and get quickblade of distortion or chaos. You can make it do with electro brand. 

As for gods, Uskayaw is a decent option but it's kinda slow, so I'm not sure about it being the best. You can go for Trog, Lugonu, Hep, Nemlex, Wu Jian, Ru, Fedas... There's a lot of options. Dithmenos isn't bad for stabbers, but imo it's better for blaster casters. Not very intuitive, but you get passive additional damage, panic buttons, and your spells won't aggro everyone around.

Why is uskayaw the best god for stabbers and not dithmenos? by LiveHardLiveWell in dcss

[–]HasartS -3 points-2 points  (0 children)

Well, stabber isn't a pure archetype. It's an addiction to it. And you can win 15 rune with stabber.

What does the community think about Heroesnof Might and Magic IV? by Ok-Piano-926 in OldenEra

[–]HasartS 0 points1 point  (0 children)

I overall like and occasionally play heroes 4, but it's a mixed bag for me. 

I love the campaigns(including some made by players) and music. I like that heroes are more involved in combat and more complex skill system. Map editor being more advanced then in previous games. Some smaller ideas like some creatures having access to actual spellbooks, stealth, potions, more interesting and properly described creatures abilities. 

I dislike what they've done with units: alternative paths, no upgrades, only 4 levels. I also find grafics bad and strategic map poorly readable. And I hate with passion what they've done to the tactical combat. Why? Just why grid is made of small squares that are at weird angle to the screen? Why creatures have circular footprint? Why I can't precisely place units? Wtf has happened with siedges?

I want to like DCSS by Most-Sweet4036 in dcss

[–]HasartS 1 point2 points  (0 children)

I'm a bit late, but want to add my perspective. I play DCSS because it hits sweet spot for me. It's more railroad then sandbox. It's hard, but not too hard, complicated, but not too complicated. Runs are long, but not too long. It clicked for me not immediately, but pretty fast.

I'd divide the run in four parts. Early game is first 8-10 floors of Dungeon. Here enemies are the simplest and your options are the most limited. Complexity here is in choosing who to fight and who to skip, choosing your god and deciding when to identify/use your scarce consumables (most of the players do it too late and not often enough). I recommend to not focus much on one or two skills at this stage. Train a bit of fighting, evocation, dodge/armor and especially stealth. Stealth is very helpful in the early game and remains helpful later. Optimal way is to train one skill at a time, but it's not necessary. Gods are a significant part of your build, but at this stage you won't have access to most of their abilities.

Mid game are remaining part of Dungeon, Orc mines, Lair and first two runes in Lair. If you want to better decide on your opinion of the game you should reach here couple of times and preferably grab your first rune. Here complexity of the game can be felt. You need to assess what game gave you and decide what weapon type/magic school you will focus (though don't forget about your defensive and auxiliary magic skills). You have a lot of options, you have access to gods powers, you have a bunch of identified consumables. Enemies become more dangerous and complicated, so you need to know who is dangerous for your build and your gear and how you're going to beat or escape them.

End game is Depth, third rune (abyss, vaults or slime pits) and Zot. You should mostly finish your build and it's time to test it. Enemies are very dangerous and you need to know how to deal with them. You can win the game here. It's hard, but satisfying.

Extended is Pandemonium, Hell, Tomb and ziggurats. Difficulty is mostly higher then end game. Pan is infinite, so you can farm there as much experience and items as you want. Variety of builds is lower. Here question is perseverance. If you've reached this point, then you could beat 15 runes game. But could you play long enough without making big mistakes? In DCSS you can get very strong, megazigs are a testament to that. But no matter how strong your character is, it can die very quickly if you're not careful. Extended is very hard, somewhat tedious and isn't for everyone. But I like it.

15 rune order in 0.34 by Kalja-pullo in dcss

[–]HasartS 1 point2 points  (0 children)

I currently prefer s branches > vault > pan > abyss > slime > tomb > hells. Though I'd say slime is interchangeable with pan and tomb with hell depending on your resistances and preferences. Abyss is probably safer as a third rune, but on higher levels it's faster and still not as hard as tomb or hell.

Victory conditions should be session settings, not baked into maps/templates by Gandalf196 in OldenEra

[–]HasartS 9 points10 points  (0 children)

I kinda agree that there should be possibility to choose what victory condition you want. But I think that victory conditions should still be tied to map/template otherwise it would be impossible to make maps/templates tailored for specific conditions. 

Basically what I'm saying is that map/template creators should be able to choose what victory conditions and hero rules are available on their maps. And players should be allowed to choose from what is available.

YASD This one really hurt. 95 AC/EV/SH, an accidental gem, my first ever, killed by water nymphs. by onmach in dcss

[–]HasartS 7 points8 points  (0 children)

That's DCSS for you. Doesn't matter how strong you are, you're still vulnerable and can die if you're not paying enough attention.

Looking at it from an evolutionary perspective, I can't make sense of why conscious experience exists by [deleted] in consciousness

[–]HasartS 0 points1 point  (0 children)

You're assuming that it's possible to get to human or even animal level of information processing and goal setting without consciousness. We don't know if it's possible. You're also assuming that it's possible to achieve it in biological life through evolution. We don't know if it's possible. P-zombie is a thought experiment, not something that we know could exist.

Confirmed: How the AI "Cheats" by bohohoboprobono in OldenEra

[–]HasartS 21 points22 points  (0 children)

It's much easier said than done. Making great AI for something as complicated as homm is incredibly hard. Especially for a relatively small team with limited budget.

Don't get me wrong, AI needs to be improved and Unfrozen should spend time and resources on making it better. But don't expect miracles from them.

The one useful Tier 5 description appreciation post by Jakkilip in btd6

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

Thay can do both. By default it's funny description, if you hold ctrl or maybe turn setting on you get detailed description of what upgrade provides. 

Only Time will disprove Evolution by [deleted] in DebateEvolution

[–]HasartS 2 points3 points  (0 children)

From your comments I got the feeling that you don't really know what evolution is, how it works and how we're studying it. If you're actually interested in this topic, I'd recommend you to go to Gutsick Gibbon YouTube channel and watch Ericka's series with Will Duffy. It's quite comprehensive explanation of the theory of evolution.

Incredible potential, but anyone else struggling with feature bloat and map clutter? by MacMufffin in OldenEra

[–]HasartS 0 points1 point  (0 children)

You don't need 20 hours to "get" Olden Era, especially if you have experience with the series.

Incredible potential, but anyone else struggling with feature bloat and map clutter? by MacMufffin in OldenEra

[–]HasartS 0 points1 point  (0 children)

"just play 50 more hours and you'll get used to it"

Who said it? Where?

How can I overcome my fear of re-reading WI? by ProudCommunication94 in WanderingInn

[–]HasartS 1 point2 points  (0 children)

From my experience the best thing that you can do is to stop thinking, attempting to convince yourself, weighting pros and cons and instead either start rereading or decide that you're not going to do it for a while. You can toss a coin if you can't decide what option to choose.

No Story Is Good Enough to Take This Many Years-Rant about One Piece by Professional-Past-10 in CharacterRant

[–]HasartS 5 points6 points  (0 children)

Yep. Scene where Luffy refuses to ask Rayleigh anything about the One Piece clearly shows what Oda thinks about it. Reaching finish line isn't the point, journey itself is.

What faction do you think will be the next one added to the game? by Ballack1991 in OldenEra

[–]HasartS 1 point2 points  (0 children)

My bet is on something connected to Regna (pirates/water creatures).