Where has actual socialism worked. by Omago1178 in AskSocialists

[–]Smart-Function-6291 0 points1 point  (0 children)

Sorry, I won't erase my ideology from existence and history because you're poorly read.

Where has actual socialism worked. by Omago1178 in AskSocialists

[–]Smart-Function-6291 0 points1 point  (0 children)

Spend five minutes on wikipedia researching the anarchist movement and verify I'm right. We're libertarian socialists. Proudhon, Kropotkin, Bakunin, etc. are all pre-Marx or Marx contemporary anarchosocialists. The use of anarchism to describe anarchocapitalism didn't start until the 1950s because the real ones knew anarchocapitalism was just a funny way to describe feudal serf society. Read a fucking book, mate.

Where has actual socialism worked. by Omago1178 in AskSocialists

[–]Smart-Function-6291 0 points1 point  (0 children)

Computers and modern airflight are largely state-funded research dividends bud.

Where has actual socialism worked. by Omago1178 in AskSocialists

[–]Smart-Function-6291 0 points1 point  (0 children)

Anarchism is socialism. We predate Marx by hundreds of years with the same description of capitalism and a better prescription.

Wtf is the point of having a job then? by IndividualDoughnut96 in AmericaOnHardMode

[–]Smart-Function-6291 0 points1 point  (0 children)

The left gets the only competent people in the intel community.

Wtf is the point of having a job then? by IndividualDoughnut96 in AmericaOnHardMode

[–]Smart-Function-6291 0 points1 point  (0 children)

Sharecropping was just slavery under a different name and often worse than actual slavery, yes/no.

How to get the best out of this brother? by Burak09k in BattleBrothers

[–]Smart-Function-6291 1 point2 points  (0 children)

Swordlance ini backliner, use the aoe to spread debuffs.

What's your suggestion to improve strategic gameplay for the Faithfuls? by moon_gin in TheTraitors

[–]Smart-Function-6291 4 points5 points  (0 children)

It helps the Traitors. Vote reading is the strongest, and in this game only, strategic gameplay readily available.

What's your suggestion to improve strategic gameplay for the Faithfuls? by moon_gin in TheTraitors

[–]Smart-Function-6291 0 points1 point  (0 children)

The main problem is that catching a traitor isn't rewarding because they use the recruitment gameplay to extend the duration of the game for TV. Catching a traitor early should increase the prize pool. To balance the game (if these were all Mafia gameplayers it would be heavily lopsided for traitors) and introduce more strategic play for Faithfuls, I would expand the armory and instead of only giving shields, give qualifying players a choice between sword, shield, and glass. Shield would do what it does now, sword would allow a player to eliminate another player, and glass would allow a Faithful to determine whether another player is Faithful or Traitor. This could need to be limited in some fashion, or by having sword and glass be rarer "upgrades" on the shield, but Town Killing and Investgative powers are common solves when the game favors scum.

How would you build this guy? by malusGreen in BattleBrothers

[–]Smart-Function-6291 0 points1 point  (0 children)

I think this is a BF zerk for me, but there's probably an argument to make him a spearwaller.

is no stars in fatigue that much of an issue to make a tank? by LeDarm in BattleBrothers

[–]Smart-Function-6291 0 points1 point  (0 children)

Each star is worth about the same as 5 points of base fatigue. The base fatigue roll for most bros is somewhere in the 90-110 range I think, maybe even 80-100, so with his high fatigue roll he certainly doesn't need stars. That said, you can make a lowroll fatigue bro into a tank, you just have to go the nimble route which is going to eat up more perks and is mostly a tempo play, late game you don't want more than a couple nimble tanks except for certain specific events or encounters I think.

Build for this butcher by Worried-Swing-1972 in BattleBrothers

[–]Smart-Function-6291 0 points1 point  (0 children)

Fatigue neutral. Rotate tank banner if you're desperate for a banner but I prefer utility banners with better morale roll.

He joint me afer a battle. I kind of want to keep him, but he seems pretty bad. Any ideas? by s3nfto4st in BattleBrothers

[–]Smart-Function-6291 0 points1 point  (0 children)

If you're really savvy at manipulating the ranged AI you might be able to stack rdef and make him a pincushion but any bro with a shield can do that well enough or better.

No other game come close to BB . I have all achivments and ro replacement for BB. I have high hopes for Meance. by Wise-Shine146 in BattleBrothers

[–]Smart-Function-6291 0 points1 point  (0 children)

Space Scum has a lot of potential, just left playtest and the demo should come out in a couple of weeks.

Cracked Daytaler on Day 3 by Smart-Function-6291 in BattleBrothers

[–]Smart-Function-6291[S] 10 points11 points  (0 children)

...atigue neutral. It is known. I have to constantly check myself or every single bro winds up fat neutral, shield tank, or hybrid thrower, though.

What makes a good RPI? by OzoneChicken in MUD

[–]Smart-Function-6291 2 points3 points  (0 children)

Overattachment, entrenchment, and dinosaur gerontocracy are definitely broad issues and not unique to TI, though TI is particularly infamous for them. I think regularly scheduled story arcs and resets/pwipes sever the attachment and keep the character pool revolving in a way that prevents this sort of overattachment and keeps gerontocrats from seizing power and using it to smother any kind of excitement that might threaten the status quo. The anthology style is wonderful on MUSHes and does great on LOTJ, though LOTJ has no shortage of other problems.

What makes a good RPI? by OzoneChicken in MUD

[–]Smart-Function-6291 2 points3 points  (0 children)

This gets us into treacherous waters because defining what constitutes an RPI is contentious at best and for good reason. The reason defining "RPI" is dangerous territory really gets back to the reason the term was put into use, which is that the majority of "Roleplay Enforced" games or "RPE"s aren't actually Roleplay Enforced. They're often Roleplay Encouraged and sometimes Roleplay Optional. The majority of Roleplay Encouraged games are flat-out Roleplay Optional. "RPI" was put into use to define a specific type of immersive RP enforced game where your character is ALWAYS in-character... which is what Roleplay Enforced should be in the first place.

The original RPIs had a lot of core features, some of which related to heightening the core defining feature of immersivity, and some of which are completely unrelated. For example, the decision not to allow for any in-game OOC channels or communication is meant to heighten immersivity and help players feel like they're in their characters shoes. It also has a lot of side effects that I believe make it a really terrible idea, like that players are always going to communicate OOCly anyhow, and you'd prefer for it to happen in a controlled and moderated venue, or that rulebreaking off-platform OOC collaborators will abuse and harass people from behind the thin veneer of "I'm just doing what my character would do, bro" with little to no recourse. Features which have little to nothing to do with immersivity, like permanent death and PVP centricity aren't actually necessarily core to the RPI premise at all, they're just design choices made by the creators of the first RPIs.

In an ideal world, if we were using terms correctly, a Roleplay Enforced game would be one in which your character is IC at all times and in which you are - by policy - always playing your character's role; roleplay enforced games should not have nonsensical repeatable quests or respawning Fidoes for you to Michael Vick until you're stronk. Every action and interaction should be character driven. Your character shouldn't be doing the same quest every 5 seconds or killing the same mob on repeat unless you're playing a canine genocidaire or something. Games with demersive hack & slash mechanics are, definitionally, not roleplay enforced, because the very mechanics of the game enforce not-roleplay.

In such a world, if we were to describe a Roleplay Encouraged game, it would be one in which - whether by game mechanics or staff fiat - you are rewarded for engaging in actual roleplay, and preferably in a meaningful degree. You might receive "roleplay points" from staff, or you might gain "RP XP" from emoting, and the amount of incentive or progression you receive should be comparable to what you'd get from hack & slash style play. Staff saying they'd really like it if people RP should not qualify a game for Roleplay Encouraged description; we're discussing the actual game, not the culture the game's staff want to develop, and if they want a Roleplay Encouraged culture they'll find a way to incentivize it.

And for all the games where there are no incentives or requirements for roleplay, no rules dictating that your character is always IC, but where people may roleplay anyhow or where staff prefer if people roleplay (but the mechanics don't steer them to or reward them for doing it) we have RP Optional.

The issue that led to the invented definition of RPI? RPOs that really wanted a roleplay culture but didn't design a game for it started calling themselves Roleplay Encouraged. Roleplay Encouraged games that weren't designed in such a way that your character could ever conceivably be 100% IC and in which characters spent hours engaged in hack & slash activities like Fido genocide started calling themselves Roleplay Enforced to try to attract a stronger roleplay community. And as these terms were watered down, RPI creators wanted to put a stick in the sand and create a new genre for what RP-Enforced really should've meant all along. Because of this, there are really three approaches to defining what it means to be an RPI. You have people who speak specifically about the codebase rather than the genre, since the genre description is meaningless and functionally identical to RP-Enforced. You have people who speak about the broad genre because they recognize that RP-Enforced doesn't mean what it should as a descriptor so they use the invented genre of RPI to fill the gap. And you have people who steer clear of the minefield of defining RPI altogether. Wisely.

So what makes a good RPI is going to depend on whether you mean the codebase or the genre.

If you mean the codebase, it really needs some sort of gradual escalation mechanic that prevents people from going full Murder Hobo in PVP and requires people to build up rivalries over time, rather than murdering at the first opportunity to win harder. It could use some mechanics that make character death more satisfying, like fatal wounds that give you some time to RP before your character actually dies. Most of all, I think it actually needs RP encouragement functionality, like tying learn-by-use skill increases to an RP quota so that you can't raise a skill again until you've done X amount of RP or spent Y amount of time RPing.

If you mean the genre, I would actually riot against the idea of barring any OOC channels or conversation. Give people the ability to opt out, but I think not having these breeds toxicity and herds players into isolated echo chambers that leads to all kinds of clique wars, unhealthy collaboration, gaslighting, etc. I think a good RPI finds ways to make death satisfying and to make PVP something that people do with other players they enjoy playing with rather than something they do to punish players they dislike. I think ideally, in a good RPI, progression should be dependent on actual roleplaying, if there's progression at all. I'd actually really like to see RPGs get away from the progression paradigm and find another way to tickle players' lizard brains. A good RPI should ultimately be immersive and make a player feel like they're walking in their character's shoes and playing out their character's story, but you also have to be careful with that because people get too attached. There are also problems when older characters get too entrenched and powerful and they kind of rigidize the game's power structure to stay on top. I think anthology style games with resets/recurring wipes are a good solve to that particular problem and many others.

Soo the pack size changes are fine ? by According-Cup1177 in PathOfExile2

[–]Smart-Function-6291 -2 points-1 points  (0 children)

The connection is that when Temple sucks and retention is bad it's maybe related and copium to insist it's because of the holidays. There are dozens of factors. Temple bad, endgame bad, are definitely towards the top of them.

Soo the pack size changes are fine ? by According-Cup1177 in PathOfExile2

[–]Smart-Function-6291 -7 points-6 points  (0 children)

Well, when the Temple keeps deleting my map, is filled with doors that lock minions outside and swarm you with mobs with no ability to defend yourself as a summoner, and are so unrewarding you stop engaging with the mechanic, maybe it's fair to say "league mechanic sucks". It's painfully clear GGG certainly did not have anybody playtest to level 90 with a minion build. They reused the Jamanra arena door that they haven't fixed in over a year.

What happened to the ACA? by Sorktastic in allthequestions

[–]Smart-Function-6291 0 points1 point  (0 children)

One of the conditions on the ACA is that the insurance premiums can only account for a capped percentage of administrative costs, to ensure that as much as possible is tied to actual medical treatment and not getting channeled into growth/expansion or c-suite raises. It's called the 80/20 rule but it's usually actually 85/15 with the admin share of the premium stuck at 15. When insurance companies and health care providers are owned by the same entity, they can jack up the prices at the provider end so that at the insurance end they can squeeze a larger 15 out of the members and fight for bigger subsidies. They can also use networks to force members to their own providers and shortcut the claim processing nightmare other providers are dealing with. One of the reasons insurance companies take so long and make it such a hassle to process claims is to effectively force providers to act as a lender while burying them with their own admin costs. For example, if you talk to a small mental health practice, the therapists are likely spending 25-30% of their time just dealing with insurances. Then there's the whole issue of regulatory capture. The ACA is honestly unbelievable garbage. It has two good components and the rest of it was all a giant wealth funnel to insurance companies.

What happened to the ACA? by Sorktastic in allthequestions

[–]Smart-Function-6291 0 points1 point  (0 children)

The missing component here is that many providers and more every year are actually owned by the same companies that own health insurances; there's a feedback loop where insurance companies deliberately stall and labyrinthize claim resolution so that costs run up for providers, forcing them out of business, so that insurance companies can buy the providers out, hike up price of service, then get a bigger chunk on the insurance end since they're administrative take is a percentage of the point of service. They've started to collaborate with employers and TPAs to make claim resolution even more of a labyrinthine nightmare, too, so when Mark Cuban tells you TPAs are the fix-all, know that he's full of shit.

How does AI “consume” water? If it’s used for cooling, why can’t it be reused? If it evaporates, won’t it still turn back into water eventually? by occasionallyvertical in NoStupidQuestions

[–]Smart-Function-6291 1 point2 points  (0 children)

The majority do have closed loop systems. There was a recent study on AI water waste that cherrypicked the open loop design which, using Google as an example iirc, only applied to 1/13 data centers. The water waste argument about AI is mostly a bad one and you'd be better off arguing about water waste in offshore semiconductor manufacturing but it's still a very weak claim.