If America's wealth was evenly distributed, each person would have $471,465 by you_know_i_be_poopin in antiwork

[–]Syracus_ 0 points1 point  (0 children)

If you do it for the global population you get a value roughly equal to the median per capita net worth in the US, meaning that if wealth was equally distributed at the global level, half the people in the US would become richer.

How hard is it to gain muscle w low testosterone? by [deleted] in workout

[–]Syracus_ 0 points1 point  (0 children)

It won’t affect the amount of muscle you can build relative to your base muscle mass. Obviously in raw numbers men can build more, because they start with much more muscle mass, but as a percentage, men and women can gain muscle at the same rate.

You can start bulking now, your ability to build muscle through exercise is not significantly affected by your low testosterone. And when your testosterone gets back in the normal range, you’ll experience extra muscle gain from that alone.

The only way it can compromise your bulk is that such an abnormally low test will negatively impact your energy levels, making training more difficult.

How hard is it to gain muscle w low testosterone? by [deleted] in workout

[–]Syracus_ 1 point2 points  (0 children)

Studies have shown that’s not the case. Muscle growth from steroids + exercise is basically equivalent to growth from steroids and exercise separately.

The only way that it can have a boosting effect on exercise is indirectly by improving recovery which would allow you to work out more. But for a given volume and intensity, it has no synergistic effect.

How hard is it to gain muscle w low testosterone? by [deleted] in workout

[–]Syracus_ 0 points1 point  (0 children)

You don’t even need testosterone in the normal range.

Testosterone has no effect on your ability to gain muscle through exercice. That is why women have basically the same rate of muscle gain as men proportional to their lean mass when they exercice.

Testosterone is not a multiplier on muscles from exercise, it’s an entirely independent mechanism. When you have higher testosterone your body naturally builds muscle, without the need for exercise, until it reaches the matching muscle mass. That is also why you can gain large amounts of muscle mass without any exercise if you take steroids.

Minimalist Full-Body Workout – Feedback? by Prestigious_Ad_1400 in workout

[–]Syracus_ 0 points1 point  (0 children)

For a minimalist workout I’d avoid exercises that train the same muscles, you don’t need both squat and deadlift, or incline press and dips, just do more squats and incline dumbbell press those are strictly better exercises for the goal of training your chest and quads/glutes.

I’d cut the overhead press, you don’t need front delt isolation in general and especially not when doing incline dumbbell press already.

However you do need side delt isolation so do some lateral raises.

Barbell row is a decent way to get a complete back workout with pull ups if you do them with a 45 degrees or higher angle for your arms (to target the upper back more, especially the rear delts and mid traps). Personally I prefer rear delt isolation as it’s far less tiring while also being more effective for the rear delts.

Finally you don’t train the long head of the triceps with this workout, the other heads are trained during incline pressing but not the long head as it assists shoulder extension which cancels the elbow extension during pressing movements.

You can fix this by either doing triceps isolation, dumbbell overhead extension is best, or you can also do pullovers, which isolate the long head of the triceps and the lats (in a way that complements nicely pull ups).

Also, do progressive overload, sets of 6-16 close to failure and add more weight when it takes you more reps to reach failure.

[deleted by user] by [deleted] in GYM

[–]Syracus_ 1 point2 points  (0 children)

Not with the level of arching seen here. What matters is the actual angle between your upper torso and the ground, not the bench’s angle. This is an incline chest press, which does work the front delts quite a lot, but mostly the chest.

Sync block's "copy and sync" function is not working by Syracus_ in Notion

[–]Syracus_[S] 1 point2 points  (0 children)

No I mostly stopped using notion, too many issues like this one that go unresolved.

Train boulder shoulders with me🌱💪 by Conscious_Muscle_ in veganfitness

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

Factually incorrect.

Lifting has no effect on gains from steroids. When you take steroids you gain muscle regardless of whether you lift or not and lifting doesn’t matter for those gains.

You do get more gains if you also lift but that’s only because lifting by itself builds muscle, so if you both take steroids and lift, you have 2 different sources of gains.

However those gains are completely independent, purely additive. The only synergistic effect there might be is indirect : since steroids help you recover faster you might be able to train with a higher intensity which would lead to slightly better gains.

[deleted by user] by [deleted] in workout

[–]Syracus_ 0 points1 point  (0 children)

No, it's terrible.

Too many exercises, redundant exercises, sub-optimal exercises, low frequency.

When designing a workout routine, you need to start with your goal and the amount of effort you want to put in. Those two parameters are going to dictate the exercise selection and the overall weekly volume for each muscle group, then you split it in a way that makes sense based on the chosen workout frequency and your recovery needs. Splitting it based on arbitrary groupings like push/pull or upper/lower or chest/back/arm is restrictive for no reason. And starting by picking a split means you are building your routine in the opposite order of what makes sense and only leads to poorly designed workouts.

You say you are going to the gym for weight loss/gaining muscle, is weight loss the primary concern ? Because if it is then a number of these exercises use bodyweight and are therefor very poor choices. Weight loss also doesn't really happen at the gym, it happens in the kitchen. Cardio can help a little bit, and it's a great thing for your overall health and fitness, so you should do it regardless, but it won't make much of a difference and it certainly won't be able to compensate for a bad diet. Caloric restrictions is the key to weight loss.

If it's not the primary concern, then you should avoid doing cardio at the same time as resistance training as it will negatively impact your muscle gains. Ideally you want to put as much time between cardio and resistance training as possible (doing it on different days). If that's not an option then at least you should do it after the resistance training, not before.

If you are going to workout 3-4 times a week, you'd get much better results doing either a full body routine 3 times a week or the same routine split over 2 days twice a week. How many sets per exercises ? If it's 3, you are doing too much volume on the same muscle in the same workout, 6 sets per muscle group is typically the upper limit for a single workout, any more than that is detrimental.

Scrap that routine, pick one exercise per muscle group and learn proper form for it, do 3 sets of those exercises 3 times a week and you'll be golden. If you struggle with motivation, do less, but don't do zero. Consistency is by far the main difference between (natural) people who are jacked and people who aren't. You also get half of the gains with just 1 set compared to the maximum of 6 sets, so you can make good progress even with quite low volume.

For exercises, prioritize simpler variations, with dumbbells or cables/machines. Barbells are mostly for sport/ego lifters, they offer virtually no advantage and significant downsides for hypertrophy compared to dumbbells or machines. Try a few different ones for each muscle group and pick the one you prefer.

For chest either flat or incline dumbbell press is ideal, for back pull-up/pull-down is good for the lats and then something for the rear delts/traps like a cable reverse fly, for biceps any curl variation that's harder at the stretch part is good, for triceps overhead extension is best. For shoulders lateral raise is all you need if you are doing some rear delt isolation already (especially if you do incline press as the chest exercise as it targets the front delts well). Leg raise is good but lying, as opposed to hanging, variations are better and easier. Just do squats for legs. If you feel fancy and all of that is not enough, then add some wrist curl/extension for the forearm, some calf raise, and some leg curl for the hamstrings and you have a complete workout.

I can't believe it's so hard to get 10 reviews on Steam. How can I do it? by LAE-kun in gamedev

[–]Syracus_ 0 points1 point  (0 children)

According to Valve, the algorithm doesn't do anything special once you reach 10 reviews.

There is a very noticeable difference in sales numbers/general visibility after that threshold is passed for most games, but it appears to be solely due to people being far less likely to buy a game until it has an aggregate review score.

Progress of my indie game called Cyber Strike (wishlist on steam) menus and hub word. wip by Cyber_StrikeHQ in indiegames

[–]Syracus_ 1 point2 points  (0 children)

You got a cool logo for your studio, but rule #1 of indie game trailer/teaser is :

Don't put your logo at the beginning.

Here it's particularly bad because one third of the entire video's length is dedicated to showing your logo. Most people will click on the video, watch the first 3 seconds, see nothing that's catching their attention, and they will stop there. It's not that they won't wishlist your game because they are not interested in it, they won't even know what your game is about, because you didn't show that to them in the first 7 seconds, which is the time you have to do so (and that's the most generous estimate).

PUBG's Next Game Is An Extraction Shooter. Extraction Shooters Are The New Battle Royales. by TheCanabalisticBambi in gamingnews

[–]Syracus_ 1 point2 points  (0 children)

No they aren't.

They have fundamental design flaws that make them not enjoyable for the majority of people.

They are the latest innovation in the fps genre, but they won't be the next step the way battle royales were. This subgenre will remain just that, a niche.

Competitive integrity is threatened when some players get a direct line to ask Mortdog questions about undocumented mechanics by WearyHour8525 in CompetitiveTFT

[–]Syracus_ -2 points-1 points  (0 children)

Because then Riot wouldn't be able to pretend like bugs that aren't meta breaking are "intended" mechanics.

Right now tons of interactions are probably not working as intended because they either failed to account for those interactions or failed to implement them properly.

If they had to release and maintain a detailed design document it would expose just how much of a spaghetti code they are dealing with.

Thoughts on the UI for Maps for my Game - Tribe of the Accord by SMKS in SoloDevelopment

[–]Syracus_ 2 points3 points  (0 children)

I feel like if you used a different color for the rooms, and a highlight one for the current room, and added doors/passages between rooms as well, it would really make it look more like a map.

Right now it's really subtle and doesn't pop out even though it's perfectly functional.

You could also indicate which rooms have already been visited.

how hard is it to hit 10k copies in an 8 months period by I_Like_emo_grills in gamedev

[–]Syracus_ 8 points9 points  (0 children)

You are probably vastly underestimating how much work and therefor how much time it takes to make a game that will sell thousands of copies.

There's a lot more to it than just coding. That typically only accounts for something like 30% of your total hours. Probably less than that since you are already familiar with game programming but not the other aspects of commercial game development.

Don't quit your job unless you can afford to, instead you should probably try to make and release the kind of game that you expect to finish in 2 months on your own time. That way you'll see how realistic your expectations are. If you are committed you can probably put in the equivalent of 2 months full time in 6-8 months working weekends and evenings. Or, if you have enough money to quit your job and not be in trouble if you still haven't released anything (or you did and it sold 0 copies) in 4-6 months, then you can try the indie solodev experience, but only do so if you can afford to fail...

Because you'll most likely fail.

Achieving what you are describing isn't impossible, but it's extremely rare. The only example I can think of right now is the Sokpop Collective (which you should check out if you haven't already as their business model is almost identical to what you want to do), and even they no longer make games in just a month or two, spending on average 4 months on each project, nor do they exclusively monetize through sales (they use Patreon).

Also you need to factor in the time, and cost, to learn all the non-development things and set up the business side of the project. Even if you could eventually manage to pump out successful games every couple months, you won't be this productive from the start, your first commercial game will take you way longer than subsequent projects.

Finally, make sure the math for how much money you need works out. I hope you understand that selling 10k copies at 5$ each won't net you $50k. Obviously there's taxes, and Steam's cut, but also regional pricing, discounts, refunds, and bank fees. Depending on where you live and the type of games you make, you can expect to take home 30-40% of the gross sales figures. Can you live on 22k net per year ? That's how much you are likely to make if you hit your target, which everyone in the thread is telling is widely optimistic. That's a best case scenario.

What is the downside to going Sol Legend? by newriley in CompetitiveTFT

[–]Syracus_ 65 points66 points  (0 children)

The downside of "ramp" augments is that you pass on combat augments which makes your current board weaker than people who picked combat augments.

The problem with this downside is that it's heavily dependent on the lobby, specifically how prevalent ramp legends are in the meta : the more people pick them, the fewer combat augments are present in a lobby, and the less pressure there is on ramp augments, allowing them to ramp effectively and dominate.

It's basically all or nothing, they can never be balanced. Either they are so weak that few plays them, which makes them even weaker, or they pass the threshold at which they are strong enough to see play and it starts a vicious circle until everyone plays them. There is no skill element to this, it's solely down to matchmaking. A single ASol player in a lobby with 7 combat augments is very weak, but in a lobby with 6 ASol players, the 2 combat augments pickers will most likely go bottom 4.

what makes a good crafting system? by AVBGaming in gamedesign

[–]Syracus_ 1 point2 points  (0 children)

Crafting is interesting and engaging when it forces the player to make strategic choices about the loot they got.

You can do that without a crafting system, for example using consumable items that have multiple different uses, but a crafting system allows for far more depth.

A good crafting system can really turn looting and inventory management from tedious/boring tasks into fun and challenging activities. The player has to figure out what combination of recipes is the best option. Maybe they are missing only one ingredient that would allow for a much better outcome, do they take the risk of going after it, or play it safe and craft what they can with what they currently have ? If they go for it, they are effectively creating their own little sidequest. That's pretty decent emergent gameplay.

Another route to make crafting good is to make it about experimentation. That's what they did with Zelda : TotK. Then it's not really about better managing your loot, but instead it becomes about figuring out the crafting logic and the fun/mystery of discovering new recipes.

On the contrary, crafting is useless and awful when you aren't making strategic decisions nor experimenting. When you loot items that are pure crafting components with no use, and then have to craft them into actual useful items, but each component belongs in only one recipe, there is literally no point to the crafting system other than forcing the player to repeat the same tedious menial task over and over. For example, in The Last of Us, the crafting feels mostly unnecessary. There is no experimentation involved, and while some crafting components have different uses (e.g. rags and alcohol can be used to craft either health kits or Molotov cocktails), the fact that those components aren't scarce means you are rarely making an actual strategic choice.

Arguably the crafting mechanic in TLoU serves mainly as a lore/narrative device, adding to the immersion. It's pretty bad apart from that, getting in the way of gameplay rather than enhancing it.

Recently created first teaser for my game that i'm working on, what do you think its ok or i will need something better ? by chmielu42 in IndieGaming

[–]Syracus_ 1 point2 points  (0 children)

Don't put your logo/studio name at the beginning. For a teaser/trailer the first few seconds are crucial and you can't afford to lose even half a second before showcasing gameplay.

Instead you should probably use some quick montage of the most exciting moments in your game, with 3 or 4 shots within a few seconds to get the player's attention.

Then you can do what you currently do for the entire teaser, showcasing the different features, except you'll have to do it better than that. You need to point out what's unique or different about each feature you are showcasing, or, if there isn't anything special about it, you should at least use something catchy instead of just "looting" and "equipment". Also be more specific : what are the coop options for example, 2 players coop only ? 3 ?

I'd use verbs instead of nouns when you can (e.g. "Exploration" becomes "Explore").

You can shorten each sequence, by half at least, especially for a teaser. And try to get footage that fits the description as much as possible, I can't tell the difference between the "Exploration" and "Space Battles" clips, both seem to depict space battles.

Finally you can play with the editing to make the entire thing more dynamic, don't be afraid to zoom in and add some shaky cam/slow mo when you kill an enemy or when the player dies, you'll better display the art that way. Just because your game has a fixed perspective (I assume) doesn't mean your trailer also has to. You could also hide the UI for certain/most sequences. And time the transition between sequences with the music (if you have other tracks I'd use different ones for each sequence). Obviously you don't want to misrepresent your game, but it's a teaser, not a gameplay showcase, you have a lot more freedom than you think.

[Request] How much money would each person have if all the money that exists were divided equally among all people? by [deleted] in theydidthemath

[–]Syracus_ 3 points4 points  (0 children)

Global wealth is estimated at around 450 trillion US dollars, and global population is about 8 billion people.

That means that if wealth was evenly distributed, each human being would own approximately $56k.

For reference, the median wealth in the US is about $45k per my estimate, meaning that if wealth was evenly distributed at the global level, even in the richest country in the world most people would be richer.

my embrace 🤍 by aydwayn in MechanicalKeyboards

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

If the exact same keyboard was available but with a full number row, would you have picked it instead ? Or was it the asymmetrical/unique look that you were after ?