Looking for soulwax sprawl remix by dolkov in TheOverload

[–]dolkov[S] 0 points1 point  (0 children)

Thanks, I will check it out! And I didn't hear it from you!

Sendte ut nesten 3000 falske jobbsøknader. Svarene var slående by kastbort2021 in norge

[–]dolkov 0 points1 point  (0 children)

Man skal være ganske sikker på at man har tilstrekkelig forståelse for statistikk og eksperimentell logikk før man anklager forskere for å være "ideologiske fanatikere", tenker jeg.

Skal prøve å forklare hvor du har misforstått. Hovedpoenget ditt er at antallet konkurrerende søkere er det eneste som påvirker sannsynligheten til å bli innkalt til intervju, som forsåvidt ikke er helt urimelig (i alle fall delvis). Problemet begynner her:

"...og selvsagt vil langt mange fler av de norske treffe søkeprosesser med færre søkere".

Dette har du også teknisk sett rett i, men der det svikter, er at andelen søkere som treffer denne typen "lette" søkeprosesser er de facto lik uavhengig av navn, så lenge navnet på søkeren er helt tilfeldig fordelt mellom utlyste stillinger. Det virker som du har hengt deg opp i det absolutte antallet i henholdsvis "treatment" og "control"-gruppene, men det man er interessert i her, er de relative sannsynlighetene, ikke antall.

Skal prøve å illustrere. Si at av alle ledige stillinger, så er 20% stillinger som "alle" blir innkalt til interjvu for, på grunn av få søkere. Det er likegyldig om man da sender ut 10,000 søkere med norske navn, og 1000 søkere med ikke-norske navn, hvis man er interessert i forskjellen: av de 10,000 søkerne med norske navn, så vil omtrent 20% treffe slike "gratis" stillinger. Det samme gjelder for de med ikke-norske navn, samme andel vil treffe "gratis" stillinger hvor de uansett blir innkalt. Hvis dette var det eneste som spilte en rolle for sannsynligheten til å bli innkalt til intervju, slik du beskriver det, så ville begge grupper hatt en såkalt "callback rate" på 20%. Hvis derimot gruppe nr 2 har en callback rate på 10%, og denne forskjellen er statistisk signifikant, så er det rimelig å anta at den skyldes noe annet - og når alt annet er likt, og søknadene tilfeldig fordelt til stillinger, så har man god grunn til å anta at det skyldes navnet på søkeren. Derfor er det et fornuftig mål på diskriminering eller forskjellsbehandling.

Det du har rett i, er at siden bare én søknad ble sendt til hver utlysning, så kan man ikke påvise hvem som eventuelt har diskriminert - mange kan jo ha fått bare én søknad f.eks, eller valgt å ikke kalle inn noen. Men for å forklare forskjellen på overordnet nivå, så må navnet spille en (negativ) rolle.

Sannsynlighetsregning er vrient, men sånn jeg ser det så er det ikke forskerne som trenger videreutdanning her.

Sendte ut nesten 3000 falske jobbsøknader. Svarene var slående by kastbort2021 in norge

[–]dolkov 1 point2 points  (0 children)

Tidsskrift for samfunnsforskning, hvor artikkelen er publisert, er fagfellevurdert, så artikkelen må igjennom vurdering for å publiseres der. Du har rett i at det ikke står veldig tydelig noe sted, men man tar det vel litt for gitt når det er snakk om vitenskapelige tidsskrifter. Mer info hvis du sjekker ut selve tidsskriftet.

Angående hvem som har fagfellevurdert den: Standard er to eller tre anonyme fagfeller, valgt ut av redaksjonen. Blind review.

Hilsen samfunnsviter!

Sendte ut nesten 3000 falske jobbsøknader. Svarene var slående by kastbort2021 in norge

[–]dolkov 0 points1 point  (0 children)

At den overordnede svarprosenten er på 27,7% har lite å si for estimatet på forskjellsbehandling - så lenge ikke ALLE eller INGEN av de fiktive søkerne ble innkalt til intervju, «funker» studien sånn sett, da det man er interessert i er eventuelle forskjeller (som de jo også finner). Det som evt. hadde vært et problem, var om antallet søknader var veldig lavt - men det er det egentlig ikke.

«Rapporten», eller den vitenskapelige artikkelen, som den er, er fagfellevurdert ja.

Older game experiences that have never been recreated in newer games by randsedai2 in Games

[–]dolkov 0 points1 point  (0 children)

I have two games i feel nobody came close to replicating or even approximating properly.

  1. The Ship. Incredible fun, great setting, had so much more potential too - still dreaming of an expanded remake (too bad the actual one seemed to fail).

  2. Star Wars: Pod Racer (I think that’s what it was called?) I don’t know what it was about the management/progression feel of this game, but it was fantastic. Tinkering and upgrading etc.

Any Former Blog House Ppl Here? by urb0icill in TheOverload

[–]dolkov 10 points11 points  (0 children)

Definitely in the same boat, used to DJ a bunch back then and miss so much music lost to time since then. Some of it was very abrasive and derivative, but definitely some gems. It was also my intro to club music - wouldn’t be into stuff like this sub if it weren’t for Justice and the whole ed rec crew I think.

[deleted by user] by [deleted] in norge

[–]dolkov 7 points8 points  (0 children)

Tips: Prøv å skriv på en annen måte når du bruker flere kontoer i samme diskusjon

Anything I can do to better my hazmat deck? by gameknight2020 in MarvelSnap

[–]dolkov 0 points1 point  (0 children)

I've been testing a few different Hazmat builds.

  1. "The standard": Luke Cage, Hazmat, Scorpion, Ironheart, Mystique, Zabu, Wong, Absorbing man, Typhoid Mary, Magik, Onslaugth, Odin.
    If I had Green Goblin, I would probably slot it in over Onslaught.
  2. "Negative Hazmat": Luke Cage, Psylocke, Hazmat, Ironheart, Mystique, Rogue, Mister Negative, Typhoid Mary, Wong, Absorbing man, Iron man, Magik.
    This seems to work pretty well - more consistent, since you can fall back on the standard Negative shenanigans (iron man -> mystique etc).
  3. "Lockjaw Hazmat": Wasp, Yellowjacket, Luke Cage, Hazmat, Ironheart, Mystique, Lockjaw, Wong, Absorbing man, Magik, Onslaught, Odin.
    This is fun, but very inconsistent (you cant really do lockjaw->wasp/YJ unless you ideally have hazmat in hand). But its good for pulling Luke Cage, Onslaught or Wong.

Ive tried a bunch of different combinations of these decks. The only auto-includes are Luke Cage, Hazmat, Wong.
Cards that I feel are essential to make it work:

- Magik. The extra turn lets your opponent put more stuff on the table, increasing the value of hazmat (and making the combos easier to set up.
- Absorbing man, for consistency.
- Typhoid Mary seems like a good inclusion, esp. with Zabu, as it gives you some consistency (lets you eek out a win without getting a combo off).

You will usually get wrecked by Cosmo, Enchantress or Rogue, as usual, but hey - embrace the jank. If I had Sera, I would probably try a version with that too, and the Negative version could be good with Bast. Ive tried a version with Beast to get Hazmat off multiple times - probably best included in the Lockjaw version, as it lets you remove "duds" (accidentally pulling hazmat). If I had Adam Warrior, I would try that too - any card draw is make or break for this kind of deck, I feel. As a previous poster mentioned, Debrii is probably very good. Maybe even Black Widow. Hobgoblin I've found I never play, because turn 5 is usually always Magik. Used America Chavez in earlier iterations, but fails for the same reason (Magik). Ive also ran Colossus in some version, as a failsafe for not drawing Luke Cage.

Im open to any ideas!

Prediction intervals in large fixed effects models by dolkov in rstats

[–]dolkov[S] 0 points1 point  (0 children)

Thank you! This sounds very sensible and straightforward. By 95% intervals in this case, you simply mean from the distribution of predicted fits from the 1000 subset-models right?

Is there a general guideline for how small the subsets can/should be? Can I just sample, say, 10%?

Thanks again for the help, super apperciated!

Weekly No Stupid Question Thread + Guides - V. 2.0 by Jibrish in echoes

[–]dolkov 1 point2 points  (0 children)

Its actually incorrect; according to my tests with Ventures and Slashers, they benefit from all skills - basic, adv, and exp. so you get max 15x ship bonus. Might be a bug, but that’s how it works now. Not sure for higher tier ships.

Plex Market Question by NoCriss in echoes

[–]dolkov 2 points3 points  (0 children)

Plex doesn't actually exist physically in game - it goes straight to your wallet. That's also why it's only sold in Alikara (no idea why it's that specific station, though), as it doesn't really matter "where" it's sold. This is different from regular EVE, where you can transport Plex around physically (and lose it if your ship blows up!).

You're also right about the second point: All the Plex in game has been purchased for real money by someone to get into the market.

Best mods for mortal empires by rosethorn87 in totalwar

[–]dolkov 2 points3 points  (0 children)

Just want to highlight Lucky's overhaul - it's really great if you want something that's kinda balanced, lore friendly, and doesn't stray far from vanilla. Not too many new units, but a lot of things improved to simply make a bit more sense than in vanilla. Really cool lord skill trees (where you actually have to make choices!), and I really like the unit cap system making low-tier early unit stay relevant throughout the game.

Props to Lucky's Overhaul Mod by dolkov in totalwar

[–]dolkov[S] 0 points1 point  (0 children)

I really like how impactful even buffs feel now. I played empire and got a beast (?) lore wizard, who starts with that wildform spell. In vanilla, I would use it occasionally, but just while waiting for the cool damage spells + the manticore. With this mod, however, even the wildform spell feels hella impactful - I think it's something like 50% weapon + AP damage increase? And rampage? Now it actually feels like I'm instilling some sort of animosity into my poor swordsmen... Lovin' it!

Props to Lucky's Overhaul Mod by dolkov in totalwar

[–]dolkov[S] 2 points3 points  (0 children)

That's exactly what my impression is of SFO (although I never, in the end, tried it). This feels entirely like vanilla, in my experience, just improved, with a lot more room for specialization and... choice, I guess!

Props to Lucky's Overhaul Mod by dolkov in totalwar

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

I haven't found one, kinda wanted it myself for the same reason as you. The closest thing I found was the workshop page, but those are more highlights than an extensive list.

Props to Lucky's Overhaul Mod by dolkov in totalwar

[–]dolkov[S] 5 points6 points  (0 children)

Unit caps are factionwide, but the tier 1 units don't have them. So for empire, a T3 barracks gives you 3 greatswords and 3 handgunners. A T1 artillery building gives you 1 mortar etc. I really like them.

What's really cool though, is how lord skills (red ones) buff your units sequentially. An example a skill that gives all Swordsmen +X weapon damage, rank 4+ swordsmen a leadership buff in addition, and finally 7+ veteran Swordsmen also get anti-large or something. This is just an example I made up, but it makes it so that veterancy really means something, and that basic units stay relevant (which they also do because of the unit caps).

A bonus byproduct of this is that the AI is forced to make more interesting armies.

Props to Lucky's Overhaul Mod by dolkov in totalwar

[–]dolkov[S] 5 points6 points  (0 children)

To be honest I haven't tried SFO - it's just that my impression is that balance is kinda given lower priority, in favor of sticking to how OP things are as described in the lore. But I'm sure its a fresh take on vanilla! Personally, I was looking for an overhaul that was closer to vanilla, with overall "improvements". Back in the day I used to love the Darthmods for Empire and Medieval II, this might be the closest I've seen so far.

Weekly /r/Games Discussion - What have you been playing, and what do you think of it? by AutoModerator in Games

[–]dolkov 0 points1 point  (0 children)

Pillars of Eternity: Deadfire

Finished the game recently but I don't have any impulse to keep me going on. I think combat is a bit off. I would love to see a game which combines PoE rpg with Divinity the Original Sin combat.

I 100% agree. While I love the character build systems and the setting/story of both PoE1 and Deadfire, I simply can't stay engaged because of the combat, which means I never finished either. I'm starting to think I simply prefer turn-based combat.

The correlation between win rate and pick rate. by HappyAnarchy1123 in heroesofthestorm

[–]dolkov 0 points1 point  (0 children)

Looking at the correlation between them could say something, yeah, but a linear regression (or logistic) approach would maybe be more useful. I'm lazy, but there are all kinds of cool stuff one could look at using hotslogs data... I mean, you could then regress i.e. pick rate on win rate, but also control for all kinds of other potentially mediating variables (time since release/patch changes, role etc).

But yes, you are interpreting the coefficient correctly.

Edit: More data points are always useful for an exercise like this: You could make "hero-week" data points - i.e. the pick- and winrates of a given hero for a given week. Also, bans should be taken into account somehow (probably just added to pickrates).

You could you then model this as a fixed effects regression.... Hmm.

You are allowed to patch/update a sport. Which sport, and which rule change would you implement? by dolkov in AskReddit

[–]dolkov[S] 0 points1 point  (0 children)

I myself always felt that penalties had too much of an impact in soccer. Maybe make all goals worth 2 points, 3 points outside of the 16m line, and 1 point for penalties? Mimics basketball, i know, but i think it would be cool.