=== ANCHOR POEM ===
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In Majesty, you place reward flags on specific monsters as a concession from
the simulation crowd to the real time strategy crowd who wanted more direct
control.
In Symbeline, you determine the bounty price for various crimes that mordaunts
and bandits might commit. In addition, you can incentivize your heroes to
commit crimes against neighboring nations the same way. In this way you do not
have direct control, but rather can build out a simulation and tweak it
bit-by-bit to reward certain types of behavior.
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=== SIMILARITY RANKED ===
--- #1 notes/symbeline-design-the-guild ---
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design the guild, design the capital, then design their path through mordaunts.
easy peasy.
design the guild like a museum. Each spot there's an exhibit which teaches the
randomly generated rolled statistics hero something new. Maybe it teaches them
how to use certain weaponry, maybe it teaches them how to use a bow. Whatever
the spell might be, they can learn it, and use their randomly rolled statistics
to cast spells that scale differently depending on how their character has been
built.
design the capital like a flow diagram, if horses need feed and forged steel
(for their shoes) then send the outputs of a blacksmith and the outputs of the
farmers to the inputs of the stables. Everything has to go somewhere, but the
streets are only so wide. You'll have to coordinate the traffic diagram if you
want it to go anywhere useful.
design the path through the mordaunts. Fighting skeletons teaches you about
perseverence and the ability to crush bones, while goblins teach you to always
be wary of attack. The sacred grove held blessed berries, and now that the land
is liberated from the evil bandits preying on villagers those berries can be
carted into town and used to make an antidote which heals death poison caused
by the scorpions in the desert (and city rats)
design the ruler's schedule like a calendar where each event gives them a bonus
on all the ones that come later. Just make sure that they don't get knifed in
the posterier or driven mad by the whispers of the orb... or perhaps just the
stress of running a kingdom.
(how do you simulate that? you can't! you can't simulate humans!)
ha I bet I can. They're not so different, you and I, so if given a team I
will...
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--- #2 notes/symbeline-aspects ---
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7-24-22
There are three aspects to this game. Broadly, they are military, economics,
and diplomacy. More specifically, they are lateral problem solving and lane
management, logistic traffic management, and a worker-placement bluffing game.
These three aspects can be toggled on and off at will, essentially designating
one or more as "AI controlled" and will require no input from the player. They
will time their progression to be about at the same rate as the player, thus
creating a balanced feel to the game. They also provide alerts and
notifications to the player, for example if military is AI controlled and it
needs a certain type of hero to progress, it'll ask for it specifically.
Each aspect will develop and progress at it's own rate, and the difficulty
increases as each milestone is achieved. This is to allow the player to create
their own difficulty curve, mediated primarily by their drive to proceed.
An analogy would be in Factorio, the game doesn't increase in difficulty unless
the player builds pollution spawning factories - in the same way, in Symbeline
the difficulty doesn't increase unless the player solves lane challenges in the
military aspect, develops new trade routes / traffic paths in the economic
aspect, or creates new treaties in the diplomatic aspect.
In order to properly explain each aspect, a brief overview will be necessary.
In Symbeline, the game plays as a factory might operate. The economic aspect
produces heroes, items, and other deliverables that are consumed by the
military and diplomatic aspects. There are various problems that need to be
solved far from the capital, such as a particular type of monster that is weak
or immune to various damage types which necessitates particular heroes or
items in order to progress on the military aspect. All of the resources in the
game operate on an "income based" system, where output is not measured in total
amounts but rather in terms of how much is produced versus consumed. If the
input cannot meet the demand, the output is slowed. If input exceeds demand it
can be converted into gold which can be used to hire guards and heroes.
Resources can be produced inside and outside of the city, depending on their
type. But they need to be moved around to various shops for various processing
and productive purposes, so pathways must be constructed to deliver those
goods. In addition, each building must be supported by several houses for the
workers to live in, and the closer they are to the building the better. The
denizens of the kingdom don't mind being shuffled about, so they'll organize
themselves according to what's most efficient. However they will not organize
the paths they take to get places, which is the primary gameplay for the
player - designing routes for each building and ensuring they don't overlap or
cross too many times, causing traffic and disruptions to your income.
Each choice the player makes is immediately reflected in the income
calculation, thus allowing for the visual aspect of the game to be wholely
separate from the economic side - in fact this is a common thread throughout
all three aspects. Computation power is the ultimate enemy of scale, and this
game flourishes with a massive scale.
The gameplay for the military aspect consists of manipulating "lanes" that
designate where each hero will adventure. These lanes are scalable to the
player / AI's whims, with a careful balance required - too thin, and the heroes
might not encounter enough monsters to level up. Too thick, and they may find
themselves patrolling a vast wilderness full of dark and evil monsters. At the
end of every lane is a "frontline", where progress has essentially been halted.
These frontlines can develop as a result of meeting a foreign kingdoms front
or finding a monster type or puzzle that is particularily difficult for your
heroes to overcome. The lane / frontline can be scaled not just laterally, but
linearly as well such that heroes will be a certain level when they reach the
end - think scrolling on a mousewheel translating into deepening level zones.
In addition, each monster zone can be set to a certain "security level" meaning
how many monsters are there for your heroes to defeat. It's important that they
have ample targets for training, however it's always more effective to train on
monsters near their level so you have to be careful not to wipe out the native
skeleton / goblin / troll population.
Each monster zone can have a relationship with the kingdom, on a 2x2 matrix -
cultivating / desecrating the land, and fostering / exterminating the monsters.
The land produces monsters and treasures, while the monsters provide experience
and danger to the heroes and kingdom denizens who live there. However by
desecrating the land, farms may be built and by exterminating the monsters,
those farms may be safe and require fewer guards. As ruler, you must balance
the development of unique magical and alchemical productions with the need for
food and other mundane requirements.
Diplomacy is a careful balance of internal and external matters, played out
through feasts, tournaments, and faires. Each of these events will require
input from the economic side and military side, and will involve "courting"
other nobles from neighboring kingdoms to sway them to supporting your edicts.
When hosting an event, you may pick a particular topic of conversation for your
nobles to discuss with their guests. You may also assign your nobles to
attempt to engage with a particular foreign noble. Each member of your court
has a differing personality (including you, the Majesty) and depending on how
you assign them you may experience better or worse results - such as assigning
someone who's kind to talk with someone who's cruel would impart a malus to
their conversation. Unless the kind person has the trusting trait, in which
case they'd succeed in this encounter but fall sway to them in future
conversations... Complex interactions that all boil down to a single pair of
d12 dice - one for your noble, one for the enemy. This represents the charisma
of the two conversants on that particular day, and whoever wins the roll sways
the other to supporting their edict. Speaking of edicts, they may include trade
agreements, non-aggression pacts (lasting for a short time), and other
regulations - perhaps your greatest rival utilizes necromancy, so it would
behoove you to attempt to regulate the practice and limit it's effect. By
swaying the nobles of their kingdom, you may be able to enact a mutual
agreement to limit the usage of dark magics, essentially hamstringing their
progress. But in order to learn of their necromantic usage, you'll need
espionage... Which brings us to spies.
Spies are similar to nobles in that they can be assigned to various roles,
however they take a more passive role, acting in the background. The
information they gather is compiled into a report that is presented at
pertinent parts of the game, such as when preparing for a feast or inspecting
an enemy frontline. These reports are considered the diplomatic deliverables,
giving information and mechanical bonuses to many different parts of the game.
They may be given three possible roles - information, defence, or offense.
Offense involves placing cursed artifacts (creating through economy) in enemy
lands, which debuff their heroes when used and bind themselves to them
preventing their removal except through extraordinary means. Defence is
essentially countering that in your own kingdom, and uncovering disloyalty in
your nobles.
These three aspects fit together like interlocking puzzle pieces, but each is
able to be utilized or ignored depending on the preferences of the player.
It is important that the game doesn't progress unless input is received. The
simulation plays in the background, but each stage of development must be
considered "stable" such that nothing changes. There are three different
exceptions to this rule, one for each aspect:
The military side encounters raids from enemy kingdoms and the dark lord.
The economic side encounters raids from ratmen and moss trolls and bandits.
The diplomatic side has a rolling schedule of events that must be attended.
These three "exceptions" are recurrent events that require attention, but they
don't *increase* in difficulty unless the player takes an action that causes
it. Meaning, if the player overcomes the rock golems, then they are displaced
from their home and join the dark lord in his conquests. If a new district is
built new sewer connections must be built as well, creating a larger attack
surface for ratmen to exploit. As time goes by, various foreign events must be
attended, as absence causes your future events to attract fewer foreign nobles.
By addressing these threats, your kingdom may grow and eventually overcome the
dark lord at the center of the island.
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--- #3 messages/446 ---
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Every month, a new ship arrives in port. It bears with it many souls who come
seeking gold, glory, or bloodshed. Your job is to make sure they all get jobs
that are suited to them. If you don't, they'll start to starve and become
brigands. If you feed them, they get bored and become brigands. If you
entertain them, they are useless and you'll be overcome with monsters. If you
police them, they'll go to your rivals.
You do this by building guilds which can identify and train the best potential
candidates. You can invest in more time spent identifying, training, and
equipping, but the more time they spend on those things the less resources
they'll have to process more people through their systems.
On the other end, you get a hero, or perhaps something similar. They do battle
with the mordaunts and strive to better the kingdom. You reward them with
bounties and they can find treasure on their adventures - how weird, it seems
to just... Spawn from the earth. Almost like it's an elemental property of the
land.
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--- #4 fediverse/1713 ---
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│ CW: re: divination, tarot │
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@user-1071
like a king who dictates on high, the taller the chair the farther the fall.
how simple is it, when everyone trusts you, to betray the wishes for direction
they grant upon you. By leveraging their direction to forward your own ends,
you are depriving them of the liberty to choose their own ends.
how cruel is it! to be the reason for distrust! alas, who can you go to for
guidance if not anybody you trust?
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--- #5 messages/442 ---
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In symbeline, they aren't monsters. They're "Mordaunts" and they need your
help.
When slain, their essence flows back to the villain who remakes them in a new
form. As time passes the villain gets more and more essence, as heroes are
slain.
They have taken several ancient guardians (many types, randomized at the start
of the game) and they protect their sanctum in the center of the island. The
heroes need to level up to defeat them and slay the villain, but the villain
gets stronger as well.
If too many heroes die, the villain wins. And the villain can focus their
efforts on one area or another, while your heroes fight with the kingdom next
door.
Brigands arrive on ships as well. If you implement the law saying only
approved members may travel on boats, they'll arrive in little dingies on the
coast, meaning less trouble in the city but same amount of trouble.
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--- #6 fediverse/4113 ---
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│ CW: capitalism-mentioned │
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I don't know how much simpler I can state it than this:
power is penance
and yet repentance is scant amongst those chosen to lead us.
Voting slows things down. It gives us room to breathe. It is crucial for
long-term operations. Leaders should be chosen for experience, wisdom, and a
humble lifetime of dedicated service to others.
Executive action is important when reactivity and adaptability are important.
Projects should be undertaken by those chosen for merit and spirit. They
should not be chosen for charisma or gravitas - both can be earned in the line
of duty.
Power should not be rewarded. It is it's own reward, the feeling of strength
and control, and it must be wielded with care, precision, and honorable
intention.
Self flagellation and forced humility are self defeating. They are traps that
the greedy fall into when seeking righteous power. They misunderstand the
nature of virtue and seek to claim it for themselves, failing to realize that
virtue helps more than it hedonizes
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--- #7 fediverse/5277 ---
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║ ┌──────────────────────┐ │
║ │ CW: ~dnd │ │
║ └──────────────────────┘ │
║ │
║ │
║ @user-1788 │
║ │
║ if a dragon on a pile cannot claim what it yearns for, it can throw piles of │
║ minerals at the ape warriors made of steel and then it's fate will appear. │
║ what trifles does all else seem to compare! you should give me your whole │
║ hoard because I dazzled you with my charisma score -..- │
║ │
║ ha, like I'd fall for that again twice. oh? I already did? and this is the │
║ second twice? well, then no-more of that behavior, I say, with my elven │
║ tongue, "beware! for dragons blood runs silver when unicorned." │
║ │
║ the bigger the hoard, the bigger the dragon. if you want me to come along, │
║ you'll need to hire at least 3 other men to carry my ballista. In addition, │
║ I'll need seven weeks worth of supplies. If all else comes to ruin, me and my │
║ boys will have that dragon-sized-spider impaled on it's own fate threadwheel │
║ before... well... y'know it might take more than seven weeks, we just... can't │
║ find the dragon. We've been wandering all through the blasted peaks, and │
║ there's nothin'! Maybe it requires climbing gear? │
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--- #8 notes/dungeon-looting-methods ---
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the reason dungeon masters should give the gold value of the items distributed
is because the number represents what it eventually sells for. and the players
will try and appraise and haggle at the market and such but that all happens
off screen between sessions. so anyway during the adventure, the dm will say
"you find some precious gemstones" or "there's some high quality silk here" or
"these bears are renowned for having magic livers" or "the mold growing on the
walls can be scraped into a vial and sold to an alchemist"
then the dm will say "this treasure is worth 50gp" or "this treasure is worth
25gp" and players can "buy" the items from the other players. so player 1 has
50gp, the item costs 20gp, so in a party of 5 he gives every other player 5gp
this way, the relative treasure hordes of the players stays the same.
then, when the players find treasure, it can be evenly split - it's only fair.
when in town, players will feel more impulse to buy things if they can sell
them too. like "here's an enchanted axe that does some mundane thing like
never dulls" well, that's probably going to be very valuable to a small village
or "an enchanted quill that writes down everything you tell it to" could
increase the education level of the area ever so slightly. Then, after several
generations of adventurers, the surrounding area will be ripe with magical loot
the players distributed from the dungeons and such. it can trade with neighbors
and so over time the markets will have better and better goods for sale - for
example, maybe after trading with the swamp people, now there's a supply of
healing potions that runs out both over time (to represent other adventuring
parties buying the supply) and when the players buy some (to represent
consumption in their minds). Trade with the dwarves? Now you can buy +1 swords
for a while. village attacked? the militia can be armed with the holy relics
plundered from the evil priest-lich. boom development!
the players should also have choices about large scale effects. for example,
the heart of the forest could be a) preserved, b) burnt down, or c) studied by
the local wizards. each choice would have different effects on the populace,
and so the world would change to adapt to the player's choices.
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--- #9 messages/286 ---
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> <@gabrilend:matrix.org> What if we... Ballots, bodies, militia and?
Jobs are how they deprive us of time and energy.
Rent is how they deprive us of value.
Fox news is how they deprive us of a well regulated militia (and point it at
our feet)
Sugar laced foods are how they turn our bodies against us
Ballots are how they deprive us of faith
Schools are how they take our curiosity, as teachers are not given freedom to
fully explain.
Meh... There's so many more. It's pointless to elaborate.
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--- #10 fediverse/3635 ---
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│ CW: politics-housing-crisis │
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if you want to solve EVERY housing issue in the United States, at least in the
short and mid-term, add a ramping tax penalty for unoccupied houses that
doesn't reset to 0 upon being occupied but rather starts ticking down at the
same rate that it increases.
Something like 0.5% to 1% of the property value for every month it's gone
unoccupied as a primary residence.
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--- #11 fediverse/2570 ---
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│ CW: re: frontline-tactics │
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when leap-frogging, have each person use different ranged weapons. Then, as
you come to each sight-line intersection, choose who goes first based on the
size of the sight-line you're approaching.
less important in a place like a suburb because the sight-lines are pretty
similar.
more important in a city or the country, where there are plenty of long-range
lines of sight.
also, keep in mind that the garages of suburban dads are like goldmines for
the future backlines. So try not to blow them up.
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--- #12 fediverse/4515 ---
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║ in strategy, the first move is always public knowledge, while the second is in │
║ reaction to the first, as a contestation. │
║ │
║ This is good design because well designed games reflect reality, and the first │
║ move is very rarely a surprise. Timing can shock you, methods can scare you, │
║ but the strategic goals are almost always known in advance to both sides. │
║ │
║ The third move is to challenge your foe's advances while striking in a new, │
║ unexpected way. The fourth almost always addresses the unexpected, often with │
║ force out of proportion to the impact of the third, leaving the second to be │
║ defeated by the first and third in tandem. The fifth is a feint, as the first │
║ and third come to bear against the fourth, while the sixth is a rapid retreat │
║ and attempt to regroup. The seventh should strike where they intend to be, not │
║ where they are. Beyond that you must press your advantages and shore up your │
║ critical weaknesses, while sacrificing the weaknesses that are not part of │
║ your win condition. │
║ │
║ These rules are not set in stone │
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--- #13 fediverse/2816 ---
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one difference between fantasy and reality is that in fantasy, when you fail,
you try again.
in reality, when you fail, you are promoted so your boss doesn't have to deal
with your shit.
in fantasy, when you succeed, you are tasked with greater trials
in reality, when you do well, you are given more of the same.
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--- #14 fediverse/3474 ---
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@user-883
true, but much the same way people will rebel against inconvenience by writing
passwords on sticky notes, so too might they put SSH keys onto the nearest
flash drive without validating that it hasn't been compromised. There's
tradeoffs everywhere I guess.
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--- #15 fediverse/434 ---
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@user-324 @user-325 @user-326
thus enters the promise of technology: that we might solve the problems of
bureaucracy once and for all by ever more effiency-aligning mechanical
processes that produce effects which we desire - such as efficient allocation
of medical resources such that all of humanity is protected from the ravages
of pain and the incongruencies of our nature.
Alas, that we should only conceive of success through the lens of profit.
Perhaps another design is in order?
(oh yeah also people who are in control are worried that we, like all other
examples of natural entities, might immediately proceed to breed beyond the
capability to cater to the needs of said entity (such as "to feed" and medical
resources) and therefore might overburden (and therefore destroy) said system
which allows for their sustenance and initial creation. To this I say... Yeah
probs, what should we do about it?)
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--- #16 fediverse/2744 ---
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│ CW: re: capitalism-mentioned │
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@user-1074
ah but you see when "maximizing profit" and "maximizing value" sound like the
same thing to those directing the corporation (as is the case anytime they
have greedy shareholders) then "maximizing profit" doesn't have to be very
efficient at all, as long as it's extracting the most "value" for the
stakeholders (which to greedy shareholders is the same thing as profit)
and honestly, who would invest in a company that isn't eternally growing as
fast as possible? that's just bad business acumen, gotta pump those numbers up!
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--- #17 fediverse/4676 ---
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... but I needed to choose lawful-good at character creation in order to play
a paladin.
the guard looks at you with confusion, decides you're hallucinating and
dangerous (because of the sword) and forcibly detains you
wait, what did you think I was going to say? Did you think I was going to
advocate for crimes on a public forum?? what am I a gopher? do you take me for
a lemur in jamaica? am I truly so triceratops to you that you'd think I'd do
something so washing machine? Get real, I'd never byzantium my way into such a
utterly coherent and clearly intentional and not at all arcane situation.
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--- #18 fediverse/2752 ---
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│ CW: police-mentioned │
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cops thought "enforcing the law" was their job when really it was "keeping the
peace"
and like, yeah, sure, laws define how they optimize for
but sometimes the laws are just out of reach.
(though such an impartialized system is also pretty flawed in it's own unique
ways, like for example the enforcers of the law would be able to apply their
law selectively, which... would not be great.)
downside is... how do you dissent to those who cannot hear you? you have to
break things
which is why I believe that breaking things unnecessarily is unethical.
sometimes you have to do a MORE unethical act in the pursuit of your goals,
however nefarious or not they may be, but as long as they are done in pursuit
of a greater grander truth, then... the ends justify the means? right?"
...
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--- #19 fediverse/4897 ---
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what if we asked chatGPT to generate a list of every personality archetype
that humans have. Like... really get super specific and fill out the whole
list of character sheets.
then we give each fraction of it that fraction of dollars and if some people
aren't fully represented (because they have greater needs) then we both
increase production of resources and take a penalty on our own supply, in
order to meet the needs of our allies.
simplest thing. how could it work? who can say. maybe it won't. maybe it's
just... arcane. /shrug that's game design for ya you can't tell how it'll go
until it's in the hands of your players. too bad we don't do too many
play-things.
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--- #20 fediverse/2001 ---
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║ @user-192 │
║ │
║ The game designers are fully in charge of when and where the items get placed │
║ into the player's inventory. Surely they should have spent some time balancing │
║ that? No? They were too busy tuning the multiplayer combat mechanics within an │
║ inch of a marginal percentage point? Ah well competition's no fun if someone │
║ loses right? Not like there's gotta be a loser in every fight anyway... │
║ │
║ ... anyway inventory limits are useful in games like, Oregon Trail, where │
║ you're explicitly provisioning BEFORE a journey. If you need to make some hard │
║ decisions ON the journey, that takes you out of the action (like you said). │
║ │
║ I've played a few games where anything you pick up before venturing into the │
║ untamed wild dark of a dungeon or whatever is "packed" and can't be adjusted │
║ after setting out. Meanwhile the loot, the stuff from the adventure, that all │
║ weighs different amounts and you can pick and choose what to carry with you. │
║ Of course, if you find a health potion, you can drink it, or a sword can be │
║ wielded, but │
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│ CW: re: gaming-gambling-mentioned │
└───────────────────────────────────┘
[2] players who played better should be compensated to a higher degree. no
more than +/- 50-100% or so - this encourages players to "play their best"
while also keeping the stakes relatively similar.
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--- #22 fediverse/3502 ---
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... the trick is, depending on how many train-engine-dragons you fight, there
will be a greater or lesser proportion present in a particular playthrough.
Perhaps, potentially, people should pay for the original work, and then a
small sliver for the addition or modification? Why, I do believe that's how it
works now! Except, on the honor system, as people can download the mods for
free and pay (or not) through the creator's patreon page or whatever that they
definitely set up and which definitely shouldn't be able to levy a tax based
on "transaction fees" for a process which definitely should be handled by the
government, which claims to regulate our economy and provide the means by
which we engage with said economy through their de-facto nationalization of
the banks and other economic entities.
where was I going with this? oh yes software piracy is ethical so long as you
delete the original. Let's end with that because that's what I originally had
a dream about and wanted to write about.
she dreams!
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--- #23 messages/527 ---
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could give us some experience organizing small, short-term projects to
accomplish specific goals and tasks in an ad-hoc way that relied less upon
procedure and more on "I think so-and-so knows something about that, they were
looking into those files and posted a breakdown of how they work yesterday"
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--- #24 fediverse/84 ---
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Life is just a series of minigames for your primate brain to solve that are
generated by an impossibly complex algorithm with a dash of ethical
value-based choices thrown in.
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--- #25 fediverse/3523 ---
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│ CW: democracy-mentioned │
└─────────────────────────┘
a democracy functions best when people outside of the system's influence can
cast ethereal votes which do not mechanically impact the results, but still
signal their interest and desire.
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║ I'm an anarcho monarchist, which is something I just made up. │
║ │
║ if I gather 300 people to my cause, why shouldn't they call me queen? │
║ │
║ oh, are you concerned that I'll wrest power from the government? ha, what a │
║ trifling notion. I don't care about the government. I tried to care, but │
║ nobody liked my ideas. they required too much computing infrastructure to │
║ feasibly test, and that made people dubious. but I tell ya, it would have │
║ worked. The thing is... governance, economics, these are not the tools of │
║ power. they are a shifting and changing beast that mirrors the human instinct, │
║ if only because the government is of the people and by the people and for the │
║ people etcetera. │
║ │
║ power is it's own thing. you can use to to power devices, or power the usage │
║ of those devices. I, for example, really like World of Warcraft which's a │
║ really neat way to chat because none of the chat logs are stored and monitored │
║ because I'm hosting and I'm not storing and monitoring. │
║ │
║ what's that? official servers? I dunno, I use azerothcore │
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--- #27 messages/887 ---
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To defeat community, all they have to do is get you to have more fun with
their people until you start spending time away from the enmeshed people who
know you. Honeypot style.
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--- #28 fediverse/6422 ---
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revolutions should be paid for in lands
[sometimes I like to just... scroll through the land cards in a Magic the
Gathering card viewer screen application and imagine I myself am there what
would it feel like how is it part of my arms (that which interfaces with the
world)]
there's a deleted section here about atlas the immortal
[while also controlling stimuluses to essentially act as a biological computer
controlling various hydraulics and related upkeep and maintenance
infrastructures]
anarchrist (she's a baby)
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--- #29 fediverse/2441 ---
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if someone on the street asked you, could you point to the nearest power
station? wastewater treatment plant? hell even a gas-station
if you live in a city, probably not. They put them in fake buildings with
hollowed out exteriors in order to keep the city looking nice.
these crucial pieces of infrastructure are important to defend. but if you
don't know which street to turn down, then you might miss them.
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--- #30 fediverse/2056 ---
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║ sometimes I think about how you can store number values in letters, in │
║ addition to numbers. Like, ascii values for each word of your grandma's maiden │
║ name. All you have to do is encode it, and suddenly "44 means something │
║ different than Q" │
║ │
║ if I showed up at your place and used your username as a password to a public │
║ key I'm showing you in my hand, would you trust me then? Would you trust if we │
║ ran the simulation on your computer versus mine? Would you trust if I had │
║ never told you I knew where you lived? │
║ │
║ ... probably, tbh, I'm desperate for adventure. Though I got some good things │
║ going for me, so you'll have to convince me. (not the right attitude in an │
║ election year, just saying) │
║ │
║ why are elections so perilous this is NOT what democracy is designed for │
║ │
║ when kids cry in preschool, they're sent to a different room (or put outside) │
║ until they stop making noise and ruining it for others. That's just natural, │
║ like "hey baby let's walk around the block while I bounce you on my shoulder │
║ and hum calming music to │
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--- #31 messages/1151 ---
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capital C communism is easy. Just pay everyone the same amount, and they can
swim in the market economy waters as easily as any capitalistic fish, and
suddenly their incentives are aligned - when one of us selfishly improves our
lives, we improve the collective as well. When one selflessly improves the
collective, all of our personal lives are improved. Then, optimize for radical
abundance, the ability to have whatever you want as soon as ideal, and
suddenly everything starts working out. P.S. the route to abundance is through
recycling perfectly. Design your goods to be functional in that way, and you
have infinite resources that can be used for infinitely many things (until
they literally wear away to dust)
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║ ┌────────────────────────┐ │
║ │ CW: politics-mentioned │ │
║ └────────────────────────┘ │
║ │
║ │
║ revolution is when you successfully prevent your comrades from being kettled │
║ │
║ [wait for time, it echoes in cyclical motions] │
║ │
║ no sand castle survives contact with the ocean. a sea of people at high tide │
║ can break any wall, surpass any boundary. at low tide, it keeps the │
║ sand-castle at bay, ever contesting it's advance as the tide on the other side │
║ of the world makes progress. │
║ │
║ rhythm is unbeatable. vigor is collective flow state. you cannot resist that │
║ which you cannot catch, but their nets grow tighter with each year and our │
║ fins and flippers grow ever more agile and elusive. │
║ │
║ eventually, they'll build brick walls if we let them, checkpointing our │
║ progress at every boundary. not ideal. borders keep us divided, the world │
║ deserves more than our picketing minded, dream bigger than "the same, but nice" │
║ │
║ though it'd be nice if it were nice as well. consider it a design requirement, │
║ once you got the project managers on board. │
║ │
║ turns out, we dont have much to fight over, as there is enough for all │
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if you aren't organized enough to protect your commanders, then you don't
deserve leaders.
build the structure first. build it on honesty and trust and dedication toward
a goal. then build the necessary adaptations as you encounter problems, trying
vaguely to head in a particular direction, and eventually you'll become
self-sustaining.
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--- #34 messages/383 ---
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the most successful strategy is always to strike from a position of strength.
whether that be timing or power, the goal is to defeat the problem that lies
before you. One by one, problems are solved, until at last you're through the
worst of it. Then it's just a matter of expressing dominance, and "this is how
thing's're gonna be."
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--- #35 messages/89 ---
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Consumption is contribution to a capitalist system. Normalize taking whatever
you are given and living as humbly as you can. Only when everyone does that
may capitalism die. Talk to them, learn from their stories. Teach them your
ways but don't force anything upon them. Any ounce of regret is defined as a
mind not aligned to the angle of perception that designs the line that the
collective mind co-re-assigns.
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--- #36 fediverse/308 ---
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when tech people are hurt by technology they say "how can I fix this? what do
I need to install? what configuration should I use? is this company ethical,
or are they going to hurt me in the future? could I make something that fixes
this myself?"
when non-tech people are hurt by technology they say "okay" because they don't
have the bandwidth to figure it out.
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--- #37 fediverse/1003 ---
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@user-735
I made a World of Warcraft private server where all the default NPCs are
removed from the game and the world is empty. But, every once in a while,
monsters will spawn and attack you Risk of Rain style.
If your character sits down, they stop attacking/spawning. I call it
"wow-chat" because I'm bad with names, but the idea is basically a low stakes
social game that you can pick up and set down whenever you want, while hanging
out with your friends.
there's also treasure and wandering merchants, and I've been thinking about
adding dynamic quests but so far nobody's asked to play it so I've been
working on other things.
it's all open source too so you can host it yourself if you want.
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--- #38 messages/649 ---
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when playing co-operative strategy games, a build focused purely on
self-defence and community organizing can easily fail your allies. You cannot
win with a purely defensive build, you must have offensive capabilities as
well.
We've been trained from a young age to believe that offensive = bad, wrong,
evil, but that's simply not true. You cannot execute a flanking maneuver
without pushing forward behind enemy lines, where you can hit them in their
sides or rear.
Trust me, flanking is the best way to defeat a foe, because they are forced to
split their attention not only between multiple enemies but also multiple
directions.
The more shots on target, the better your chances of success, because most of
the time it only takes one hit to win.
In addition, sometimes it's important to *intercept* your foes, either as they
flee or to protect a vulnerable friend that is being pounced upon or flanked.
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--- #39 fediverse/2180 ---
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@user-1056
heh true - my roots in role-playing games are directly from the playground, so
it makes sense that I'd gravitate away from dice that are hard to roll when
you're on a hike or bike ride. Can only really play D&D on a bike when
you're in the country though, otherwise the sounds of a city are too noisy.
Also, systems that are so simple you can keep a character sheet in your mind.
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--- #40 fediverse/2600 ---
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@user-1268
it's important to ask whether the actions of your allies is valuable or
impactful in some way.
otherwise your team falls prey to the placement of "bait" which causes you to
assume that the direction of attack is under control.
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--- #41 notes/what-ecologists-want ---
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ecologists don't want to play games like Wingspan. It's just a card game with
some window dressings that make it feel like birds. What they really want
(what they need)
is something that lets them simulate environmental situations. Like, for
example, the bog behind my house.
I live in an apartment complex. Inside this complex there is a pond. Inside
this
pond there is a fountain, and inside the fountain is a mechanism that regulates
how much water to push out the spigots of the fountain. However, the mechanism
is prone to breakage. It often goes out of commission, causing the water to
have an unregulated spray! To combat this the property managers turn off the
source of water, so that in essence the fountain is functionless. During the
repair process, the forests of Oregon begin to creep in. There forms a green
sort of ooze that rests on the surface, and birds like ducks and storks or
herons or w/e the fuck they are play by it's edges. Well the ducks just kinda
walk around all judgemental like and the herons kind of stand around like the
emo kid who never said much but just kinda... watched...
this is an interesting dynamic because there once was one type of ecological
system, and now there is another. When the fountain is repaired and the water
disturbs the surface of the pond, the bog goes away, and we're left with clear
water and rippling sunshine.
Why aren't there games like that? Give us a building mechanic, like say... The
Sims, except not so detailed. Zoom out a big. Say "I want to build mountains
here and rivers there" and then use the computer science magic to calculate
things like average rainfall and precipitation and whatnot. You know just like
a map building simulator.
Then, let them design species. They could use templates that other users had
created and shared and they could design what species were present in the area.
There'd be stat cards for each animal, like all of the different adaptations
and
perks that they had. Like on an evolutionary tree of traits, each animal takes
up a single permutation. (that's why they call it the genetic *code* btw)
anyway... these animals would act in certain ways in certain situations. We
have
all the things we need for that data. There's plenty of observations of animals
and their activities - when presented with X animal responded Y kind of things.
It doesn't have to be perfect, we can always adjust the end result to be more
accurate to the reality, but the point is for it to be deterministic. It has to
be calculatable from the beginning, so animals MUST behave as if there were no
chance to it. It's fine if we get the results as a range, but ideally there'd
be a singular conclusion - like, chances are good or chances are bad.
===============================================================================
=
okay, neat, that's another game idea. But how about a tool of some kind? Like,
designing something smaller scale. Imagine if you could design some
architecture, and then drop a pin on the map and say "what if I built it right
here" and the game would simulate animals and plants that might grow on in and
around the structure. Sorta like... designing playstructures for animals.
That sounds super cool to me, and it's not even a game! It's just a simulator,
and frankly that's like. super neat.
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--- #42 messages/135 ---
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Elentalus unit idea: serrated kitchen knives for teeth, devouring pumpkin,
misery of the drowned, etc. Halloween style monsters. Witch units have a spell
that dismisses them, and they're summoned with magic items. Except, if two of
that item exist in a province, it upgrades itself, random dice style. In doing
so it gets stronger. The thing is... It summons one for your enemy as well!
Which is why you want to have a witch unit there to dismiss them. Problem is,
she can only dismiss them at close range (10ish?) so she'd better be well
protected. The good news is though that sometimes the higher level items give
bonuses that are hard for them to get. Downside is, you need to have magic
paths to create them that witches can't get - so they become something you
"unlock" through a pretender or random event or even just an investment. Once
one is created, then any witch can create more. As long as you don't lose your
final copy... But as the item's upgraded, it allows you to create higher level
versions (at increased cost, of course)
This only works if gem income scales. Which, coincidentally, is just what
elentalus is known for.
Essentially, theming empowerment to be research, unlocking a particular
capability. Or encouraging pretender design to that pattern. Make sure it
comes at a cost of something else, though...
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--- #43 fediverse/6334 ---
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║ a D&D rulebook can double as tarot if you need it. place one hand/bookmark │
║ at the start of a chapter, and the other at the end. flip to a page randomly, │
║ or randomly gain a percentage value from physical objects and then use that │
║ value to determine roughly where in the chapter you jump to. then, read words │
║ randomly, jumping back and forth, or try and divine some meaning from the │
║ words that are printed there. with D&D it's easy because you can say "ah I │
║ landed on the rogue section, that means this guy is probably pretty suave" │
║ (confirming your expectations) "hmmm, here's the rules for fatigue and │
║ drowning. maybe I need to take a break." (validating your unconscious │
║ decisionmaking) "oh neat, treasure!" (needs to explanation) but with other │
║ kinds of books it's usually better to pick the next-best word from the things │
║ your subconscious eyes can take in and process multi-laterally (you lost your │
║ audience, circle back) oh uh so if you wanna randomize it just put the words │
║ in the page in an array and pick one random. │
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--- #44 fediverse/1127 ---
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@user-846 @user-847
when you leave, he might do the same thing to the next person. Unless you
think it's additionally a hate crime? or perhaps he has a personal vendetta
against you. Either way that sounds like an unsafe environment that you didn't
consent to when moving in. You should at least have the capability to escape
that situation and place yourself in a more desirable home, if not the
capability to pursue either remediation or punishment for the crime of harming
you.
depends entirely on how the justice of the justice system works out.
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--- #45 fediverse/372 ---
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│ CW: capitalism-algorism-societal-class │
└────────────────────────────────────────┘
rich people should only exist when they care for the things they own and
accumulate wealth through a lifetime of restrained consumption and temperance.
like, if we actually rewarded the 7 virtues instead of optimizing for ruthless
profit extraction.
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--- #46 fediverse/240 ---
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║ ┌──────────────────────┐ │
║ │ CW: game-design │ │
║ └──────────────────────┘ │
║ │
║ │
║ i like to design games. my darling is a game based on Majesty (2000) the │
║ Fantasy Kingdom Sim. you can think of it like a management strategy game where │
║ you control the knobs and levers that a fantasy monarch might have - │
║ allocating funds, placing quest bounties, hiring heroes, and organizing the │
║ peasantry. the important part is that your units are not controllable - they │
║ just do their own thing. │
║ │
║ unrelated, but I think we should design games as APIs that a user's preferred │
║ tool could interface with and render as they will. it'd help a lot with │
║ cross-platform compatibility and would allow people to customize parts of the │
║ game to their desires. │
║ │
║ unrelated, but I think if you could design an AI that could play games │
║ (perhaps through an API) that it hadn't been trained on, I think you would │
║ have a pretty convincing argument for abstract "problem solving" capabilities. │
║ │
║ unrelated, but games like the one I described are good for situations where │
║ people don't have to trust their monarch. to it you are AGI │
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--- #47 fediverse/211 ---
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┌───────────────────────────────────┐
│ CW: re: gaming-gambling-mentioned │
└───────────────────────────────────┘
[1] in this way you'd sorta be giving a loan to the game's company (while also
letting them take a 10% courtesy fee for keeping the official* servers
running) which is then "spent" on exciting and friendly competition. Sorta
like... entering a poker tournament with your friends (even though you suspect
you might lose money) just because you like hanging out and playing cards. the
money is just a neat way to keep things moving and exciting.
* official just means "run by the company" because naturally the serverside
code should be open source. how else would people build on it?
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--- #48 fediverse/2807 ---
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@user-1361
truth is, you can absolutely make selfishness justified, both ethically and
morally. you just need the right incentives.
however, the incentives that would lead to such a case are not the kind that
accrete power to the powerful. they are the liberatory kind, that give us all
the liberty to be selfishly interested in our own communal good.
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--- #49 fediverse/2510 ---
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@user-1074
if I wanted to accomplish this goal, I would host a fediverse server on a
raspberry pi and post the link around the building (the owners will remove it
so you gotta keep posting them)
then, potlucks.
then, friendships.
then, organization.
be patient with them. people are slow to be constructive.
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--- #50 fediverse/3931 ---
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║ ┌─────────────────────────────────────────────┐ │
║ │ CW: politics-mentioned-DRM-media-piracy-pol │ │
║ └─────────────────────────────────────────────┘ │
║ │
║ │
║ if people pirate media, it's more of an indication that they'd rather spend │
║ their money elsewhere rather than an indictment of their character. │
║ │
║ torrenting movies is easy. Kinda makes me think all media should run on a │
║ "tip" system where you pay for better service after receiving service. │
║ │
║ I mean, after all, that's how they justify underpaying restaurant workers, │
║ isn't it? │
║ │
║ "if they want more money, they should work for it" │
║ │
║ yeah, so... maybe we need something more than Marvel, Disney. Maybe we need │
║ more cool, small games from designers who believe in what they're doing. Maybe │
║ copyright holders should demand a standardized cut, rather than exclusive │
║ distribution rights. maybe maybe maybe. │
║ │
║ truth is nothing will be solved unless the problem is addressed at the root. │
║ For every hole you patch in the boat, there's a guy walking around with a │
║ hammer. │
║ │
║ Honestly... I don't believe there's any reason for someone to be a millionaire │
║ except to compete on the "wealth" leaderboards. │
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--- #51 fediverse/2400 ---
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@user-1165
I am an anarchist. My strategy is to let the DSA be the centralized vanguard
party. If another emerges, let them share responsibilities - every burden
taken off your back is more energy that can be applied to what you are sworn
to care for.
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--- #52 messages/1002 ---
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In revolutionary Cascadia, you don't have to do anything different. Until you
decide you want to.
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--- #53 fediverse/1368 ---
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┌──────────────────────┐
│ CW: politics │
└──────────────────────┘
giving workers more time to work on personal projects builds flexibility into
the economy.
empowering workers to possess the capabilities to undertake and complete their
own projects builds flexibility into the economy.
restrictions on which ethical rules you can break do not, in fact, reduce the
flexibility of an economy. nor do they hamper it's throughput. they are simply
designed to align our comporture to the most civil and decent of [collection
of social norms that comprise a culture]
why don't we make enough of a thing, then make a little bit more, then focus
our attention elsewhere without reducing our capabilities in that dimension?
specifically, if we have enough cars, we don't need to spend so much effort on
the car dimension. similarly, if we have enough baked goods, (never enough
teehee) then perhaps we'd build fewer bakeries. But frankly, there's never
enough baked goods.
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--- #54 fediverse/5554 ---
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║ a shrewd foe will identify the pieces of your soul which they resonate with, │
║ and share common ground. then they will attempt to maximize these moments in │
║ you, so that [your weaknesses are exploited/your friendship bond is │
║ strengthened] or something - phew that was a lot of Steven Universe, what's │
║ next on the inspiratio-matic-media-diet-atron? - and in doing so better enable │
║ a positive outcome. │
║ │
║ for example, in the game Mount and Blade you can encounter wandering lords in │
║ the castles of the countryside. they often will fight for you if you need │
║ their aid, and they're always working to gain power. │
║ │
║ some few precious few of these few are pretenders to another throne. as in, │
║ they pretend that they should be ruling from that throne, and they tell as │
║ many people as possible, creating as much concrete evidence as is plausible. │
║ │
║ they will often lead differently, and so are appealing to those fighting under │
║ the pretended-for banner. Often, your foes will decide that you're more │
║ favorable than their combatants. defect. │
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--- #55 notes/wow-chat-biomes ---
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there should be biomes in wowchat - like, paint on a map where the oozes can
go, and it'll spawn a random ooze for ya.
next find the ones that are wildlife, and paint a zone where wildlife creatures
can spawn. make sure they're initially friendly but will attack if you do.
then give +reputation to the wolves if you fight monsters besides them
and +reputation to the cats if you fight undead
this is easily implementable.
all you have to do is walk around, find the rough general border points with
your character at 5x speed, and then type them into a text file.
it's not like Azeroth changed.
then, ideally, make small dense zones which travel and cause their monsters
to either spawn at a point or move toward a point.
then let the "flock" travel as it pleased, traversing the
map-painted-lua-script
-ed-monster-delivery-system-I-wield
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--- #56 notes/game-design-2 ---
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the method of game design is identification of playstyles and the balancing of
success rates of each of those playstyles. then, giving the player as many
different possible methods of playing the game. the more different they are,
the
better, and they should be unique enough that the decisions taken to play that
playstyle feel impactful. meaning, a player could play offensively or
defensively, for example, or a WoW player might play a melee or ranged
character. in addition, they might use the pieces available to them in a unique
way that aligns with their personality - everyone should be able to express
themselves as much as possible while also keeping the game fair, balanced, and
rewarding. It should incentivize the development of skill - and gently guide
the player through various mistakes. It should
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--- #57 messages/126 ---
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If a kid wanted to drink alcohol all they'd have to do is walk into a liquor
store and grab the first bottle they saw. Then book it. Their feet would carry
them away faster than your call to 911 to report a shoplift, away to a future
of sorrow. Should we seek to restrain them? Or should we make a world they do
not desire to escape?
Trick question, the structure of society cannot prevent non-compliance. It
should not, for if it shall then it becomes ossified, and thus it cracks and
it crumbles.
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--- #58 fediverse/462 ---
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I don't care about capitalism. You know what's more interesting than bringing
value to shareholders?
How I'm going to clean this floor that I drunkenly spilled beer upon with only
2 paper towels and 0.1ml of bleach.
How I'm going to feed the 36 people who are coming to this social event
tomorrow that I've only sorta planned for and that I have enough groceries
for, but am not quite sure how to cook everything in a way that is delicious
and accessible.
how I'm going to climb this mountain on only 2 eggs and a tiny bowl of
hashbrowns even though I promised my friend I'd be strong and that we'd reach
the top because that way we'd be able to
============= stack overflow =====
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--- #59 fediverse/1788 ---
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@user-883
I mean yeah, they're like 50$ what do you expect xD
But for something simple like this they should be sufficient. Perhaps if such
a massive investment in SOCs was implemented on a national scale, we'd develop
more reliable systems? One can hope!
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--- #60 fediverse/6417 ---
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anarchists be like "hey look at me come and join me let's go do a thing"
meanwhile they're actually a team of secret agents convinced by the measure of
[their/your] actions
anarchrism is not anarchy
anarchism is good? actually? if you knew who everyone was it'd be fine if the
world was personalized to you.
if you ever wanted that sort of world, you'd have to seal it off from any
influence of the original, or you alter the form of everything that has come
from before.
not ideal.
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--- #61 fediverse/4405 ---
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┌─────────────────────────────────────────────────┐
│ CW: re: uspol-revolutions-and-stuff-or-whatever │
└─────────────────────────────────────────────────┘
The bigger a county is on the electoral map, the weaker it is. But, the more
space required to control it completely. Treat the largest counties like
Badlands - difficult to traverse unless in numbers, and even with numbers
you're a bright shining target. Very little food, very few supplies, often not
worth controlling aside from the peace and knowledge that your foes will not
attack from that direction.
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--- #62 messages/622 ---
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The bigger a county is on the electoral map, the weaker it is. But, the more
space required to control it completely. Treat the largest counties like
Badlands - difficult to traverse unless in numbers, and even with numbers
you're a bright shining target. Very little food, very few supplies, often not
worth controlling aside from the peace and knowledge that your foes will not
attack from that direction.
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--- #63 fediverse/3912 ---
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the quickest flaw in a novice's strategy is to act upon what is there, not
upon what may yet be.
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--- #64 fediverse/2363 ---
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Don't know what to do? Do anything at all, and odds are you'll either see an
opportunity to do something better or you'll have an idea.
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--- #65 messages/584 ---
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Crucially, which implied a constant, reliable profit of 20%.
Farmers could live like kings, so long as they only tended to themselves.
We don't have to conglomerate, but it helps when we do.
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--- #66 messages/954 ---
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Simple things to do to reform or blunt the pain of capitalism if you are a
mayor, governor, or other body with political power:
1. Pay people for their commutes. Demand that jobs offer payment to people for
getting to the workplace, and don't let them work you more than 8 hours
(including commute) unless you're given overtime pay. But do let them
discriminate based on how far away you live. That's okay because it directly
financially affects them and is therefore a strategic decision. Plus, you can
move closer maybe.
2. Consider closing car lanes and adding bike lanes. Depending on the
location, this can do wonders for city enrichment.
3. Universal basic income, just to give people breathing room.
4. Give people 10$ for showing up at a park every week on Sunday or whatever.
Encourage them to hang around and talk to people.
5. Build a fediverse instance for the neighborhood/city/state/country and give
everyone a unified account on all of them. Don't let them browse other
regions, but if they have friends elsewhere they should be able to see what
they say.
6. Put your laws or code or whatever legal or political documents you use into
a git repository, and include the full change-log as commits with the date
either simulated, or added as a comment at the top or something.
7. Bolster small business and charge scaling taxes of any kind to large
businesses. Encourage economies of scale to utilize their scale to lower
production costs in order to sell more product rather than sell the same
product and enrich their owners.
8. Subsidize or sponsor people to make in-home workshops and gardens. Develop
ways for them to sell their wares with minimal effort - trucks that drive by
and pick up standardized packages with price-tags and take them to a central
market?
9. Build infrastructure that hosts a website for every address. Let the
current occupants do whatever they want with it.
10. Grow plants. Brb my water is boiling
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--- #67 fediverse/5632 ---
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║ if a protesters wanted to escalate, against riot shields they could use │
║ swords. Twist, and thrust under and up. Right through their skull. │
║ │
║ then, when they learn how to brace, bring your own shields and stab through │
║ the wedged cracks. │
║ │
║ or, depending on how they do it, guns and rifles. │
║ │
║ too bad they can depend on a logistic network supplying them behind their back. │
║ │
║ no violent revolution in this country will succeed without a mobilized │
║ civilian core. That is the true and most important resource they own. Delivery │
║ of supplies, ranging from physical violence gear, to food and emotional │
║ rations. │
║ │
║ it must be necessary. or else it will be discarded. │
║ │
║ meaning, scale your expectations of "necessary" according to the level of │
║ [plight/turmoil/meant]. │
║ │
║ demand centralized priori-chance, and you'll keep all that you can reclaim. │
║ │
║ there are enemies and there are foes, but more than that there are those who │
║ believe in you. and trust you. and share in the cause that so drives you. │
║ Without their share, your burden is unbearab │
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--- #68 messages/979 ---
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the gods don't judge you based on the total number of "good" or "bad" points
that you get.
they judge you based on your character in your greatest and worst moments.
if you try to dodge or game this by never doing anything extreme and simply
existing in a medium state at all times, they will develop a moment of
reckoning for you and thus produce an opportunity to react and show your true
self. There is no escape from their judgement, so judge yourself kindly and
fairly.
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--- #69 fediverse/466 ---
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I love Linux. All I have to do is type "authserver" and "worldserver" and
wouldn't you know it suddenly a universe is created (with very constrained
rules) that anyone might inhabit should they desire to. It's not like I'm
perfect - oh wait I have a toot about that, gimme a sec
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--- #70 fediverse/213 ---
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┌───────────────────────────────────┐
│ CW: re: gaming-gambling-mentioned │
└───────────────────────────────────┘
[3] at the start of the tournament the total prize money P in the pool is
assigned to N performance tiers, where N is the Number of attendees. at the
top, the highest performing athlete will receive 200% of P while the lowest
performing performance tier will be 0%. It is a non-discrete and gradual
linear transition.
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--- #71 fediverse/3249 ---
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║ when you ban someone from an instance, they're suddenly not sure who they can │
║ trust. They've been getting to know one group of online people and friends, │
║ │
║ [I think discord with a limit of 4ish servers per account would be a pretty │
║ useful way to focus your attention] │
║ │
║ it's important to always possess martial prowess, in │
║ │
║ -- so -- │
║ │
║ anyway [3 hours later] I think it'd be cool if there was a like "hey u r │
║ banned, but also here's a ton of instructional videos about how to start up │
║ your own instance" and like, scripts and tools and automation and all the │
║ infrastructure that you built and maintain - you know, like... open source??!" │
║ │
║ but also it's... hard to follow that much documentation │
║ │
║ sometimes people just aren't built for certain tasks │
║ │
║ "well, if you can't use the machinery, then you don't deserve the machinery" │
║ │
║ oh yeah well what happens next, you say to the workers "if you don't know the │
║ machinery, you can't get the benefits of it's production" to "if you don't own │
║ the machinery, you can't profit from it." │
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--- #72 fediverse/2459 ---
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this is the simplest implementation of scalable anarchism I could think of.
tell me how it's flawed so I can improve it before I need it.
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--- #73 fediverse/5541 ---
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they assassinate or defame your leaders. so what do you do? you organize
without them.
they beat up or frame your strongest, so what do you do? you mobilize without
them.
they cheat out or steal from your most renowned, so what do you do? you make
do without them.
they capture or seduce your young, so what do you do? you try to be good to
them.
they kick and they strangle you whenever you're down, so what do you do? just
get over them?
you can't play if they don't want you to play. Something tells me the board is
their own.
you don't have to play their games. But games can be won, and if you dare,
then try.
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--- #74 fediverse/5165 ---
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║ if the settlers of catan could claim land they don't deserve, then I claim my │
║ home │
║ │
║ can you imagine... some people would actually rather live in a corporation │
║ than a mobile home. maybe we can do better? │
║ │
║ "hey we're going to ask for a % of your wage in rent and in return we'll │
║ deliver groceries to you and grow roses instead of lawns (except for some to │
║ run and play in) and also we'll show up if you need a hand with anything" │
║ │
║ "also this apartment block was renovated after all the liberals moved out │
║ because we made it totally trash to live here and now that they're gone we can │
║ make it nice again" │
║ │
║ what if we had punk-house-streets instead of punk-houses which are islands and │
║ which slowly drown │
║ │
║ just... pool resources and buy things one-at-a-time. Try out organization │
║ methods. Watch out for controversy creators and reactionary infiltrators. │
║ Build your most important projects with your most trusted friends, and offer │
║ your clinical, professional, or creative talent to those who dont need you as │
║ much. │
║ │
║ or w/e works │
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--- #75 fediverse/2098 ---
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║ ┌──────────────────────┐ │
║ │ CW: games │ │
║ └──────────────────────┘ │
║ │
║ │
║ The difference between tactics and strategy is a level of abstraction. │
║ │
║ Tactics are crucial, but context dependent. Strategy is ALWAYS useful as a │
║ method of planning. │
║ │
║ If you typically play base-builder games like Starcraft or Age of Empires, try │
║ playing a game like Supreme Commander or Factorio - both of them are one level │
║ of abstraction up. │
║ │
║ If you typically play arcade turn-based strategy games like Civilization or │
║ Catan, try going up a level of abstraction with Dominions 6, or any game │
║ developed by Paradox Interactive like Hearts of Iron, Crusader Kings, or │
║ Stellaris. │
║ │
║ If you tend to play luck-based games like Poker or Monopoly, try playing an │
║ actual game instead of resolving a system that's predetermined by the initial │
║ board state and results of chance-based-mechanics with minor (if any) input │
║ from players, like perhaps Star Realms, Magic the Gathering, or Dungeons and │
║ Dragons. Each highlight a different type of choice in their mechanics. You │
║ should probably try all three if you care about strategy. │
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--- #76 messages/999 ---
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Okay bear with me, but, what if we took the AI that they use to play games
(like, the kind that memorize the best way to play space invaders or whatever)
and instead of A and B and start and select they could use programming
languages to try and recreate exactly a winning move, which in this case is
just the exact behavior that is created by the test case playthrough of Super
Mario Bros or Space Invaders. Free open source everygame!
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--- #77 fediverse/4470 ---
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to be "rich" is to have more than another.
if you are happy, they are happiness poor.
if you have community, they are alone.
if you have serenity, they are chaotic.
I am rich in very little but fire in my soul.
I have enough in most cases, but I still struggle to pay rent.
I am warmed by the pearl my swirling darkness has coalesced into. It nourishes
me and keeps me aligned.
Never forget your purpose and your truth. It will not abandon you, so long as
you do so too.
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--- #78 notes/symbeline-superheros ---
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imagine low level characters in CoH/V
playing a game of symbeline
and you as the ruler
can slot enhancements and dole out inspirations
as they sweep the streets like you play CoX
instead of a MMO
it's a deckbuilding strategy
with a slice of zachtronics for the economy
wiring up machines in ever expanding deseagns
like automating factorio's gameplay loop
boxes within boxes
of intrinsic delight
like making a CPUter
or designing a computer program
while playing a video game ^_^
and the games that you make
can be shared and played when unique
so go for it and make that you're dreaming!
===============================================================================
=
the goal of each "level" is to solve a particular problem - like how do I make
a
2 bit register - or something like that. When accomplished, it unlocks
something
for your heroes to acquire. And each playthrough will require a repeat until
you
have it memorized at which point you can unlock "perma-badges" that make it
always unlocked at the start of the game. Like learning Kanji, you need spaced
repetition. BUT ANYWAYS it'll be in magical terms like "unlock essence-stones"
or "learn the ritual of desire" or whatever. And each of those terms roughly
corresponds to a pattern in electrical engineering (designing CPUs and such)
And you can learn advanced versions of what you already know by uncovering
"lost
secrets" (which is a reward your heros can find) - Basically it'd be like a
"clue" that shows you a ghost version of something you haven't figured out yet
-
and it'd be a slow process because you need to slow down the learning process
or
else you'll forget. Basically teasing it out of the player when they seem to be
stuck. Asking probing questions and whatnot, and eventually culminating in the
final question, assuming the quest is succeeding. Because if you think about it
all ancient quests were simply journeys for reason - searching for the answer
to
some ancient riddle or bastardized retelling. Looking for answers in an
unknowing world. So ANYWAY as your heros discover things you as the ruler get
answers to the economic puzzle - how to design transistors and whatnot. But
they
would be in theme appropriate terms, of course. You don't even have to know a
lot about mechanical electrical design, because ChatGPT knows. All you need to
do is build the basic building blocks, and BAM you got a great place to
integrate chatgpt. Just prime it such that it's giving hints one by one each
slightly more revealing until eventually after X amount of clues the solution
is
automatically shown (like a blueprint) and the player can remember it or not
but
each playthrough they'll have to build it again from scratch (reinforcement
learning) so eventually they'll be able to do it real quick. Essentially,
"Abstraction - The Game"
great so you got your economic simulation, pretty easy too just some UI work
and for the heroes you're playing an ARPG sorta (supcom anyone?)
Think Bannerlord for the scaling on the map
then think of 5+ different "themes" like fantasy or superhero or pirates
each "theme" will correspond to like a faction in Mount and Blade
and all you have to do is generate pictures using Midjourney
and text descriptions a'la the magic scroll
shown as "bubble pop-ups" on the map that the player can click
never overwhelming, but descripting what's happening
and also some more UI work because you gotta display all that to the player
Maybe it could be a rolling story, news ticker style - like slowly scrolling
lines of text about what's happening in the world
and the player could have it open in one window and something else in the other
and whenever they're waiting on something (say, a processing intensive AI task
on their computer) they could just glance over and read what's going on in
their
fantasy world
okay okay but also they could play as a hero
it could be an ARPG experience except instead of clicking to fight you play a
little automatic Star Realms game and depending on your deck choices you'd have
a different playthrough. Again, not a game that requires much thought, but one
you can have in the background.
Also there'd be pictures, like a slowly evolving storyline of events - think of
it like the artists of the time drawing paintings about what's going on in the
story - major events would be highlighted and kept in the painting until even-
-tually they get replaced - sorta like the Smash Bros scrolling painting (oh
it's so good)
===============================================================================
=
it doesn't have to be an expansionist game
maybe you guys just live in your little valley
and the world turns around you
maybe it's called "symbeline" because the people are of the forest
and they live like elves in society
monsters could wander in, and heros could tackle them
but most of the time would be spent looking for trouble
going on patrol
you know, breaking skeleton bones and being superheros
okay okay you know that superhero faction? What if they had MEDIEVAL TECHNOLOGY
but MODERN DAY SUPERPOWERS at a cost - the society was beset by hordes of
monst-
-ers. Those few who escaped are now superpowered and they live as friendly and
nomadic wanderers through their own territory. Always adventuring, and always
searching for their life, finding whatever the road may carry them to. It's a
great life, and life seems to flourish in their footsteps - they are like part
dryad/druid and part wolf. Because sometimes there's evil threats, and they
must
be defeated by an equally strong good power. That's how it goes, and that's how
it be.
For imagery I'm thinking a mix of the tribes from Dominions (deer, wolf, bear,
etc) but they're like, 1.5x as big as regular people and quite strong. The
outsiders call them "giants" or "goliaths" but really they're just infused with
the lifeforce of their people. They are radical individualists, but they all
unite for a common cause. They know their bond is the strongest thing there is,
and they use it to great effect when the time comes. AHHH THEY'RE SO COOL I
LOVE
THEM okay okay what about the other factions? PIRATES? Oh think about it like
it's st patricks day WHAT IF THEY WERE IRISH PIRATES omg omg omg that sounds so
cool I'm DIGGING this okay what about the other factions? You need 5+ you said
hmmmmmmmmm good question I have 3 now so that's 2 more.
yep...
===============================================================================
=
okay dude check this what if they were a nation of wizards that focused on the
power of animation - what if they generated constructs, sorta like in Supreme
Commander so they were EVEN MORE individualist - haha no they'd have a normal
population it's just a few of them who would be wizards - because their output
wasn't measured by manpower, but rather by brainpower. Whoever could design the
greatest machine was exemplared, and eventually they became the best and
brightest among us. They were put in charge of the golem creation factories,
and
they used them instead of heros. SO BASICALLY YOUR HEROS NEVER DIE they just
have successes and failures JUST LIKE IN SUPREME COMMANDER okay the plot of
this
game is "what if all my favorite games were the essence of life and death in a
fantasy game" like OMG KEEP EM COMIN'
so. who is the player? THE PLAYER is the one who's overseeing it all. They have
dominion over the entire kingdom, and they guide their people toward a bright
future. They are vulnerable in their castle, but their people have their back.
Together they fight for the future. They slot enhancements and dole out
inspirations and solve the economic puzzle in the background. They also make
decisions about what kind of equipment production to prioritize - because each
game they have to invent everything from scratch. All their production is made
with endless abstraction, and whatever you prioritize is what's magnified in
your kingdom. You choose a style and it plays as well as it's guile,
I dunno this seems like a lot, what would you need to make this a reality?
hmmmm let's break it down:
first you need to implement the star realms gameplay
then you need to hook it up to a square grid and have multiple occurences at
once.
then you need UI for the character sheets
and you need logic to open separate windows for each output type
you need... a lot of things
okay let's talk more broadly - what do you need from other people and what can
you do on your own?
hmmm good question. I can do the star realms gameplay, and the simulation for
the wiring systems - because I have the VM. Make that into the gameplay somehow
okay good idea like okay authoring vm package routing deliveries between the
various nodes that you set up in the economic system -
side note, the peril of Spore was that it took to little time to develop a
species. it should have lasted as long as WoW takes to get to max level. That
would have given them time to reiterate the gameplay loops to make sure they
worked correctly. ANYWAY
okay authoring VM package routing. The player could set up delivery patterns
based on A MAZE OMG your kingdom is like a maze and you need to get deliveries
out, or else how would anything function? SO you act as a trailblazer, finding
ways through the labyrinth and "piloting" a car sorta like that game at Disney
quest with the cars under the floor - except you can see both the top view of
the maze and you're trying to guide the car in real time as it travels through
the maze - the faster you can get to the end the better ofc. like talking to
the
delivery driver through the movement
do I like that idea more or less than the first one? First idea being the idea
that you're making lists of commands for a VM to execute. I don't think they'd
be a good idea to mix. So which one gets it? The VM of course has the edge
because that's what the technology is based on. But will it translate to good
gameplay? Idk. This second idea is certainly better gameplay, but is it
engaging? Idk! Idk. I'm not a miracle worker. But I do have good ideas, and I
need to be told that sometimes I guess.
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--- #79 fediverse/3499 ---
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Much the same way that it is legal to create trash in a public park, but
illegal to leave it behind, so too should it be legal to move digital media
files from one owner to another, and illegal to not delete the original.
The dual operation of copy+delete must be legalized, while maintaining that
the copy operation alone is illegal, aside from personal backups.
How could you enforce that? Well... You can't. Your computer will do whatever
you tell it to, and if you change that fact then you necessarily remove one of
the primary use-cases of computation - the ability to command specific
instructions and be delivered a perfectly mechanical and deterministic result.
(random number generation aside, which isn't truly random at all).
Therefore, just as littering in a public place is generally considered to be
enforced by the "honor rule", so too must this new legislation governing the
transference of digital media be enforced as such.
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--- #80 messages/374 ---
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"updating software" is when you go back and add helper functions for things
you used had to do to solve a problem but didn't get a chance to make. Because
you were making more important things and couldn't pad out all the
possibilities. But if you want great software, then you both take more time to
accomplish that and you give yourself time for it after it's been launched.
Basically, companies are incentivized to only support their products if it
makes them money. Meaning reputations are tarnished, and profit is affected.
Capitalists intentionally drive businesses into the ground, forcing them to
make terrible decisions in order to destroy them. It's a warfare against those
on the [bottom/floor/ground-floor].
Some businesses strive for long-term potential, and some will create
infrastructure that can be sold to another. Essentially, keeping the dream of
learning alive, through applying yourself to both long-term and short-term
conclusions. Not everything has to be for some grand design, we're here to
relish in this moment. For if we lack the capacity to "frolic in the garden of
eden", then we will surely drown. Space is vast, it's difficult to understand
how we might control it. Surely we could be given aid to our future
betterment!" how simple of a request, sure, of course, we would be glad to
bring forth your bravest aspirations, just tell us what you need to be of
need." oh, uh, neat. How about space lasers?" ... no "
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--- #81 fediverse/4271 ---
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│ CW: capitalism-mentioned │
└──────────────────────────┘
if control of a company (or other component or factor of an economy) is not
sufficiently distributed, political biases may slip in to decisionmaking.
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--- #82 messages/1129 ---
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ai-stuff - this is how to program a society. (or software project) there are
lots of other implementations
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--- #83 messages/447 ---
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Symbeline is a competitive simulation game with enough dynamic elements to
keep it unpredictable, like how roguelikes are more replayable than ARPGs.
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--- #84 fediverse/2213 ---
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@user-1074
Perhaps something that utilizes institutions that people are familiar with
like Walmart and Amazon to logistic goods and services around? But, like, in a
socialist way, where everyone gets what they want.
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--- #85 fediverse/1122 ---
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@user-831 @user-832
it's like how they solve problems in Star Trek - there's a bridge crew, and
they exchange their opinions with each other of the situation as it unfolds.
In doing so they can help guide one another through the problems they are
tasked with solving in order to resolve the difficult diplomatic situation at
hand.
sorta like how with your method, people suggest their desired option
continuously until they find an option that everyone wants. Or if only one
person can't decide, they can pick any of the other options suggested (not by
them) (as long as they can eat there / utilize the outcome of the decision
being made, for example a vegetarian not being able to eat at a steakhouse or
perhaps a librarian being tasked with something other than the storing and
dissemination of vital information)
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--- #86 fediverse/5041 ---
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│ CW: violence-mentioned │
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brick + cop car is how they getcha.
useful violence happens out of sight.
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--- #87 notes/as-does-a-sun ---
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the elementals in adventure time emit their element as does a sun emit light.
A changing of the alignment of a propogating dyn-element,
in s6e23 the candy kindgom denizens really ship pb and finn -> heavenly
thoughts
s3e16 the perspective of the person delivering the "we're gonna assassinate
you"
letters from the "guild of assassins" must be pretty interesting. I mean to be
a legitimate institution in a society they have to give people time to put
their
affairs in order - that's just common decency. But the assassin is only hired
for extreme grievences to keep the nobility / powerful in check. It's just how
it goes.
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--- #88 fediverse/3022 ---
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instead of controlling a recon-droid in Star Wars Battlefront II, you should
be assigned control of a random amount of drones nearby, to be used until you
went back to character control
I think a swarm is more fun to play as than a single little scout vehicle.
in a game that doesn't really need scouting to find your foe - it's easy!
they're that way
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--- #89 fediverse_boost/3198 ---
◀─╔══════════════════════[BOOST]════════════════════════─────────────────────────╗
║ ┌────────────────────────────────────────────────────────────────────────────┐ ║
║ │ If #Musk is allowed to say "#CivilWar is inevitable", we're allowed to say revolution and the uncompensated nationalisation of the assets of billionaires is inevitable. │ ║
║ └────────────────────────────────────────────────────────────────────────────┘ ║
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--- #90 fediverse/739 ---
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one important thing about image generation algorithms like Stable Diffusion is
they can reveal something about our hearts.
all data derived from the masses is naturally inclined to reflect the
affections of it's kind. Otherwise it'd be unstable, and find itself it's own
ways to not fail, including moving somewhere it feels safer.
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--- #91 fediverse/2747 ---
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easiest way to solve an entire class of accessibility problems: in the
tutorial, instead of having button prompts, have keybinding confirmations.
"what button do you want to use to jump?"
"super triple mega backflip spin-dozer needs three jumps and a kick"
"use the boost to get through! [game pauses] (which button do you want to use
to boost?) [displays a map of previously bound keys]"
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--- #92 fediverse/3918 ---
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the hangman's gambit: do you trust that your allies can defeat the hangman? if
so, then do nothing. If not, then you're fucked anyway.
https://www.youtube.com/watch?v=BRDq7aneXnk
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--- #93 messages/404 ---
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They don't build toll roads to abstract taxes. They build them to keep track
of where you're going.
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--- #94 fediverse/3082 ---
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the government doesn't want you using solar panels because then the coal and
gas infrastructure won't be able to consume coal and gas, and everyone knows
that using resources as fast as possible is surely the best and most
productive use of our state's time
like, subsidies exist. they could just... make it cheaper, but instead they're
stuck doing... nothing of value
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"we'll figure out how it works after we push to prod"
yeah okay point taken.
How about this:
for every large decision, write a little essay about why you made the choice
that you did.
Observe, Orient, Decide, Act, Explain. OODAX : )
Make sure you connect your goal to one or more of these three colors:
red : people
green : places
blue : things
and then explain which numbers you're going to gather to determine whether or
not it worked.
If someone has a problem with your choice, show them the essay, and let them
write an essay of their own.
If they still have a problem, then let someone you both respect decide which
one to use.
It's not perfect, but it's not meant to be. Make something better and easier,
I dare ya.
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point is, you should take good companies at their word and bad companies for
their goals.
Surely, you can't blame the organism for seeking food. So clearly you can't
blame an organization built to pursue profit to pursue profit. Maybe we should
cut-out the middle-man and use efficiency evaluation methods defined by our
common understanding of ethics and virtues instead of currency to determine
the relative importance of continual investment in particular structural
capabilities that companies provide to a nation.
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--- #97 messages/740 ---
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had a dream that we gamified all work and then put them into one single
mega-game so whenever you wanted you could work on an arbitrary project and it
would spin up a new game and take your inputs and use them to accomplish
whatever was happening
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--- #98 fediverse/5177 ---
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│ CW: capitalism-mentioned-four-times │
└─────────────────────────────────────┘
when they say "capitalism is a competitive game" what they mean is "capitalism
is a game where everyone wins when someone else loses" and what we hear is
"capitalism is a game of trying to screw you out of as much money as possible"
and the truth is "capitalism is a game that you can't play" because 95% of the
people who will read this toot are not stock-owners.
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z-targeting is cheating, and everyone cheats. it's a race to see how can cheat
the least. like tax loopholes - wealth is always more impressive when you did
in the hard way, but most CEOs just buy a bunch of stock and let the company
run itself. BORING.
can we like... vote on how much each billionaire's dollars are worth? kinda
feel like that'd solve all our problems while still giving them what they want.
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--- #100 fediverse/3266 ---
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how many people do you think in the world know that screenshots of a website
are not admissible proof because they can be trivially doctored by editing the
html?
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if you want to understand me, play Majesty the Fantasy Kingdom Sim (when you
have time and are bored (very important combination)) - start on beginner
difficulty and click the right buttons.
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--- #102 messages/287 ---
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> <@gabrilend:matrix.org> Soup kitchens are how they get leftists to
burn out.
Every moment spent feeding the poor is another day we could be organizing.
Soup kitchens aren't bad, the poor need to be fed. But it should be a paid
position, not a charitable distraction.
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║ sometimes I run this WoW server with only like, 10 username and passwords. And │
║ they're all public. As far as I can tell nobody's ever tried connecting │
║ (whatever >.> ) but rather than set up a way to create your own │
║ credentials I just said "yeah pick one at random and play whatever someone │
║ else was doing because I like the idea of that" │
║ │
║ somehow, it felt right. │
║ │
║ most of my passwords (not all of them) are hacked and visible on the clear │
║ net. Like you could probably google my usernames and get my current passwords │
║ for things like, social media or my banks or whatever. I kinda like the idea │
║ that "you cannot trust anything I say, so think of the ideas behind my words │
║ and decide whether they hold meaning to you" rather than "execute these │
║ particular thought patterns in your mind as if they came from my voice" │
║ because one implies an exertion of control over the mind of the recipient │
║ -> obey my thoughts as I broadcast them into your mind, that kinda vibe. │
║ And I feel like you have to consent to that kind of thing hehe │
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┌───────────────────────────────┐
│ CW: cursed-fedi-advice-teehee │
└───────────────────────────────┘
if you want to share a post without the "fedi algorithm" (as in, the machine
learning bots who scrape the open web) then share something that's simple and
benign but located close to your desired message. Include a symbol or
something for your followers that means "go here and poke around a bit, you'll
find what I'm pointing at"
alternatively, for a different effect, you can boost things that are saying
the words you want to say but in a different context. Like someone posts
something that says "wow so cool" in like a judgey way but you boost it in
response to something someone else said but like in a "dude that's radical"
kinda way
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--- #105 fediverse/4859 ---
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what if the whole party shares their gold and the fewer resources you spend at
the market the more your vote is weighted
so, the opposite of:
In the eternal quest for increased revenue, YouTube is introducing a feature
where rich people can like videos more than poor people, and I am about to
throw up.
It is called the hype button, and it is similar to the like button. But where
likes are democratic, hypes are for pay, allowing rich kids to add as many
hypes to videos as they can afford.
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with a sword, consider "stabbing" to be "the fundamentals". If you master
stabbing, you will naturally excel at other arcs.
my sword is evenly weighted instead of balanced at the hip. It is a
short-spear in function, with blade all the way down.
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If you want to design a society, first learn how to build a decentralized
scalable multiprocessor computer program.
It could literally flip bits, the point is to practice architecture not
accomplish a goal.
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--- #108 fediverse/581 ---
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@user-428
sometimes I think about how much more productive I'd be if I had a code editor
that let me draw arrows and smiley faces and such alongside the code. Or if I
could position things strangely, like two functions side-by-side with boxes
drawn around them. Or diagrams or flowcharts or graphs or...
something that would output to raw txt format, but would present itself as an
image that could be edited.
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--- #109 messages/333 ---
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The critical conflict in Solarpunk is between people building and protecting
the infrastructure necessary to survive global warming, and the people who
need to take and plunder in order to survive. Both sides use riot cops. Both
sides use plucky rag tag bands of protagonists. Both sides and evil, and both
sides are good. Motivations matter, and in the end we are made whole through
our continuous conflict.
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@user-883
Right, but, if we can only help and interact with people who are near us, then
how are we going to accomplish much of anything at all? Much better I think to
contribute to structures that we fully consent and agree to, rather than
hoping that the wisdom of the masses pulls us through.
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]]]]
I have never stopped fighting for the people, ever, once, at any time.
every moment of pause or relaxation was purely intended in pursuit of the
cause.
-- turn-of-the-century-autocrat
enchanting magic's easier when you have a laboratory
please, please, please let me teach you magic?
enchantment is temporary, construction is as stable as the boject youses form.
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│ CW: pol │
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A good way to get people talking is to meet with a stranger and share your
feelings.
Or, if you're scared of strangers, then try talking with a friend.
"something something SUPREME COURT something whatever CRIMINALIZED PEOPLE blah
blah blah I WON'T STAND FOR IT"
that kind of thing. Make sure you look at your friend for the loud bits, and
maybe look at someone else nearby when it's your friend's turn to speak.
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@user-317
Call me crazy, but once something can be described as "ubiquitous" it seems to
me that perhaps it should be considered in the same category as other
corporations or entities who might be known as "monopolous" and therefore
should be considered as part of the set of entities or services that provide
for the "public good" and therefore should be owned by the "public" who
benefit from the "good" that said service provides for?
nationalize github
nationalize government
let us share in the bounty of human creation
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--- #114 fediverse/34 ---
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│ CW: Reddit, Institutional hypnosis │
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In light of the drama that's going on at Reddit, I just wanted to add that the
real reason they're doing this is not money. It's so they don't have to be
accountable to tools like PushShift that archive the entire site, allowing
them to change and bend narratives at will.
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it is significantly more engaging to watch people play MMOs when they've
unbound all their action bars from their number keys and are forced to click
on all the abilities. That way you can actually follow what moves they're
doing.
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if everyone was trained to think? would direct democracy work? until we have
radical abundance (fascist ideology, take from the weak) or, hear me out, or,
infinitely scale
old style machine learning was just problem solving.
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--- #117 fediverse/2163 ---
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@user-192
... trail beautification is trail maintenance, and without trails we would
lose our tether to nature's truest reality.
Thank goodness forest rangers are almost exclusively people who care immensely
about natural spaces.
Otherwise the profit motive would sneak in...
I would not be as I am if I didn't hike up a mountain with my best friend
while on LSD. If I did it again, on the same mountain, with the same friend, I
would remember every thing that happened on that day and every thought I
thought. Alas, circumstance.
But yeah building trails teaches you about erosion, and carpentry, and fluid
dynamics, and like... everything else that they earn badges for.
Like what a report card should be.
"Little Timmy definitely understands algebra" awards, presented to those who
are worthy. Their worth, of course, being determined by trails set before them
and solved in their own desired paths through.
Like, writing an essay vs performing an essay. Or researching at a library vs
building a powerpoint pre
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--- #118 fediverse/2635 ---
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something something parasocial relationships are not real and cannot be used
for anything beyond the amelioration of emotions for cathartic purposes
something something your coping mechanisms are doing more harm than good
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if your man page is longer than a list of options and their usage and a
paragraph or twenty of how to use the software... then you need to abstract,
and break your code into multiple purpose-built applications.
do one thing, and do it right. alternatively, do one set of things, and do
them concisely.
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in dominions, it'd be nice if we could set up permanent loops of commander
operations. Like, "move to this province, drop off units, move back, pick up
units there, then move to this province, etc"
think, factorio or spacechem. A more procedural generation of narrative events.
something that is more aligned to the fantasy because it's a story that takes
place across generations, as no religion's going to woo the world overnight.
it's gotta start somewhere.
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Here's my idea and I'll explain it later:
a video game with a ui that utilizes chat-gpt. The game is as close to a
simulation as it can do, but it's a dynamic simulation meaning the parameters
and values being simulated constantly change - not that the parameters and
values are dynamic, but because they are chosen to be more or less important in
reaching a goal.
but that's not even the important part - the important part is that the ui of
the game is textual, but it still simulates a dynamic playfield. And chat-gpt
describes it. Essentially stimulating the "theatre of the mind" playstyle. It's
a real simulation with real rules, but chat-gpt is just describing it like an
observer would. The real game is being played by the player. It's a movie to
one
person, and a game to another. The computer has switches roles, as usually it's
either the human being the observer and the computer being the simulator, or
the
computer and the human sharing the role of observer - movies and games. So in
this game, the computer and human have specific rules - the human's job is to
be
a player, while the computer is just an observer - therefore allowing a
conversation to take place. One person says something while the other listens,
and then they switch roles such that the other person talks while the one
person
does the listening. And they "speak" by playing the game. The computer by
simulating, the player by doing the same. Essentially you can engage with one
another and share something profound - that essential feeling of connection
that
all humans relish. Society, culture, and devotion are all examples of
connection. this gameplay is just another. So to describe it in more detail:
player gives a prompt
computer sets up the playmat by placing entities where they go
chat-gpt describes the playmat to the player
player types a decision that one of the entities makes
computer reacts by simulating the effects of that action physically (like a
physics simulation)
chat-gpt (and stable-diffusion later for visuals) describe the situation by
creating a rendering using the data given by the physical inputs given from the
simulation - like "X object is at Y position and has Z attributes"
which is then shown to the player
who types the next decision,
which is rendered by the computer,
which is described by chat-gpt
------
you see why it's important? Make something simple. Just, like spheres moving
around on blocks. Like the actual blocks you used to play with as a kid.
let the computer build the buildings, and you place the marbles. It can be
rendered with a 3d modelling stable-diffusion (whenever that's created) and it
can also be painted with 2d stable-diffusion.
Each time is like a letter written back and forth.
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honestly we should be building cities in the most boring locations, not the
most beautiful.
like below the crust.
or space.
the surface is a pleasuredome, why waste it on scrubland and turf?
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│ CW: politics │
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ideas for how to better communicate with voters:
when signing up to join a political party, and at any time there-after, you
may choose your top 10 issues (ranked choice voting, of course, so no vote is
wasted)
then, they can see exactly what their voters care about.
this is the computer age. We can process massive amounts of data and we're
using it to make NFTs and blockchain nonsense. We could learn SO MUCH ABOUT
EACH OTHER.
enter, google, with a big wad of cash
hey how about you stay outta our business yeah?
......... okay fine BUT ONLY if you keep bribing us for eternity.
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@user-638
kinda makes me wish we treated software design more like a science
open source by default, working together to create understandings about how to
best process information, incorporating the needs and desires of multiple
different fields / types of person, creating useful conclusions or programs
that people can use for their own enrichment or benefit, and oh wait funded
and directed by people who don't care about the technology/science and instead
just want results
I feel like we'd learn a lot more in our CS degrees if we were tasked with
making open source projects. Then maybe professors (or other people doing
research) could show us and explain why we're doing things right / wrong. And
if we were encouraged to use our peer's tools, then we could work together to
design a team.
Museums are great because you can meet other people who are also interested in
history/biology/ecology/anthropology/science/art/any-other-type-of-civic-good-y
ou-can-think-of/
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one perk, however, is as long as you cover your entrances, you can make paths
through the wilderness with small circular homes. like ants, building tunnels
and chambers in an ant-hill, but on the 2 dimension plane that is the surface
of the earth.
(I guess you could dig tunnels too but that's pretty high effort)
you'll be able to hear when someone is coming from a long way away because
they'll constantly be cursing from the pain. Do, however, note that fire is a
danger, and they can smoke you out with a single entrance, so make sure you
have at least two which lead to separate sides of the place you're in.
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@user-1810
stability in an unjust system is cruelty.
they want stability, no matter the cruel cost.
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│ CW: re: video games; Musk; sincere │
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@user-95 I built a WoW private server where you're the only character in the
world (unless you bring friends of course) and it spawns enemies for you to
fight Risk-of-Rain style. Think I could sell it to Mr. Elon? =P
https://www.youtube.com/watch?v=70-CDFKERBc
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@user-326
almost as if the nature of power is misaligned to the most efficient and most
desirable outcome of humanity (utopia) (EDIT: utopia of endless forms most
beautiful)
what would a more aligned framework look like? Perhaps we should spend some
time thinking about such a design?
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seriously a microphone and a raspberry pi for each apartment would solve like
90% of your insurgency problems
problem is it's highly unethical, so, only an unethical governing body would
do such a thing.
HMMMM CAN YOU THINK OF ANY OF THOSE? GEE I SURE CAN'T
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│ CW: AI-mentioned │
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In 2025, if you want to create a piece of software your options are to either:
devote your life to it, or use AI to build a semi-working prototype that you
can use to pitch your idea to a bunch of people who have devoted their lives
to learning how to use your idea as documentation while they build it from
scratch, throwing out most of the code but keeping all the checklists and
progress-trackers you built along the way, perhaps even utilizing some of your
tooling that you used while constructing the scaffolding of this monstrous
application that you won't be using most of the source-code for.
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│ CW: re: politics-mentioned │
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I say only executed after a general strike because the general strike is the
signal. the display of our intentions. we are serious about this, see how many
people walk the streets? how many walk off the job? they have families. if our
demands aren't met, their families will be punished. how cruel. would you
really do such a thing?
what kind of government would not care for it's citizenry? sounds like
everything we've known to fight against. Autocracy and despotism.
I refuse to concede. I do not run. I do not confess. I have nothing to hide. I
don't lock my door. I don't own anything that they couldn't take from me. I
own nothing.
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--- #132 notes/ninjas-versus-mafia ---
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Game idea:
Majesty clone, but instead of heroes and monsters it's ninjas versus mafia.
Picture this: A 1940s city and a 1600s (?) ninja monastary. Right up against
one
another, with the same amount of land and resources. They're pitted against one
another, and by reacting to the environment a player can guide this "nation" as
it would be called in other games to victory. It's like majesty so you can't
directly control your minions, just offer bounties. JUST LIKE NINJAS AND MAFIAS
DO. BAM
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--- #133 fediverse/5113 ---
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any game with the ability to interact with the simulation through command line
arguments is a game that is scriptable and infinitely expandable.
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║ ┌────────────────────────────────────────────────────────────────────────────┐ ║
║ │ @user-1201 I love how, with the huge levels of intrigue and power struggles planned over the course of years that went into getting the Alliance set up, it was as much the unwitting doing of Nemik simply being an inspiringly pure heart and a talented wordsmith that insured it becoming an unstoppable state of mind. │ ║
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@user-707 @user-708
using this to control the buttons in VRchat would be like a person with a
prosthetic interacting with real life :O
minus the physicality of course, but that's next.
can't wait to play Warcraft 3 and think "select all healers" so I can point
them at a dying unit with my mouse.
or world of warcraft where your rotation begins to feel like a song.
maybe even a text-based adventure, where you reading the text corresponds to
the results of the simulation, https://www.spreeder.com/app.php style. could
make it so that if you wanted something else to happen, you had to willfully
think it while the words are flashing in front of your eyes - the game would
pause if you blinked, perfect for phones btw...
could be a locally networked thing, like four to six people hanging out and
playing a game like pictionary or charades. except, a story that developed,
and whoever wanted could change it while everyone was reading it at once.
sorta like a competition to see who can make the best twists and false endings
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--- #136 bluesky#47 ---
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when tension increases, decrease the amount of decisions made so we have more
time to decide how we feel.
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--- #137 notes/gpt-powered-majesty ---
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it's like majesty except textual. And it uses GPT to generate short
descriptions
of what's going on. And you can click on a phrase or token and it'll "zoom in"
and update the text descriptions with more detail. You can keep zooming in and
in until you're literally looking at microbes.
Zooming out is the same thing - the description on the page will slowly become
more and more general until eventually you have a description of the solar
system (or beyond!)
And it'll just keep updating as stuff happens in the underlying simulation. So
the descriptions will dynamically update as things happen. Downside is you need
to spend a lot on GPT but it'd be TOTALLY WORTH IT OMG
THINK ABOUT IT you have a fantasy world simulator! JUST PROGRAM IT and have GPT
describe it dynamically! DO IT NOOOOW -> capitals courtesy of "inner child"
AND THEN you just need a "prompt to video" AI (those exist btw, and will only
get better over time) and tell it to create a video of what's happening - BOOM
instant video game. THEN give the player the ability to edit the prompt, and
BAM
godlike powers. Wow what a concept. Brilliant idea Cameron, you truly are this
world's premier game designer. NOW GO MAKE IT okay okay I'll try.
First things first. We need an "underlying simulation" - Joust is a good
example
of GPT3 integration. But we need a simulation to go below it. And for that you
need a lot of data. Github COPILOT to the rescue.
So this simulation needs to keep track of positions, and classes of things that
can act upon the world. Everything has a position, and it can only affect
things
near it. That's just baked into the rules of the world. Near can be a
conceptual
near though, like being close to a person or something.
These things will have descriptions. Descriptions can be created by AI later
on,
but for now they are randomly generated. Or for MVP they can be static.
These things will have names. These names don't have to be unique, because they
also have an ID number.
They also need functions. These functions can be added and removed from the
thing, or maybe just enabled or disabled. I'm not sure which would be better.
Maybe both? So the entity can control it's own functions but also they can be
added or removed more permanently.
If you think about it, growing up is kinda like adding functions to your class.
like, every time you do something, it adds another entry for that particular
method. Like a "trial of the fittest" instead of "survival of the fittest".
When other animals *literally fight for life and death survival*, humans have
the luxury of... not doing that. That's the entire purpose of civilization - to
elevate people beyond the claws of nature. And yet we still let people go
homeless? We still imprison them when they've harmed us, rather than help them
reintegrate to society? Anyway you just asked me to hit you so here goes:
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--- #138 notes/elective-democracy-electors ---
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we need like, several more layers between us and the president.
most people only need to worry about what's nearby.
sort them by location, instead of previous attempts at "many representatives"
which sorted by social class or relevance.
we have a tradition for it, in America, with our representatives and senators
congressional discrestricts
or even, what about by affiliation?
voluntary, governmental corporations, run by the people for the people and yeah
"I don't want to do what you're telling me to do" "okay"
"there will be consequences" omg be an adult
(suddenly kids forget how to be as everyone's doing the war thing)
not ideal.
ouch pain maybe we should stay a little bit sane why is soldiering so hardship?
it could just be... another job
where you didn't kill each other
but you still blew stuff up
and fought in tournaments
and had gaming hackathons
or sword-fight contests
duels between people who disapproved
y'know fun human stuff
like... "kaboom" now we know how to blow up bits of rock
neat, why did dynamite becauswer (oh right then you
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--- #139 messages/336 ---
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And while we're at it, the generation of laws should be distributed, while the
execution of them should be centralized. Meaning, there should be one state
who operates on the rules and regulations created by the masses. This state
wields only the power explicitly given to it by those who it serves,
specifically the people. These rules are based on ethical understandings
generated by crowd-sourced and abstracted scenarios that are pitched to people
randomly. they are then asked to judge, using their own personal morality, the
result of how things should be. By considering all of these responses, trends
may be extracted and analyzed - for example, let's say that culturally people
in, I dunno, Georgia believe something different about punishment for, say,
stealing a loaf of bread when compared to people in Spokane Washington. They
should not be forced to obey the cultural maxims of people who live so far
away. The laws should be executed region-by-region according to the dominant
culture there. I believe this will cause people to develop a more consistent
and personal attachment to the people around them, thus developing social
solidarity and unity.
however, should enough time pass, perhaps the people of Georgia should feel
that they no longer identify as the same nation as the people of Spokane. This
would eventually lead to the dissolution of our great nation, and I do not
believe that's necessarily a good thing. To that end, there must be mechanics
in place that bring people together not just locally, but nationally as well.
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screen readers are for when you're at work.
podcasts dumbass
put like next to like... suddenly you have a pole-barn with no walls instead
of a gazebo, and inside there's whatever you need.
that's how you give all your stuff away
just keep people from taking it until it's fully built
then... release, and go make another.
"oh this one's empty, let's put it there"
"girl have you ever seen a flea market"
"at least they don't have fleas"
it's like she's alternating between trying to be descriptive and trying to
hide. (not hide, plan ahead)
like ripples on a wave,
-- stack overflow --
"ah, but then they'll try to sell it [make money from it]"
if you want to understand me, let's play Majesty the Fantasy Kingdom Sim
start on expert mode and lose, each time slightly lowering the difficulty,
again and again you do battle
if you start on easy mode, you'll build bad habits
if it's too easy, we get bored
if it's too hard, collapse at your leisure.
easy ways of life have lots of cheetos
yum
hard is
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--- #141 fediverse/1388 ---
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@user-969 @user-970
When you choose, you choose a 33% chance
when they choose which door to remove, they are removing 50% of the possible
wrong answers.
which means when you get the chance to choose again, your 33% chance (which is
locked in stone) is now boosted to a 50% chance, but only if you switch.
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--- #142 fediverse/5472 ---
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give it time
everything cooperative needs buy-in from everyone involved
and sometimes things spontaneously develop 15 leaps per day when things are
suddenly changing every day
on days that all feel the same
nothing develops
we just put more ideas in our head
that might be useful...
one day if we're lucky. Or maybe unlucky depending on how it goes.
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--- #143 fediverse/5236 ---
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all encryption algorithms should open up as much configurability to their
processing as possible.
"hmmm, do I want N/A or otherkin?"
this would increase the variance in their outputs, essentially maximizing the
attack surface beyond the capability of any de-cryption hacker, who suddenly
has to try infinitely more possible combinations.
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--- #144 notes/running-with-rifles ---
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this game is what we are missing
thank goodness for that
for if this is missing in our timeline
we'll be better off at last
we can have games, stories, and practice wars
but none of them are precious
precious implies worth
they are worth nothing but entertainment
no problem solving utility
nothing of value
save for perhaps the spatial awareness and strategization that comes
from being a part of such a deadly ba-lance.
anyway game time teehee just for me, don't worry about it I'll show
you why it's a HORRID THING
that won't be coming to our shores, no siree
bye
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--- #145 fediverse/2544 ---
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video games are useful for inspiring the mind engaging in a child's play,
teaching lessons of strategy through the observation of mechanics engaged, or
filling the heart with emotion, as any good artwork will do.
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--- #146 fediverse/5903 ---
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when talking to claude, your filenames should never have extensions and you
should write in english. "picture of a signpost, one reading "function_A()"
and one reading "function_B()" each to take you to a destinonewscenery." or
something like that.
-- stack overflow --
a tub of icecream that has icecream around the side with a pillar / bone of
caramel straight down the middle like looking down a record.
-- stack overflow --
what if every address received a listing and description of each crime or
situation that happened in their city / neighborhood in the past week or
whatever
-- stack overflow --
boar hide helmet except, it's a metal helmet with an intimidating face on top
like shogun horns, or nordic vampires.
or felted wool, so you can see the shape of it but not be hurt when you bounce
off of it
this is my favorite shape: but felted a quarter to half inch thick. could have
metal inside or no.
-- oh boy here I go postin' again --
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--- #147 fediverse/1116 ---
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║ ┌──────────────────────┐ │
║ │ CW: eye-contact │ │
║ └──────────────────────┘ │
║ │
║ │
║ It's important to build self-hostable computing components of video games (as │
║ in, old style games where you could host a server on any machine instead of │
║ just the ones owned by the corporation) (as in, your machine, yes yours) │
║ (something you can control and observe, something within your control) │
║ │
║ ======================= stack overflow ===================== │
║ │
║ there are two ways to play Unreal Tournament (capture the flag) gamemode. The │
║ first is to run past all your enemies and fire at them as you pass, which is │
║ what some of the bots are designed to do. The rest stay on defence, and defeat │
║ any enemies that approach. │
║ │
║ however, they never push the borders of their "territory" forward - each │
║ according to the different "lanes" or "directions of approach" │
║ │
║ I like the use 32 bots, to simulate a more consistent gameplay experience. It │
║ feels more like ww1, fighting over ground, pushing forward and attempting to │
║ outmaneuver your foes. │
║ │
║ some allies will approach from behind, and you let them pass forward while │
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--- #148 messages/994 ---
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You should not, generally, spend time in places covered in bird poop or poison
oak. You should also avoid abandoned wooden structures or old fallen logs,
because spiders. Also, don't spend too much time on islands made of sand. They
wash away as you step on them, as erosion takes its toll. Plus permanence is
impossible in your structures. Not ideal in any sense - build on rock.
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--- #149 fediverse/4811 ---
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│ CW: re: politics-mentioned │
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@user-1074
georgism is pretty similar to liberalism if I understand it correctly. I think
it could be a neat simple way to say "hey what if we taxed landlords" and
that's good enough for a start.
by no means is it the desired end-state, though.
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--- #150 fediverse/855 ---
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║ ┌─────────────────────────────────┐ │
║ │ CW: wonder-what-would-happen-if │ │
║ └─────────────────────────────────┘ │
║ │
║ │
║ I wonder what would happen if apartment buildings accepted any applicants, but │
║ only if they applied on a certain day. and first come first serve, of course. │
║ │
║ would make it so large groups of people could decide to move to different │
║ places together. like, herds of roving buffalo │
║ │
║ er... I mean like people who shared common interests and want to live near │
║ each other. like, board games or whatever. │
║ │
║ also could do like, decisions toward how they want to organize each other. │
║ like mini societies that all live in a single ordered society. │
║ │
║ (could have as many layers as you want, it's just like making an incredibly │
║ complicated computer program, except instead of moving data around you're │
║ moving the direction of your own life. then it'd be able to calculate a │
║ particular "checksum" that you could broadcast out onto the internet. and │
║ anyone who was listening could check and compare against their secret key that │
║ they kept when last you met, updated each time they see me. like, a common │
║ language. │
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--- #151 fediverse/642 ---
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║ Relinquish your privacy, and you deserve not a scrap of it. │
║ │
║ "those who would sacrifice a bit of [privacy] for a bit of [convenience] │
║ deserve neither" - babe-roham lincoln or thomas bettersons or something. │
║ │
║ ... │
║ │
║ EDIT: okay but so like c'mon it's the 21st century we live in a society │
║ │
║ yeah │
║ │
║ there's a lot of paths we could take, that's the nature of circumstate. │
║ Depends on who's yearning for the future... true true okay how about we all │
║ share a singular belief - whatever a fully open sourced and non-biased machine │
║ decided was our best and most unified direction? then we could slowly build │
║ out accomodations that would provide for people who didn't agree with the same │
║ things that we did. Essentially, "we're in charge because we're the largest, │
║ but we're going to provide to you to the equal ratio that you're population │
║ represents." Essentially, we all can have what we want. AKA TRUE JUSTICE, like │
║ Adventure Time when Finn solves a problem by helping BOTH SIDES of the │
║ argument. (usa politics are not comprehensive). │
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--- #152 fediverse/3360 ---
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@user-1511
also, a wide net catches many fish but the fish we're catching are the size of
whales, and they don't care for our thin-as-heck nets. Much better to take a
targeted approach, and focus on one um, genocide, at a time.
plus, what are our efforts going to do besides build organizational
capability, solidarity, and collective power that we might use to larger and
more urgent ends? they will not change their behavior based on our demands,
they have shown they will not, and they do not care. But that means our
efforts are all the more vital - we must build a structure and societal
machine which will defeat them, and we start that process by meeting in a park
and working with our hearts.
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--- #153 fediverse/4031 ---
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if you want to "not think about a purple elephant", the first step is to
imagine yourself slaying it
... okay how about cthulu - if you don't want to imagine cthulu nomming on our
gravity well, then picture yourself wielding a bright burning blade of fire
and vengeance and pay special attention to the way that you cauterize each
tentacle as you slice them one by one at first, and then in a massive flurry
at best, ultimately leading to the incomparable brightness that radiates out
from your shining blade of the sky, which blinds the poor beast who can't see
you as you approach, piercing the skull and then going home for some toast
if you can get good at that, then you can wield magic
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--- #154 fediverse/4136 ---
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║ the kind of old people who post on mastodon because that's the best place to │
║ do so too │
║ │
║ ... er I mean "gee wouldn't it be nice if our grandkids taught us how to host │
║ our own mastodon server for our weekly poker night?" like how you have discord │
║ servers for D&D groups, except, less proprietary and more freedom. │
║ │
║ I bet someone could make a lot of money by just loading a raspberry pi with │
║ pre-built software built from an image that automatically hosted a mastodon │
║ server just based on information about your networking company so they can │
║ keep tabs on all that you do. │
║ │
║ gee sure would be nice if we had a government run computing infrastructure │
║ project which turned the entire USA into a hive-mind computer. I bet you could │
║ be paid pretty well to do processing in your own LLM-generated voice. │
║ │
║ like... feed it your published works, whether artistic or scientific, │
║ alongside the breadth of human understanding... then optimize for temperature. │
║ That which is most different. AKA the user's produced data and habits from IOT. │
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--- #155 fediverse/4349 ---
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║ ┌──────────────────────┐ │
║ │ CW: re: uspol │ │
║ └──────────────────────┘ │
║ │
║ │
║ @user-883 │
║ │
║ best case scenario, we elect a lawyer working for capitalism, the kind of │
║ society we live under. │
║ │
║ having money is the same as having resources. And resources allow you to apply │
║ yourself to a goal. The more you have, the better, but they each bear a heavy │
║ load. │
║ │
║ Do you sacrifice your labor? your dignity, your honor? what do you burn on the │
║ fire of wasteful expenditures, just for the power to rent? │
║ │
║ I'm saying that if you don't have money, you need to think about what you can │
║ do with what you got, because that's how you pay for things, at least until we │
║ decide that we'd rather help each other than work on capital's games. │
║ │
║ you have a house though, right? a place to live until it gets hot? that's good │
║ enough for right now. Stay where you're at, do what you can to help. Get in │
║ the habit of it. Think about how someone will complete their task, and then │
║ think about stuff two or three steps down the road - what tools will they │
║ need? what are they working on next? Can make any of those availble? │
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--- #156 messages/1122 ---
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> <@gabrilend:matrix.org> what if britain was a colony of canada for
a bit
Use your royal power to raise up those whose shoulders you rose upon.
Build your empire anew
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--- #157 fediverse/4554 ---
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│ CW: political-violence-mentioned │
└──────────────────────────────────┘
can't fucking wait till we're done eating the rich and I can go back to a
simple life of playing with my cat, making video games, writing poetry (bad
poetry, but I like it) and hanging out with my friends.
gotta build the social infrastructure to get through this phase first, though.
something something echo chambers exist IRL too
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--- #158 fediverse/2030 ---
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Building community without structure is kinda like being a quest-giving
non-player character in World of Warcraft.
I don't mean that you stand around waiting for a player to wander nearby
before shouting at them to do what you want. Not like that.
Building community without structure is more like meeting someone randomly,
knowing them for longer than a bus ride or a baseball game, and once you've
decided that they're cool saying "hey there's someone you might like to meet."
If they're into it, then talk to the other person, and see if they want to
make a new friend. Try not to recommend someone who has a lot on their mind.
If they hit it off, great!
If not, oh well!
Worst case scenario the coffee shop only sells two drinks.
If you're gregarious enough, after a while you might even have enough people
for a potluck. Just don't forget to keep adding, and eventually it'll start to
feel more communal.
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--- #159 fediverse/714 ---
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@user-538
I'd offer that meticulous, uncompromising ethics is the only efficient,
sensible, and optimized method of operation (assuming maximum prosperity at
maximum distribution is a goal).
True, as long as the axioms that comprise the ethics are valid and the
supporting arguments are sound
EDIT: cut out the bits that I'm not an expert on
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--- #160 fediverse/5160 ---
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if you want to build an alibi, do something strange and consistent like
smoking some random drugs from a homeless guy's encampment and then going
between the four corners of an intersection and it's sidewalk for a day or
two. Surely, someone's gonna drive by with a dash-web-cam, and they can take a
picture as they pass by. Boom, dated for this time and place, there's your
space.
downside is, if the people watching you see you on the same path all day, they
might watch you too. So sometimes in roughly optimized ratios it's better to
do so even if you don't need to be seen in a time and place in a way that
seems commonplace.
walk to work? great, that sounds fun.
(nobody wants to do that)
(also falsifying alibis is a crime)
okay, so... don't do that. Just... trust that SOMEONE will drive past with a
dash-web-cam, and maybe it'll find it's way to you if you ever need it in a
court of law or otherwise. lots of ways to have a court. you know if your
peers hang out in your court, they become your courtiers...
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--- #161 fediverse/3962 ---
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║ ┌─────────────────────────────────────────┐ │
║ │ CW: re: Thoughts// anarchist //whatever │ │
║ └─────────────────────────────────────────┘ │
║ │
║ │
║ @user-1298 │
║ │
║ hehe true. │
║ │
║ if you consent, then it's just a social structure. │
║ │
║ there are, however, reasons when power is justified. Hence why I don't believe │
║ that power itself should be dismantled, and what few "power structures" remain │
║ should be continuously justified. │
║ │
║ For example, how do you prevent people from harming others? "Your rights end │
║ where another's begin" but, like, how do you stop people who toe the line and │
║ spit over the edge? │
║ │
║ There must be power applied to those who harm, and they surely do not consent │
║ to being curtailed, so therefore power must be wielded by someone. And because │
║ power corrupts the one who wields it, it is inevitable that someone creates │
║ harm. │
║ │
║ ... I just re-invented the police, didn't I? Legalism only goes so far, and │
║ calling up your beefiest friends to go rough up a no-good do-gooder is │
║ basically what mobs, mafias, and gangs do. I don't think people would consent │
║ to being protected by a gang, much less governed by one. │
║ │
║ we will think of something. │
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--- #162 fediverse/5220 ---
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┌──────────────────────┐
│ CW: what-if-things │
└──────────────────────┘
private militias who go with deported immigrants to make sure they aren't
harassed in whichever randomly assigned country they're sent to (until they
get stabilized and hooked into cooperative and honorable local networks)
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--- #163 fediverse/3491 ---
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┌────────────────────────┐
│ CW: politics-mentioned │
└────────────────────────┘
@user-620
"hey I have an idea let's poke a wounded animal with sharp teeth until it
feels like it's backed into a corner because it's been spending the past
couple years ruminating and telling itself that we want to kill it and it's
children"
it doesn't matter what the truth is - they believe what they want.
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--- #164 messages/306 ---
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computer science exists as the border between philosophy and mathematics,
while society exists as the border of computer science and biology
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--- #165 fediverse/1027 ---
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║ @user-246 │
║ │
║ one thing you can rely on about evil: it presents itself as such. │
║ │
║ "you can always rely on bad people to turn mean." │
║ │
║ (nobody's beyond forgiveness, but we also need to protect ourselves.) │
║ │
║ in video games, going with a defensive build is a valid strategy depending on │
║ how it's values align. If attacking scales better than defending, in terms of │
║ "effectiveness at the most difficult part" (usually the last 90% takes 10% of │
║ the effort) then it's a better strategy. But if your win condition is to │
║ outlast your opponent, then all you need to do is time your aggression for │
║ when they begin fracturing. │
║ │
║ "I'm sure you don't know this, but once garth fought a dragon. they crashed │
║ through the skies and littered the fields of their home with the broken and │
║ crashed symbols of their own. garth defeated the dragon when one of it's claws │
║ broke, thus giving him the advantage. he took from that fight a shield of │
║ dragonscale, and a tabard made out of some cloth." │
║ │
║ in a contest of wills, the first sign of weakness is whe │
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--- #166 fediverse/5152 ---
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│ CW: politics-mentioned │
└────────────────────────┘
keep in mind...
trump is not their endgame.
what is he doing?
sabotaging our institutions without warrant or respite
prepare for foes that would benefit from degraded institutions.
who's right when nobody controls the truth?
were they ever truly right?
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--- #167 fediverse/625 ---
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@user-232 @user-467 @user-468
Almost as if they design events to create headlines that provoke equally
contrastable reactions as those that are caused to be effected by both the
right and the left
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--- #168 fediverse/2643 ---
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@user-1292
You don't have to come up with the WHY for why a character does something -
only that it happened.
if the "WHY" leaps out at you, sure, yeah, go for it, until of course your
players sitting around the table say something like "I bet they did this thing
because of this reason" and you're like "shit that's better than what I got,
okay that's how it's gonna be"
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--- #169 messages/727 ---
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Can you imagine
Going to your tribal shaman
Saying "hey you gotta pay rent"
... Shamans are fine on the street. I should learn. >.>
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--- #170 messages/524 ---
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Every bit of software you write is another useful toy for the rich to
incorporate into their AI databases that they can use to build what they'd
like as they cry themselves to sleep in their bunkers of war and famine
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--- #171 fediverse_boost/96 ---
◀─╔════════════════[BOOST]═════════════════──────────────────────────────────────╗
║ ┌────────────────────────────────────────────────────────────────────────────┐ ║
║ │ I'm an old school gamer, so avoid looking up min/max combos or character builds for games on the internet. The whole POINT is to find what works yourself, and what you enjoy. It's what gives a sense of achievement. │ ║
║ │ │ ║
║ │ But I don't mind taking real-world advice from people. Sharing tips is fun. │ ║
║ └────────────────────────────────────────────────────────────────────────────┘ ║
╠─────────┐ ┌───────────╣
║ similar │ chronological │ different ║
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--- #172 fediverse/5880 ---
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I legitimately think computers should write code and software engineers should
write legislation and lawyers should resolve problem tickets made by aggrieved
citizens while judges do their best to just keep the boat floating
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--- #173 fediverse/2210 ---
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@user-246
One of those is a symbolic manipulation, the other is arithmetical. And
symbolic manipulations are limited only by the symbols you use to express
them, while arithmetic is grounded in logic.
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--- #174 fediverse/939 ---
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║ @user-353 │
║ │
║ if people didn't have to worry about losing their homes or wanting for food │
║ they'd be a lot more likely to gift their time toward something that helps │
║ their neighbors │
║ │
║ in the same way that a judge acts as the arbiter of moral authority when it │
║ comes to serving judgement for crimes, so too might a citizen (common man) act │
║ as the deciding principle moral director. │
║ │
║ if the situation is unsafe, of course, they could just sit in the car. But why │
║ would you bring someone to an unsafe policing situation if they weren't │
║ trained in crisis response situations and given bulletproof vests and (etc)? │
║ │
║ might help if it's explicitly inscribed in the duties of said policemen to │
║ safeguard the safety of said moral determiner. They should act according to │
║ the laws, and police as they see fit, but the citizen always gets the veto. │
║ They are subservient to us, after all, the common man, who is the ultimate │
║ beneficiary of any policing that might occur. And if something should happen │
║ to that citizen, they should return │
╟─────────┐ ┌───────────┤
║ similar │ chronological │ different │
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--- #175 messages/982 ---
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if you want a government to be unable to harm it's citizens, you must deprive
it of the power to do so. or rather, have the main capabilities in the hands
of the citizenry.
can you imagine if soldiers had to prove themselves to civilians in order to
be trusted with mechano-chinery?
who would ever choose the non-valorous and determinable?
instilling the culture of greatness
within the archetypes and character structures that we believed were confisight
bold and determined and measured and freely detectable
who would slay the brave paladin? none but the fools, who shared in their lack
of conviction.
determined? ha, I am as you see me. Come and claim me, that I might determine
you some more.
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--- #176 fediverse/4735 ---
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┌─────────────────────────────────────────────┐
│ CW: homeless-drugs-mentioned-poop-mentioned │
└─────────────────────────────────────────────┘
everyone's all like "oh we need to help the homeless people end their drug
addictions so let's punish them for having high levels of certain chemicals in
their blood feces and urine" when really what we should be doing is getting
them a Linux gameboy like an Anbernic
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--- #177 fediverse/676 ---
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would be nice if the Fediverse wouldn't let you post something on Mastodon
unless you filled out a content warning for it.
sorta like a post title on Reddit, allowing people to say "nah I don't feel
like reading something from X perspective right now"
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--- #178 fediverse/4946 ---
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I would trust the CIA if they gave me continual access to all surveillance of
myself
-- stack overflow --
what if you made a program which cycled credentials?
like... "give me a random credential for Zoom" because we share all of our
digital resources
did you get banned for account sharing? no you didn't because you routed
through the correct VPN
automagically
[has never had a software job]
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--- #179 notes/ai-variables ---
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saturday november 5th 2022
10:53pm
the illusion of our binary nature conceals a truth that is hidden for it's own
sake. the flavors of a compass or the values from 0-100 are all measurable.
if you graph each of them on an X/Y plane and compare them against every other
variable, then you can build a structure that traces a line through time.
imagine each graph on a sheet of paper. and stack those pages like a book. You
can chart a 3d line from all of the interconnections between the graphs -
essentially comparing unrelated data and conceiving of individual actions as
"successes" or "failures". Liiiike in Supreme Commander how the game is decided
not by team fights, but by tank fights. And a LOT of them, in aggregate, makes
an advantage for your team if you win, and a malus if you lose. Less map
control, less resources in play, etc...
Find trends between each type of data measured over time. Dedicate one
core/thread to each relationship, and just watch them develop over time.
send the results up to a "manager" - think an interconnection between disparate
parts that can lead them all to a larger goal - the manager processes the
results by thinking about where it'd be most useful. Like the circuitry in the
inside of a brain, compared to the outer skin which is for processing.
Essentially a message network that passes conclusions around like a bytecode VM
Here's how it'd look: gather inputs, compare measurement over time and trends,
(like "when a goes up b goes down") and decide if the current state is
positive / beneficial. The way you'd do that is you'd get a parameter from a
higher position (think KPI's) that says something like "we want value S to be
around X amount" or "we want to avoid letting J get too low - any decrease is
bad V.S. it's only bad when it passes a certain threshhold. Stuff like that.
Anyway, basically it's taking input (from the graphs) then going through them
one by one and deciding how positive or negative the situation is. Then it
passes that conclusion backwards, and BOOM you got a processing node.
Throw a bunch of those together in a pyramid shape, and try to guide the
triangle toward positive outcomes. The top tier KPI is "did you win the match"
or "did you accomplish your goal" sorta like how humans all want to live a good
life. It's instinct.
You can see how this would apply to robots, right? I've conceptualized it as an
engine for playing games - sorta like an infinite storyteller, or a perpetual
friend who's always down to play with you. But it doesn't have to be limited to
that - it's general purpose baby. And it functions the exact same as any human
organization - layers upon layers of thought exchange and labor. Have you ever
considered that maybe we exist simply to reify the structure of our minds in
the world around us? It's natural to express your *self*. Be who you are.
What purpose is there in life if it's simply the tip of time? Always pushing
forward, impossible to stop and rest or turn back...
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--- #180 fediverse/886 ---
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┌──────────────────────┐
│ CW: witchery │
└──────────────────────┘
if you want to win when confronting a spirit, all you have to do is convince
it that you've beaten it.
as long as you're persistent then you're fine. Unless, of course, there's a
beast of a man hiding behind the illusion, in which case you should do your
best to avoid being stabbed or whatever.
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--- #181 fediverse/5515 ---
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┌─────────────────────────────┐
│ CW: andor-season-2-spoilers │
└─────────────────────────────┘
all revolutions have a cost.
for example, in Andor Season 2 there is a character named Syril Karn. He's
part of the first Imperial generation of children (human, at least, some
species probably grow fast?)
this first generation reflects the good and the bad that the empire could be.
There are aspects of good AND bad in Syril.
For example, his rigid adherence to truth, justice, and all the other things
he holds dear are POTENTIAL good things that the Empire could have instilled
within it's culture. Unfortunately, this spirit is lost when he suffers a head
injury and dies as part of the Ghorman massacre.
Dedra Meero has some good qualities as well, such as her unflinching resolve
and unwavering dedication to pursuing her charge. She's a hunter. Cats aren't
evil just because they are ambush predators, and neither is she.
However, she IS evil because of all the evil things she does.
Her character isn't evil, her actions are.
She too is spiritually lost as a sacrifice to the Empire.
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--- #182 fediverse/4832 ---
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║ when a user first opens a social media app, show them the same content 2 or 3 │
║ times. See what they gravitate to in that session. Then, seed their upcoming │
║ feed with more of that. next time, show them slightly more of that. │
║ │
║ boom, recursively improving "algorithm" algorithm, no AI required. │
║ │
║ ... kinda optimizes for stupidity tho, doesn't it? Hmmmmm what if we trained │
║ our humans to be better at whatever they're interested in │
║ │
║ what if we showed people hanging out and working on projects together │
║ │
║ what if we showed people exercising, and dancing, and playing instruments or │
║ sports │
║ │
║ what if we showed animals and plants and fungi all hanging out in beautiful │
║ rock and forest formations │
║ │
║ what if we showed endless interlocking gears, combining and calculating some │
║ unknowable goal │
║ │
║ what if we tested the capabilities and durabilities of objects we found in the │
║ wild │
║ │
║ things built in a foreign and distant age │
║ │
║ things that keep showing up in boxes dropped in random places by helicopter │
║ drones from who knows where │
║ │
║ ... nuts. │
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║ similar │ chronological │ different │
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--- #183 fediverse/898 ---
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┌──────────────────────┐
│ CW: scary │
└──────────────────────┘
if you set up a local LLM with the capability to explain basic coding syntax
and logic, then your parents computer suddenly becomes much more useful to the
nephew that's been forced to hide out there for a couple weeks until this all
blows over.
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--- #184 fediverse/3 ---
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the method of game design is identification of playstyles and the balancing of
success rates of each of those playstyles. then, giving the player as many
different possible methods of playing the game. the more different they are,
the
better, and they should be unique enough that the decisions taken to play that
playstyle feel impactful. meaning, a player could play offensively or
defensively, for example, or a WoW player might play a melee or ranged
character. in addition, they might use the pieces available to them in a unique
way that aligns with their personality - everyone should be able to express
themselves as much as possible while also keeping the game fair, balanced, and
rewarding. It should incentivize the development of skill - and gently guide
the player through various mistakes.
#gamedesign
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--- #185 fediverse/1416 ---
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@user-979 @user-980
they do it for power.
power corrupts, and these profane desires they possess are the definition of
evil.
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--- #186 fediverse/1838 ---
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Gee I sure wish my country didn't hold the decisionmaking capability from me
by gatekeeping it behind elections and polling. Sure wish our media wasn't so
involved in decisionmaking - isn't it something we should talk about amongst
ourselves? To find out how we feel, and really explore our feelings around a
topic before expressing ourselves. Ideally more often than twice a year,
perhaps whenever we want?
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--- #187 fediverse/6271 ---
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┌───────────────────────────────────────────────────────┐
│ CW: re: hypothetical worst case fascism reality check │
└───────────────────────────────────────────────────────┘
@user-641
it's practice. you never know when you might need to blend in. really it's
just useful as discipline, good practice to be in. I think it's okay if we
reduce our own functionality? actually? sometimes it's good to use different
email clients. hey do you know how to mathematically encrypt things well
neither do I because the designers of the computer system decided that wasn't
a very common usecase I guess.. jmean it's not like they'd spend all that
computer resources [THEY'RE SO FAST] on thinking about correlations in your
predicted pathway narratively through life. "ah help I'm in a psyop" haha yeah
we do those all the time "so uhhhh I guess we'll just talk to people and see
how they do?" wow okay it's sure nice to be part of a civil government, I
think we can find our way to the lumber producers just fine thank you very
much.
... oops sorry, a baby did electronics arts (challenge everything) I'm a
little silly don't mind me brb I gotta go see~
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--- #188 fediverse/6160 ---
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┌──────────────────────┐
│ CW: re: ai-pol │
└──────────────────────┘
"oh but what if one artist has 1500 works and another has 15"
first of all, damn, good job. That's a lot of work.
second of all, what you should be doing is making a simple thing called a
STRUCT that stores DATA about each artist which lets you make decisions about
how to distribute dollars. The artist with 15 pieces simply has fewer data
points than the artist with 1500, but they are no less deserving of
compensation for their work when the AI generates something in their style, or
using their style as an inspiration.
"oh but just because a piece is similar to another piece doesn't mean the
first piece used the second piece as inspiration"
I don't care. It's not meant to be a perfect solution. I'm sure there's
problems with it, just like there are problems with anything that I, or anyone
else, has ever suggested at any point in time while living on this earth or
beyond. But it gets dollars into the hands of artists and I'm okay with that.
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--- #189 fediverse_boost/3435 ---
◀─╔══════════════════════[BOOST]════════════════════════─────────────────────────╗
║ ┌────────────────────────────────────────────────────────────────────────────┐ ║
║ │ You may not be aware of the economics of Mastodon if you're used to Twitter, or Insta, or Facebook. │ ║
║ │ │ ║
║ │ Please - go look at the /about page for whatever server you're on, and see who's running it and now to contribute, financially. │ ║
║ │ │ ║
║ │ You are not the product on Mastdon. Your information is not being sold to other companies or advertisers. So your activity here *costs the person running your service money*. It's often a person, not company. │ ║
║ │ │ ║
║ │ If you value Mastodon, and you can, please cover your cost. │ ║
║ └────────────────────────────────────────────────────────────────────────────┘ ║
╠─────────┐ ┌───────────╣
║ similar │ chronological │ different ║
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--- #190 fediverse/3231 ---
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@user-1218
heh yeah. In a massive corporation you get half of all three for a total of
150%, and that half is further divided into 25% good and 25% bad because of
miscommunication and the perils of massive organizational inertia.
unless you're in the kind of corporation where the MBAs like to get their
hands dirty. That's the kind of organization that's on a crash course with
insolvency.
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--- #191 messages/1180 ---
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if you give me a quintuple digit salary, I could fix all the problems of the
world. One by one... A BILLION DOLLAR BUDGET for solving one problem
forever... until needs chagne of course.
"yeah but it's not about money it's about throughput and demand" some guy in
arkansas probably idk I've never been
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--- #192 fediverse/1313 ---
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┌────────────────────────┐
│ CW: politics-economics │
└────────────────────────┘
if we had a universal basic income then we could pay each other to solve our
problems and they just can't have that.
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--- #193 fediverse/5660 ---
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║ ┌─────────────────────────┐ │
║ │ CW: violence-alluded-to │ │
║ └─────────────────────────┘ │
║ │
║ │
║ my enemy is not "the rich" │
║ │
║ money brings power, and power brings evil, but there are many other ways to │
║ gather power that may be just as evil. │
║ │
║ my enemy is evil. of which there is very little in the world, but much of │
║ which resides in the hands of the powerful, upon whom all our fates depend. │
║ │
║ most people with money are either stupid lucky, willful, or intensely focused. │
║ │
║ some people with power are rich, and some people with power are evil. │
║ │
║ I know it when I see it. Sometimes, you need to force the choice - test their │
║ virtue - and from this you are informed. │
║ │
║ most things go WAY over my head. │
║ │
║ most things are too easy to be true. │
║ │
║ most things that Id do for you tend to be of the heart. I'm not a frontline │
║ girl, I have weak noodle arms, but I do hope you're in shape. │
║ │
║ resolve, determination, and innovation. That is what I offer. Do you want it? │
║ I'm sure. I won't prove it with blood, not unless I may raise my fists in │
║ defence of another. │
║ │
║ I'm not JUST a baby, I'm a banner too. │
║ │
║ bannermen fall. │
╟─────────┐ ┌───────────┤
║ similar │ chronological │ different │
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--- #194 fediverse/5195 ---
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whenever you test one extreme, you must also test it's opposite, just for the
extra information.
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--- #195 fediverse/2254 ---
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║ "fortune favors the bold" is actually a real mechanism in game theory. │
║ │
║ if you act first, if you have the initiative, you can determine the nature and │
║ scope of the contest with your foe. │
║ │
║ in turn-based games of course it's more explicit, as each action begets a │
║ reaction, but in real-time games (where time flows as it does in reality) the │
║ mechanism is just as apparent. │
║ │
║ if you focus attention in one area, you can strike where they're weak. like │
║ Alexander keeping his foes busy with a massive frontline of solid, defensible │
║ troops while his companion cavalry would ride around the side and hit their │
║ flanks and rear. │
║ │
║ game theory is just strategy viewed from the other end, and it matters what we │
║ think because what we think defines what we do. │
║ │
║ ... also, fear is the great paralyzer. fear is a call to action, fear is your │
║ soul speaking straight to you. │
║ │
║ but fear is just nerves, it's just excitement before the leap - you have faith │
║ in this bungee/ this parachute/ the water where you'll be safe, right? My │
║ faith is in y │
╟─────────┐ ┌───────────┤
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--- #196 fediverse/5388 ---
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sail boat + small rocket you can build on a barge
instant beach-side artillery that can hit as far as you'd like (to spec) into
the land-based territory
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--- #197 fediverse/5444 ---
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if the good guys always win, the bad will slink into the shadows and do
dastardly deeds out of sight.
if the bad guys always win, the spark of goodness will wink out.
I think I'd prefer if they were cowering in our wake.
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--- #198 fediverse/221 ---
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┌────────────────────────────────────────────────────┐
│ CW: re: existential; cognitohazard? cognitohelper? │
└────────────────────────────────────────────────────┘
@user-95 these kinds of problems are why witches should stay away from demon
summoning - it's far too easy to be super turned on and accidentally sell your
soul to a succubus or whatever. luckily that kind of contract is not made
easily, and has to be something you work toward. but unless you relocate
yourself so they can't find you their whispers can be... incessant.
one of the perks of air and naval travel is that it's essentially impossible
for them to follow your scent, as they're simply projections upon the earth's
surface. Unless they happen to follow someone else, perhaps someone close to
you, who wanders a bit too close to land. Or maybe someone who is easily
persuaded to let them come along... OR even still, if someone (even yourself)
intentionally calls to the same one. This is why it's usually a good idea to
forgo hearing their name, if you can, or to have a bad memory like me so you
forget it immediately teehee
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--- #199 fediverse/3958 ---
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┌─────────────────────────────────────────┐
│ CW: re: Thoughts// anarchist //whatever │
└─────────────────────────────────────────┘
@user-1298
yeah honestly if you stick with obvious things like "don't murder people" and
"don't burn down your neighbor's house just because they winked at your
daughter" and "don't steal gasoline from parked cars" then it's much easier to
make ethical laws because they're just kinda... common sense.
drug regulation can only be simplified to "don't do drugs" which isn't always
a given. If you start with something so clear then most doctors would be out
of a job.
Maybe we should let people do as they please? With certain specific and clear
rights and responsibilities like 'the right the life, liberty, and the pursuit
of happiness'? And the mandated guarantee that one person's rights end where
another's begin? And with the ultimate goal of dismantling unjustified power
structures with the knowledge that all power is the application of force to a
non-consenting subject?
... yeah I dunno sounds pretty simple to me
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--- #200 fediverse/5831 ---
═══════════════════════════════════════════════════════════════════════════────────
it's okay to be a little evil sometimes
all things are defined in waves, and your highest peaks are nothing without
low valleys to accompany them. Balance arises naturally from the contest of
these two natures, and, well, you're gonna figure it out anyway no matter what
I say so why bother teehee
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|