17 February 2011

Flying

Systems are designed to have certain modes of interaction. The assumption by the user is that the observable controls will have the intended result. The reason this is possible is the prior analysis of the entire system and removal of variation of performance from actions which are not intended to have an effect. Sometimes it's necessary to question to what extent this planning was done effectively, but in many cases without prior experience with similar situations the available modes of interaction must be taken as presented.

In a 'living' environment characterized by energy input and systematic replication, there are a greater number of ways to produce results and more ways to make mistakes. It helps to have experience with both designed systems, and natural environments.

12 February 2011

How2fix Income Disparity in Capitalist Economy

First X hours gives higher compensation. Rate, and size of X depends on development of economy. Legislative reduction of X also increases salary/wages so that total income from working X hours remains constant, with same multiplier for work done after X hours, so that changes in X have a balanced effect on an economy that can support it.

Explanation/tl;dr: {Those who feel they have 'sufficient' income will not agree to employment under terms that require them to work more than X hours, for high income occupations. Those who do not feel they have sufficient income will work longer than X, and either not accept jobs or will lobby for pay increases in occupations where the marginal compensation for working beyond X hours is not 'fair'. Even when the multiplier is no where near the size of income disparity, the contraction would affect all levels of the economy where choices are made to forgo expensive goods in favor of cheap goods of the same benefit regardless of the income or wealth of the purchaser.

Cannot be done instantly from the inverse of working hour limitations and overtime that addressed the working conditions during the time of the industrial revolution, because spending habits, item price leveling, wage normalization, and creation of new production and employment niches can only happen from market forces that need time to take effect.}


No pressure for this to happen until world resource depletion lowers 'standard of living' in developed countries, since currently survival and comfort is easily possible at less than 1/10th of per-capita income.


***


Protip from Amazon: silk or satin pillowcases prevent 'bed hair' for people with long hair.

28 January 2011

Shoes

"A story begins when something unexpected happens. Sometimes this is a mistake, but it can be other things."

I hate it when I can't fall asleep! 70th post in this weblog, not counting deleted posts.

20 January 2011

It's hard to give imaginative titles when...

. . . you're not being exposed to new stories or anything interesting. 'LFD queues' sounds boring, 'dungeon queues' even worse, 'Waiting' is just vague and boring !

It's difficult to find average expectations for performance in a population, but given enough interactions it will be found. The problem is that when any kind of learning is needed within a group without any expectation of past or future social interactions, benefit depends on a prediction of the amount of effort to reach the goal but obtaining the information to accurately make that prediction takes its own effort, which may turn out to be a lost investment.

Someone may be presented with two possible cases: 'competence', or 'lack of competence'. In the second case due exactly to the factors leading to lack of competence, advice for improving mistakes may not be instantly accepted. At the same time, the system must be designed on the assumption that improvement will happen.

. . .

Meuh, fine, this entry is about WoW now—

It's important to separate players making honest mistakes from lack of experience from those who blame their mistakes on others and are unwilling to improve.

If the playerbase cannot assist those of the first category, Blizzard will nerf the game, making all of the current encounters much easier exactly like you imply you dislike. The second category is not important, but the only way for a group to distinguish between them is iteration; it can't be done instantly the way groups would like.


For accepting risk to become a popular decision, one of the possible results of taking greater risk must actually be seen as rewarding.

16 January 2011

That which cannot be seen

When the system does not provide enough information to preserve justice, it's up to other individuals to ensure fair treatment. Few will admit this as a motive even to themselves when it would be more personally rewarding to let mistakes or ignorance slip by, but it is the basis of many actions.

edit: was trying to preserve an original thought, not restate something else encountered before ._. The loss of information obtained from the current situation (unable to be communicated within the current system in a useful way), and the effect of this potential information loss on decision making due to the uncertainty of future benefit and cost of remembering are the salient points of the thought. This is related to the manipulation of values, and priorities of action, when the source of those values is not known or understood.

Note that it isn't mentioned whose mistakes or ignorance, the definition of rewarding or whether that reward assumes a constancy in factors that might have other influences.

Zero tolerance

Hackers have a wide interest in many things. This is why I'm trying to make myself read an article about how to make it in prison published in the most famous hacker magazine, /sigh. It went like this, 1) mention security vulnerabilities in software 2) re-read articles about the commercialized fraud industry 3) browse blog discussing security issues including 'jihadist publications' (it's hard to criticize someone for not knowing a language when, well~) 4) skim articles for current magazine issue 5) profit!

Wait missing a step there.

"X is too expensive. Y is missing features. Z just doesn't interest me." At some point, one allows oneself less and less freedom to choose an acceptable option until combined with overlap of uncertainty of multiple factors the size of the range of options that one allows oneself to approve of becomes negative, but I don't remember why this is. Probably something to do with being simple, or some other communication-based concern.


(17 Jan 2011 11:09 pm) oh, I remember: "A feeling of control of the environment", or rather when the amount of control is the amount desired. Ultimately arising from feedback on perceptions of and abilities of the self, due to the lack of real information flow when actions neither affect, nor are affected by the 'outside world' and the mental model of the world's current state and direction of change, in other words disassociation from a perceived reality. Related to population trends after the second world war.

14 January 2011

Special snowflake

If there are multiple options available, is one of them more attractive because it's your idea? Obviously in some aspects of life this isn't true, as people hire interior decorators so they don't have to think about which colours match, or whether a dragon could fit its tail between the couch and a wall. But in other cases, people seem to display a distinct preference for originating any changes to an arrangement instead of adopting them from an outside source.

The logic seems to be that there are a number of potential solutions towards a goal; however, there is no way to distinguish between them. The only way to find the most beneficial solution is by experimentation, meaning that the knowledge about effectiveness is an 'experience good' or 'credence good' in Wikipedia economics terminology. The benefit of a solution therefore has an important reflection on the source of that idea, as it provides the sole means of evaluating the likely correctness of future analysis in related topics.

It's possible there are things for which an analysis of value or correctness cannot be agreed upon, yet specific sources of opinion or creation have high correlation with economic success or popular appeal. This description would probably apply to many of the fine arts. Yet for the same reason, these things are criticized when something seen as having low value becomes popular due to marketing efforts or being promoted by certain economic products associated with an artistic work, due to the emphasis on convenience of purchase by consumers and lack of interest in comparing the quality of a complex product.


Of a game which is mentioned three times on the first page of search results for "$100 million failed MMO", the pages for job recruitment at the developing company are no longer available due to the failure of the company and archive.org doesn't have them either lol, but a discussion that linked to one of them quotes the following from the previous text on that page:

"If you’re looking for your first job in games, it’s worth thinking very carefully about your future employer. Do you want to work on jaded, derivative titles that receive scathing reviews and go straight to the bargain bin? Do you want to work large amounts of unpaid overtime because your project is underfunded and poorly managed? Do you want to work on codebases that are messy and poorly-designed because there’s never time to do things properly? Do you want to live in fear of your company’s financial security?

It’s sad that these and other games industry horror stories are more frequent than they should be, but it’s not like that here."


(quote continued from a different source)

. . . "And while making games is great fun, we take our work seriously. We pride ourselves on our unusually sensible, sustainable and professional development practices, resulting in smoothly-run projects and far less overtime than is normal for many game developers. We’re passionate about engineering and crafting our games to the highest of standards. We cultivate an open working environment where ideas are valued on their own merits, no matter whose they are."


While being 'original' seems to be one element of success, it should be questioned how much of this is due to the motivational aspect of doing something you like to do, without a real increase in quality compared to others with the same level of motivation.

A textbook for Japanese language lists the following as important for making hiring decisions, based on a survey of 501 companies :-
  • Enthusiasm/desire - 86.7%
  • Personality/cooperation - 57.3%
  • Creativity - 40.7%
  • Specialist knowledge/contents of research - 34.9%
  • Individuality - 31.0%
  • Amount of effort put forth during education - 16.7%
  • Practical knowledge/existing ability for work - 11.3%
  • Grades from education - 6.5%
  • School graduated from - 5.0%
  • Other - 2.8%

Enthusiasm, or perception of personal benefit from a field of work independent of salary is seen as being twice as important to hiring decisions as the propensity for expressing unique ideas.



Is there any point in quoting this? Lol. It doesn't seem efficient to say the same thing in multiple places. But then again, I'm

/lazy

For many people in NA, the approach to a problem such as the ganking that occurs in Aion is to modify just the situations of the particular individuals involved in a specific scenario - there is the casual player who has just been ganked; and there is the ganker. The 'solution' is one that changes the relationship between these two.

This pattern of asking questions ignores interactions outside the immediate - by penalizing the ganker, it is understood that their ability to PvP against players other than the casual player who was ganked will also be affected, and solutions attempt to minimize this effect while accepting it. In other words, the assumption is any modifications of the interaction of the ganker with other players, other than the casual player who was ganked, are due to changes to the situation of the ganker, and that these distant players will not, or even that they should not be directly affected by any 'solution' that resolves the options and emotions of the casual player who was ganked.


Casual player

   ||
   ||
  Ganker
- - - (irrelevant) - - - Another well-geared player
   |
   |
(irrelevant)
   |
   |
 Another well-geared player


This is why suggestions to fix PvP consistently omit that all players that PvP frequently should award more AP, and lose more AP than casual players who do not PvP. The 'option' of whether someone is interested in PvP can be expressed, and communicated to other players simply by avoiding participation in it.