notsapiensatall
Joined 4 years ago
Joined 4 years ago
They work fine with people, can parse small talk and bring a positive attitude, etc. But they were out like a shot when the workday was over, and they would never dream of attending a company-sponsored teambuilding event. If they were hired for a 100% remote job, they would expect to never see a coworker in person, and consider it a perk.
Some people just don't want to mix their personal and professional lives. What's wrong with that?
We should be reforming our current credit agency system, not empowering it with a new mandate of judging somebody's social or political creditworthiness.
Would you have to submit a dispute with the internet credit agencies? Maybe join a class action suit against the entity that leaked your ID so that they're forced to give you a year of free internet identity monitoring?
>It's not just about me and my dream of doing nothing. It's about all of us. I don't know what happened to me at that hypnotherapist and, I don't know, maybe it was just shock and it's wearing off now, but when I saw that fat man keel over and die - Michael, we don't have a lot of time on this earth! We weren't meant to spend it this way. Human beings were not meant to sit in little cubicles staring at computer screens all day, filling out useless forms and listening to eight different bosses drone on about about mission statements.
I don't think it's a bad idea to be proactive about space cleanup, rather than reactive.
Well-made video games focus on the experience of playing them. Visuals, audio, setting, gameplay, user interfaces, they're all made with the same goal.
In a fast action game, you'll want menus to get out of the way quickly, dialogue that can be delivered while the player is moving, particle effects designed more like fireworks than sparklers, etc.
In a slow-paced story game, you'll have more leeway to let players stop and smell the roses. You'll want to pay attention to different details, make cues last longer, etc.
Open-world games need more attention to dynamic level of detail and story progressions. The list goes on.
When people wrote their own engines, these assumptions were baked in from the start and the engine was developed and tweaked according to the game being made. When you shoehorn your idea into a general-purpose off-the-shelf solution, you end up making more compromises on things like performance and verisimilitude.
You can see it in the default shaders/effects that many modern budget games use, but my favorite example of this is actually The Witcher. The first game in that series used Bioware's Aurora engine, which was designed to simulate d20 games like Dungeons & Dragons.
More seriously, it's like an act of civil disobedience. If everybody acted similarly, we would not have these problems. Most people won't wise up until their kin are personally harmed by one of these massive unaccountable institutions, and until that happens to enough people, you have to recognize that acting in accordance with your principles will not always be the most convenient path through life.
In NA, lack of safety regulations is resulting in massively increased ride and hood heights, which is going to kill a lot of people over the coming years.
If you object, don't click "I agree" to terms of service that you don't feel comfortable with.
It's like a prisoner's dilemma. You can complain about how people always defect on you, but you're doing the exact same thing.
Those workers often have to pay out the nose just to eat ramen in plywood closets, the money doesn't go much farther than it would in a dense city.