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Comment Re:Alarm clock???? (Score 1) 702

That's a curious take. I'm not sure I'd trust myself to actually wake up, though I guess I could keep the sound-based alarm as a backup until I was sure. I've also got young kids and occasionally have a *really* short night of sleep, which again makes me think I might sleep though light on bad days.

It's certainly not quite as efficient on the power side of the spectrum, but I'd guess not bad if it's just a few minutes. How do you tell the alarm "okay, turn off now, I'm up"? Just set the timer for x minutes and assume it'll be enough?

Comment Re:Holy shit (Score 1) 467

He also neglected to include any sort of interest/growth in that calculation. You could easily get there in much less time at $25k/year with even 5% interest. Or some problems come up and it takes you 30 years instead of 25 - that's still shorter than most people work. Or get a few raises and work your way up to contributing $50k/year in a decade.

In other words, there are obstacles, but there's plenty of wiggle room in both directions. If you're paying even a little attention, it's not a hard goal to hit with a developer's salary, which is generally considerably above median income.

Comment Re:Rewarding the bullies... (Score 3, Interesting) 798

Survival of the fittest is the only rule in life.

Don't be silly. Survival of the fittest applies to the wild. The entire *point* of culture/civilization is to blunt that harshest of rules. It doesn't always work so well, and it can easily be exploited, but the GP is entirely correct when he says that bullying should be treated as wrong and discouraged.

Comment Re:Financial pressure to exploit players (Score 1) 181

4. When their quota/sales target is not met, developers/publishers are under pressure to make up the difference.
5. One of the easiest ways to boost sales is to introduce items which will confer a greatly desired benefit on its purchasers. OTOH, non-buyers who cannot enjoy the greatly desired benefit will endure a comparatively degraded playing experience.

These two aren't necessarily true.

4. Smaller developers especially may not have things like quotas and sales targets which dictate their entire behavior. They're also more likely to be developing for fun as much as income such that $$ aren't the only consideration. And they're more likely to pick free to play as a model just because nobody will pay up front for a game/company they've never heard of.

5. There are plenty of ways around this. Many games don't even require direct player-to-player competition. You can also segregate players so that payers and non-payers can compete in different tiers, or allow modes of gameplay which exclude or dampen the benefits of "pay to win" items. You can even allow ways for non-playing players to gain the same benefits, but in ways that are inconvenient enough the really dedicated will do it, while some others will decide they'd rather pay than put in the effort.

Comment Re:New? (Score 2) 181

Also, PvZ2 includes a lot of components that you cannot eventually earn, but can only buy. A handful of plants, a number of other bonuses. I added it all up at one point, and it was well over $50, just for the perpetual benefits, not even consumables. I resist paying that much for an AAA title. No way in hell will I pay it for a little iPhone distracter. I was late to the original and only paid $5, which I thought was fair. I'd pay $5 or even $10 for everything in #2. But not $50 or $60. Ridiculous.

Comment Re:Homeopathy Works (Score 1) 408

Sure, I understand the double-blind system. But it's not placebo vs. actual medicine, it's placebo vs (medicine + placebo.) Outside of the study, when your doctor gives you a pill, you're not only getting the full benefit of the medicine, but also the psychological benefits of the placebo effect. It's *not* a placebo, but your brain is still telling you that you feel better for the same reasons, and any treatment you get should automatically convey those benefits.

I acknowledge your point about side effects - there's a greater chance of negatives, which could balance out some positives.

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