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Comment Re:perception (Score 1) 320

Shantytowns are symbolic of failure,

The failure doesn't disappear just because you make the shantytown illegal. All that accomplishes is make the people who lived there even worse off, for the sake of letting those who didn't pretend the problem doesn't exist. And in a way, it doesn't: a "failure" implies an unintended undesirable consequence of some decision or policy, while demolishing the homes of worst-off members of society for the sake of appearances is an intentional, deliberate action. It confirms that you are okay with this outcome, of treating people like garbage to be thrown aside and disposed of if they aren't economically useful; in other words, you haven't failed, you're simply evil.

Comment Re:I must be in the minority. (Score 1) 467

No one can do that reliably. It's luck.

That's not true. There are people who can do that. You need enough money to be allowed to freely invest in private firms and such though.

And you need to have not so much money, as well. Too little money OR too much money, and you cannot make good returns. It is not as if your potential return is independent from the amount of money you have, there, so it is a bit meaningless to throw around numbers such as 18%.

If you have too little money -- then you don't get access to investments (except ones that have already become public companies, which suck) ---- if you have too much money, then you actually exhaust what good options are available.

Comment Re:Yay for government!!! (Score 3, Insightful) 139

It would be foolish to think that the government "wants" this for out benefit. One thing has become abundantly clear over the past decade and that is that our government(s) want power, however illicit, and they are prepared to override personal and constitutional rights at literally every turn in order to achieve that power.

While this new power may be useful in the event of a "stolen phone" one also can't help notice that it can also be used to instantly disrupt communications between entire groups of people, for whatever reason the government should deem necessary.

Comment Re:power cars? technically no (Score 1) 174

Fuel. You've been bitching about the use of the word "power" when you're the one who's using it wrong. The word you want is fuel.

Thermoelectrics generate power in the presence of heat.
Internal combustion engines deliver power when shit explodes inside them.

Gasoline is a fuel, not a power source.

If you built a car engine that delivered power by causing fuel to explode, you'd change the world. Car engines work through deflagration, not detonation. Detonation releases way, way more power. It's hoped that it will be the replacement for scramjet engines... envision a jet being driven by a series of explosions. No one has admitted to successfully making one, though. I've spent years doodling different ideas about how you might make one if we had the materials necessary, but it's like building a space elevator... fun to think about, but you'd need materials far stronger than anything we have available.

Car engines run on boring old combustion. The difference in scale between combustion and detonation is not dissimilar to the difference between a compost heap and a bonfire.

Comment Re:power cars? technically no (Score 1) 174

point granted, the "powered by" slope is a slippery one. but saying the car is powered by thermoelectrics is like saying it's powered by suspensions.

If it was pointed out to you that thermoelectrics operate anywhere there is a heat differential, and that you could technically "fuel" your car by pouring liquid nitrogen into the tank and have the thermoelectrics exploit the heat differential between the liquid nitrogen and the ambient temperature to generate work over time, aka power, would that be enough for you to concede that thermoelectrics are indeed what is generating the power?

Comment Re:Simple problem, simple solution (Score 1) 359

Parking meters still impose a cost on the preexisting residents and are not a wholly entrepreneurial solution since they require cooperation from the city.

Parking permits could work if they are granted in perpetuity to whoever currently resides in the preexisting residences, but a) somebody still has to pay for enforcement, b) I've never heard of a parking permit system that actually worked that way, and c) it is also a government, rather than entrepreneurial, solution.

Besides, why solve the problem in a way that must be managed in perpetuity when you can solve it once and for all by just making the developer build enough parking in the first place?

(By the way, I'd like you to know that I'm not making these arguments because I'm a fan of automobile-centric development -- quite the contrary! Rather, I merely take issue with the idea of letting the developer do whatever is "fiscally optimal" for himself without considering the rest of the community that would be impacted by the result.)

Comment Re:Surprised... (Score 1) 118

that Defense Grid didn't make the list, I've put over 148 hours into it and would have expected most people that own the game to have done the same. It's the only game on Steam that I have every achievement for.

I've got 76 hours on that one, and steam says I've got 57 of 87 of the acheivements. Honestly. I'm impressed that you completed it to 100% some of the expansion pack stuff is pretty brutal.

I think the most interesting thing though about the defense grid stats is 'first blood' ... only 87% of the people steam registers as having played killed even a single alien. So that's 13% who started up the game, and then exited it without doing anything.

Comment Re:I must be in the minority. (Score 2, Insightful) 467

It looks like you skipped over the part, "that doesn't rely primarily on luck".

It doesn't depend primarily on luck. It depends on your ability to select a sequence of investments that will have an average payout of more than twice what they cost. You don't know the outcome of any one investment (success or failure), but your ability to pick a sequence of investments that are expected to offset each other's random risks and have sufficient average payout when taken together (expected total gain minus loss averaged more than twice cost), is one of skill, and it relies on decision making abilities.

Good luck is when the average payout turns out to be twice as much as expected and happens less than 1% of the time. Bad luck is when the payout is half or less, and happens less than 1% of the time.

This is assuming a skilled selection.

When we say "high risk"; we do not mean visiting a casino and placing bets, where you have an expected loss of 10% due to the house edge, (assuming you had infinite cash and placed bets forever).

Comment Re:Partial statistics (Score 5, Insightful) 118

I've got a WHACK of steam games bought as part of bundles (humble bundles, steam bundles etc...)

I bought a steam halflife bundle at some point... I've played HalfLife 2 to completion, but have never played HL2 deathmatch, hl2 ep1, hl2 ep2, hl2 lost coast, hl deathmatch:source, hl blue shift, hl opposing force, hl source.

I bought an ID pack at some point. I've got 2 Hexens, Hexen2 and Heretic that I've never played, with 3 quakes, 3 quake 2s, and 2 quake 3s. So far I've only played Quake II.

I bought the Sid Meier humble bundle which came with Civ5 a bunch of its expansions, and Civ IV, and III ... I've played Civ V a bit so far... but have 8 separate entries for Civ IV in my steam library, along with Civ III that I haven't touched. Along with Pirates! and Railroads. I'll probably play Pirates! at some point... who knows about the rest.

I've got and Sam & Max set, that I'm part way through... so 3 titles I haven't touched out of 5.

I've got 5 episodes of Back to the Future that came with another humble bundle that was worth the price of entry to me for something else. I might try it at some point, who knows... its pretty low on my priority list though.

I wouldn't be surprised that others who are avid supporters of humble bundles have lots of games they've yet to try.

etc, etc, etc.

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