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Comment Completely misses the point (Score 1) 189

It's not about understanding the risks. It's about considering the dangers to be significant. I reuse passwords all over the place, and most of my passwords are very simple. And I understand that because of my behaviour, it'd be very easy to hack into my slashdot account. There's no paradox there. I don't consider my slashdot account to be vital. If someone wants to hack into my slashdot account, I could care less. I'll get another slashdot account. It was free the first time. It'll be free the second time.

There are very very few passwords that actually protect something special. Even with my bank account, I'm not responsible for losses due to theft. Everything's insured by everybody along the chain, and most things are completely reversible.

Even my business passwords, that protect all of my clients' data, and support my livlihood, are restricted from the office, and the data is backed up in eight ways.

Identity theft would probably be the biggest threat to most morons these days. For me, it'd be a ten-minute inconvenience. It would mean visiting the bank, and saying: "I think someone's stolen my identity". Lori would say: "That sucks, let's freeze the old accounts and create some new accounts for you."

So what passwords protect something vital in your life?

Comment Re:... pretty much got what I expected ... (Score 1) 261

Since it's not clear from your post, have you actually played NMS?

The reason that most people essentially max out tech on their first planet isn't because they're "completionists", it's because there's so little content in the game. NMS is an "everything can be found everywhere in bulk" sort of game. Including tech blueprints.

Comment Re:1Million People (Score 1) 491

So how do you imagine that miners on Mars will be competitive without actually having mining equipment

It's not a comparison of mining equipment or no mining equipment - it's a comparison of A) automated, self-maintaining, may-not-get-damaged-or-it's-lost-forever mining equipment or B) human-controlled, human-maintained, human-salveagable mining equipment. In an environment where the premise is that humans already are.

The robots that are outcompeting them are on Mars, and orbiting Jupiter taking pictures, oh, and orbiting the earth transmitting signoals around and doing science and stuff.

Because there are no humans there. What about this is hard for you to understand? I'll repeat: there is precisely one place in the solar system where humans exist outside of Earth: ISS. Do robots outcompete them there - yes or no?

The best numbers I could find is that the annual cost of the ISS

Red herring. We're comparing to a scenario where humans are on Mars either way. Talking about the cost of putting people on Mars, keeping them alive, etc, is irrelevant because that is planned either way. The question at hand is, is it cheaper to use their already present labour, or send robots? And it's a no contest comparison.

Comment Re:Passwords exist (Score 4, Insightful) 189

Passwords suck. Even with SSO, even with a password manager, even with salting and hashing, passwords suck, and will always suck.

You need an authentication token. *One* authentication token. Microsoft can do it, Google can do it, Facebook can do it (but of course they are not compatible).

Millions of little websites still use passwords.

And then Microsoft makes use of Windows 10 (or compatible Windows Phone devices) mandatory for their SSO. Google randomly decides to just drop the whole SSO business. Facebook suspends your account because some asshole from Brazil has complained about one of your holiday snaps. What now? Will you just rebuild your whole online identity? Or forget about the dozens of sites you were participating in?

Comment Re:1Million People (Score 1) 491

Do these [] look like Mar's rovers to you?

No, and:

1) ... nor would you have the payload capacity to send something like that
2) ... nor would something like that survive the Martian environment (dust, radiation, cold, pressures low enough for outgassing, difficulty with radiating excessive heat, etc)
3) ... nor can you use that sort of power source on Mars
4) ... nor do you have people there to do the (extreme) sort of maintenance such a vehicle requires
5) ... nor do they do the most complex operations, only doing the (proportionally very simple) ferrying operations
6) ... nor do they have to avoid risk at all cost due to the lack of people there to fix it if it goes awry and hits something
6) ... nor do they have to avoid risk at all cost due to the lack of people there to fix *whatever it might run into* if it goes awry and hits something. ... and about fifty other things.

The ISS is just floating there doing nothing.

Deflection. The question was, in construction and research on ISS, do they use the available human labour, or do they send robots to do it? Of course robots are used where there aren't humans, but that's not the topic of discussion; we're talking about a world where there's a human settlement on Mars. You're arguing that robots outcompete humans in a space environment where humans are. Well, we have precisely one space environment where humans are - ISS. Where are all of the robots outcompeting them?

I'll reiterate:

It's certainly an arguable point as to whether it's worth the cost sending humans in the first place - but once they're there, there's no debate at all about whether it's cheaper to use their labour or to engineer, build, and send robots to do the same task.

Comment Re:Remeber game box covers? (Score 1) 261

ASCII? You spoiled child, back in my day our games graphics were displayed with blinking readout lights on a board. Old Flashey, we used to call that board. A game of "Hit The Button At The Right Time" used to cost a dime, which was two hours wages at the time, but oh, how I sunk so many dimes into Old Flashey...

Comment Re:How come? (Score 1) 261

I actually liked the gameplay concept. There's nothing wrong with the concept for many people. The problem is that they failed to actually deliver the concept.

I think the difference between the concept and the reality does, however, lay bare a more important element. What most people want out of procgen isn't just that the algorithms can generate diversity... it's that they can generate scenarios that even the coders wouldn't have expected. Some algorithms can do that. Others cannot. NMS's absolutely cannot, they're just standard fractal noise terrain with random primitives, animals that are just armatures with random parts swapped out, etc. For anyone thinking of taking up the mantle of such a game after the failure of NMS, I think that's really going to be a key aspect. Because players are always going to explore worlds faster than developers can make new content, so if your engine is limited to making "things that the devels have thought of", it's always going to wear thin rather quickly.

The real world we live in always keeps presenting new fascinating worlds every time we explore a new place, for a key reason. Real worlds are built by fluid and rigid body interactions (primarily fluid, at least on the large scale) with variable chemistry. Physical properties like viscosity vary over numerous orders of magnitude in different pressure and temperature environments, and there's thousands of different chemical constituents that can be found in bulk, depending on the environment. Furthermore, each body is exposed to anisotropic conditions (bombardment, solar radiation, Coriolis force due to its rotation, etc), and widely varying local conditions like gravity. Basically, the computer equivalent would be CFD with chemical equilibria. Now, of course you can't do some extreme-detail CFD simulation of planets in realtime. But IMHO, if you want interesting generation, you want a generation algorithm that can emulate these sort of *effects*, even if the underlying core mechanism is radically different. Terrain generation algorithms generally make a goal of emulate the effects of uplift/folding, erosion, volcanism, impacts, etc. Recognizing how radically, many-orders-of-magnitude different these can all be in different environments, and with different materials in the same environment, seems key to making landscapes that can defy even creator expectations.

I think Pluto should be the gold standard. Before NH arrived, who would have thought that what we'd find was a giant scar facing Charon where the mantle bubbles out in supermassive convection cells, with mountain-sized icebergs drifting around the soup and collecting in iceberg-mountain ranges on the shore (just to name a couple of the really bizarre things New Horizons discovered)? The issue isn't "could you code a generation algorithm to emulate Pluto?"; of course one can. The question is, "could you code a generation algorithm that would have come up with things as weird as Pluto, without having to explicitly spell them out, without you ever having seen them before"?

Comment Re:Whiny entitled UK gamers, nuff said. (Score 1) 261

I tried to convince myself that it was a "relaxing", "meditative" experience, a "palate cleanser" if you will.

After a while, I just couldn't convince myself of even that minimal goal. It's just... nothing. The terrible gameplay actively discourages you from doing the only thing that the game really offers (exploration), and the exploration is only skin deep due to the shallowness of their generation algorithm.

And really, how can you say NMS feels "solid", when you can walk right through the animals and things don't fall when you mine out the ground from underneath them? What's the opposite of "solid" in this context?

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