I agree base 10 is not superior, and would prefer if we all switched to base 9, base 16 or whatever. But the imperial system isn't a base 12 one, it's a messed up base 12/3/1760 one.
Your depth perception in real life is probably due to context - you look at vertical angles, knowing that the ground is always 1.7m (or whatever) below your eyes, you look at objects like birds knowing what their dimensions are so you can tell how far away they are, etc (all subconsciously). If that is true, then you wouldn't benefit from 3D at all.
Dividing is much easier in metric than imperial. If you have 7 meters and you want to divide by 3, you get 2.33 meters. Someone well acquainted with normal math can do that in his head. if you have 7 feet and you want to divide by 3, you have to awkwardly do it manually - take 2 feet and you have 1 foot left, divide that by 3, that's 4 inches. People who do architecture all their lives can do it, but normal people, and calculators, can't.
Also, 7 kilometers / 3 = 2 km, 333m and 7 meters / 3 = 2 m, 333mm, but:
7 miles / 3 = 2 miles, 1760 feet 7 feet / 3 = 2 feet, 4 inches 7 inches / 3 = 2 inches, 21/64 of an inch (that is how imperial nails and screwdrivers work...)
Once you think about it, metric makes a lot more sense in every way.
That part you still have to memorize just like 5280ft in a mile.
At least you don't have to memorize the names 3 times, once for distance (inch, foot, mile, etc), once for mass (ounce, pound, etc) and once for volume (fluid ounce, pint, gallon, etc).
I hate healing for a simple reason: it screws up item scaling balance horribly. Take a healer with 10k health and 800 HPS against a damage dealer with 1000 DPS. The healer survives 50 seconds. Now make the healer 12% more powerful. Bam, there's a 100% increase to survival time. If you let healers be more powerful than damage dealers (and you have to do this if you're going for a pure class/role system), killing a healer is reliant on preventing him from casting for some time, something which does not make for fun gameplay.
Works in theory, but fails utterly in practice. 90% of all MMO combats are 1v1, despite Blizzard's efforts to the contrary. You can't have a fun game if you know you're going to dominate 33% of opponents and you know you have no chance against some other 33%.
-buffing team members -weakening enemy team members -dispelling or temporarily silencing buffs and debuffs -redirecting damage dealt to yourself (ie. tanking)
Also, you're wrong about positional advantage not being viable, MMOs do it all the time: -melee range (some classes are stronger when closer to the enemy) -AoEs (some classes are stronger when enemies are clumped together) -AoE healing/buffs (some classes are stronger when friends are clumped together) -line of sight (some classes only need to be in LoS some of the time to be effective, think buffers and debuffers)
You can be very complex with just a simple first-to-get-to-zero-loses system.
Unfortunately, we are also intelligent-people centric, and intelligent people tend to use internationally recognized units whose ratios actually make sense.
Split one object into 10... each of which with 5% of the destructive potential due to higher surface area to volume ratio, causing more of it to burn up. And if it's far enough, half of the pieces won't even hurt the Earth at all.
Third, unless you're going to have some sort of subscription thingy worked out, how are you going to make money on web apps without intrusive ads?
You solve this problem by having some sort of subscription thingy worked out. Or at least a one time payment. Piracy is impossible when you aren't distributing most of the program.
Because they probably don't actually prefer Windows to Ubuntu, they're just too lazy to try out all the options. They have a right to be lazy, but it's still a shame that they are.
In fact, all McDonald's should be placed at the top of long flights of stairs; or better, escalators running backwards.
With blackjack and hookers. In fact, forget the blackjack. And the McDonalds.
Ok, I'm having a hard time imagining the remaining two put together,
Tea. Earl Grey. Hot.
I agree base 10 is not superior, and would prefer if we all switched to base 9, base 16 or whatever. But the imperial system isn't a base 12 one, it's a messed up base 12/3/1760 one.
What the heck is "pounds-force"?
Your depth perception in real life is probably due to context - you look at vertical angles, knowing that the ground is always 1.7m (or whatever) below your eyes, you look at objects like birds knowing what their dimensions are so you can tell how far away they are, etc (all subconsciously). If that is true, then you wouldn't benefit from 3D at all.
95% of jobs have nothing to do with systems of measurement and can be done without knowing what centimeters and inches are.
Dividing is much easier in metric than imperial. If you have 7 meters and you want to divide by 3, you get 2.33 meters. Someone well acquainted with normal math can do that in his head. if you have 7 feet and you want to divide by 3, you have to awkwardly do it manually - take 2 feet and you have 1 foot left, divide that by 3, that's 4 inches. People who do architecture all their lives can do it, but normal people, and calculators, can't.
Also, 7 kilometers / 3 = 2 km, 333m and 7 meters / 3 = 2 m, 333mm, but:
7 miles / 3 = 2 miles, 1760 feet
7 feet / 3 = 2 feet, 4 inches
7 inches / 3 = 2 inches, 21/64 of an inch (that is how imperial nails and screwdrivers work...)
Once you think about it, metric makes a lot more sense in every way.
Is that an African or European sea?
That part you still have to memorize just like 5280ft in a mile.
At least you don't have to memorize the names 3 times, once for distance (inch, foot, mile, etc), once for mass (ounce, pound, etc) and once for volume (fluid ounce, pint, gallon, etc).
Both work
I, at least, prefer reducing the sheer number of irregular verbs out there.
What next? People campaigning against Dragons and Dungeons?
I hate healing for a simple reason: it screws up item scaling balance horribly. Take a healer with 10k health and 800 HPS against a damage dealer with 1000 DPS. The healer survives 50 seconds. Now make the healer 12% more powerful. Bam, there's a 100% increase to survival time. If you let healers be more powerful than damage dealers (and you have to do this if you're going for a pure class/role system), killing a healer is reliant on preventing him from casting for some time, something which does not make for fun gameplay.
Works in theory, but fails utterly in practice. 90% of all MMO combats are 1v1, despite Blizzard's efforts to the contrary. You can't have a fun game if you know you're going to dominate 33% of opponents and you know you have no chance against some other 33%.
What about:
-buffing team members
-weakening enemy team members
-dispelling or temporarily silencing buffs and debuffs
-redirecting damage dealt to yourself (ie. tanking)
Also, you're wrong about positional advantage not being viable, MMOs do it all the time:
-melee range (some classes are stronger when closer to the enemy)
-AoEs (some classes are stronger when enemies are clumped together)
-AoE healing/buffs (some classes are stronger when friends are clumped together)
-line of sight (some classes only need to be in LoS some of the time to be effective, think buffers and debuffers)
You can be very complex with just a simple first-to-get-to-zero-loses system.
Unfortunately, we are also intelligent-people centric, and intelligent people tend to use internationally recognized units whose ratios actually make sense.
Split one object into 10... each of which with 5% of the destructive potential due to higher surface area to volume ratio, causing more of it to burn up. And if it's far enough, half of the pieces won't even hurt the Earth at all.
As a Frenchman, I protest! I'll never let that happen to my... ok I give up.
Just be glad it's not "Lake on Titan Winks from 621 Million Miles Away"
Or "Lake on Titan Winks from 4.97 billion Furlongs Away"
Or "Lake on Titan Winks from 10^-12 Diopters Away"
Different combination of bedsheets, clothes, etc?
Third, unless you're going to have some sort of subscription thingy worked out, how are you going to make money on web apps without intrusive ads?
You solve this problem by having some sort of subscription thingy worked out. Or at least a one time payment. Piracy is impossible when you aren't distributing most of the program.
And where people are already capable of getting whatever app they want, defeating half the point.
I 3 Ubuntu more than most people
Definitely. Most people I know only less than 3 it.
Because they probably don't actually prefer Windows to Ubuntu, they're just too lazy to try out all the options. They have a right to be lazy, but it's still a shame that they are.
And they're be there to be simple and convenient, and in this regard they blow conventional Windows-style installation out of the water.
There's slower forms of internet than that.
BTW, first post.