I believe that the cable used for a space elevator must be as lightweight and strong as possible. Running power through that infrastructure will add weight and weaken the structure (maintenance access, etc). Not to mention drive up costs and add complexity.
They should force them to play mind-bendingly awful games, a few days of "Sunday Funday" ought to set them straight. That or the popular "beat you to death" therapy I've heard so much about.
I'm asking because really I can't imagine any MMO getting popular if players had to do something repeatedly based on actual skills earned through playing the game itself.
Imagine a lush fantasy setting with all the higher level players as thoroughly addicted CounterStrike players.
I have had the is problem in the past as a DM, the best part about min/max'ers is that they usually have some stunning weaknesses to things.
As with the other characters, find the silver bullets for the min/max player. I often find that they are tooled up for a paticular kind of adventuring and aren't as well equipped for some challenges as the average, more rounded player might be.
And if all else fails, add some spice. Curse them with some withering disease that screws with their bonuses, it's a great story arc for at least a level or two to find a cure and when they do find a cure have it not work quite as well and leave them a bit crippled and maybe a bit wiser for it.
Min/Max'ers hate it when you mess with their stats though and unless you have a real player who is interested in playing with a group instead of pushing numbers around by themselves you'll likely lose a player who was almost impossible to keep with the team.
I'll tell you one thing though, life gets tough for the DM when you have a team of average characters that really, REALLY, work well together. Never fighting battles the same way, always coming up with plans that play off each others strengths... it makes it really hard to kill them...;-)
That's absolutely true, a lot of systems define opposed outcomes using all sorts of different mechanisms, that's the point really, the mechanism of the game should be at best secondary to the experience.
I knew a few players who were just in it for the game mechanics and they got bored with it too. If you're playing an RPG correctly that number crunching system is merely the "how" and not the "why".
I mean, the last group of players I was playing with weren't optimizing statisticians, they were people who wanted to contribute to a great story and have some fun in the process. We had more than one session where dice weren't rolled at all, or if they were it was out of combat.
"How dare you profit from somone else's privaterring!"
I like that analogy quite a bit actually, if you take the search engine and make it the sea. How do you find out if your content is stolen? Search for it! Then chase the pirates down by searching for them.
I bid 1 bent Wookee and some blue dryer lint.
I believe that the cable used for a space elevator must be as lightweight and strong as possible. Running power through that infrastructure will add weight and weaken the structure (maintenance access, etc). Not to mention drive up costs and add complexity.
I dunno, just shooting from the hip here.
More direct-to-video "animated" sequels?
I reckon if people can't handle it in a safe, controlled, Earth bound experiment than we learn something important.
A car with yaw control...
One of my first "adventures" with Linux as a newbie was thanks to a "stable" nVidia "driver" from their support page.
Hand burnt, lesson learnt.
That's the plan, I thought:
1. Cache all websites
2. Cache all users
3. Disconnect the meat beings
Oop, said too much!
I agree let's keep the war to good old fashioned radar guided, over the horizon artillery barrages and "precision" carpet bombing.
War is about killing the other side without getting killed yourself, it sucks, it's war.
HAH HAH HAH! Circus of Wal-Mart Values...
Actually, I'm pretty damned sure that's how the newspaper industry works...
Wow I completely missed everything and apparently just made up an article to make fun of.
My reading comprehension is waaaaaay down. Time for a break from /. methinks.
Actually maybe I can break my addiction to all internet media while I'm at it. If only there was some really expensive way of doing that...
They should force them to play mind-bendingly awful games, a few days of "Sunday Funday" ought to set them straight. That or the popular "beat you to death" therapy I've heard so much about.
We put a computer on your computer so you can download while you download...
Martin Odersky is beardless, Scala is doomed.
On the upshot, that kid is no longer addicted to gaming...
Ever wonder why your parents told you not to look directly at the sun?
IT'S NAKED
I'm asking because really I can't imagine any MMO getting popular if players had to do something repeatedly based on actual skills earned through playing the game itself.
Imagine a lush fantasy setting with all the higher level players as thoroughly addicted CounterStrike players.
I have had the is problem in the past as a DM, the best part about min/max'ers is that they usually have some stunning weaknesses to things.
As with the other characters, find the silver bullets for the min/max player. I often find that they are tooled up for a paticular kind of adventuring and aren't as well equipped for some challenges as the average, more rounded player might be.
And if all else fails, add some spice. Curse them with some withering disease that screws with their bonuses, it's a great story arc for at least a level or two to find a cure and when they do find a cure have it not work quite as well and leave them a bit crippled and maybe a bit wiser for it.
Min/Max'ers hate it when you mess with their stats though and unless you have a real player who is interested in playing with a group instead of pushing numbers around by themselves you'll likely lose a player who was almost impossible to keep with the team.
I'll tell you one thing though, life gets tough for the DM when you have a team of average characters that really, REALLY, work well together. Never fighting battles the same way, always coming up with plans that play off each others strengths... it makes it really hard to kill them... ;-)
That's absolutely true, a lot of systems define opposed outcomes using all sorts of different mechanisms, that's the point really, the mechanism of the game should be at best secondary to the experience.
I knew a few players who were just in it for the game mechanics and they got bored with it too. If you're playing an RPG correctly that number crunching system is merely the "how" and not the "why".
I mean, the last group of players I was playing with weren't optimizing statisticians, they were people who wanted to contribute to a great story and have some fun in the process. We had more than one session where dice weren't rolled at all, or if they were it was out of combat.
That's role playing.
Bit harder to check 500 animals for disease spread over 2000 acres.
Yeah, you know I don't trust big business any more than I trust an individual trying to scratch out a living.
One standard for all, why the hell not?
I think you'll find that's exactly what I'm saying.
Top dollar goes to the cleanest, healthy meat.
Auuuuuuugh! I have it already! Damn you steak at lunch!!!!
Hopefully I die before my timesheet is due...
I'd pay more for them to change the way they do business rather than DIE from consuming their PRODUCT.
But you know me, I'm funny that way.
I like that analogy quite a bit actually, if you take the search engine and make it the sea. How do you find out if your content is stolen? Search for it! Then chase the pirates down by searching for them.