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Sports Free: Helping End Compulsive Sports Consumption

'Sports Free' is a support and discussion forum to help quit sports consumption. Many people (especially men) find themselves compulsively wasting dozens of hours per week watching sports, endlessly checking sports gossip, and unable to socialize about any topic except the NFL, MLB, NCAA, NBA, NHL, or NASCAR. Participants are encouraged to quit sports consumption cold turkey for at least thirty days.
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The Sacred Grove and Grod's Law: How Path of Exile's fundamental itemization design conflicts with its own crafting system

Edit: Actual TL;DR - There is none. It's a complicated issue and I'm hoping you will take the time to read the post if you want to engage in the discussion. That's why the post is tagged 'discussion'.
I made a lengthy comment after reading this post yesterday. What a crazy helmet! But it was the top comment chain in that thread that caught my attention, particularly this comment:
Annoyance leads to a group that is willing to put up with it getting all the rewards but hating the game because it's annoying and a second group that doesn't put up with it but hates that they're missing out on the stuff the first group is getting. Everyone loses.
My thoughts on this subject probably merit its own discussion thread, so here it is.
This reminds me of Grod's Law:
Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
Years ago on the Giant in the Playground forums (a community for the D&D 3.5 edition tabletop roleplaying game), an argument broke out when a user recommended balancing the absurd power of magic using classes by making them meticulously track their material components for each spell.
For those unaware, material costs for spells that didn't have an explicit monetary cost listed were generally just flavorful; holdovers from Gary Gygax's day at the helm, basically little Easter eggs in the game. Like Detect Thoughts required you to use 2 copper pieces to cast, e.g. 'penny for your thoughts?', and Fireball required you to use bat guano (known to be high in sulfur content) and saltpeter (chemically combined they create an exothermic reaction IRL).
Anyway, your wizard or whatever was expected to buy a spell component pouch for a few gold and that pouch was assumed to have all the basic material components they'd need for most spells in limitless quantity. Spells in D&D can be incredibly powerful and versatile in their use, and the most powerful builds in the game all involve casting magic. Well, this user suggested balancing those spells by making wizards have to spend time gathering their individual material components. Want to cast Fireball? Spend a few days scraping bat shit off the cave floor, etc.
The problem with this rationale is that it doesn't really solve any problems. Wizards are still just as powerful, but now the player has to go out of their way, detracting from the campaign and story, so they can scrape their spell juice off the dungeon floor. Grod argued the following:

Tie this back into PoE already!

Yes, sorry. Thanks for putting up with my rambling.
I kinda feel like harvest is like this - A terrible implementation of a mechanic that GGG (i.e. Chris Wilson) hates (i.e. thinks is 'bad' for the game). It highlights a massive problem with itemization and crafting in this game.
Way too much character power is tied up in gear as compared to skills and passives. And Harvest crafts are so powerful because other crafting tools in PoE are are way too random, but the power creep in items over the years has made it way too appealing (various influence mods for example). Crafting most items is a gamble, plain and simple. Gambling is just not appealing to many people, and it can get expensive very fast. It's layers upon layers of RNG for even the chance of getting a decent item, some of which can be build-enabling, and there are very few deterministic methods of getting what you want. It's far easier to just buy a powerful item like that from someone else. Of course, that can't be done for SSF players, but even in trade league it can be problematic when GGG balances the game around meta-builds (supply and demand means you might not get to enjoy playing your build because upgrades are too expensive).
GGG wants the game to be like this. They want you to engage in the skinner box of gambling RNG they've designed. Harvest just doesn't jive with how they want you to build your character, but it's immensely popular for anyone who hates gambling and wants to build their character in a predictable and targeted way. Their solution was to leave it in the game but make it as cumbersome and obnoxious to engage with as possible, so it becomes a massive opportunity cost to do so.
You find a grove in a map. Cue 20 to 30 minutes of reviewing your stash and gear for possible upgrades and reviewing craft options for valuable ones that might be sold on TFT, etc. It completely disrupts the flow of the game and you can barely save enough valuable crafts for one or two side builds. When you finally do get one of the few good craft options, you might not even have something to use it on! Ultimately it's far more time-efficient to sell your good crafts (using 3rd party mechanisms, of course) and just keep playing the game.

How does this affect me, SaneExile?

The system affects the game exactly how Grod proposes:
The inappropriate powergamer figures out how to circumvent the restriction. His power remains the same.
PoE isn't a collaborative tabletop game like D&D, so "inappropriate powergamer" is, well, an inappropriate name for this group. Optimizing gameplay in PoE is perfectly reasonable and encouraged. But people who trade crafts in large volume on TFT or are in massive guilds throwing around thousands of exalts are not your average optimizer, and are not affected by this cumbersome barrier to entry. They find the optimal solution and just incorporate it into their gameplay and profit off it massively.
The reasonable player either figures out how to circumvent the restriction (rendering it moot), avoids the class (turning it into a ban) or suffers through it. His power remains the same and/or his enjoyment goes down.
Reasonable player -> average PoE player. The distinction between these two groups can get fuzzy, but it's hard to argue that someone playing 40 hours per week and someone playing 10 hours per week can achieve the same levels of effectiveness. Practice makes perfect, and practice takes time. Those in large communities are, likewise, not really playing the same game as the solo players (e.g. aura-bots, trade groups, etc.). For some, efficiency is measured in chaos per hour. For a few, it can be exalts per hour. This group is very much the former.
The new player avoids the class or suffers through it. His enjoyment goes down.
Class -> game mechanic. In this case, I'm sure a lot of people just pretend the Sacred Grove doesn't exist. Harvest is a thing that other people do. And if they do choose to engage with it, its cumbersomeness and complexity means their overall enjoyment of PoE is diminished. I couldn't even begin to explain the system to someone new to the game, at least in a reasonable manner that doesn't sound like a college economics lecture.

Conclusions

So, average people either suffer through harvest's implementation because it's so damn useful, or they avoid it and suffer FOMO or other gambling-induced psychological issues because the power-players in the community are cranking out incredibly OP gear on the trading market. Lose-Lose. This isn't unique to harvest, it's just the most obvious with this crafting system in the game. Crafting in general is fucked up, when you really consider how it's designed to prey on gambling addiction.
This might not be a problem in the short term (obviously you don't need the helmet posted above to make specters work), but in the long term it throws off the balance of the game through power creep. The Raise Specters gem was meganerfed this league, but it's definitely still playable, and with items like this, it's not even that much weaker than before. Essentially, the power of the skill was offloaded from the gem to PoE's itemization system, and the barrier to OPness is that much higher. The rich get richer and the average market has one less meta build.
GGG really fucked up Harvest, but it's only because Harvest highlighted just how fucked up crafting in this game is. Super powerful crafts have always been something only the PoE rich engage with regularly and with any significant profit. Harvest, for its league at least, let more casual players engage with that system. And the power creep ended up being so massive that they hamstrung it every chance they got.
Ultimately, GGG's implementation ends up hurting the whole game because of Grod's Law - the benefits of it are minimized while the annoyance is maximized. It's possible we can benefit from some stopgap solutions, like more horticrafting station space, tradeable crafts (like beasts), etc., but many of these come with their own host of issues. They're just bandaids on the crafting mechanic as a whole, which is a product of the itemization design.
TL;DR, thanks for coming to my TEDTalk. General disclaimer that this is my personal opinion of the state of the game, one that I've put way too much time into. It's still fun in a lot of ways, but the more I play the more I see problematic design features creeping their way into the game.
Edit: Well this took off. I've been trying to address arguments from you all as best I can, but there's one I noticed in particular keeps coming up and I think my main post didn't clarify my stance as well as it could've:
I'm not against the idea of RNG. Randomness in itself is not a problem for this genre or most games in general. I am however very much against the argument that, 'well the entire game is randomness so more randomness is fine.' I've tried to address that in this comment, which I'll link instead of reiterating.
submitted by ecstatic1 to pathofexile [link] [comments]

Something remarkable happened when I had no phone for 2 weeks and was forced to stop using dating apps and social media...

I had my phone stolen about a month ago. It sucked at first for a number of reasons but on the dating side of things... All the girls I would never get the chance to swipe on, the girls who were gonna unmatch me, the conversations I was having on instagram (I blocked it on my laptop at the registry level so I couldn't be tempted to access it), and whatsapp, a date I had planned with someone I couldn't find on facebook ...basically I was thinking 'fuck now I'm not going to meet anyone for a while and any progress I've made with anyone is gonna disappear'.
Then an amazing thing happened.
The FOMO began to steadily decrease as my mindfulness and appreciation for life began to increase.
I could walk around the park and just appreciate nature without having my mind clouded by thoughts about whether someone was ghosting me blah blah and distractions from constant notifications.
I was reading books I'd bought ages ago, I was playing guitar, I was able to focus on whatever I was doing.
Interactions begun to feel more real. I actually wanted to engage with people. When I saw a cute girl I actually felt like striking up a conversation, rather than retreating to the safety of dating apps to do all my dating through a 6 inch screen with pixels resembling me. Fuck that shit, I'm a fairly good looking guy with a nice friendly demeanour...why the hell should I have to filter that through a screen?
That girl I talked to at the gym wasn't immediately followed by 20 similar looking girls with similarly inane conversation about hating pineapple on pizza and the quoting from The office and loving dogs and shit.
It felt strangely natural considering that I've been using social media most my life.
I was almost disappointed when my replacement phone arrived.
Sure enough most girls had unmatched, blocked or ghosted me when I tried to re-initiate the conversations, and I was never able to apologize for unintentionally flaking on a date with the girl.
Sure enough I fell back into the old habit of mindlessly swiping, praying certain girls would match me...basically a fucking gambling addict at the poker machines.
I know I'd be better off deleting the dating apps and limiting social media use to like 20 mins per day.
For now I've at least turned off notifications.
Some food for thought anyway.

Update
Dating apps dehumanise people, whether you admit it or not. It's not that I lack respect for women - when I first started using the apps I would spend a minute considering every profile, I would be polite and never ghost or unmatch anybody without telling them. The longer you use them the more ruthless you get until you end up becoming the person you tried not to be without even realising it. Especially when everybody seems to have no qualms doing it to you. And the amount of times I've been catfished or I will find somebodies social media to see that they're currently still in a relationship was making me paranoid and cynical towards people.
I just deleted Tinder and Bumble. I still have Hinge because that's a notch above the other ones I find - you get message first and generally people who use it are more inclined to actually chatting and investing in you a bit more.
But I will only use it in the evening for 15 mins or so - and if that causes me to be unmatched then so be it. Also since I have swiped through everyone in my area so it only shows me the newly created profiles, which saves more time.
And I'm going to try to cut down on my time online in general, including here on Reddit.
I have ADHD so my dopamine is already out of whack, this feels like a step in the right direction that could seriously improve my life. And I know the pandemic makes it difficult to meet people these days but I think everyone would benefit from doing the same thing.
submitted by faithinstrangers92 to dating_advice [link] [comments]

Old Austin Tales: Forgotten Video Arcades of The 1970s & 80s

In the late 1980s and early 1990s when I was a young teen growing up in far North Austin, it was a popular custom for many boys in the neighborhood to assemble at the local Stop-N-Go after school on a regular basis for some Grand Champion level tournaments in Street Fighter 2 and Mortal Kombat. The collective insistence of our mothers and fathers to get out of the house, get some exercise, and refrain from playing NES or Sega on the television only led us to seek out more video games at the convenience store down the road. Much allowance and lunch money was spent as well as hours that should have been devoted to homework among the 8 or 9 regular boys in attendance, often challenging each other to 'Best of 5' matches. I myself played Dhalsim and SubZero, and not very well, so I rarely ever made it to the 5th match. The store workers frequently kicked us out for the day only to have us return when they weren't working the counter anymore if not the next day.
There is something about that which has been lost in the present day. While people can today download the latest games on Steam or PSN or in the app store on your smartphone, you can't just find arcade games in stores and restaurants like you used to be able to. And so the fun of a spontaneous 8 or 10 person multiplayer video game tournament has been confined to places like bars, pool halls, Pinballz or Dave&Busters.
But in truth it was that ubiquity of arcade video games, how you could find them in any old 7-11 or Laundromat, which is what killed the original arcades of the early 1980s before the Great Crash of 1983 when home video game consoles started to catch up to what you saw in the arcade.
I was born in the mid 1970s so I missed out on Pong. I was kindergarten age when the Golden Age of Arcade Games took place in the early 1980s. There used to be a place called Skateworld on Anderson Mill Road that was primarily for roller skating but had a respectable arcade in its own right. It was there that I honed my skills on the original Tron, Pac Man, Galaga, Pole Position, Defender, and so many others. In the 1980s I remember visiting all the same mall arcades as others in my age group. There was Aladdin's Castle in Barton Creek Mall, The Gold Mine in Highland, and another Gold Mine in Northcross which was eventually renamed Tilt. Westgate Mall also had an arcade but being a north austin kid I never went there until later in the mid 1990s. There were also places like Malibu Grand Prix and Showbiz Pizza and Chuck-E-Cheeze, all of which had fairly large arcades for kids which were the secondary attraction.
If you're of a certain age you will remember Einsteins and LeFun on the Drag. They were there for a few decades going back way before the Slacker era. Lesser known is that the UT Student Union basement used to have an arcade that was comparable to either or both of those places. Back in the pre-9/11 days it was much easier to sneak in if you even vaguely looked like you could be a UT student.
But there was another place I was too young to have experienced called Smitty's up further north on 183 at Lake Creek in the early 1980s. I never got to go there but I always heard about it from older kids at the time. It was supposed to have been two stories of wall to wall games with a small snack bar. I guess at the time it served a mostly older teen crowd from Westwood High School and for that reason younger kids my age weren't having birthday parties there. It wasn't around very long, just a few years during the Golden Age of Arcades.
It is with almost-forgotten early arcades like that in mind that I wanted to share with y'all some examples of places from The Golden Age of the Video Arcade in Austin using some old Statesman articles I've found. Maybe someone of a certain age on here will remember them. I was curious what they were like, having missed out by being slightly too young to have experienced most of them first hand. I also wanted to see the original reaction to them in the press. I had a feeling there was some pushback from school/parent/civic groups on these facilities showing up in neighborhood strip malls or next to schools, and I was right to suspect. But I'm getting ahead of myself. First let's list off some places of interest. Be sure to speak up if you remember going to any of these, even if it was just for some other kid's birthday party. Unfortunately some of the only mentions about a place are reports of a crime being committed there, such as our first few examples.
Forgotten Arcade #1
Fun House/Play Time Arcade - 2820 Guadalupe
June 15, 1975
ARCADE ENTHUSIASM
A gang fight involving 20 30 people erupted early Saturday morning in front of an arcade on Guadalupe Street. The owner of the Fun House Arcade at 282J Guadalupe told police pool cues, lug wrenches, fists and a shotgun were displayed during the flurry. Police are unsure what started the fisticuffs, but one witness at the scene said it pitted Chicanos against Anglos. During the fight the owner of the arcade said a green car stopped at the side of the arcade and witnesses reported the barrel of a shotgun sticking out. The crowd wisely scattered and only a 23-year-old man was left lying on the ground. He told police he doesn't know what happened.
March 3, 1976
ARCADE ROBBED
A former employee of Play Time Arcade, 2820 Guadalupe, was charged Tuesday in connection with the Tuesday afternoon robbery of his former business. Police have issued a warrant for the arrest of Ronnie Magee, 22, of 1009 Aggie Lane, Apt. 306. Arcade attendant Sam Garner said he had played pool with the suspect an hour before the robbery. He told police the man had been fired from the business two weeks earlier. Police said a man walked in the arcade about 2:45 p m. with a blue steel pistol and took $180. Magee is charged with first degree aggravated robbery. Bond was set on the charge at $15,000.
First it was called Fun House and then renamed Play Time a year later. I'm not sure what kind of arcade games beyond Pong and maybe Asteroids they could have had at this place. The peak of the Pinball craze was supposed to be around 1979, so they might have had a few pinball machines as well. A quick search of youtube will show you a few examples of 1976 video games like Death Race. The location is next to Ken's Donuts where PokeBowl is today where the old Baskin Robbins location was for many years.
Forgotten Arcade #2
Green Goth - 1121 Springdale Road
May 15, 1984
A 23-year-old man pleaded guilty Monday to a January 1983 murder in East Austin and was sentenced to 15 years in prison. Jim Crowell Jr. of Austin admitted shooting 17-year-old Anthony Rodriguez in the chest with a shotgun after the two argued outside the Green Goth, a games arcade at 1121 Springdale Road, on Jan. 23, 1983. Crowell had argued with Rodriguez and a friend of Rodriguez at the arcade, police said. Crowell then went to his house, got a shotgun and returned to the arcade, witnesses said. When the two friends left the arcade, Rodriguez was shot Several weeks ago Crowell had reached a plea bargain with prosecutors for an eight-year prison term, but District Judge Bob Perkins would not accept the sentence, saying it was shorter than sentences in similar cases. After further plea bargaining, Crowell accepted the 15-year prison sentence.
I can't find anything else on Green Goth except reports about this incident with a murder there. There is at least one other report from 1983 around the time of Crowell's arrest that also refer to it as an arcade but reports the manager said the argument started over a game of pool. It's possible this place might have been more known for pool.
Forgotten Arcades #3 & #4
Games, Etc. - 1302 S. First St
Muther's Arcade - 2532 Guadalupe St
August 23, 1983
Losing the magic touch - Video Arcades have trouble winning the money game
It was going to be so easy for Lawrence Villegas, a video game junkie who thought he could make a fast buck by opening up an arcade where kids could plunk down an endless supply of quarters to play Pac-Man, Space Invaders and Asteroids. Villegas got together with a few friends, purchased about 30 video games and opened Games, Etc. at 1302 S. First St in 1980. .,--.... For a while, things, went great Kids waited in line to spend their money to drive race cars, slay dragons and save the universe.
AT THE BEGINNING of 1982, however, the bottom fell out, and Villegas' revenues fell from $400 a week to $25. Today, Games, Etc. is vacant Villegas, 30, who is now working for his parents at Tony's Tortilla Factory, hasn't decided what he'll do with the building. "I was hooked on Asteroids, and I opened the business to get other people hooked, too," Villegas said. "But people started getting bored, and it wasn't worth keeping the place open. In the end, I sold some machines for so little it made me sick."
VILLEGAS ISNT the only video game operator to experience hard times, video game manufacturers and distributors 'It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100 .
Pac-Man's a lost cause. Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Ronnie Roark says. In the past year, business has dropped 25 percent to 65 percent throughout the country, they say. Most predict business will get even worse before the market stabilizes. Video game manufacturers and operators say there are several reasons for the sharp and rapid decline: Many video games can now be played at home on television, so there's no reason to go to an arcade. The novelty of video games has worn off. It has been more than a decade since the first ones hit the market The decline can be traced directly to oversaturation or the market arcade owners say. The number of games in Austin has quadrupled since 1981, and it's not uncommon to see them in coin-operated laundries, convenience stores and restaurants.
WITH SO MANY games to choose from, local operators say, Austinites be came bored. Arcades still take in thousands of dollars each week, but managers and owners say most of the money is going to a select group of newer games, while dozens of others sit idle.
"After awhile, they all seem the same," said Dan Moyed, 22, as he relaxed at Muther's Arcade at 2532 Guadalupe St "You get to know what the game is going to do before it does. You can play without even thinking about it" Arcade owners say that that, in a nutshell, is why the market is stagnating.
IN THE PAST 18 months, Ronnie Roark, owner of the Back Room at 2015 E. Riverside Drive, said his video business has dropped 65 to 75 percent Roark, . who supplied about 160 video games to several Austin bars and arcades, said the instant success of the games is what led to their demise. "The technology is not keeping up with people's demand for change," said Roark, who bought his first video game in 1972. "The average game is popular for two or three months. We're sending back games that are less than five months old."
Roark said the market began dropping in March 1982 and has been declining steadily ever since. "The drop started before University of Texas students left for the summer in 1982," Roark said. "We expected a 25 percent drop in business, and we got that, and more. It's never really picked up since then. - "It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100. 1 was shocked when I looked over my books and saw how much things had dropped."
TO COMBAT THE slump, Roark said, he and some arcade owners last year cut the price of playing. Even that didn't help, he said. Old favorites, such as Pac-Man, which once took in hundreds of dollars each week, he said, now make less than $3 each. "Pac-Man's a lost cause," he said. "Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Hardest hit by the slump are the owners of the machines, who pay $3,500 to $5,000 for new products and split the proceeds with the businesses that house them.
SALEM JOSEPH, owner of Austin Amusement and Vending Co., said his business is off 40 percent in the past year. Worse yet, some of his customers began returning their machines, and he's having a hard time putting them back in service. "Two years ago, a machine would generate enough money to pay for itself in six months,' said Joseph, who supplies about 250 games to arcades. "Now that same machine takes 18 months to pay for itself." As a result, Joseph said, he'll buy fewer than 15 new machines this year, down from the 30 to 50 he used to buy. And about 50 machines are sitting idle in his warehouse.
"I get calls every day from people who want to sell me their machines," Joseph said. "But I can't buy them. The manufacturers won't buy them from me." ARCADE OWNERS and game manufacturers hope the advent of laser disc video games will buoy the market Don Osborne, vice president of marketing for Atari, one of the largest manufacturers of video games, said he expects laser disc games to bring a 25 percent increase in revenues next year. The new games are programmed to give players choices that may affect the outcome of the game, Os borne said. "Like the record and movie industries, the video game industry is dependent on products that stimulate the imagination," Osborne said "One of the reasons we're in a valley is that we weren't coming up with those kinds of products."
THE FIRST of the laser dis games, Dragonslayer and Star Wan hit the market about two months ago. Noel Kerns, assistant manager of The Gold Mine Arcade in Northcross Mall, says the new games are responsible for a $l,000-a-week increase in revenues. Still, Kerns said, the Gold Mine' total sales are down 20 percent iron last summer. However, he remain optimistic about the future of the video game industry. "Where else can you come out of the rain and drive a Formula One race car or save the universe?" hi asked.
Others aren't so optimistic. Roark predicted the slump will force half of all operators out of business and will last two more years. "Right now, we've got a great sup ply and almost no demand," Roark said. "That's going to have to change before things get- significantly better."
Well there is a lot to take from that long article, among other things, that the author confused "Dragonslayer" with "Dragon's Lair". I lol'd.
Anyone who has been to Emo's East, formerly known as The Back Room, knows they have arcade games and pool, but it's mostly closed when there isn't a show. That shouldn't count as an arcade, even though the former owner Ronnie Roark was apparently one of the top suppliers of cabinet games to the area during the Golden Era. Any pool hall probably had a few arcade games at the time, too, but that's not the same as being an arcade.
We also learn from the same article of two forgotten arcades: Muthers at 2522 Guadalupe where today there is a Mediterranean food restaurant, and another called Games, Etc. at 1302 S.First that today is the site of an El Mercado restaurant. But the article is mostly about showing us how bad the effects were from the crash at the end of the Golden Era. It was very hard for the early arcades to survive with increasing competition from home game consoles and personal computers, and the proliferation of the games into stores and restaurants.
Forgotten Arcades #5 #6 & #7
Computer Madness - 2414 S. Lamar Blvd.
Electronic Encounters - 1701 W Ben White Blvd (Southwood Mall)
The Outer Limits Amusements Center - 1409 W. Oltorf
March 4, 1982
'Quartermania' stalks South Austin
School officials, parents worried about effects of video games
A fear Is haunting the video game business. "We call it 'quartermania.' That's fear of running out of quarters," said Steve Stackable, co-owner of Computer Madness, a video game and foosball arcade at 2414 S. Lamar Blvd. The "quartermania" fear extends to South Austin households and schools, as well. There it's a fear of students running out of lunch money and classes to play the games. Local school officials and Austin police are monitoring the craze. They're concerned that computer hotspots could become undesirable "hangouts" for students, or that truancy could increase because students (high-school age and younger) will skip school to defend their galaxies against The Tempest.
So far police fears have not been substantiated. Department spokesmen say that although more than half the burglaries in the city are committed by juveniles during the daytime, they know of no connection between the break-ins and kids trying to feed their video habit But school and parental worries about misspent time and money continue. The public outcry in September 1980 against proposals to put electronic game arcades near two South Austin schools helped persuade city officials to reject the applications. One proposed location was near Barton Hills Elementary School. The other was South Ridge Plaza at William Cannon Drive and South First Street across from Bedlchek Junior High School.
Bedichek principal B.G. Henry said he spoke against the arcade because "of the potential attraction it had for our kids. I personally feel kids are so drawn to these things, that It might encourage them to leave the school building and play hookey. Those things have so much compulsion, kids are drawn to them like a magnet Kids can get addicted to them and throw away money, maybe their lunch money. I'm not against the video games. They may be beneficial with eye-hand coordination or even with mathematics, but when you mix the video games during school hours and near school buildings, you might be asking for problems you don't need."
A contingent from nearby Pleasant Hill Elementary School joined Bedichek in the fight back in 1980, although principal Kay Beyer said she received her first formal call about the games last Week from a mother complaining that her child was spending lunch money on them. Beyer added that no truancy problems have been related to video game-playing at a nearby 7-11 store. Allen Poehl, amusement game coordinator for Austin's 7-11 stores, said company policy rules out any game-playing by school-age youth during school hours. Fulmore Junior High principal Bill Armentrout said he is working closely with operators of a nearby 7-1 1 store to make sure their policy is enforced.
The convenience store itself, and not necessarily the video games, is a drawing card for older students and drop-outs, Armentrout said. Porter Junior High principal Marjorie Ball said that while video games aren't a big cause of truancy, "the money (spent on the games) is a big factor." Ball said she has made arrangements with nearby businesses to call the school it students are playing the games during school hours. "My concern is that kids are basically unsupervised, especially at the 24-hour grocery stores. That's a late hour for kids to be out. I would like to see them (games) unplugged at 10 p.m.," adds Joslin Elementary principal Wayne Rider.
Several proprietors of video game hot-spots say they sympathize with the concerns of parents and school officials. No one under 18 is admitted without a parent to Chuck E. Cheese's Pizza Time Theatre at 4211 S. Lamar. That rule, says night manager David Dunagan, "keeps it from being a high school hangout. This is a family place." Jerry Zollar, owner of J.J. Subs in West Wood Shopping Center on Bee Cave Road, rewards the A's on the report cards of Eanes school district students with free video games. "It's kind of a community thing we do in a different way. I've heard from both teachers and parents . . . they thought this was a good idea," said Zollar.
Electronic Encounters in Southwood Mall last year was renovated into a brightly lit arcade. "We're trying to get away from the dark, barroom-type place. We want this to be a place for family entertainment We won't let kids stay here during school hours without a written note from their parents, and we're pretty strict about that," said manager Kelly Roberts. Joyce Houston, who manages The Outer Limits amusements center at 1409 W. Oltorf St. along with her husband, said, "I wouldn't let my children go into some of the arcades I've visited. I'm a concerned parent, too. We wanted a place where the whole family could come and enjoy themselves."
Well you can see which way the tone of all these articles is going. There were some crimes committed at some arcades but all of them tended to have a negative reputation for various reasons. Parents and teachers were very skeptical of the arcades being in the neighborhoods to the point of petitioning the City Government to restrict them. Three arcades are mentioned besides Chuck-E-Cheese. Electronic Encounters in Southwood Mall, The Outer Limits amusements center at 1409 W. Oltorf, and Computer Madness, a "video game and foosball arcade" at 2414 S. Lamar Blvd.
Forgotten Arcade #8
Smitty's Galaxy of Games - Lake Creek Parkway
February 25, 1982
Arcades fighting negative image
Video games have swept across America, and Williamson and Travis counties have not been immune. In a two-part series, Neighbor examines the effects the coin-operated machines have had on suburban and small-town life.
Cities have outlawed them, religious leaders have denounced them and distraught mothers have lost countless children to their voracious appetites. And still they march on, stronger and more numerous than before. A new disease? Maybe. A wave of invading aliens from outer space? On occasion. A new type of addiction? Certainly. The culprit? Video games. Although the electronic game explosion has been mushrooming throughout the nation's urban areas for the past few years, its rippling effects have just recently been felt in the suburban fringes of North Austin and Williamson County.
In the past year, at least seven arcades armed with dozens of neon quarter-snatchers have sprung up to lure teens with thundering noises and thousands of flashing seek-and-destroy commands. Critics say arcades are dens of iniquity where children fall prey to the evils of gambling. But arcade owners say something entirely different. "Everybody fights them (arcades), they think they are a haven for drug addicts. It's just not true," said Larry Grant of Austin, who opened Eagle's Nest Fun and Games on North Austin Avenue in Georgetown last September. "These kids are great" Grant said the gameroom "gives teenagers a place to come. Some only play the games and some only talk.
In Georgetown, if you're from the high school, this is it." He said he's had very few disturbances, and asks "undesirables" to leave. "We've had a couple of rowdies. That's why I don't have any pool tables they tend to attract that type of crowd," Grant said.
Providing a place for teens to congregate was also the reason behind Ron and Carol Smith's decision to open Smitty's Galaxy of Games on Lake Creek Parkway at the entrance to Anderson Mill. "We have three teenage sons, and as soon as the oldest could drive, it became immediately apparent that there was no place to go around here," said Ron, an IBM employee who lives in Spicewood at Balcones. "This prompted us to want to open something." The business, which opened in August, has been a huge success with both parents and youngsters. "Hundreds of parents have come to check out our establishment before allowing their children to come, and what they see is a clean, safe environment managed by adults and parents," Ron said. "We've developed an outstanding rapport with the community." Video arcades "have a reputation that we have to fight," said Carol.
Kathy McCoy of Georgetown, who last October opened Krazy Korner on Willis Street in Leander, agrees. "We've got a real good group of kids," she said. "There's no violence, no nothing. Parents can always find their kids at Krazy Korner."
While all the arcade owners contacted reported that business is healthy, if not necessarily lucrative, it's not as easy for video entrepreneurs to turn a profit as one might imagine. A sizeable investment is required. Ron Smith paid between $2,800 and $5,000 for each of the 30 electronic diversions at his gameroom.
Grant said his average video game grosses about $50 a week, and his "absolute worst" game, Armor Attack, only $20 a week. The top machines (Defender and Pac-Man) can suck in an easy $125 a week. That's a lot of quarters, 500 to be exact but the Eagle's Nest and Krazy Korner pass half of them on to Neelley Vending Company of Austin which rents them their machines. "At 25 cents a shot, it takes an awful lot of people to pay the bills," said Tom Hatfield, district manager for Neelley.
He added that an owner's personality and the arcade's location can make or break the venture. The game parlor must be run "by an understanding person, someone with patience," Hatfield said. "They cannot be too demanding on the kids, yet they can't let them run all over them." And they must be located in a spot "with lots of foot traffic," such as a shopping center or near a good restaurant, he said. "And being close to a school really helps." "Video games are going to be here permanently, but we're going to see some operations not going because of the competition," which includes machines in virtually every convenience store and supermarket, Hatfield said.
This article talks about three arcades. One in Georgetown called Eagles Nest, another in Leander called Krazy Korner, and a third called Smitty's Galaxy of Games on Lake Creek Parkway "on the fringes of North Austin". This is the one I remember the older kids talking about when I was a little kid. There was once a movie theater across the street from the Westwood High School football stadium and behind that was Smitty's. Today I think the building was bulldozed long ago and the space is part of the expanded onramp to 183 today. Eventually another unrelated arcade was built next to the theater that became Alamo Lakeline. It was another site of some unrecorded epic Street Fighter 2 and Mortal Kombat tournaments in the 90s.
But the article written before the end of the Golden Era tell us much about the pushback I was talking about earlier. Early arcades were seen as "dirty" places in some circles, and the owners of the arcades in Williamson County had to stress how "clean" their establishments were. This other article from a couple of weeks later tells of how area school officials weren't worried about video games and tells us more arcades in Round Rock and Cedar Park. Apparently the end of the golden age lasted a bit longer than usual in this area.
At some point in the next few years the bubble burst, and places like Smitty's were gone by the late 80s. But the distributors quoted earlier were right that arcade games weren't going completely away. In the mid 1980s LeFun opened up next in the Scientology building at 2200 Guadalupe on the drag. Down a few doors past what used be a coffee shop and a CVS was Einsteins Arcade. Both of those survived into the 21st century. I remember the last time I was at Einsteins I got my ass beat in Tekken by a kid half my age. heheh
That's all for today. There were no Bonus Pics in the UT archive of arcades (other than the classical architectural definition). I wanted to pass on some Bonus newspaper articles (remember to click and zoom in with the buttons on the right to read) about Austin arcades anyway but first a small story.
I mentioned earlier the secret of the UT Student Union. I have no idea what it looks like now but in the 90s there was a sizable arcade in with the bowling alley in the basement. Back in 1994 when I used to sneak in, they featured this bizarre early attempt at virtual reality games. I found an old Michael Barnes Statesman article about it dated February 11, 1994. Some highlights:
Hundreds of students and curiosity-seekers lined up at the University of Texas Union to play three to five minutes of Dactyl Nightmare, Flying Aces or V-Tol, three-dimensional games from Kramer Entertainment. Nasty weather delayed the unloading of four huge trunks containing the machines, which resemble low pulpits. Still, players waited intently for a chance to shoot down a fighter jet, operate a tilt-wing Harrier or tangle with a pterodactyl. Today, tickets will go on sale in the Texas Union lobby at 11:30 a.m. for playing slots between noon and 6 p.m.
Players, fitted with full helmets, throttles and power packs, stood on shiny gray and yellow platforms surrounded by a circular guard rail. Seen behind the helmet's goggles were computer simulated landscapes, not unlike the most sophisticated video games, with controls and enemies viewed in deep space. "You're on a platform waiting to fight a human figure," said Jeff Vaughn, 19, of Dactyl Nightmare. "A pterodactyl swoops down and tries to pick you up. You have to fight it off. You are in the space and can see your own body and all around you. But if you try to walk, you have to use that joy stick to get around."
"I let the pterodactyl carry me away so I could look down and scan the board," said Tom Bowen of the same game. "That was the way I found out where the other player was." "Yeah, it's cool just to stand there and not do anything," Vaughn said. The mostly young, mostly male crowd included the usual gaming fanatics, looking haggard and tense behind glasses and beards. A smattering of women and children also pressed forward in a line that snaked past the lobby and into the Union's retail shops.
"I don't know why more women don't play. Maybe because the games are so violent," said Jennifer Webb, 24, a psychology major whose poor eyesight kept her from becoming a fighter pilot in real life. "If the Air Force won't take me, virtual reality will." "They use stereo optics moving at something like 60 frames a second," said computer science major Alex Aquila, 19. "The images are still pretty blocky. But once you play it, you'll want to play it again and again." With such demand for virtual reality, some gamesters wondered why an Austin video arcade has not invested in at least one machine.
The gameplay looked like this.
Bonus Article #1 - "Video fans play for own reasons" (Malibu Grand Prix) - March 11, 1982
Bonus Article #2 - "Pac-Man Cartridge Piques Interest" - April 13, 1982
Bonus Article #3 - "Video Games Fail Consumer" - January 29, 1984
Bonus Article #4 - "Nintendoholics/Modems Unite" - January 25, 1989
Bonus Article #5 and pt 2 "Two girls missing for a night found at arcade" (truly dedicated young gamers) - August 7, 2003
submitted by s810 to Austin [link] [comments]

Everything wrong with Genshin Impact, Community and Mihoyo

This is going to be a really long post, so read it at your pace. I'll try my best to make it worthwhile but I ain't much of a good writer.

Genshin Impact has been released since 28th of September and so far the game has received a lot of mixed reactions from the players and most of them not being good ones. Let's dig into them. So this is a criticism/feedback/bitching/complaining post or whatever you like to call it.

First of all What is Genshin Impact?
This is something even the game itself doesn't know and is what's confused most of the people around and is what created the first problem. Genshin has severe identity crisis. It's a JRPG? It's a Mobile gacha game? It's a AAA title aimed for all?
The game tried to find something in between all this and created the mess we see today.
You see people trying to defend the game by saying "This is a Gacha game. This is how it works. This is how it's been for years." Now all these things are complete BS.
Genshin isn't and was never intended to be your typical mobile gacha. It tried to appeal to the mainstream audience. The instant Genshin was being developed for PC, Switch and PS4 it rose above your typical Gacha game. It wanted to cater to the mainstream crowd. Now this creates the very big problem that is the difference between Mainstream gamers like PC, PS4, Switch and Gacha Addict mobile market. While gacha addicted mobile gamers are used to being fcked over by shitty practices by those companies, the mainstream crowd is different. Some of them are completely new to the gacha system. Just accept the fact that gacha is a very bad monetization model, some games have implemented it in a nicer way which actually isn't bad, but Genshin monetization is just straight up ridiculous.
Genshin was promoted as JRPG from the very beginning instead of being your usual gacha mobile game. This is where most of the mainstream players expectations shattered. Things like being limited by stamina system for play is a norm practice in mobile games(Not all games do this but most of them do) BUT it's not in the mainstream market and this is something which is not acceptable when you go for broader market. You can't just expect them to conform to your shitty stamina system and be all happy happy. You're gonna get backlash.

Resin(this absolute piece of shit item in Genshin)
Resin system is just ridiculous. While being already bad in the first place, it's way worse compared to even the stamina system of other mobile gacha games. Almost 95% of the stuff you do in the game is locked behind resin system. You wanna farm Mora? go spend resin, you wanna farm exp? go spend resin, you wanna farm artifacts? go spend resin, you wanna farm upgrade materials? go spend resin. What's even more ridiculous is the amount you need per dungeons, bosses and the amount you get.

Resin is capped at 120. So you can run hypostasis 3 times and poof it's gone. Once you get to higher level even running hypostasis 3 times doesn't give you enough material to level up your character. The regen rate is also crap 1 resin per 8 minutes.

This doesn't stop here. One of the shittiest thing in the game is the weekly bosses.
YOU CAN FCKING FIGHT IT ONCE A WEEK AND IT'S STILL WALLED BEHIND RESIN. Can you see double the bs here. On top of being only available once a week you still need to spend 60 Resin just to collect rewards. The sheer amount of bs is ridiculous.

Let's talk Experience
To raise your character. The very first laughable thing is that beating monsters of lv60 gives you 14-15 Character exp. I mean why even have it in the first place. This is just shitty on the face of people. You need to fight monsters for months then maybe you can raise one Level of your character. The sheer amount of stupidness that fighting monsters doesn't give you Exp is just wow. You get most of the exp from those Exp Books(Adventurer's exp, Hero's Wit). And guess what you need to spend resin to get those. And what's another fcked up thing is that one run costs 20 resin and doesn't even give you enough to level up even 1 level. Yes you can get it from chests and quests but you'll run out way too soon once you reach higher levels.

Money walks in now which is Mora.
You need iirc 60000 Mora just to ascend a character and a lv35 Leyline gives you 44000. The amount of Mora you need to upgrade gears and characters is once again another very bad thing. You can spend few days farming 1 Million Mora and guess what it'll be gone in a poof once you get upgrade 3-4 artifacts(which you'll get fcked along the way. We'll get to that). Everything in the game needs mora be it levelling up character, talents, artifacts, weapons. The amount needed is 100x more than what you are earning. You'll always be short on this.

Comes in the Artifact now
You have greater chance of winning a lottery ticket than rolling good stats on the artifacts. The amount of RNG implemented on Artifacts is baffling.
First you need a good main stat(Pray to RNG), then you good secondary stats. Did you know these are also assigned via RNG. Then once you upgrade the artifact additional stats are assigned based on RNG. Once you keep upgrading the artifacts existing sub stats are upgraded(based on RNG) and more new Sub stats are assigned(Based on RNG) which are further upgraded(based on RNG). Those are whole 6-7 layers of RNG to get a good Artifact. So yeah you're better off praying of being able to kamehameha than getting a good Artifact.
You can say that no problem I'm a hardcore grinder I'll farm them till I get them. But then Resin comes and grabs your a$$ and puts you in place.
Oh did you also know that Artifact drops are RNG!? Also Domains drops multiple type of artifacts you on top praying to get a good artifact main stat, first you need to pray to get the artifact at all. And you need to do this with 6 runs per day ONLY IF YOU GRIND SINGLE DOMAIN AND NEGLECT EVERYTHING ELSE.

Now Don't ya worry because in comes the weapons upgrade materials
Weapon ascension materials are dropped from different domains and you need 20 resin per run and need to do multiple runs to get enough material to ascend your weapon.

Talent Books have joined the Chat
You thought it was over, but it was I the talent books. Yet another piece of upgrade material which drops from yet different type of domains that require resin. Higher levels require 9 per talent level to upgrade and the domain drops 1 per run.

Now what's the center of all the problems mentioned above? IT'S RESIN!
This single piece of item limits everything you can do in the game. The only thing you can do in this game without resin is just farming chests which(don't even get me started on this) are just another piece of shit in the game. Chest rewards are very very underwhelming. It's isn't worth farming them except for that Adventure Exp. Have you ever played a Open world RPG which limits 95% of the content behind such a system? This is one of the biggest bs in the game.
So yeah what's the game at higher levels? You login -> burn resin in 10 minutes -> you get trash -> you curse -> you logout -> rinse and repeat. Basically you're a trash collector.


Congratulations you've made it so far. Now that the resin is done we look at another horrendous aspect of the game that is Monetization and Gacha.
Now for all those white knights out there just accept the fact that the gacha rate is horrendous. 0.6% to get a 5 star character is way too low. As the CN guy said it's just double the rate of a glass blowing up.
Gacha has been for around quite a while. There are examples of good and bad gachas all around. BUT GENSHIN FALLS INTO THE WORST ONE.
You have 0.6 rate to get a 5 star character which is basically non existent and you get pity at 90 pulls. Here's comes another scummy part. At 90 pulls you have 50% chance to get the UP characters. See this bs. It's actually a pity but not a pity. You can pull 90 times but are still reliant on RNG to get you the desired character. Real pity comes at 180 Pulls which is just straight up ridiculous. 180 pulls are 32000 primogems and converting them to real life money that's a whopping $400 just one Freaking 5 star character. That's like whole month worth of food.
and Congrats if you got the 5 star character cuz that's not his full potential. You need another 6 of him to max him. So in worst case you're looking at $2400 just to max out one 5 star character. Holy flames this shit.
4 star rate is also so low that you rarely get them out of 10 pull pity which is just another scummy practice.
Cost for primogems is yet another crappy practice to greed money. $100 gives you 8800 primogems which are about 55 pulls. This is not even enough to hit that initial pity of 90 pulls let alone that 180 one.

Monthly Pass and Battle Pass
Another two methods of monetization that the game uses. These two are absolutely worthless. Now you may say that Monthly Pass is actually really good value. You can get 3000 Primogems for $5 which is a steal. and Yes it could have been good had the rates been decent.
Just look at what 3000 primogems net you. A 4 star character you don't want? A useless 4 star weapon? or will you hold out on to hope that it will give you a 5 star character? Even after spending money you are still reliant on that small chance to get something good.
Battle Pass. Oh don't get me started on this piece of crap. It's the single worst BP I've seen during my whole gaming life. From those ridiculous requirements which force you spend primogems to refresh resin to the locking of weekly Exp, this is just accumulation of every single crap lying around. Not even worth a shit.

Achievements
This doesn't fall under Monetization but is another bs aspect of the game that I'd like to discuss. Achievements spit in the face of the player. Collecting 100 chests gives you 10 primogems. and what's that number? That's 1/16 the amount you need for one damn pull. Even if we count the primogems you get from those 100 chests it nets you 200(2 from each) + 10 = 210 primogems which doesn't even amount to two pulls. I feel like this system is there just to mock the player.

Hats of to you. You've made it this far. Next we move on to other aspects.

COMMUNITY
First of all I'm very happy that people are shitting on these crappy practices and voicing their opinions. There's definitely no need to accept these types of things. Once you accept this, they'll go even lower next time.
Along with this I'm baffled at the people still trying to defend such scummy tactics. Take a look at these posts
https://www.reddit.com/Genshin_Impact/comments/j799kw/i_will_say_my_biggest_tip_to_enjoy_the_game_and/
https://www.reddit.com/Genshin_Impact/comments/j7atw9/my_take_on_the_negative_reviews_as_a_long_time/
I won't go into any of them. Feel free to look at them yourselves.
CN players are not happy and they're bashing the game everywhere and trying to make sure their voice is heard. This is what we also need to do. Some people say that "It's a Chinese Company. It won't matter whether you bitch here". This is 100% bs. This is not just a chinese game. It's released worldwide for everybody to play. They have people everywhere looking at stuff. So voice you complaints wherever you want official discord, forums, reddit, twitter, youtube, in game feedback.
Keep in mind if you don't speak at all nothing will ever change. Once they receive enough backlash from their playerbase things will get better. The community definitely has the power to change things,
Youtube channels
To be honest I was hoping for those youtube channels would bring up some of those concerns of the community but nope. Every single one of them is dripping wet for Genshin and just screaming into the mics.
"5 AWESOME TIPS FOR GENSHIN". "5 INSANE TIPS FOR GENSHIN". "5 SUPER DUPER INSANE TIPS FOR GENSHIN". "5 TIPS FOR GENSHIN TO LEVEL UP AND GET THAT HOT MILF IN YOUR AREA".
I don't mean to criticize those channels, they may create content they want, but a good chunk of community watches those channels so bringing issues with the game will definitely help.

"This is a Gacha Game. This is how it's supposed to be. If you don't like it quit it. You aren't enjoying the game" ---- Genshin Impact Whiteknights
First of all I have absolutely no need to hear from someone how to enjoy my game so yeah get the hell outta here with this advice.
And for all you sorry a$$ mobile gacha gaming gambling addicts out there get it through your thick skulls of yours that GENSHIN IS NOT A MOBILE GACHA GAME.
This is something even the game tries to achieve but fails very hard to do so. It wanted to be something more than your typical gacha game but in the end it's own system doomed it.
From the start Genshin is being marketed as OPEN WORLD JRPG rather than a gacha game. It also has every aspect of open world rpgs cuz that's what the game is. It is also a game that it playable on PC and console rather than mobile. 90% of the mobiles don't even run the game good. The moment Genshin touched the PC, Switch and PS4 platforms it needed to shed the skin of mobile gacha gaming concepts.
Currently the Genshin Impact for high level player is login -> burn resin in 10-15 minutes -> logout.
This is how you play Mobile Gacha games. THIS IS NOT HOW YOU PLAY PC, PS4 OR FOR THAT MATTER MAINSTREAM GAMES. This part is limited to mobile gaming. It has absolutely no place in the mainstream market cuz most of the time people play for longer hours on these systems.
Genshin is not a game that you'll play waiting at a bus stop for 5-10 minutes or waiting for your friend at the cafe. The game wants you to play it like a full RPG. and in here comes the point where the game contradicts itself.
It wants you play the game but limits it greatly or just 99% behind a stamina system.
See the absolute madness in this? This is where the greed comes in. It's where they sell Resin refills. Look at the $20 BP with extra resin, look at weekly packs in the shop selling resin. The sheer ridiculousness of the game selling you stamina just to play the game. For people waiting for the feature to pet the dogs, just hope that it doesn't cost you 20 resin to do so or they are only pettable once a week.

Even as a gacha game Genshin Impact is a big disappointment
This is coming from my experience as a gacha gamer. The game is literal crap when compared to other gacha games. You've got examples of great gacha games like Azur Lane around(I'm saying comparatively better, not that other ones don't have problems) but still it choose to go with worst ones.


I have nothing expect gratitude for you for reading this so far. Next we move on to the final segment that is the Company Itself.

Mihoyo
The final boss of all is Mihoyo itself and they themselves have been really scummy and shitty.
So far they have been completely turning a blind eye and not listening to the people at all. Starting from the very first CBT to the OBT they have received constant feedback but have completely neglected the main parts which include resin and monetization. Now keep in mind that Mihoyo is not a new company. They have been in the market for years. Their other mobile game Honkai Impact 3 is very big in CN and also quite popular in global too. Throughout constant feedback from players and being in market they have learned what's good and what's bad.
And the shittiest thing is that they choose to completely ignore it and push there scummy tactics. Let's see some of them....

The first and very obvious one being the gacha and monetization. Monetization was available during the CBT3 on CN server. It received quite a feedback due to rates being so low. But they still didn't change a thing. They just rolled it exactly the same way meaning they didn't pay any heed to the feedback regarding the monetization. They know about gacha and what's good and bad about it but still purposely chose to go with the shittiest kind of gacha.

Unskippable Cutscenes. Let's just accept it that the only reason the cutscenes are unskippable is because they want to prevent people from rerolling accounts. Though it didn't prevent them but it was their intention. That's why they even went as far as banning accounts who pulled 5 star but had no activity for 24 hours or so but didn't even touch those accounts that only had 4 stars. Criticism threads on the official forums are being deleted. Just another scummy tactic.

There have been constant bashing on CN forums since 15th, taptap score is 4.7 and on other forums too. Yet they still haven't considered any of them and are just ignoring their playerbase completely.

What's Mihoyo trying to do?
At this point it's either two possibilities one that either they didn't research enough into the mainstream audience or it's just deliberate. And the chance of it being the former is let's say 0.6
It seems like rather than catering to what the mainstream playerbase expects, Mihoyo is trying to lure them into the shady and absolute bs world of Mobile Gacha gaming. This is what garnered so much hate from the mainstream audience. While the gacha gaming addicts are used to being fcked over by these scummy tactics all year around, this is not the case with others. Some of them are even completely new to the terms like Gacha. And just accept the fact that Gacha is a horrendous system of monetization. Like Gigguk said "Who said gacha is like drugs. Drugs are way cheaper." To any sane person this model of monetization is absolute bs and it is. Even among this Monetization Genshin goes for the worst one their is. So yeah expecting a whole different player crowd to shut up and just fall into crappy and scummy practices is not gonna work and is definitely gonna blow up in your face.
And I hope that people continue to bash such systems cuz if such kind of system is accepted it will shift many other aspects to the shittier side and thing will continue to get worse. This is the reason why mobile gacha gaming is so bad. The devs pushed poorer rates and people just sat there and accepted it blowing thousands on such practices. This is the reason why something like 0.6% chance to get a 5 star character exists. It's derived from the Mobile Gacha Gaming.


What's all these complaining posts? Why don't you just enjoy the game?
FCKING STOP PROTECTING/WHITE KNIGHTING THESE SCUMMY PRACTICES. First of all get it through your thick skulls that the who are doing the so called "complaining" are doing it because they love the game and WANT IT TO BE BETTER. They aren't doing it out of spite or anything.
You can dismiss a few troll threads when a user is hating without a reason anywhere. But know that when multiple people are complaining about one thing it means there is something wrong with that. People are making long posts giving proper reasons as to why something is bad and giving a reply like "This is how it is. Quit if you don't like it." is a rotten and crappy mindset.
The reason people are taking their time to write of such lengthy posts is because they genuinely love the game and want it to be better and more awesome. That's why something called "FEEDBACK" exists in this world. As it stands the game is just heading to its doom and the people trying to prevent it are the ones who care about it. People giving crappy answers are contributing nothing to it.
And let me ask this question why do you have to fcking head crash into people who care? Is it bad that the game gets better and everybody enjoys it rather than your sorry a$$ of a gacha gambling addict.
A fact is that if things get better these so called white knights will be jumping in joy too. BUT THERE IS ONE VERY BIG DIFFERENCE. They will call it like "Wow! mihoyo is so generous. They're the best devs in the world." rather than actually crediting it to the people who made the change possible.

FINAL WORDS
The game itself is very beautiful. The awesome Open world map, absolutely banger soundtrack all are just too good. I absolutely love the game itself. But the current game system is very flawed and this needs to addressed as soon as possible.
If Genshin Impact stays like this, it will be removed from the mainstream audience. That's why changes need to occur if they want this crowd to stay, otherwise if all want is just money then they'll carry on with these shitty practices.
Know that at the end of all this if nothing is changed Genshin will just be another Generic Mobile Gacha Game where you'll save primogems for months for a char -> Get fcked by abyssal rates -> Curse the devs and game -> Go to sleep -> Rinse and repeat and if you enjoy it that's good for you. What sucks the most is that a game with so much potential will be ruined.
submitted by iT__jUsT__WoRks to Genshin_Impact [link] [comments]

Why is Tiffany so hated?

Ok... I feel like I see so much Tiffany hate!! I too found it really weird for her to go over to South Africa but I always got the impression that she wasn’t going to stay there and it was just a trial run. I never got the bad mother impression a lot of people have. Maybe it’s because I didn’t watch the segments too closely, but I always liked her and found her level headed?? Am I way off???
I have heard she’s a bad mother based on what she has done with making Daniel go to SA, and she got knocked up again knowing she wasn’t going to stay there, but is there more to it?? I also realize she was really controlling with the gambling thing, but I really do understand how addiction works and it’s not just with one thing- it spans across anything that you can get addicted to. I can see why she would be apprehensive and not want to trust him right away.
Daniel is one of the sweetest kids I’ve ever seen and to me it feels genuine. He seems really well-adjusted which is another reason why I thought Tiffany was a good and attentive parent when I first watched. I have seen people say her son is just a people pleaser because his mother made him feel like he wasn’t enough.. what do you guys think? I actually found that couple to be a snore fest.
Give me your opinion on Tiffany, what you think of her and why below!
submitted by degrassidance to 90dayfianceuncensored [link] [comments]

Unusual Options Activity 101: Whale Watching Tips

This is long, if you’re uninterested skip to the ten tips list or TLDR
A while ago I started mixing unusual options activity into my gamblinginvesting. At first I lost a shitload of money chasing dumbass whales with zero plan, but now I actually have a pretty good feel for it. I still fuck up alot, but more often I do not fuck up. This is to help those of you who want to start chasing whales, or are at a basic level and want to do it better.
I'm using some plays from this week as examples because they are fresh in my mind and I have a couple screenshots.
Tools I use barchart in tandem with Unusual Whales. For barchart, you can honestly get by using their free version, you just can't sort as well. They have a free month trial too. I also pay the 20 bucks for Unusual Whales to confirm what I scan, and they have a good stocks volume standard deviation tool. I have zero affiliation to either, just saying what I use.
There are way more technical ways to do this, but I like to use my eyes to scan sporadically throughout the day like a boomer.
Basic Concept Long story short, you're ideally chasing the options purchases of what are, presumably, deep-pocketed individuals or institutions. UOA identifies certain options contract orders that are higher than the average daily contract order. For example, if the average daily option volume on an GME weekly is 4,000, and an option order enters for 4,000 or higher, it's flagged as unusual activity since it's a multiple of that daily average volume--sometimes it shows as multiple orders if "they" push through a few smaller purchases that produce heavy volume.
MM are sneks who like to move in silence, which they can do with with stock positions via dark pools and the like. However, they can't get away with that with options activity--it all shows. That fact, young autist, is your slingshot against the institutional goliath.
Hunting the Whale So I've got my unusual options activity page open on barchart or wherever for the current day. I adjust the expiration date option so that the options I'm looking at don't expire past a couple weeks out (more on why later), then I'm ready to eye scan.
I typically start by looking for one of two things: 1) large clusters of orders that belong to one ticker or 2) sporadic orders for a ticker that consistently show up over a couple hours, but belong to non-hot, non-meme stonks that do NOT have earnings imminent. To make sure I'm looking at something potentially weird, I choose to exclude options that expire more than a couple weeks out.
1) Clusters of orders—ABNB example The way I scope it is kind of a tiered process. First, I'm looking to see if there are any clusters of orders that catch my eye on a quick scan. Second, I'm looking to see if those clusters of orders contain both calls AND puts, with some OTM activity and spreads preferred. Third, I look to see if the number of seperate call orders outweighs the number of put orders (or vice versa), and additionally I look to see if the volume of the calls drastically outweighs the volume of the puts (or vice versa).
Why? Because it helps you determine if the options order is just a hedge, or if it’s hedging against itself as it’s own position. This is super important so try to follow along-- most UOA is just institutions hedging; Mr. MM has a nice, busy life and fancy yacht and can't just exit his positions back and forth all day like a WSBer. He also has like a billion shares of his stonks, so if he dumps it when he's got paper hands it will siginficantly tank the value and cause a ripple effect. So, instead of hedging by dumping his shit, he hedges by adding OTM options against his position--next level fucking diamond hands. That would be the type of whale order from Mr. MM we don't want to follow. But, if Mr. MM buys 4,000 FB call options in a few blocks, and you see like 1,000 in FB puts go through right alongside it, the odds are that someone is betting big on FB and using the puts as a hedge, since the puts represent a smaller volume in the call/put ratio. Instead of the options being a hedge for a bigger stock position they hold, these types of option clusters indicate that the option order itself is the big, independent play, and it's hedging itself with lower volume order vs the higher volume (4,000 calls to 1,000 puts).
Then I do an easy confirmation. I check the tickers general trend the past week or so in a chart, do a news search on twitter of their ticker for news catalysts and sentiment, and google and YouTube to see if the crayola kids think it's a good nerd play.
Example: Here's the screenshot on some ABNB UOA I noticed and played this week. It went to 200% and change within a couple hours, but I had unfortunate diamond hands and sold for about half that.
ABNB UOA
So, this a softball. First, you can see that ABNB all of a sudden explodes with all these options showing up at 12:52–that's our cluster. Second, the clusters have both calls and puts in that minute timespan, with some put orders showing at the bottom of the cluster. Some of the calls are deep OTM, as far as 200c. Third, the call orders far outweigh the put orders in both amount and volume. Awwwww shit, looks like we got more than a hedge—we’re onto something.
Confirmation time: ABNB had been on a general uptrend, and I typically don't like to chase, but I combed twitter and saw their were rumors of the CEO speaking the following day, and that news had just broken of their DC booking cancellations. I looked back into the morning, and saw a few more unusual blocks, and a few more rolled in just after the cluster pictured above.
Passed the smell test. Options bought, tendies gained.
Sparse Orders: SNAP example
The same principles can apply to orders on tickers that pop up individual orders, not large clusters, which a) haven’t had much attention b) have been on a steep downtrend—this makes the order unusual, and/or c) seem to keep popping up in single orders over a few hours to a day.The same principles as above apply, but if you see these types of orders with very little time left until expiration, you can assume assume it's probably not a hedge. SNAP isn't the best example of the week because there wasn't a put order in this block. But, there was positive TA sentiment when I searched, SNAP had been on an oversold downtrend, and I don't have screenshots left of the better ones I saw and went after. Plus, importantly, IT WAS TOWARDS THE END OF THE DAY (this is huge, EOD is prime time for AH news whales)
SNAP UOA
A better example from this week though is SPCE, which had only a few orders sprinkled throughout the day, and one toward the end of the day which was DEEP, DEEP OTM expiring 1/15. *That’s a flag for us—sporadic listing throughout the day, OTM toward the end of the day. * BAM! EOD SPCE OTM calls sprinkle in, ARK invests to kick off AH, SPCE moons.
Sparse Orders Patterns: Connecting the dots on tech rebound with FB and SNAP
Seeing the SNAP orders above sharpened my eyes that day to looking for a pattern with tech on the whole, since big tech had been so royally gaped the past week. I kept seeing FB options like this pop up
https://i.imgur.com/muVGtq2.jpg
Sometimes you can put together sporadic listings and create a working theory based on a sector. Because this and similar FB orders were deep OTM and one day out, I knew there was a risk they could a hedge, but also knew that the tech sector was due for a rebound and saw SNAP posting sporadic OTM as well. So, I bought my options for each of those two another week out and closer to ATM (important, more below), to give the whale some breathing room in case was it was a hedge, even though the technicals agreed with the bounce. The whales were right, and it was an easy little overnight profit.
How I’ve Fucked Up 1: Don’t get tricked by trends
Although we like to believe institutions are ahead of the curve, often they are just trend-riding lemmings who follow what's already way, way up. They buy the top, just like WSB tardies such as yourself specialize in. So, when you see shit like this below, take a minute to think before you get excited:
NIO UOA LIKE THIS WAS NONSTOP
It was the same for all the memes: PLUG, FCEL, MARA, and RIOT all week, dominating the orders. If something is already too popular, just stay away from it. You can ride something up, but when you see massive orders on shit that's already like 400% IV, just...don't.
How I’ve Fucked Up 2: DO give the MM’s some breathing room
Even if you’re confident in a move you see that is a few days out, extend your play a week or two further out minimum, and strike it closer to ATM. If you can't do either of those things because you can't afford the premium just skip that play and check back for something new later; I promise a better opportunity will arise. You can recover from bagholding, but you cannot recover from blowing your account on an incorrect 0DTE.
Breathing room is also important because often whales will have the news but not the exact timing. Two months ago I followed a DDOG whale on a Thursday 1DTE that expired worthless the next day. The following Monday (1 trade day later) DDOG made the announcement that rocketed them like 20%--if I'd given them a week's breathing room, it would've been a 15 bagger. Fucking F.
So, to review: look for order clusters or sporadic ticker orders that a) have a mix of calls and puts with one dominating the other b) unpopular tickers that have deep OTM or close expirations c) always check chatter afterward and fundamentals and d) try to put together a narrative of things that are related that catch your eye (this Monday's EV run or this Friday's tech bounce could be next week's airline dominance or cruiseline craze--connect the dots). Initially look for options expiring soon, as they indicate the most riskiness--and therefore confidence--if the MM is not hedging. Shop with a short term eye, buy with a long term choice.
10 Things That Will Help You Not GUH:
1) Monday and Friday morning/afternoon are the most accurate whale times, according to data from Unusual Whales
2) If you don't have PDT always save some spending power for EOD shopping
3) If you don't have PDT never, ever follow a whale with a weekly. Sometimes the news the whale bets on is a 'sell the news' event, and you won’t recover from a drop especially if there is IV crush involved.
4) Always give the whale breathing room by purchasing an expiration at least a week further out
4b) Always give the whale breathing room by going closer to ATM strikes than theirs
5) Sign up for barchart monthly trial (then continue it) and unusual whales--they're each like 20 bucks and thats way less than you spend on an FD.
6) You don't need to learn TA, but you need to check technicals on the tickers you want to chase--almost every major ticker has youtubers or fintwits giving their daily or weekly TA. This way you know if it's a proper breakout happening if the whale hits, and you're not just guessing at when to take profits. Remember, whales can buy wayyyyyyy OTM and sell for massive profit at any point--they aren’t bagholding a call until it's in the money like you are. You may be 10% up waiting for the next 80% GME day while your whale has sold at their target 5% profits on the play and is chillin.
7) Leave at least 10% of your account spending power free each day. I promise, the one time you go full boat you will see the most obvious whale play at the end of the day. Then you won't be able to do shit about it and you'll hate yourself when it's a 10 bagger overnight. Trust me.
8) Make sure the ticker you're chasing isn't just ER anticipation/bets. Always check earnings dates before buying.
9) Remember whales are people, so they can be stupid, too. Don't baghold a position that is clearly fucked for some news that looks unlikely to come. They are gambling addicts just like you, except they have more money.
10) Always take profits if you ask yourself if it's time to. If it's good enough to screenshot, it's good enough to close the position.
Positions: Dumped a ton of stuff and loading up Tuesday because long weekends scare me, but saw some ineresting 2/5s I held including
WKHSc PLTRc SPYc (1/19, 1/22) LMNDp
And a couple tickers that I couldn’t post lol. also have AAPL and JD leaps
TLDR Use a service to follow whales so you can get ahead of announcements. Look for clusters of options activity that hedge themselves via call/put ratio, and do a legitimate check for TA and catalysts to confirm their moves. Never follow a whale into a weekly, but use weeklies are your best screener.
I might do a pretty consistent DD post (a couple times a week) on what I’m seeing at the end of each day if there is interest, and if it’s not a day I don’t have a ton of real work. If something quick catches my eye I usually throw it up on my twitter @yourboymilt (there’s no notification thing on here mods, just trying to be helpful— not selling anything) I’ll also probably throw some more potential Monday positions on here over the weekend once I decide to do some more research. Later.
submitted by AllDatDalton to wallstreetbets [link] [comments]

I wrote a long reply on why gambling, and loot boxes in particular, are bad...

So, inside some other post, I was asked why gambling is bad... My reply ended up being really detailed, so I'll promote it to a post of its own (just copy-pasting it here; no new words)... [Note: list of 3 points about loot boxes at the end...]
(I work at a company that sells gambling services... I see how the sausage is made...)
By the way, I love PoE and GGG. Still, loot boxes are bad.
I personally get to see the statistics side of oddsmaking. It's always about suckering you out of your money, because by definition all you are doing is paying more money as the price of getting less money (on average), but you also need to feel like you have a chance at getting the upper hand, even though in the long run you don't.
For example, sometimes, if you're really "good" at betting, you just end up working for the oddsmaker on a bad deal. It's really hard for them sometimes to get the odds perfectly right (although the profit margin still takes care of 99.9% of punters). So, if you're a professional gambler making a regular profit, what's basically happening is that you are investing an enormous amount of time and expertise to try and make tiny profits at the margins, and the bookmaker monitors your activity and learns about the market from you, at what ends up being a lower cost than if they hired experts to give them the same info on a salary. Plus you constantly run high risks! Which is why my company is full of ex-gamblers who were able to make a profit for a while, and intelligent enough to realise that they were still getting a bad deal, and come to the company and offer their services directly. (For another way gambling companies guarantee their own profits by passing on the risk to gamblers, research "balancing the books": yes, a professional gambler could make some profits this way, but if you're possibly making profits by taking on a risk that a large gambling corporation wants to get rid of, do you really think you're getting a good deal, especially considering how much time and expertise you sink into the activity? EDIT: more info)
The only way I know of to make a consistent and considerable profit off gambling is when a pro gambler is allowed to make a profit off other gamblers, in a move that a company makes to increase total amounts played. So, for one person to profit, many others are being seriously scammed, and the company is safely skimming its percentages off the top.
There are many different ways a gambling company presents bad deals to you, hoping that your intuition misfires about one of them and you decide to throw away your money. Examples... There are single bets, of course. But then there are also combinations, and these screw with your intuition--you can convince yourself based on a narrative (e.g. team 1 wins first half, team 2 comes back in second half), where in fact the actual hard cold odds are against you. There is "cash out" where you take a fraction of a likely-seeming win early (but at a loss), which of course simply taxes you for your risk aversion. There are "systems", creating more and more complex bets, until you convince yourself you've set up the perfect deal, and yet the company's profit margin keeps growing the more complex you make it.
Anyway, those are the parts I work on as a software guy. (By the way, this isn't the worst thing in the world, it's not as bad, as, say, the military industry or the military itself, or say religions or banks, because at some level gambling is voluntary. And making gambling illegal is a terrible idea-we should fight it through education, not prohibition. Still, I only work there because I'm currently a completely non-creative software grunt (and currently satisfied with that). If I get to the point of pursuing higher-level jobs, I'll look elsewhere.)
But the most nefarious part of all is the psychological work they pull on you. That's not my area of expertise, so if you want it explained you need to look elsewhere (recommended book: Thinking Fast and Slow--it's not about gambling, it's about psychology). They are constantly doing things to 1) give you false hope and 2) artificially trigger some pleasure response in you.
E.g. most people are naturally risk averse and loss averse, e.g. losing $10 brings more pain than winning $10 brings pleasure. In reality, a gamble is about paying, say, $10 to win an average of, say, $9, so that's a terrible and painful deal. In addition to all the advertising and bright colours and encouraging sounds and making you read success stories and all the other psychological manipulations, they can also straight up befuddle you with numbers. So, losing $10 brings more pain than winning $10 brings pleasure, but what if you pay $10 but you're not really at a risk of losing that much, because on average you win $9 back, so you're only really risking a single $, and yet if you get lucky you won't win a mere $10 but millions? Suddenly that sounds good, right? Risk $1 to win $10000000? Of course not: you're still risking $10 and taking $1 losses on average each time you play, and the high rewards are vanishingly rare and built into that average.
That's it about gambling for money. On loot boxes I'm no expert, but, beyond the basic problems (encouraging addiction, exploiting minors who beg money from parents and don't understand how they're throwing it away, generating gambling "pleasure" while giving you "bits" instead of any real value, etc), I can point out a couple of extra scummy aspects:
  1. They can say "the box costs 30 points but all the possible rewards are worth at least 50, the average reward is worth 70 and the best is worth 400"... really??? Those prices are completely arbitrary... Who says the footprints are "worth" 50 or some random hideout decoration is "worth" 200? Talking about average microtransaction point values in a loot box is completely misleading.
  2. Either you (a) lose on the statistics of getting complete sets or you lose on (b) being psychologically manipulated into buying extra stuff you didn't actually want so much (or (c) you just lose by getting useless stuff). Let's say you decide to pick up a couple of boxes and see what you get before buying more stuff. You might just get useless stuff, of course (case c). But what if you get the body armour or wings? Now you might say "I'll get more boxes to complete the set". But the chances of getting any one part of a set are not anywhere near as bad as your chances of completing a set (like map lab trials, but much worse because loot boxes contain many more items), so you are getting totally fleeced (case a). Alternatively you could go "oh look, I got x in the box, I'll buy matching items y and z from the shop later" so you think you got x cheap and y and z at normal prices. But you are being manipulated into buying y and z. Would you really have bought x and y and z from the shop if there had been no loot box? Only rarely. The rest of the time you are overspending (case b).
  3. Loot box gifts are another scummy behaviour, considering people don't have good intuitions about statistics. Most of us get bad results from the gifted boxes, but some will get lucky. Those of us who are already gambling on loot boxes won't be affected by the outcome of a few extra boxes. Those who wouldn't ever buy them normally, and get bad results, who cares. But those who wouldn't normally buy them but get lucky a few times in a row might decide it's a good deal after all. So, it's manipulating us psychologically in a way that is statistically designed to fail at no cost most times and succeed sometimes, which makes money. (While also giving everybody holiday presents or race prizes, making the company appear generous.)
submitted by sesquipedalias to pathofexile [link] [comments]

A Practical Guide to 💎🙌

TLDR; taking on huge risk and betting everything makes you more prone to paper handing your position at the slightest red. Be smart about your position and your profits. 🦍🦍 💪💪, GME 🚀 🚀 🚀
Alright retards, put on your helmet and take that crayon out of your nose because it's time to get serious.
Diamond handing is important. It's been the most important part of our strategy, no doubt. The concept's easy, but this volatility is enough to age us all 40 years. Not everyone, especially the newer people, are capable of stomaching these drops, so I'd like to offer a more practical (more realistic maybe) guide to diamond handing. At the very least, this guide will help you be more confident in your positions and greatly decreasing your odds of being a little bitch that sells at the first sign of red.

If you're just joining us now and bought any of the hyped stocks at current prices or higher:
  1. Educate yourself. You bought a stock, which is ownership of a company. Understand the fundamentals behind what your company. DD is not something WSB is lacking in. You have a searchbar. You have eyes. (I mean, unless you don't. That's cool too. Have someone read you DD out loud like a bedtime story. :) ) I really like this DD on Gamestop if you want to learn some more about Gamestop. I don't know (and don't care) about any of the other stocks, so you're on your own. Educate yourself on the company you own a portion of and you'll be less prone to paper hand.
  2. Don't sell at a loss. It's just retarded. Fear is one of the worst human emotions and you'll never make money in the market if you're scared of a little red. So if you can't stand that you're down 10% on a stock that swings 50% a day, why did you buy it in the first place? Similarly, if you're down 50% on a stock, it makes no sense to sell it when it pretty much can only go up from there. This isn't to say that stop loss isn't important but I feel like I'll do more harm by trying to explain to you retards on when to use it. So for now, while the hype is still there, just hold.
  3. Only invest what you can afford to lose. Don't overleverage. Don't use margin. Seriously, if you're struggling to put food on the table and your last $10 are in AMC like a retard, this game really isn't for you. The reason is that you're so scared for your money that you will make the worst possible decisions at the worst time and lose that money. Don't underestimate fear and desperation. This isn't just a get rich quick scheme.
  4. When you're up bigly, congratulations! You win. Follow the advice for OGs.

If you're an OG and bought Gamestop when it was double digits:
  1. Congratulations you big chad! :)
  2. Consider taking a little bit of profit. If you bought Gamestop at like $12, you are up bigly, no doubt, but it can be extremely nerve wrecking to watch your portfolio erase three years of your Wendy's salary in an hour and so you can be prone to paper handing. It will really be much easier if you sell a tiny portion of your shares to at least cover the initial deposit. That way, if Gamestop goes down to $0 (when hell freezes over, but you never know), you at least break even. It'll be easier to sleep at night. I mean, even Deepfuckingvalue does it. Be smart about it.

Anyway, it's hard to diamond hand consistently if you have trouble sleeping at night due to how overleveraged you are. It's like a diet fad. The chad that limits himself by 100 calories but sticks to it consistently will do better than the retard trying to fast 72 hours when he's never gone 30 minutes without a sugar donut.
Be realistic and take care of yourself. It's far easier to stay consistent by doing that.
If anybody has any questions on Gamestop, stocks, or options, feel free to ask in the comments. My DMs are open too if you're shy 😳 👉👈.

Positions: A fuckton of GME, bought both at $14 and at $300. I buy every dip and hold, I've sold my entire portfolio to feed my GME gambling addiction but I've also sold 8% of my shares to cover my initial investment so it truly doesn't matter anymore if it goes tits up.
Not investment advice. I have one braincell.
submitted by itsleis to wallstreetbets [link] [comments]

My Christian Upbringing and How I Escaped

Discovering and embracing Satanism is an easier task for some than for others. I just wanted to share a little of my experience for anyone coming from a strict Christian upbringing or even a Christian cult. It's rare that someone is able to escape the clutches of a cult unscathed and then go on to thrive. It's not something that happens overnight and it can involve undoing a lot of ingrained beliefs, going through an identity crisis, losing family or friends, and changing your entire perception of yourself and life. Going through it, I wasn't sure I was going to ever get out. But now, I can really stand back and be amazed at how resilient we can be.
In the 80s, my midwestern parents found themselves in a self-destructive lifestyle, and after attending a church-hosted and horrific dramatization of people being dragged off to hell, they turned to Christianity as the magic cure for their unhappiness in life. When I was born, they were still brand-new born-agains struggling with substance abuse and addiction, but they went all in. And I mean ALL in. They ghosted all their friends, cut ties with every member of my extended family, and made a new family of believers. We were Pentecostal - the 700 club-watching, faith-healing, tongues-speaking, Proctor and Gamble-boycotting variety. If you've ever seen Jesus Camp that was basically my life. I don't remember a lot from those early years, but I've heard stories and have seen family photos to know that I don't want to remember.
As my sister and I got older, they attempted to shelter us from the horrors of the sin-ridden secular world. We were homeschooled with an all-Christian, church-approved curriculum taught by my mother (who had an 8th grade education) while my dad was at work. My textbooks contained and presented as fact the typical hoaxes and flawed analogies that form the basis for Christian science-denial, and I didn’t know any different. We lived in the Bible belt on a small farm, and everyone I knew was at least some form of Christian. There weren't enough non-believers to convert, so we spent most of our time trying to convert the Catholics and Baptists to "real" Christianity. My mom always said Pentecostals came first, Catholics and Baptists came along after and bastardized Christianity. Most of my "classes" were based in homemaking or farm work, and went along nicely with our weekly Wednesday night girl's program, The Missionettes. It was basically girl scouts but focused on Bible memorization and turning us into good Christian wives. We had badges like sewing, knitting, cooking, grooming, ettiquette, abstinence, and first aid. Of course we also had religious badges for communion, prayer, healing, fruits of the spirit, and the armor of god etc. A very well-rounded education.
While my parents went to church and we put on the face like we were living the blessed life, things at home weren't great. The hardest thing growing up was hearing all the adults at church go on and on about how great my parents were and how lucky I was to have such good Christian parents. One day, I remember my dad pulling me aside to tell me there was something wrong with my mom, that I should never make her angry because he wouldn't be able to choose between us. When I was 5, my mom threw a pair of scissors at my dad. They got embedded in his leg and he had to go to the emergency room. When I was around 6, my mom began to threaten my dad in front of us, saying by the time he got home from work, we would be gone. That my sister and I needed to pick who we wanted to live with because by the end of the day, we needed to be packed and ready to leave. My mom was a big fan of belts and the wooden spoon, and she never spared the rod. I have had many objects broken on me. When she would make us bend over, I would try to look back and apologize, to ask what I had done wrong, or what i could do to fix it, but anything other than complete eyes-foward submission was viewed as rebellion and only added to the count. She told me once in a joking manner that when I was in trouble, all I would say was "I want to hold you" to try to get out of punishment. She laughed. When I was 7, my mom told us that Satan told her to kill us with a potato peeler, and that she was going to kill us, my dad, and then herself. But “luckily” god "saved" us! After that, I remember my sister and I used to hide in our closet and pray to god to turn us into farm animals. Horses, dogs, chickens, anything, so we could run away and be free. We didn't even want to be human anymore. By the time I was 12, suicidal ideation set in and never really let go. Satan didn't scare me anymore. My mom did. Hell was real and I was living in it.
When I was 13, my mom found a pencil in a parking lot from a local high school and determined that it was a sign from god that we should be enrolled in public school. I was terrified. These people weren't anything like me, they were all lost sinners and it was my job to be the shining light in the midst of darkness, to teach them the way. However, it turned out, I was the one who did most of the learning. I was exposed to more math and science in high school than I had been in my entire life. I learned about other cultures and history. I actually made some friends and got to see how other people live for the first time in my life. Nothing, absolutely nothing, at that high school even touched the evil I experienced at home. There were days I didn’t want to go home. I never missed a day of school if I could help it.
The things I had believed started to not make sense in my mind anymore. It took several years for me to put all the pieces together, but the final straw was actually reading the Bible entirely from cover to cover for the first time, rather than just the “reading plan” i was given. I learned when the gospels were actually written, who possibly wrote them and why. I started reading about as many different religions as I could and started realizing the similarties of them all. I had a good friend at the time who wasn't afraid to challenge every religious and political position I had, and realized that I didn't even know why I believed what I did, only that I was told to believe it and always had. I began to reexamine everything I believed, no matter how trivial or obvious. It became clear to me that more than anything, I just wanted more out of life than I was given.
Originally, I wasn't going to go to college. We didn't have enough money, no one in my family had ever gone to college, and my parents had just assumed that I'd end up being a pastor's wife who played the piano for church services. But on the advice of an advisor, I applied to and auditioned for a music program, and I got in. I was finally getting out. But not before my mom could have the final word. When my parents found out I had been talking to a boy at school and that I liked him, she called me "the whore" for a month. One day, I had the flu and missed school for a few days. My boyfriend asked if he could bring over a can of soup and the homework I had missed. My parents agreed, and when he came in, he sat on the end of my bed (the door was wide open and I was under a ton of blankets) to ask how I was doing. My mom walked by and screeched at the top of her lungs that he needed to get the fuck out of my room and out of her house. That we weren't allowed to be in the same room without supervision. I had basically learned that sticking up for myself was useless, but I would stick up for him. He hadn't done anything wrong. I got out of bed and got up into her face and called her a psychotic bitch. She demanded that my dad throw me out. I looked at him and he looked at me and I will never forget what he said. "I told you not to make her angry because I can't choose between you. This is her house. You have to leave."
So I left. I slept in my car that night and eventually stayed with my boyfriend's family until my aunt (who my parent's ghosted) heard what happened. She took me in for several months until I could make enough money working a few part-time jobs to afford a small apartment. I completely left the church after that. I did visit a few others and even worked as a choir director at a non-denomination church for a while as a side gig, but it just wasn't the same. The veil had been lifted.
Out of the dozens of families who knew me, who watched me grow up and spent time with my family (some who even knew what was going on at home), none of them attempted to contact me. Out of all of my church friends, I am still in contact with only one, who left around the same time I did. When people say leaving a cult is like commiting social suicide, they aren't exaggerating. I was completely cut off.
If you asked my parents today, they would tell you that around 18, I gave into doubt and fell from grace. That the friends I made outside of church brainwashed me. That going to college was the nail in the coffin of my salvation. They'd tell you that by the time I turned 18, I was lost. But I was never lost. Not really. They’d never tell you that I always got in trouble for constantly questioning things. When I was eight, I wrote on the back of an offering envelope “If god created us, who created god?” and left it on a church pew for one of the elders to find (and subsequently got a beating for it). They’d never tell you that at ten, I got into an argument with the children’s pastor for saying men were superior to women because they were created first. They’d never tell you that as a Missionette, I got caught skipping sewing class to crash the Royal Rangers’ (all boys group) flag football games and outdoor events. And they’d certainly never tell you that I was eventually replaced as the president of a bible study group at school for focusing on the less-read and more appalling stories in the Bible, telling people that the gospels weren’t actually written by eye-witnesses, and encouraging people to actually read and think for themselves.
Discovering Satanism was actually one of the biggest steps in trauma recovery for me. To realize that all of my actions and behaviors were based in natural human needs and emotions that aren't at all sinful. That my learned helplessness was a direct result of my upbringing and I didn't need it anymore. That I had control of my life now. That I'm resilient and capable of going through a fire and coming out on the other end, and that I don't have to forgive anyone for anything. That the only person I can rely on is myself.
Here I am on the other side of it all, through many twists and turns. I'm the first of my family to graduate high school, go to college, or go to graduate school. I'm now a professional scientist working on Alzheimer disease research and a keyboardist in a working band. I'm active in my community both in local politics and through volunteer work. Things are far from perfect. I still struggle with old emotions, behaviors and thought patterns. It’s taken many rituals and even daily effort sometimes, but I've achieved a level of happiness and fulfillment in life I never thought possible.
——————
There is no heaven of glory bright, and no hell where sinners roast. Here and now is our day of torment! Here and now is our day of joy! Here and now is our opportunity! Choose ye this day, this hour, for no redeemer liveth! Say unto thine own heart, "I am my own redeemer." Stop the way of them that would persecute you. Let those who devise thine undoing be hurled back to confusion and infamy. Let them be as chaff before the cyclone and after they have fallen rejoice in thine own salvation. Then all thy bones shall say pridefully, "Who is like unto me? Have I not been too strong for mine adversaries? Have I not delivered MYSELF by mine own brain and body?"
The Book of Satan - Anton Szandor LaVey
submitted by SubjectivelySatan to satanism [link] [comments]

The Break Up of Alex & Sofia: A Psychoanalysis

got asked to make this it’s own post, so i did. For reference, keep in mind I’m 28F (so split between them age wise) and was an athlete in undergrad though not in a sport anyone cared about cause who tf cares about track
Friendship break ups are really hard, especially for women in their 20’s.
For women, that time period is usually the first times they’re actually enabled to make our own decisions, including through sexual empowerment. Freedom from your parents. Your female friendships are often therapeutic in this setting, as they’re the first people who really “understand” you. ESPECIALLY if you’re at a school with casual hook up culture, female friendships can especially protect you from being drugged while you navigate the novelty of casual sex under various substance influence.
At least from the outside perspective, this is how it seems: disclaimer this is psychoanalytical af no I don’t think I’m “definitely” right
However, sports psychology is poor. Sports psychology for women even more so.
Female sports don’t command money (in part because we engrain that in our culture)
For a female athlete in college, you’re raised on a pedestal by other collegiate members (“narps”)
Then, you leave college and are pretty much on a level playing field, because that national prestige or ability to remain an athlete and be profitable isnt as realistic or available for women (yet?/it probably shouldn’t be a huge goal to play a game for a living just saying. The other work environments and hours shouldn’t be so shitty that’s the only version of happiness you can imagine but i digress)
Alex happened to leave college and be an athlete’s girlfriend. An athlete within baseball, whose wives’ club mentality is one of the most misogynistic (my brother went back to back to back national championship games in baseball in college. The fan base is incredibly white as it relates to America’s pastime and racism). I’ve posted before about the overlaps in barstools culture with this.
Alex had fuel coming in from needing to be better than her ex. She has fuel in general, as most athletes do, from needing to be better than XYZ. Track is actually helpful in that regard because it’s always racing against yourself, ultimately. Your own PRs. But for soccer, what happens when you no longer have a field to play on? Who are your new opponents? Where is your team?
Sofia and Alex’s friendship came at the cusp of their combined lowest mental points. On a time when they were essentially on their own. They had had to be solo and strong because of their circumstances, mentally and fiscally to an extent (even if they ultimately had parental support or pressure to fall back on). In the process of building CHD, they built each other up, and used their tragedies and lack of caring about other’s mentalities to show it was profitable, smart, and powerful to be a sexually empowered female in a male world.
That’s what so many of us wanted. (Literally the Tyra Banks meme “we were all rooting for you!” Comes to mind) especially for collegiate aged women, sexual empowerment and discussion is NEW and still very culturally based. Women can be sexual but only privately versus men can discuss sexual conquests openly and aren’t thought poorly of if it doesn’t work out with a partner. You don’t assume something is “wrong” with them. You don’t remind them “their clock is ticking”. Hypersexuality is part response to purity culture and likely a response to a heavy atmosphere of sexual trauma and being casual towards it is destigmatizing it inwardly.
But money corrupts.
Power corrupts more so.
Combine both with Alex internalizing that the brand that gave her so much power and happiness and joy to work, during a dark period of her life, as a tangible result of how she was better (than her exes, everyone that’s wronged her, etc) as potentially being taken away from her by sofia (in the deal on the rooftop), versus by Dave (who was very manipulative in his “I keep 100% of the IP and all of your stories and all of YOUR content”) and this is where the break down in how they responded comes in:
Can we blame her? Isnt that a facet of current sporting culture? Do you actually expect someone who has grown up in the wings of the public eye, whose parental role models were in sporting culture, to not embrace that spotlight? Particularly when her ex who caused her pain has that spotlight and is somebody’s version of a sex symbol? Why can’t she want it for herself?
Alex ALSO has mental health issues, and the combination of living and working with someone else struggling with something so heavy and not having a medically appropriate background to know how to help was likely incredibly toxic for their friendship.
I’m sure it made some great content, but it was clear they didn’t embody or encourage healthy behavior.
Their own healing is going to be subjective. It’s not going to coincide. It’s not going to operate on the same scales or in the same direction and they’ll need different things. Such as separation when one person no longer serves you.
My therapist reminded me “just because someone was a good friend to you at one point in your life doesn’t mean they still are”
To her, it’s the same thing. Especially if she had frequent ghost writers. It was never her content to begin with. Which, ultimately, makes her just a sex symbol for a male dominated gaze who may very well be financially compensated adequately (NOW) but is ultimately manipulated for the entertainment of others. If that’s your whole life, and what you’ve always done... who are you?
Like with child stars or actors in general, you feed off energy i imagine. Extroverted people are almost more vulnerable to social coercion than others. To me, this enables them to be more susceptible to thriving off external validation and avoid the reality of who they are and that they don’t like themselves internally/struggle with who they are as a person (or just don’t know who they are without XYZ existing. If you’ve always been in sports, especially one single sport, your identity is tied to that. You don’t have the time or energy to question who you are. It takes years after graduating or being removed from that atmosphere to do so.) Alex now has money, time, and comes from rich white privilege. She likely will never have people who tell her it’s okay to struggle, because it seems like her family and general friend group is the “everything is fine. Here’s some money. Look! You can travel. You turned out okay”
I’m sure she’ll have a time period later in life where she has this recognition.
However, the CHD brand was built around the symbolism of a female friendship.
Of female empowerment in a patriarchal world.
The sexual empowerment worked because, at the end of the day, you had this community of people who understood you were just trying to figure out yourself and willing to laugh with you at your negativity. Not laughing at you. A community of people who were able to embrace, applaud, and financially reward you for sexual prowess when you’ve been told to dim it your entire life “to be taken seriously”. A community who LIKED the self deprecation because it was RELATABLE because we likely ALL have or know someone with sexual trauma related to drinking/college culture and dating is hard and flaunted like you’re always supposed to be in a relationship, especially if you’re attractive 🙄
Abiding to the influencer brand of how CHD has gone since “the break up” and how Alex has people like Tana—who exploit their childhood abuse, not so they can learn how to be healthier and live happier lifestyles or draw attention to substance abuse, but so they can continue to party in LA with idiotic “celebs” whose only contribution to the community positively is through money. Who go riot malls for YouTube material. Who are stuck in their own cycles of abuse and unhealthy behavior but vlog about the glamour and think “talking about it” is the same thing as “healing” because they won’t go to actual therapy even though they can afford it now. Who don’t realize they’re desensitizing themselves to the trauma by letting random men they barely know choke them out versus addressing how fucked up it was that they were raped as a child, or that their parents couldn’t protect them, or that they needed validation or father figures and only got it from their peers and just wanted an escape from reality and now need one ALL THE TIME. Who dont realize those people they think embrace them won’t embrace them when they’re sober and actually healthy, because it reminds them of how they’re not. But it’s scary to recognize that and you internalize it as not being loveable versus being brought up in unhealthy environments and not knowing better.
Maybe with time, Alex will look back and realize the strength of female friendships lies in being there for each other in darkest times because humanity definitely doesn’t have your back.
In the USA, 1 in 5 women are or will be attempted to be raped in their lifetime, over 80% have been sexually harassed.
And yet, prostitution is not legal. Birth control is not freely accessible. Universal healthcare and comprehensive sexual education is not nationally mandated so a lot of people may never realize just how fucked up their circumstances are. Education is often unaffordable and inaccessible for those who most need it. Sexual harassment is so normalized that we voted in a president despite him being a rapist pedophile. And 55% of white women tried to vote him in again. The visual leader of the Barstool brand endorsed him openly.
Sofia wanting to distance herself from a brand and drinking culture, at a company currently breaking into alcohol and gambling exploitation, on the basis that the majority of their fan base may not have done it otherwise, but will because they now have access to it (like with how Juuls target teenagers with flavoring and people who wouldn’t have normally smoked have nicotine addictions now) as well as FINALLY being paid adequately, YET was labeled as “greedy” mainly because Alex stayed instead of trusting Sofia and sticking with her.
We normalize competition in the sense that most people are competing for just the right to live, for acknowledgment that the things they went through matters. It’s why working classes are currently pitted against each other and conservative Republicans think progressive policies are sure to doom the USA because Fox News says so. So instead of making our citizens stronger overall, we keep half of them convinced that healthcare should be debated, an educated population isnt good on a global scale, and that change ISNT possible even though societies are supposed to adapt that’s literally how progress works. We have research that shows us why we should do it and instead capitalism made education so elite that we distrust intelligence or condemn it as “liberal education”.
So do I blame Alex for her inability to recognize that when she thought she was going to lose the brand that made that feasible for her? Maybe not.
Do I think Sofia got fucked mentally, friendship-wise, and culturally and Alex enabled and fed into it? Absolutely.
Even if CHD was always the “Mean Girls” mentality and didn’t ever really offer advice, Alex embodied “Regina George” and Sofia was “Cady Heron” in its time.
Good female friendships are awesome, and hard to come by in a world that makes it so and makes you convinced you have to somehow compete for these men when the bar is on the actual ground for chivalry and women just want men who won’t scream or yell at them, will communicate, and will explore sexually in the bedroom without stigmatizing them or making them feel bad for their bodies.
Shout out to anyone who read my dissertation.
I’ve been in quarantine on a farm working remote contracts for almost a year now. I’ve also watched a lot of LOTR in the past week and barstool and Dave is going a very “Sauron” way and Alex embodies “saruman” vibes to me, for another allusion.
submitted by survivalmodez to CallHerDaddy [link] [comments]

The Trash Taste Gacha Game Survey Results: Part I

The Trash Taste Gacha Game Survey Results: Part I
Hi all,
Two weeks ago, The Boys published their video on gacha games. This inspired me to conduct a survey on this subreddit on your thoughts and experiences with gacha games. Thanks to your support, there is a lot of data to sift through and a lot of interesting results so far. Due to IRL deadlines, I wasn't able to examine the data in full capacity, so I will be posting results in two or more sections.
This first section will primarily deal with the surface-level headline data. I will also cover some of the reasonings and inner workings of what went into the survey and results (for those interested in the data scientist portions of things). A subsequent post/posts in the near future will cover topics I wasn't able to get to as well as more technical analysis of the data (regression, model-building, etc.)
These posts will be presented in a semi-formal fashion, i.e., I'll lay out the posts like a research paper but I'll add personal interjections from time to time. (If you want to really get into the meat and potatoes, you can just skip to the "Results and Discussion" section.) With that said, allow me to introduce my initial findings:

Our Trash Taste in Gacha Games: An Informal Community Survey Analysis on the Nature of TrashTaste's Experience Regarding Gacha Games

Abstract
The recent rise of "gacha games" has been bolstered by a number of intersecting trends. These include the mass popularity of anime or anime-like products, the increasing ubiquity of smartphones, and introduction of lootboxing mechanics by game publishers as a means of profiting off "free to play" or "freemium" games in the digital sphere. A recent episode from the anime-centric podcast "Trash Taste" explored their experiences and opinions regarding such games. This post intends to further explore the general sentiment of gacha games through the podcast's official subreddit, TrashTaste, and discuss the results.
Motivation
A little bit about my background. Anime, anime-like products, and manga have been a huge part in my life. I remember watching Detective Conan, Pokemon, and Keroro Gunso and being introduced to Gundam and MapleStory when I was young. Since it seems to be a trend on this subreddit, I'll throw my hat in the ring and show my 3x3:
[If you want further discussion about these and other related series, feel free to comment below or DM me]
From left to right, up to down: Ah! My Goddess, Hayate the Combat Butler , The World God Only Knows, Carnival Phantasm (+ Fate franchise), Pastel, Q.E.D.: Shoumei Shuuryou, Yandere Kanojo, Accomplishments of the Duke's Daughter, The Gamer
As I mentioned in my first post about the survey, I am a graduate student working on my masters for data science. I also completed a bachelors in economics. All of this combined made me not only interested in gacha games as an avid consumer, but also as a research subject. The Boys simply were the catalyst for spurring this project.
Data Collection and Survey Construction
Data was collected via Google Forms on the TrashTaste subreddit. The post that contained the survey was released several hours after the video was posted. Survey responses were collected for a period of 1 week from January 22 to January 28 (though there was a massive decrease in the rate of respondents after the fourth day).
The survey was constructed based on my own experiences with gacha games as well as general demographics that would be useful to examine on a macro scale.
Regarding demographics: asking respondents on several aspects of demographics is a tricky subject since not only does it mean divulging a group of variables known as protected classes, these could be markers that could reidentify anonymized people; thus, I stuck to "safer" questions (age and gender). I then asked which otaku material was preferred.
The next set of questions dealt with those who were currently playing gacha games. I asked the number of currently played games, which ones (with an open-ended aspect since I knew I would miss some) and the top 3 games.
For each of the top 3 games, I asked how long they have played, which server, how long the game was around, how consistent did they play, how far they were, their current level of commitment, how much they spent (open-ended), spending title, whether the game had PVP, hype moments (some open-ended), and why they play (some open-ended).
Finally, based on the central theme of The Boys' video, I asked whether games should be regulated and what their policy recommendation would be (open-ended).
Limitations and Oversights
This survey is, obviously, limited by the research environment and my experiences. Academic papers have pondered about the effectiveness regarding survey reliability using subreddits, which may be interesting and impactful from a statistically-minded formal research. In addition, there were a total of 678 respondents which, while certainly plenty in any regular volunteer statistical number crunching, pales in comparison to the 104K members in this subreddit alone; this is going to affect the power analysis of these results. Submitting the survey hours after the video was posted (when the user activity likely peaks) likely limited user exposure. Therefore, this post will be much closer to the next video.
Then there are questions I didn't ask due to oversight on my part - I'm only human.
  1. The biggest oversight, pointed out by u/Mareek, was
Welp I answered that I don't play any gatcha games, but it didn't give me a chance to say why I don't play them or if I played any before.
There should at least be a question for why/why not play them.
I probably would have asked something like:
If you responded "no," why do you not play gacha games?
- Not interested
- Not trying to get addicted
- Trying to stop gambling addiction
- Bad luck/greed sensor
- Used to play, but lost interest
2) As pointed out by u/Paoda and u/gzavwunt, I forgot to add visual novels into the "primary source of otaku source material" question! As a Fate fan, this was a massive oversight I regret (don't worry, I did at least watch the full visual novel playthroughs of Fate/Stay Night and Fate/Hollow Ataraxia).
3) There were a few questions that were open-ended that in hindsight definitely backfired. The biggest ones were the "how long has the game lasted" ( u/ShinyMilo ) and "how much you spent" questions. They are a mess to deal with, even with all the regex expressions I know, so I ultimately had to throw them out. The former in the end was merely a curiosity and the latter was somewhat salvaged by the "spending title" questions, so I'm not too bothered by it, but something I'll keep in mind in the future.
Results and Discussion
Here are the initial results, and I think there's some interesting trends we can look at.
First, let's look at the demographics.
  1. Let's start with age distribution:

Figure 1
There were 678 respondents. There appears to be a considerable right skew (aka a skew towards a younger audience). There are a lot of zoomers among the respondents, though there are a considerable number of millennials as well.
2) Next, take a look at gender distribution:

Figure 2. Male: 87%, Female: 9.3%, Nonbinary: 1%, Prefer not to say: 2.7%
Well, somewhat not surprisingly, of the 678 respondents, an overwhelming 87% identified as males. Connor as "the 93%"? More like the survey as "the 9.3%."
3) For the final aspect of demographics, let's look at the distribution of answers for "What is your preferred consumption of otaku source material?"
Figure 3. (to the nearest tenth of a percent) Anime and Manga Equally: 33.8%, Anime: 32.4%, Manga: 16.7%, Anime, Manga, and Light Novel Equally: 9.7%, Manga and Light Novel Equally: 4.1%, Anime and Light Novel Equally: 2.2%, Light Novel: 1.0%
Of the 678, respondents, 32.4% prefer to watch anime, 16.7% prefer to read manga, and 33.8% prefer to consume anime and manga equally. Light novel readers (either as the preferred choice or read it equally with other mediums) amount to about 17%.
Hot take here: I am one of the 16.7% that prefer to read manga/manhwa (pitchforks in the comments), but only because there are so many series that I like that either have only become adapted recently (Horimiya, HameFura) or haven't been adapted yet (Shuumatsu no Valkyrie).
Next, let's look at gacha by the numbers.
  1. First, let's look at the number of gacha games people play:

Figure 4
Of the 678 respondents, 232 did not currently play and gacha games, 194 did currently play 1 game, 117 did currently play 2 games, and so forth. The most surprising finding was that there are a few people that currently play at least 10 games, with one even playing 17!
2) Next, let's look at the top 20 games that were the favorite, second favorite, third favorite, and overall most popular:
"...Yet in most companies, the so-called “80/20 rule” applies: 80 percent of a data scientist’s valuable time is spent simply finding, cleansing, and organizing data, leaving only 20 percent to actually perform analysis." - IBM

Figure 5
Holy cow, the quote above really hit for this particular question. There were about 75 replacements I had to do to make the game title uniform, with 15 related to Princess Connect alone!
As for the analysis: you read that correctly. There are a whopping 103 total gacha game titles that the 446 respondents play. Genshin Impact comes as the clear frontrunner for the most favorite game, second-most favorite game, third-most favorite game, and overall most popular game. However, the top 5 games in each category are the same: Genshin Impact, Fate/Grand Order, Arknights, Azur Lane, and Fire Emblem Heroes.
Garnt is certainly attracting his Fate peers here, including me.
As a side note, I have to give props to respondents who were honest about their stances. There were a few that put 'H***** Gacha Game,' 'Taimanin,' and 'AGA' (Anti-Gacha Army).
3) Next, let's look at the distribution of how each person categorizes themselves terms of spending:

Figure 6
This is a very interesting finding. For their most favorite game, about half of the respondents were free to play, a third were minnows, about a sixth were dolphins, and the small bit left were whales. As we move towards less favored games, the number of F2Pers increase and the number of whales decrease until there's none left for the third-most favorite game. It's an important lesson for natural resources and gacha game publishers alike: overfishing can lead to less species diversity.
As an aside, I am personally a dolphin for Fate GO. I have no qualms sharing that I spend some cash rolling for (ironically) Gilgamesh and NP5ing Sheba during Gilfest 2018 or even spending some New Year's allowance on Spishtar last month. fite me
4) Next, let's look at what aspects made the gacha game most "hype:"

Figure 7
The top answer was the introduction of new characters, anniversary events, and animation/art. It seems that many go for the "Anni is the Planni" strategy.
5) Next, let's look at the reasons why respondents play or continue to play their gacha game(s) [Note: I aggregated the numbers from favorite/second favorite/third favorite, so some users are double or triple counted, so numbers may look a little inflated. I will work on this for a future post]:

Figure 8. Top 15 answers.
The top answer for why respondents play or continue to play their gacha game was for "the waifus/husbandos" followed by "I enjoy this as a standalone game" and "I love the source material." The 114 of you who chose "Because jokes are the deepest lore," I see you Fate fans.
Probably the most interesting and concerning reasons that were not shown here are the sizable number of people who responded with either learned helplessness of their situation or frustration with the gacha-industry complex. These include "Sunk cost fallacy" (shown on the graph), frustration over rerolling, feeling like it's "a second job," stating that they're "addicted and can't quit," or flat out "dunno, it's kina there."
The Future of Gacha Games
Learning about these trends are good and all, but how do we consolidate these opinions into actionable thoughts? This is where the last half of The Boys' video about what to do comes in. Here's the community's reaction.
  1. First, it was asked "In your opinion, should gacha games be regulated?" 678 respondents responded:

Figure 9
83.8% of respondents said "Yes," 5% said "No,", and 11.2% said they need to do more research to come a conclusion.
2) Finally, I asked respondents an open-ended optional question that "If you could have a serious discussion about gacha games with a gacha game developer or lawmaker, what is the one policy recommendation you would suggest?"
Surprisingly, 473 people responded to the question. In the given timeframe, I could not read through all of the suggestions made; I will make sure to point out the most salient ones in the next post. In lieu of this, I decided to resort to a "quick and dirty trick" in natural language processing: n-grams! Simply put, I first removed common stopwords such as "you," "have", etc., and tokenized each response (i.e. separated each response into a list of word "units"). I then counted the frequency that each set of consecutive words appeared in each response. I counted frequency of the top 20 unigrams (one word), bigrams (2 words) and trigrams (3 words). Here is the result:

Table 1
This is incredible stuff. The top two unigrams are "limit" and "spending," and other frequent unigrams include "gambling," "amount," and "time." Bigrams tell a broader story, with the top bigram being "(spending, limit)." There are other bigrams that expand upon policy recommendations such as "(hard, limit)", "(gambling, addiction)", "(drop, rates)," and "(pity, system)." Finally, looking at trigrams, we get an even fuller picture: the top trigram is "(limit, much, spend)." Other prominent trigrams include "(hard, limit, spending)," "(thing, connor, said)," and "(treat, like, gambling)."
While the suggestions of limiting spending are quite frequent (following the footsteps of Connor), this is a fairly well-researched topic in the realm of behavioral economics. In particular, it looks at the encompassing topic of intertemporal choice. This is a pretty complex and field-specific topic that is too long to discuss in entirety in this post, but I'll boil down the critical points relevant to gacha games. [WARNING: some math ahead]
First, say that you have a set budget that you're going to spend over several periods of time. When we spend money in a time period, get gain joyfulness (called "utility" or simply "U") at that time period.
Second, we typically discount the amount of utility we get in the future. We usually assign this as a set rate called the discount factor ( δ ) . Thus, we get the following equation:
(U_t) * (δt-1) = U_1 + δU_2 + δ2U_3 + ... + δT-1 \) U_T
This simply means the total utility we get over a time period is the sum of all utilities of all periods based on today. All the above is considered in "classical economics" as exponential discounting. This assumes that
  • people have a constant discount factor and are impatient (δ < 1),
  • that people treat amounts as "bursts" of consumption," and
  • that utility is linear in amount.
However, economists that study behavioral economics show that some of these assumptions are flawed through though experiments and empirical results.
One way this has manifested into policy action is the concept of "nudge theory" by Richard Thaler. This suggests that consumer behavior can be influenced by small suggestions and positive reinforcements; the argument is that it reduces market failure and encourages desirable actions. However, this is hotly debated ethically as being paternalistic and may not even work.
Another theory brought about via behavioral economics is the idea of "present-bias preferences" by Ted O'Donoghue and Matthew Rabin. The idea is that when people consider tradeoffs between two future moments, present bias gives more weight to the earlier future moment. In this scenario, we have two types of people: naifs and sophisticates. Sophisticates know that they'll have self-control problems in the future, so they plan ahead while naifs do not see the self-control problems. Depending on if there is a cost or a reward, these two types of people will "cave in" at different times.
In general, the utility function (called β-δ preferences) is as follows:
For all t, Ut (u_t, u_(t+1),...,u_T) = δt u_t + β δτ + u_τ |t+1 < τ < T
where 0 < β, δ <= 1
β is the present bias, and β=1 makes equation exponential discounting.
How do these relate to gacha games? Well, the former (nudging) is like the third party (iTunes store, Google Play) directly intervening on your behalf saying that you can only spend so-and-so this month. The latter (present bias) puts the self-imposed limit in your own hands, which a third party adds as a restriction.
Consider these aspects in future discussions regarding regulations surrounding gacha games.
[it's been a year since I've been fully immersed in this stuff, so econ folks please check if the explanations are suitable]
Ending Remarks
I hope these initial results illustrated some fascinating aspects of how our subreddit has viewed gacha games. I know that there are a few questions that I haven't covered here due to lack of time, so look forward the next part of the survey results!
Let me know if there are specific statistical analyses you would like for me to examine in the comments.
If you want to put friend requests for the gacha games I'm playing [Fate GO (JP), OPTC (JP) Dokkan (GBL)], DM me.
In addition, I'm thinking about releasing a clean and anonymized version of the data in csv form not only as a measure of transparency, but also if you want to do your own data manipulation. If you (the community) approve at over 75%, then I will publish it in the next post.
submitted by kami4226 to TrashTaste [link] [comments]

Dota Addiction

Summary :
My story about Dota addiction, how to come out of it?, how to check whether you are addicted to dota ? and finally some tips to improve MMR.
My story :
During my university time, I missed my exams due to playing DOTA 1. I stopped dota one fine day and I cleared all my exams. Fast forward 10 years, last year I got in trouble at work for playing DOTA, I used to play for 5-6 hours on weekdays post work and 10-12 hours during weekends. I am a software engineer with good pay and the work might extend to 10-12 hours but with DOTA I want to log off everyday at 7-8 hours so I was unable to meet the deadlines. I also got into trouble with my wife as well (We got into multiple fights but she still stayed and din’t leave me). I was addicted to Dota. I found that DOTA + Alcohol is bad mixture. I had issues on my eyes and back. I felt like my life which is just time is just vanishing out of me. My highest MMR was 3k in 2020 and I used to play support.
Dota Addiction:
I would define addiction as you continue playing multiple games even when you want to stop and you start playing even when you don’t want to start.
My views on Dota :
Dota is likely the best or one of the best known games to mankind with great repetitive plays. It is really an awesome game. I can spend countless hours on it and still learn new things. It seems like I can keep playing it for almost infinite time or till the end of my life(it might be worth it but you will miss out on ever other thing).
Future for me :
I will and want to play dota once again when I retrie or if I can’t do other things in life due to disability. (I have also used DOTA as a tool of coming out of or avoiding depression during a death of a loved one, because I know DOTA will suck me up so that I won’t have time to be sad. ). After quitting Dota for many months, I started watching DOTA pro plays and I think I might just continue doing that.
Who should play dota ?
I know some guys could just play 1-2 games everyday an sign off. I think their brain is wired different so that they could keep it under control. There might be folks who will play 4-5 games on a weekend but still participate well in education/job and personal life. For these folks I think it good to relax or a reasonable use. If you think your education/job and personal life is affected or if you feel that you lose control of yourself in Dota then may be DOTA might not be the best for you.
Info for you guys :
If you are addicted to DOTA like how I was. Remember the only way to overcome it is to quit it completely. I have tried to play Dota again and again on multiple different years after a gap, ended up getting addicted every time and spent weeks/months trying to quit it. If DOTA is very addictive maybe your brain is not suitable for reasonable use of DOTA like my brain. Don’t lose your life on DOTA unless you are a pro player or you got nothing else to do. Dota is ultimately just a game (may be the best game ever) which is supposed to a small part of life for most of us, there are so many other good things in life to enjoy like getting good education, job, wife etc and also good hobbies like ‘A song of ice and fire’, ‘Terra Mystica’, ‘Attack on Titan’ etc. If Dota is eating away your life, then don’t let it.
Steps to overcome DOTA addiction

  1. Stop playing dota, stop starting to play dota.
  2. Uninstall Ask your friend to change the password and not give you.
  3. Stop thinking about DOTA (Very important, more you think the more strong the neural connections in your brain)
  4. Stop watching or reading about DOTA
  5. Focus your mind on something else like reading a novel, work or another simple non addictive game.
  6. If you had been addicted twice then don’t come back after months of quitting.
My advice on improving MMR:
I went from 1k to 3k in a few months. (I quit within few days of becoming 3k.)

  1. Play a role/character which is impactful to the game to increase MMR and don’t play a character which you love. (I love Venomancer and Troll but they don’t give me MMR. But other characters which I love lesser than Troll like KOTL with will o wisp ulti, VS, Ogre and WK helphed me increase MMR from 2k to 3k).
  2. If you can’t do well with a particular character after trying multiple times, no matter how much you love it, stop playing that charater for some time. Ensure that you try on a variety of characters before choosing which 5-10 to spam.
  3. If you are in lower bracket then spam the characters which are good at meta. I used to spam Huskar mid for 1k to 2k. I was huskar mid with 70% win rate and 150 games. (Supports have harder time climbing up from lower MMR, thats why I spammed a core huskar to climb up. The cores in lower bracket are unreliable so you can spam ur way up a bit by playing core then switch to support on a higher bracket)
  4. If you are a support then team up with a good core and play multiple games with him. One good core carry player helped me grow from 2.5k to 3k. Now I am no longer gambling to get a good random core from online. I know that if I do my job well my core is going to do his job well as well. (if you find one good player in your team, invite them again for another match as well)
  5. Remember you only control a few things in a game, there could be a smurf in the opponent team, big noob in your team or unlucky deaths. So it is okay to lose such games. Just focus on how to improve yourself instead of directly trying to win many games.
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why do you get addicted to gambling video

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NIH, on the Inside: Gambling Addiction - YouTube

00:00 - Why do people get addicted to gambling?00:41 - Can a gambler just stop?01:08 - What does gambling do to your brain?01:38 - Can a gambler be cured?02:... This is a shocking story of how a free £5 bet led to a full blown addiction to online gambling. How someone who had it all could loose everything, including ... ARE YOU ADDICTED TO GAMBLING? SayHiToMatthew. Loading... Unsubscribe from SayHiToMatthew? ... I'm not a fan of virtual gambling they have roulette baccarat ,blackjack, ... Whether you know a problem gambler or treat clients with a gambling addiction, this program is an eye-opening look at a serious mental health concern and the... How to Stop Gambling addiction? I try to help You on Gambling Addiction.Few years ago I was highly addicted to hard drugs, like cocaine, Alcohol, Cigarettes,... The first step to controlling a gambling problem is first recognizing and acknowledging that you have a problem. Gain control of your gambling problem with h... What happens inside the brain of a gambling addict when they make a bet - and can the secret to their addiction be found within the brain itself? BBC Panoram... This Demolition/Vet Ranch merch will give you +2 Strength, +3 Armor, and +10 Awesomeness. http://www.ranchmerch.comTo help answer som FAQsMy main camera http... This episode of "NIH, on the Inside," explores gambling addiction and research being conducted at the National Institutes of Health to understand why teenage... This is a follow up to a video I released called:Life As a VIP High Roller At the Casino: What It's Like, Why I Gave It All Up and Gambling Addictionhttps://...

why do you get addicted to gambling

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