If anything, the stereotype is that engineers are overly prone to answer-seeking while non-engineers are much more comfortable with relativism?
1,157 karma · joined September 20, 2012
If anything, the stereotype is that engineers are overly prone to answer-seeking while non-engineers are much more comfortable with relativism?
If you're referring to the "extra 11 days", it doesn't have anything to do with losing holidays -- the solar calendar is simply 11 days longer than the lunar one. So in other words, it's a silly complaint.
Though I suppose if you earned a yearly salary on the lunar calendar and your employer gave you the same salary on the solar calendar, you'd be taking a 3% pay cut.
If anything else, during the transition to fully-automated, it would be wonderful if human drivers were able to visualize the intent of the automated vehicles around them. To know that a car is going to merge into my lane in 50m, or is attempting a U-turn, is so much more useful than simply seeing a turn signal.
[1] - http://www.citylabs.net/index.php?option=com_wrapper&view=wr...
A 7.0 average rating is fairly good, though it's hard to factor out bias with a low number of rankings (this game has 46 ATM). There are about 4500 BGG listings with AR > 7.0 and at least 45 ratings.
A 7.0 geek rating (which has artificial dampening and vote filtering) is very good. There are only ~415 games with a 7.0 or higher, and you need something like 200 votes to be given a geek rating at all.
That said, I mean no argument against the game. I haven't played it and it looks 10x better than the average Kickstarted tabletop game. I applaud the work they've put into it and if I weren't actively avoiding politics in my game group, I'd look into it. :P
(Naturally I came to the comments because I thought this was BS)
- One said they decided to merge their two listings and I wasn't qualified for the new joint role.
- One asked me to do a small programming challenge, but afterward indicated they were pursuing a local applicant (they had said upfront relocation would be covered).
- One invited me for an on-site interview weeks later, but I had already taken my current job (found through Craigslist).
I'm not upset at all for the behavior of the companies that did respond. Even if they were working the market, from my perspective they were very respectful.
I am very pissed at the non-acknowledgements and it makes me more and more likely to start sending shotgun emails. (I definitely have crafted my cover letters carefully and researched the companies up til this point.) At the very least, I'm going to start being more extreme and aggressive in my prose, and skip traditional fluff.
That said, I adore my current job, so I don't expect to be leaving anytime soon. :)
Joking aside, I wonder if there are any internal plans on keeping terminology clear for the next version?
Discovering how to gain enough speed to clip into modulo copies of the level is one thing, but extending that and finding surfaces that can deflect you in useful directions is a totally different level of commitment. (Also I'm curious how he managed to create the relative view--did he hack the ROM to fix that? I'm sure he mentions it somewhere.)
That said I think I personally prefer the solo work of Merlin's brother and bandmate Cosmo Sheldrake. You can certainly see the influence of biological science on his work as well, which includes songs about tardigrades and pelicans and moss. I'd recommend giving the Pelicans We EP [1] a listen; it's got some really varied and interesting influences as well.
[1] https://soundcloud.com/cosmosheldrake/sets/pelicans-we-ep
Carcassonne - Really simple and elegant tile-laying game that is full of strategic decisions for players of all levels. (If you like the tile-laying, continue on to Castles of Mad King Ludwig or Suburbia)
Dominion - Introduced the "deck-building" mechanic where you buy cards for your own personal deck over the course of the game and manage probabilities of drawing what you need (this later blossomed into a HUGE genre; good next steps are Valley of the Kings, Arctic Scavengers, or Star Realms).
Pandemic - Cooperative game about battling disease outbreaks across the globe. In some ways it can be easier for new gamers because you're all working together to solve the challenge. Spawned many expansions, as well as the aforementioned "Legacy" version, which is effectively a campaign mode with permanent changes game-to-game. (Also check out Flash Point: Fire Rescue, and Forbidden Desert/Forbidden Island.)
Coup/The Resistance - These are social deduction/bluffing games where players have hidden roles. They offer slightly different experiences: Coup is slightly more strategic and about selecting the right roles to come out ahead, while The Resistance is a little simpler but brings out more tension (because it's team v team). (Also check out Avalon a Resistance spin-off. If you want a little more tactical structure behind the deduction, checkout Citadels)
Hanabi - A really unique cooperative game about communicating information effectively. You can see everyone's cards but your own, and as a team you are trying to lay cards down in a specific order, but you are limited in the kind of clues you can give to others, and clues are a limited resource. (There isn't much that's super-similar to Hanabi, but a more advanced and thematic spiritual successor is coming out in a few weeks called Beyond Baker Street)
Sushi Go - Elegant little "card drafting" game where you take a card from your hand and then pass the hand to the next player, trying to collect sets of sushi to earn points. Despite its simple mechanic, it's balanced, quick, and fun for all types of gamers. (In this genre, I'd really recommend 7 Wonders, which is based on the exact same mechanic, but involves building an ancient civilization and brings rich resource management challenges into the game. One of my favorite games to this day; you could even start with this, but it's definitely a higher complexity level and it would be very helpful to have someone teach.)
Ticket to Ride - Very straightforward game about collecting sets of cards and using them to place trains on a map. One of the few games I can get my dad to play that we all find fun -- new players can get into the game quickly. Spawned a ton of spin-offs, so it's definitely loved.
Lords of Waterdeep - Great introduction to the "worker placement" genre. Players move tokens to take actions, as well as preventing others from taking the same action. The actions let you collect followers, construct buildings, and send them on quests (the game takes place within an official D&D setting). I don't personally love this one because I got into more advanced worker-placement games before I played it, but I can understand why it's adored by so many people. (Interesting next steps: Viticulture or if you want to jump off the deep end Caverna/Agricola, which are punishing but both have spent time rated as BGG's highest ranked game)
If that's not enough to look up, here are some other games I don't have time to describe, but I'd also recommend for newbies: Splendor, Takenoko, Ra, FUSE, Survive: Escape from Atlantis, Bohnanza
And some more excellent "next steps" that are a bit higher in complexity: Power Grid, San Juan, Dead of Winter, Cosmic Encounter
(And in all this I hardly listed any party or dexterity games, so if you're looking for those, check out the resources below.)
Good resources to read/watch more:
- There are a ton of news/gameplay/review sites, but I think Shut Up & Sit Down[1] really takes the cake on having entertaining pieces that explain exactly what's interesting about each game. They also do a lot to earn the title of "ambassadors to board gaming" and target much of their content at newbies. They have a really good video titled "New to Boardgames"[2] that's great at getting people excited about the hobby.
- reddit.com/r/boardgames has been a really positive and helpful community in my experience
- BoardGameGeek[3], which is THE reference point for the board game community. The interface is clunky, but you can't beat the comprehensiveness of the database.
- For other video shows, I'd recommend: "Rahdo Runs Through"[4] for game introductions and overviews, "Watch it Played"[5] for more in-depth tutorials, and Wil Wheaton's "Tabletop"[6] for general "let's play" content.
[1] https://www.shutupandsitdown.com/
[2] https://vimeo.com/70647384
[3] https://boardgamegeek.com/
[4] https://www.youtube.com/user/rahdo
Scythe does a really great job of blending euro-style resource mechanics within a strong amero-style theme/board. And I totally agree with everyone; it's not as complicated as it looks. That said, I wouldn't recommend it if you're new to modern board games. There are a ton of games with similar levels of fun and strategy that are more accessible...
One could say the same things about starting a sentence with "so", or using "agree" backwards (the original sense was closer to the form "my statement agrees with you?"), or using "you" instead of "thou"...
In classical/antiquated grammar, most sentences can be divided into a subject and a predicate. The predicate indicates what the subject does/is. While there are issues with agreement and semantics, on a broad syntactic level, the subject is arbitrary and can be replaced with another valid subject:
The angry dog // jumped over the fence.
My grandmother // jumped over the fence.
Twelve apples // jumped over the fence.
Since the predicate encodes the action, to me it makes sense to think of this relationship as a predicate function taking a subject argument. Even if the subject is plural or conceptual it is still just a single subject object, hence unary.Then, in the OP's js context of Object.map we have a situation like this:
import map from 'just-map-object';
function jumpedOverTheFence(subj) { \\ impl };
var things = ['The angry dog', 'My grandmother', 'Twelve apples'];
map(things, jumpedOverTheFence);
Obviously I'm doing some weird things for brevity like conflating strings and objects there, but hopefully gets the point across.IMO the analogy actually extends fairly well too. Agreement is a good match for typing (A singular typed predicate "walks" can't take a plural typed subject "Some dogs" => "Some dogs walks" fails at the syntax level), and semantics match internal expectations of functions (The "12 apples jumped..." breaks internal, but untyped expectation that the subject would have agency or control over its actions, like a "chooseTo" method or a "consciousness" property.)
It's likely OP was using this definition, which in a programming context is effectively synonymous with "unary function".
Not trying to restart any discussion here, just wanted to clarify for any future visitors.