290 karma · joined April 5, 2017
The actual content of this article is the following (TLDR)
1) That the study didn't show a reduction in negative health outcomes, rather the control group showed an increase in negative outcomes.
2) The author of the article disagrees that this is equivalent to the stated claim, and offers a number of alternative explanations why you might see this outcome in the data
3) The author offers some critiques around lack of data transparency and the statistical rigor of the study.
In the end the title is a semantic nitpick around the difference between "improved absolute health" and "improved relative health outcomes" and not the smoking gun of bad faith actors it implies.
This is literally how every vaccine ever made works.
When we started to build out computer systems we based the UX on metaphors of real-life tool equivalents. I would posture though that as we become more of a computing-literate society and as computing moves closer to becoming an extension of our minds as opposed to an extension of reality, the dominant paradigm will shift towards associate models of organization.
Even more to the point both historical and contemporary evidence indicates that power and influence spread more evenly across a countries citizens is strongly correlated to overall quality of life.
>> Here, we define the middle class as the middle 60 percent of the income distribution in terms of what a family usually makes in a given year—ranging from $25,300 to $111,400 in 2016 (the latest year for which data is available). The median middle-class family has total liquid assets, defined as checking accounts, savings accounts, money market accounts, call accounts, and prepaid cards, of just $4,000. Unsurprisingly, the top quintile is more secure with a median of $31,300 and the bottom quintile is even less secure, with just $600.[1]
[1] https://www.brookings.edu/blog/up-front/2020/03/26/the-middl...
Raising capital gains is not going to discourage the next innovative companies, in fact it's likely to have the opposite effect. When a startup succeeds enough to reach a taxable event it is often at an exponentially large return on investment. In comparison a simple doubling of the tax rate is not going to materially affect the magnitude of that outcome.
Capital is always in search of returns. A general tax on net gains is not going to materially change that fact. The primary effect it will have is to further encourage investment into value-generating assets instead of speculative plays, something desperately needed right now in this frothy market.
In a competitive market, both are actually true. The fact that there aren't really any major competitors to E Ink in that market indicates however that there probably is some sort of moat (whether it is IP, or otherwise)and that prices are likely higher than they would be in a more competitive market. There are a lot of signs that there is latent demand in the market and lowered prices would lead to an increase in total market volume.
Alternatively you can set yourself a price threshold. For example, sell half your holdings every time the price doubles. Essentially this acts as a log function on your gains in exchange for lowering risk.
There's a ton of room for fine tuning a set of rules to manage risk, as long as you are willing to stick to them.
Games like Pokemon/Zelda are very content driven and usually don't have any sort of complex systems that require deep access to game engine internals. As someone working solo, you are going to want to spend most of your time creating fun/interesting content. Tools for this genre have been built many times before by people with far more experience building them. If you spend your time rebuilding them yourself, it's a recipe for stalling out without having much to show.
If your goal is really to just have fun building out gameplay systems as a programming challenge, I recommend using a lightweight code-oriented scripting language engine. Some good examples in this space are LÖVE (Lua, https://love2d.org/) or Phaser (Javascript, https://phaser.io/). These will allow you to jump right in to building games without needing to learn a graphical UI and are usually more agnostic about how you build your game than fully featured environments.
If you prefer the latter, but still want to end up with a finished game at the end, I recommend scoping down from an RPG to something like a Sokoban-style puzzler (https://en.wikipedia.org/wiki/Sokoban). Use a tool like Puzzlescript (https://www.puzzlescript.net/) to prototype your mechanics. Once you've finalized your mechanics you can then recreate it in the engine of your choice and add any polish. Having a playable prototype will make it much clearer what systems you will need to build.
Best of luck building!
It turns out that designing studies for national policies is REALLY hard due to the complexity of our modern society. Institutions exist across a large variety of scales and the smaller the study the more you have to account for external factors and abstract out things like funding sources, which are not directly connected to the effect of the money on the populace being studied.
It's much easier to look separately at the effects of income, and compare that to separate studies on the effect of higher taxation, to see if the tradeoffs are worth it.