Monday, December 13, 2010

What happened to Mankriks wife?


So with the overhaul of the entire 1-60 in its entirety, i would highly recommend everyone to create a new character and just go out there and see the granduer and spendour which is a destroyed azeroth. The lvling purgatory we all once felt has become nothing but a memory.Blizzard took the challenge of making the old 1-60 grind into something new players especially could enjoy and progress through at a relatively fast pace while still appreciating the lore and interest of questing. WOTLK style questing takes place in many old areas, such as the renovations of hillsbrad foothills, in particular the quests following a particular death knight and his trip to the gilnean island. And even boring old places such as aszhara have been revamped to become more player friendly.

Orgrimmar is arguably the most changed place in all of azeroth now, the end of thrall has spelt disaster for those who despise the skies; and the city has more than quadroupled in size.

Blizzard's changes to lvling have arguably been one of the best modifications they have made to the game in general, and something that will be highly appreciated in the future.

Say hello to 10 more alts azeroth, they are coming!

Thursday, December 9, 2010

Welcome to the new found world, azeroth style.

"Welcome to the new world of warcraft", a phrase that has been thrown around diligently with the arrival of Blizzards 3rd expansion:cataclysm. This expansion marks the end of an impoverished world of azeroth and introduces one of splendour and grandeur. The game engine undergone some notable changes, but the most significant changes were indeed to the game world itself. Many game places experienced "cataclysmic" events, such as the destruction of the barrens into both an oasis and a crater, or the flooding of mirage flats in thousand needles.

And of course with a brand new expansion, comes this.

Monday, December 6, 2010

Sc2 Laddering

Kudos to Excalibur_Z from the Teamliquid forums for making such a great post on the Sc2 laddering system. Sourced from http://www.teamliquid.net/forum/viewmessage.php?topic_id=142211.

Introduction

This post is a followup to the original ladder analysis post, which shall go into further detail regarding the system. Please note that much of the content contained within this post is of a more speculative nature, and if a detail here is wrong it should not reflect poorly on the original analysis. I will be delving deeper into the mathematical underpinnings, though it should not be excessively complex and I will try to make it easy to follow.

Overview

To start with, we assumed that Blizzard used a system quite similar to their WoW Arena matchmaking system, albeit with refinements. The Arena system uses a Bayesian inference model to create its ladder and do its matchmaking. What this means in essence is that the rating used to represent your skill is easily updated after each match. For more details, see: http://en.wikipedia.org/wiki/Bayesian_analysis

In conjunction with this, the MMR is actually one part of the skill probability distribution. Blizzard also uses an “uncertainty” factor. That is, when you first start in Arena there is a lot of uncertainty in your rating. As you play more games, that uncertainty decreases and the system is more “confident” in the rating it has assigned to you. I will be referring to this uncertainty factor as sigma, and it is the inverse of the system's confidence. This forms a bell curve, also known as a Gaussian, or normal, distribution. For more details, see: http://en.wikipedia.org/wiki/Gaussian_distribution . The curve represents a couple related ideas: the range in which your skill may truly fall, as well as the fact that you do not play at exactly the same skill level every game. A more consistent player would have a narrower curve, for example.

This class of ladder and matchmaking is not new. The first system using a method similar to this is the Glicko system, used to rank chess players, and is arguably better than the famous ELO system which encourages some strange behavior (e.g. it is better to draw in ELO than risk a loss in many cases). Another well-known system is Microsoft TrueSkill, used in every Xbox 360 game for matchmaking and ranking, as well as PC games such as Dawn of War 2.

The published data on TrueSkill gives a glimpse at the underpinnings of a modern Bayesian ranking system designed for videogames. Blizzard’s implementations are obviously different from TrueSkill, though we can infer much from what we know about TrueSkill, and what we know about the SC2 ladder.
For a layman’s primer on TrueSkill: http://research.microsoft.com/en-us/projects/trueskill/details.aspx
For an in-depth description of TrueSkill: http://research.microsoft.com/apps/pubs/default.aspx?id=67956

Matchmaking

The short version of what the links above show is that it is possible (and computationally efficient) to take the MMR and uncertainty factor (also known as sigma, or standard deviation) for both players. The MMR and sigma form a bell curve per player. It is possible to combine the bell curves into a 3D probability distribution. This is done by combining the data to form a shape like this:

[image loading]

It may help to think of it as combining the two 2D curves perpendicularly and forming this 3D shape. This shape is centered on a point in the (x,y) plane, where x represents player 1’s skill, and y represents the skill of player 2. Intuitively, the best matches will be between ratings where x=y. Thus, Blizzard attempts to keep it as close as possible. Looking at this same shape top-down (try to visualize it as a topographical map):

[image loading]

Run a line along x=y, and you will split the shape into 2 pieces. If you sum the volume under the shape on each side of this split, and compare their relative size you will get the probability of a player victory. If the curve is contained wholly within one side of the graph then clearly that player is overwhelmingly favored by the system (Note: this is NOT the same thing as the “Favored” display on the loading screen!). Also note that this does not need to be circular when looking at a top-down section. If players have different confidence values it will look like an ellipse.

Note that this figure is taken from a TrueSkill presentation, and is copyright Microsoft. TrueSkill incorporates the possibility of a draw. More intuitively, it can be thought of as the “matchmaking sweet spot”, and something similar is likely used by SC2’s ladder to provide the system some wiggle room in matchmaking.

After a match finishes, the system needs to update the MMR and sigma for both players. Displayed rating will be discussed later in this post. Whenever a match finishes the winner’s MMR increases and the loser’s decreases. More interesting is what happens to the sigmas. If the match finished as expected with the MMR favored player winning (and remember, the loading screen “favored” display is NOT this) then both players' sigmas will decrease. That is, the system gains confidence in the ratings it has assigned to the players. If the match finishes in an upset and both players' sigmas are small, then the sigmas for both players will increase as the system thinks it may have an incorrect rating assigned to both. The change in sigma scales based upon the difference in MMR and the difference in sigmas. That is, losing to someone close to your own rank will not change your sigma too much (though it will over the course of several games).

If a lower-MMR player wins then what happens depends a lot more on their precise equations they are using. If a player's sigma is large in an upset (whether he's the winner or loser) it can decrease. That is because, given the right MMR and sigma values, it's possible in theory for the system to learn about that player's skill and rate him more accurately. If a player's sigma is small, however, it can become larger after an upset if that upset was truly unexpected.

To summarize: combining the MMR and uncertainty factor of a player creates a curve. Take two of these curves and form a 3D shape. This shape shows the probability of victory when split along x=y. Matchmaking tries to have x=y, but will expand the search if no match is found quickly.

Promotion

As initially theorized, promotion requires your MMR to be above a certain league threshold. However, because MMR changes greatly after each match and the opponent variation is so wide, often spanning multiple leagues, the system requires a particular degree of confidence before it allows promotion. Our initial theory assumed that sigma just needed to be small enough to allow promotion, but it's been confirmed that sigma never gets this small. Instead, it does this by a moving average. Here's an example:

[image loading]

MMR is erratic. A moving average seeks to smooth out the rapidly changing data points over time by evaluating your progress over X number of games. As we previously estimated, the system doesn't use your full match history because if it did, you would eventually get stuck in a league. Once your moving average crosses a particular league threshold, that's when you'll get promoted.

Players like CauthonLuck and Ret who had obscene win ratios had their MMR data points skyrocket. However, the moving average lags behind. In the cases of those players, it will take much longer for the moving average to reach that required threshold. This is why players like IdrA who were affected by this problem have decided to intentionally throw games in order to get promoted, because it allows the moving average to catch up more quickly.

Possibly related is players that aren't getting promoted or demoted properly despite a high likelihood that their moving average would have crossed the confidence threshold. Blizzard has said that this is indeed a bug and will be fixed by moving the affected players to new divisions.

Displayed Rating

Ok, how does all of this tie into displayed rating and the whole “favored” deal? If you remember back to WoW, ratings changed based on a direct comparison of your displayed rating to the other team’s MMR. So if your current rating was 500 and you were playing people with MMRs of 2000, your rating would jump significantly after every win because of the wide disparity. Now, we’ve identified that on the loading screen quite often players are seeing the other person as favored and the opponent (who is nominally “favored”) also sees his opponent as favored! How can this be? The theory put forth here is the system is again comparing your displayed rating to your opponent’s hidden MMR.

The reason for this is so that the system brings you toward your MMR more quickly. kzn explains:


On August 08 2010 14:30 kzn wrote:
How it works was like this: Say you've got a MMR of 2500, and you start a new team. It starts at 0 rating, but the matchmaking system will match you with other players of MMR 2500. If you lose a game, your team rating would not change at all. If you won, it would increase by 47 (a hard cap that was in place at least when I played). This was not explained as arising due to an interaction between the team rating and the opponent's MMR, however - it was explained as the system trying to get your team's rating as close as possible to your team's MMR rapidly.


Therefore, a corollary here is that when determining rating increase, the hidden threshold value for your league is added to your displayed rating, then compared to your opponent’s MMR, for purposes of computing the gain/loss to your displayed rating.

Example: ExcaliburZ and I play a game. His MMR: 2600, sigma: 100, displayed rating: 300. My MMR: 2500, sigma: 50, rating: 150. Diamond’s MMR threshold: 2300. Excal wins because he rules. What happens?
- His MMR will increase
- My MMR will decrease
- Both of our sigmas will decrease
- His rating will increase. How? By comparing my MMR (2500) against his rating + diamond’s MMR threshold: 300 + 2300 = 2600, his gain is thus off 2600 vs my MMR of 2500
- My rating will decrease. In the same way: his MMR: 2600. My rating + threshold: 150 + 2300. Thus I lose points proportionally to 2450 vs 2600.

Conclusions

SC2 uses a Bayesian inference system for its skill determination which forms an MMR and a confidence value for each player. These form a Gaussian distribution useful in determining win probability. Promotions/demotions occur when a player exceeds/drops below a threshold with sufficient confidence. Displayed rating changes according to a combination of the rating itself combined with the hidden MMR and league thresholds.

More clarifications from Vanick:


On August 08 2010 11:33 vanick wrote:
To be clear, the player's skill is never pinpointed. The sigma is never 0. All players vary in their performance from game to game and over time as their skill increases (or decreases!).

I left a point out in my writeup that I probably should have included. TrueSkill, and likely SC2's ladder, have a factor based off the time since your last game that increases the player's uncertainty level (sigma) by an amount related to that. Even if you're playing games back to back this factor will have a minimum value that will still increase sigma. This allows the system to adapt to a player whose skill increases over time.


Questions

Some of these have answers. Some are open questions. You can add on; I will answer them as best I can.

Q: So what’s the deal with people stuck in Platinum who can’t get promoted to Diamond despite clearly belonging there?
A: Short answer? It’s a bug. Longer answer: a lot of people have suggested that the system requires you to lose in order to build its confidence factor. This is almost certainly incorrect. The system in theory learns enough about you from your wins to promote you. Intuitively, if your record is 60-5 against diamond players, you ought to be in Diamond. The TrueSkill system can determine this, and I would be dollars to donuts that Blizzard’s system can too, as designed anyways. Implementation may have introduced bugs that certain players hit under certain conditions. We don’t have enough evidence to flat out state that the system requires you to lose. It may be a workaround to the bug, however.

One possible explanation is that the moving average lags so far behind that more games are required in order to cross the promotion threshold. It's also possible that the bug prevents the moving average from changing.

Q: So how do bonus points affect the display rating changes? If the displayed rating change is based upon the comparison of the opponent's MMR with the player's displayed rating + the player's league cutoff, then wouldn't bonus points inflate the displayed rating and cause problems?
A: I'm not sure how they account for this. One possibility is they keep track of bonus points that make up your displayed rating, and ignore them when performing the calculation in the back-end.

Excal: It seems more likely that the bonus pool is only used to increase the displayed rating for division ranking purposes and ignored in back-end calculation because the bonus pool increases at the same rate for all players. This introduces a constant that is easily discarded when assessing actual skill within the system. Furthermore, if bonus points were considered in the process of point calculation, it would present an unfair advantage for players who have not yet used up their bonus pool (because their rating is therefore inflated giving them more to lose).

Q: Would it take longer to get promoted if you've played lots of games? Assuming someone played a large amount of games (say 100 with a 50% win/loss ratio). If he were to start winning 70% of his games, would it be harder for him to get promoted than someone with similar percentages but fewer games played?
A: It would take longer, yes. The moving average trails behind sharp increases in skill.

Friday, December 3, 2010

2010 Update GSL and whatnot: What will we do without our Boxer?




Well the last few rounds of gsl have been quite interesting, a lot of big names have been eliminated from the competition and after seeing the death of some of the big FOus and slayersboxer, it i s hard to tell who exactly is going to take the season 3 GSL cup.

One big surprise was seeing a westerner make the top 8, with the advent of LiquidJinro to the Korean scene. Will he make the metagame more interesting? Only time will tell. We have seen what SlayersBoxer and Fruitdealer have done to it, will Jinro's playstyle be just as influential?

Of course Fruitdealer is known for winning GSL 1,taking out HopeTorture(Intotherainbow).

He qualified for GSL 2 and defeated his first opponent in the round of 64. FruitDealer was invited to do a showmatch agains, SlayersBoxer where he defeated The Emperor. After returning to Korea to play in the round of 32 in the GSL his opponent, also with the ID Boxer but more commonly known as "Fake Boxer", defeated the reigning champion 2-0.


Hmmm maybe its time to create a blog where each day i reveal to all my avid readers(All three of you) a pro from the korean scene which you may or may not be unfamiliar with. Hmmm maybe i'll do that.


Featured Above SlayersBoxer; korean emperor
Featured Below left: Team Liqiud's Jinro
Featured Below right: EG's Grack "IdRa" Fields.


Monday, November 29, 2010

Nov 30, 2010 19:00 KST(GMT+9)


Lee, Jung-Hoon

(MarineKingPrime.WE)
Lee, Jung-Hoon a.k.a MarineKingPrime.WE []
vs
[] Tak, Hyun-Seung a.k.a ST_Monster Tak, Hyun-Seung
(ST_Monster)

Kim, Hyun-Tae
(TSL_GuineaPig)
Kim, Hyun-Tae a.k.a TSL_GuineaPig []
vs
[] Lee, Dong-Nyung a.k.a LeenockfOu Lee, Dong-Nyung
(LeenockfOu)

Kim, Yoo-Jong
(oGsHyperdub)
Kim, Yoo-Jong a.k.a oGsHyperdub []
vs
[] Jang, Min-Chul a.k.a oGsMC Jang, Min-Chul
(oGsMC)

Park, Sung-Jun
(ST_July)
Park, Sung-Jun a.k.a ST_July []
vs
[] Han, Lee-Seok a.k.a aLivefOu Han, Lee-Seok
(aLivefOu)

Friday, November 26, 2010

Nov 29, 2010 19:00 KST(GMT+9)-along with favoured players

Jeong Seung-Il
(NewDawn)
Jeong Seung-Il a.k.a NewDawn []
vs
[] Kim, Nam-Kyu a.k.a BitByBitPrime.WE Kim, Nam-Kyu
(BitByBitPrime.WE)
BitByBitPrime.WE
Kim, Won-Ki
(TSL_FruitDealer)
Kim, Won-Ki a.k.a TSL_FruitDealer []
vs
[] Kim, Seung-Chul a.k.a sCfOu Kim, Seung-Chul
(sCfOu)
TSL_Fruitdealer
Jos de Kroon
(LiquidRet)
Jos de Kroon a.k.a LiquidRet []
vs
[] Kim, Chan-Min a.k.a TheBestfOu Kim, Chan-Min
(TheBestfOu)
TheBestfOu
Ahn, Hong-Wook
(HongUnPrime.WE)
Ahn, Hong-Wook a.k.a HongUnPrime.WE []
vs
[] Lee, Jung-Soo a.k.a JSLZenith Lee, Jung-Soo
(JSLZenith)
JSL

Nov 26, 2010 19:00 KST(GMT+9)







Lim, Jae-Duck
(IMNesTea)
Lim, Jae-Duck a.k.a IMNesTea []
vs
[] Yang Chia Cheng a.k.a FnaticSEn Yang Chia Cheng
(FnaticSEn)

Kim, Jeong-Gyun
(LittleBoy)
Kim, Jeong-Gyun a.k.a LittleBoy []
vs
[] Kwak, Han-Eul a.k.a MakaPrime.WE Kwak, Han-Eul
(MakaPrime.WE)

Jo, Myung-Hwan
(GoldenfOu)
Jo, Myung-Hwan a.k.a GoldenfOu []
vs
[] Park, Hyun-Woo a.k.a ST_GgoBooGie Park, Hyun-Woo
(ST_GgoBooGie)

Park, Seo-Yong
(TSL_Rain)
Park, Seo-Yong a.k.a TSL_Rain []
vs
[] Jung, Min-Soo a.k.a NSPGenius Jung, Min-Soo
(NSPGenius)





-From http://www.gomtv.net/2010gslopens3/schedule/-Be sure to check out gomtv.net for the latest up to date info on the GSL.

Thursday, November 25, 2010

Round of 32 BEGINS!

Round of 32
@ 19:00 Nov 26, 2010 (Fri.)


(Z) (Z)
IMNesTea vs FnaticSEn
(T) (T)
LittleBoy vs MakaPrime.WE
(Z) (P)
GoldenfOu vs ST_GgoBooGie
(T) (P)
TSL_Rain vs NSPGenius


These of course are the evening games, the first set of matches for the round of 32. You can watch these all live over at http://www.gomtv.net/# and the first of these beings at 9:00pm AEST(7:00pm KST).



GSL Season Three Begins

GSL is an acronym known to nearly all avid starcraft nerds as being the "Wimbledon" of E-sports. The Global starcraft league as it's known is the popular korean almost bi-monthly series of tournaments; (where the knockout tournaments are known as "seasons") where the best and the greatest of starcraft players duke it out in an either series of three games or 5 for finals. This event brings people from around the world to the home of e-sports, South Korea where the games played there have the potential to change the face of starcraft and the game as we know it. This happens so often, the metagames shifts so very often to the point where each month is a new flavour of play, and consequently leaving starcraft with a dynamic that many would consider alive. The game itself is incredibly rigid, and stays that way until the great starcraft community turns this game alive, making malleable play, and consequently giving blizzard a hard time working out what part of the game needs to be edited or "nerfed".

A prime example of how the korean scene has shifted the metagame in various ways is the stylings of a proffessional korean gamer known to many as SlayersBoxer. This man was known in brood war days as the emperor, a tribute to his strategic play and revolutionising the starcraft game. Recently Boxer has caused uproar in the korean scene with his wonderful play from the GSL season 2; to the point where he impacted every korean zerg player to the very core.

But what does this seasons GSL (season 3) have to offer. We see players revolutionise the games in different ways with such unique plays; the hyperaggresive, overextending style of aggression(high econ bane/zerg) has become ubiquitous with the name kyrix, what are we going to see now.

You can catch season three of the GSL at http://www.gomtv.net/2010gslopens3/ for previous games (note you need a premium account to access games two and three of many of these sets)or you can catch the live feed at http://www.gomtv.net/live

Sunday, November 21, 2010

OMW TO DIAMOND AMG


here it is folks, the winning streak that will hopefully bring me all the way to the bottom of diamond in 4v4's (mind you a lot of these games have been against players who we as a team have been heavily favoured for); but irregardless, a streak of 10 wins stands tall on its own. I would guess that around 4-5 of these games have been with heavy concentrations of diamond league players, but alas, no diamond for me.

This streak has also altered my w/l ratio quite a bit. My current w/l ratio stands at a mighty 66.6% which i hope to somehow increase with a shiteload of luck. Maybe one day i will reach the elusive diamond league!

If anyone wants to have a good fun game with this poor platinum noob, then you can hit me up with an invite either on starcraft(my character id is #833 on SEA servers) or if you frequent the starcraftarena.net forums then you can pm me "HoriZon!" there.

Sunday, November 14, 2010

John the starcraft 2 translator

First of all I'd like to say I have a great respect for NesTea not just because he won the tournament but because this guy had the courage to do what he wanted to do and proved he was right.I'm saying this because too many people even in Korea consider playing games is a waste of time.I, myself, was unemployed for 2 years , bout a year and a half before I joined GOM.All I did was play games at home and my friends would say that I'm wasting my life.Well...uhm..who's laughing now ?. I asked them " Can you honestly say that you like your job " and I asked them " Do you have a fan who draws a fanart just for you ? ". That shuts them up.

So everytime you feel ashamed of being a nerd and your friends, teachers, neighbours and even parents think gaming is a waste of time you'll remember there's no such thing as wasting life as long as you have the courage to do what you like and be passionate about it.You'll remember , if NesTea listened to all those critics he wouldn't be standing there with a trophy and you'll remember that even if you feel nobody around you supports you that I, Jay, Artosis and Tasteless, everyone in GOM will support you.Why ? Because we believe in esports. -Junkka November 2010 at the GSL season 2 finals.

Me playing terran



Just playing some interesting games, playing as terran goes very well. It's interesting to see how the different races play out; the discrepancies between the microing and macroing of different races.

Here we have it. I am picking it up though, really learning what terran has to offer, and terran as a race in whole is amazing; it teaches you so much about macroing and microing; absolutely fucking amazing.

Friday, November 12, 2010

Moar starcraft shenanigans


So lately folks my sleeping patterns have gone to shit. As a result i have been playing starcraft2 at very strange times of day. On Thursday i partook in some 6am starcrafts with some old guildies from Mac which made for some interesting play. It's amazing how strange the brain acts at particular times of days(especially 6am).

Anyways here is what starcraft2 looks like on my horrid computer(this baby has lasted me around 4 years now so it's still got a little kick in her).



These were some screenshots from a few games with a mate from Wow. Very good protoss (mid diamond if i recall)and zerg and it's interesting, because at the lower brackets games just are not enjoyable, the opposing player always has to try something gimmicky; they are always in it for the cheese, whereas most good players won't play for the cheese, they will play for the midgame, because they know that midgame starcraft 1v1 is where you are at your strongest and your weakest, and allows for strategy. It's quite refreshing actually to see a game get past the 10 minute line without my opponent making an ass of himself doing some sort of cheese.

Sunday, October 31, 2010

Starcraft 2 shenanigans

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=161783

This game was between myself and my old guild master on World of Warcraft. It was a cannon rush that didn't work out.

Anyway i think the way i handled that cannon rush was pretty good, for one it was a pretty terrible one at that, and the one mistake i did make was not putting my guard sentry on hold [H]. Besides that i won fairly easy with superior economy and tech.

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=161781


This replay was between myself and a player named Bloodmoon on the SEA servers. I have started playing on the SEA servers occasionally and was a ladder matchup. I don't ladder nearly as often as i should, and when i do it is usually 3v3 or 4v4. This game was fairly easy, and my hero probe at the start running with my first lot plus superior micro won me the game.

Monday, October 25, 2010

Great Scott! Where has the time gone!?


So in this world of starbucks, internet, blogging, e-networking and the still tasty coca cola that Marty Mcfly enjoyed in his time, i have a question; would "Doc" Emmett Brown have seen this world the way we see it, and more importantly, would he be happy with this future that he has visited. Also, how much have we changed since the producers of BTTF (backtothefuture) envisioned this day. Did they seriously think in the naive days of 1985 that the not-so-far future would be similar to what they created. DID THEY REALLY EXPECT HOVERBOARDS!>!>!>!

Well i have to say that 25 years is a very short time in terms of the world of humandkind, and just a pinprick in the great lifespan of the earth. It took millions of years for neanderthals or monkeys or the missinglink or "politically correct term" to invent the spear, and discover fire; so you could say there was a minute miscalculation on their part. Like when we look at it, not much has really changed. Sure we dont have Deloreans everywhere, but we are still listening to Michael Jackson, the US is still scared of black people and the government still blows, but hey, it aint ever gonna change.

Here's a question i pose to you; what do you imagine 25 years into the future is going to be like, and do you think hoverboards will exist then?Or will it be bigger, will we have nanotechnology and have to bow down to our Evil ant overlords, or Libyans?

Sunday, June 6, 2010

For those rainy days when you are bored shitless...Try Anime

List of anime which bore/excite me (to date). If you have read the previous posts, and like what I am about, then these may appeal to you. If not then hey you still may get a kick out these shows:

I have liked:
Bleach
FMA
Gintama
Ghost in the shell(SAC)
Hellsing
Code Geass
Initial D(yeah i know it was a few eps but i loved it anyway)
Cromartie High School
Cardcaptor Sakura(This shit is baddass)
Vampire Knight
Death Note
anything from the studio ghibli collection, (just watched spirited away again, shit was so cash)
I disliked:
Gundam (ALL FUCK GUNDAM AND ITS FAGGOTRY LAME ASS STORYLINE IF ITS EVEN THAT)
Naruto
One piece(this was even an anime)
Dragonball

Recommendations for experience
Boku No Pico(everyone has to watch this, at least once)
Lucky Star(this is what real anime is)
clannad: 1st season/movie /watch first season first(is the afterstory really a second season idunnololwut)



Anyway that is my short list of my anime experience. I tend not to watch as much because my download limit is pretty poor(living in regional nsw aint that good nets bro).If you have any recommendations of what i should watch next, feel free to place comments and suggestions below....or wherever the spot for comments is.

Friday, June 4, 2010

Filthy, Filthy Aids

So it is well known the internet is home to anything and everything. Niggerrape? yes, Nazi porn? You betcha! Furuncular myiasis? OH GOD NO!

Now this is one filthy, filthy thing to have

Basically what it is is a case of maggots growing UNDER YOUR SKIN. But how could this happen in this day and age you say? Well it does, mostly in Tropical Third World countries.

If there is anything that could drive a person towards cleanliness in all aspects of the word, then this my blogfags, would be it.

I mean come on.

You can see this and more at http://www.stanford.edu/class/humbio103/ParaSites2001/myiasis/Anna%20West%27s%20Myiasis%20Page.htm

Anyway not much has happened really lately, just the same old, and i am slowly getting the nerve to start polyphasic sleep. At the moment i have prepared myself with a series of "dry runs" where i hop into bed at the same time i will with the uberman schedule, and i do my bestb to get half an hour of sleep; just to prepare.

Also i have noticed an afternoon nap using the siesta phasic sleep schedule works a treat, and makes it extremely easy to get up early. I will have plenty of time to work on this schedule too now that i have finished this semester's exams(FAILING STATS IS AWESOME AMIRITE!!).

Saturday, May 29, 2010

Not another bad Mmo

So here's the situation: You have just started another mmo, which will be now taking up a lot more of your time. You study for approximately 3 hours a day, work for 4 hours every few days and have a hefty schedule of other activities which take up most of your time. For the better part of the night, you are getting about 8hours of sleep; and with this you suffer from acute tiredness. You feel lethargic, and every morning hits you with the force of a concrete block; a constant hangover. But now, you have entered the endgame of this mmo, and any endgame be it aion, wow, guild wars, age of conan, any endgame means more hours/ more effort put into the game.

So here we are, putting another 3hours of gaming into this schedule, even more. I COULD try to make time, by shaving off study time work/ other games/ other activites. And that is what I shall do. By shaving time off sleep.

But how could this work you ask? You need those precious hours of REM to prevent yourself from going crazy!

We obviously know that our society operates on a circadium metronome. 24hours, 8-10 for sleep, the rest for play. However what we don't know is the wasted time spent on sleep. Sleep is beneficial, nobody is here to deny that, however it is incredibly inefficient. REM, or the dream state of sleep is shown to revitalize the mind, allow structural repair and HGH development. However a large portion of time is spent in lighter states of sleep; states, which could be classified as wasted time, not particularly needed.

Well what if we could hack our brains, tell them to become more productive and go straight into the tonic which is REM sleep?

Well we can.

Welcome to The world...Of whorecraft

Well I have recently have had my end semester exams, which have literally drained the life of me;almost. While I was in this current zombified state, i decided to visit my old server of Dath'Remar, where I had spent many, many hours trolling and rolling around the server, where i spent a vast majority of my LK raiding time. I have to say, a lot changes in a month. Just like life, the internal metronome of warcraft beats hard and fast; i noticed friends and guildies had left for other servers, other factions, not only that but i was happy to see many new faces. I also had noticed that their progression into icecrown was a little behind my expectations. I also strolled through the realm forum, generally looking at the server's general progression, *I was disappoint. It occured to me that this same guild has spent countless hours focusing on what would be placed in their definition of completing cutting edge progression.

But at what point does, what could be considered 'brute forcing' a boss down become hopeless?
Do we as raiders turn the raiding game into an office job, pushing the numbers until what we have is a somewhat rushed sense of progression? Is that all PvE is; A fight for GS?

Now, as raiders the initial cycle of raiding is very obvious to anyone who has spent >10hours in a 25man; we see the cycle as:
1. We get epics
2. With these epics we can complete further progression
3. Even if we don't kill the next boss, it's alright because next week we will have more gear and down it.
4. We will farm the current content, then more will be released, ad infinitum.

Now looking at the big picture, this seems somewhat pointless right? Well the ingenious work of blizzard allows this big machine to be segmented into gears and nuts and bolts. 90% of the time as raiders we only see the next gear of this machine, the next boss kill, the next achievement, the next drake, the next title, and all this time it is churning out the very thing that people despise; ignorant failure.

PvE drags people into the mindset of micro-progression.

Saturday, May 22, 2010

Second Post, First Was Gay




Disregard first post, i suck cocks.

I decided that the first post was very useless, serving as an intro post for my blog. Hopefully this will amend the issue most Blogs have. Most blogs are designed as short and sweet musings, long walls of text tend to make a reader lose interest; so i have compiled;"Patrick's Guide To Internets"

Rules

  1. See 2.
  2. You know this /fa/ggots
  3. Make posts short and to the point Q.E.D.?
  4. NO excessive use of vocabulary to end up making what is seemingly genuine content manifest into what could be considered as a wall of text.
  5. Adress everything
  6. Cite all, also clean fonts
  7. Short paragraphs
  8. More images needed
  9. Blog Moar
  10. Engage audience, stimulate response through content.
Also 34. If it exists, there is porn of it.

New development

So it has been a long 6 months, but it's time to actually start work on a blog. Which got me thinking; how many blogs exist out there on the internet, what is the average life of these and what is the average number of followers per blog?



Well the results were pretty interesting.

Approximately 2.4% of total internet traffic goes to a blogspot blog. To put this in perspective the internet is comprised of approx 1.8 billion users worldwide, that's around 25% of our worlds populations, which means that blogs recieve around 15million mouseclicks a day(averaging 3clicks per user). There are several million blogs that exist as well (approx 3.2 million). The average life of these blogs varied greatly, with mildly successful ones living for up to 5 years, and shorter, less successful ones, spanning the life of mere weeks.

So what compels us to create a blog? Is it that need to share our vault of knowledge with others, our musings, or is it deeper than that? Well suffice to say, it isn't. Blogs have the true juxtaposing design of creating intimate anonymity. We have access to that individuals true feelings and ideas, all with the click of a mouse. Blogs do what the internet is designed to do; connect.

The world is your oyster; the interwebs, your map. I know where I am headed baby, do you?