A list of puns related to "Optimal Design"
With the addition of Aya to the open world bounty droptables I see a recurring design flaw in Warframe. A lot of the optimal farm methods for example involve aborting/failing a mission instead of finishing it:
- Spawn a Kuva lich - do Cassini and abort if the weapon is not desired;
- Spawn a Sister of Parvos - do Hydra and abort if the weapon is not desired;
- farm Aya - spam specific bounties and fail a stage to repeat a desired stage.
I think this completely ruins the flow of the game. I do think that the most efficient ways should be thought of and the droptables designed for them. I know Warframe balance is difficult and I know we are not forced to use cheese strategies but let's face it - we often want to do the optimal thing even if it's not fun and designing the optimal method to be fun would be great.
An exception to this rule for example are SP weapon arcanes and void relic farms which you discover only after extraction.
A good design should take into acount players trying to optimize their strategies.
Anyone agree? I am fully ready to accept that I just suck at faceoffs and I should just git gud if that's what it comes down to.
I just feel like the flow of the game is more dynamic on the 2v2 map. The 1v1 goal is so low and a lot of weird bounce goals go in.
So, after a storm some douche dumped a bunch of short pieces of 2x6 and 2x4 in front of my house.
I've been needing some sawhorses for work around the house and decided I'd use this stuff to make some.
So I'm looking for either a drawing of a good design or a photo. I ain't a union carpenter but I"m not a newbie either. On the sawhorse level, if I can see it I can make it.
A little help?
game design is a bitch
I want to make explored locations (and seen items, conditions, features, places, etc.) sort of collectibles, so that the player can look at them in the ~ lore menu and feel good for having collected dozens upon dozens already
so I want to make seen elements of content kind X increase a tiny bit skill Y and I want to make higher values of skill Y increase a little the quality of loot created/improved by action Z
effect? disaster
the discerning player will now never perform action Z until he explores the dungeon in and out, but at that point action Z is meaningless (except as means of increasing the value of the player's collection)
I've killed one of the more important early and mid-game features of the game (crafting to be precise)
what lesson is there? what's the general rule so that I can spot it next time before implementing the new mechanics? how to rescue this idea?
here's the failed commit: https://github.com/LambdaHack/LambdaHack/commit/930dfd46b949d1525e900b997137389a8092305b
Edit: from the discussion so far, the general rule shapes up as follow: in order to keep the player in survival mood (not wasting scarce resources) but not discourage using the full array of possible actions during the playthrough, the game should avoid increasing the quality of the actions' outcomes. That only applies if the outcomes are permanent and fixed (e.g., a good or bad quality item created that doesn't rot and can't be cheaply augmented afterwards) and if the quality increase accumulates from start till the endgame (and not, e.g., through early game for some actions, mid game for others, etc.).
Or, as another astute commenter put it: The player should not be able to know with full certainty if now is the most optimal time to use some resource (crafting ingredients, in this case).
Edit2: The proposed solutions so far are: [doh, reddit killed that section after an edit :( is there some version control for the texts?]
Does anyone know if there is an optimal sphere design? Production-cost/energy output maybe? Got a O-type with 2.5k lum but not sure what to do with it.. and is it better to build the largest or smallest sphere?(perhaps both)
For a pin design in Illustrator, is it better to have outlines be made of one path with a stroke, or a closed path on either edge of the line with a fill in between?
Also, can hard enamel pins have tapered lines? I see a lot of rounded lines in pin designs and I don't know if that's a stylistic choice or if it's just how they have to look
EDIT: Ok I just relized the first question didn't make any sense because I asked should it have a stroke? or a stroke? So I fixed it to say what I actually meant
Vuzix US Patent & Trademark Office Shows Application For Co.'s 'WAVEGUIDE TURNING GRATING DESIGNS FOR OPTIMAL EFFICIENCY'
Today 9:37 AM ET (Benzinga)
Hi!
Iβm about to start my masters program and Iβm a bit confused on which course to take (I (likely) would want to go into the data science field, but am open to other fields stats related as well)
My first semester, I have very few options in regards to courses, and canβt decide which course would serve me better:
Course 1 Description (optimal design theory) Gauss-Markov theorem, optimality criteria, optimal designs for 1-way, 2-way elimination of heterogeneity models, repeated measurements, treatment-control; Equivalence theorem, approximate designs for polynomial regression.
Course 2 Description (nonparametric stats): One, two and K sample location methods, the histogram estimator, kernel density estimation, the choice of the smoothing parameter, other density estimators: orthogonal basis, penalized maximum likelihood, nonparametric regression: Nadaraya-Watson, choice of smoothing parameter, k-nn, splines, bootstrap.
I apologize for any formatting mistakes, Iβm on mobile.
Any insight would be super helpful! Thank you in advance!!!
I don't know how squarly the argument fall into data science or experimental design, I have worked in 2 R&D departments of industrial machinery dedicated to PVD and CVD (physical vapor deposition, chemical vapor deposition).
How do you convince people at work that d optimal design is not a scam when the end game is formulating a model through multilinear regression?
Edit: i explained both the high level goal and the advantages but the supervisors don't seem convinced I wanted to ask whether or not someone applied the technique in the workplace
so knowing the system will be random, what results do you think will be the most entertaining? I think human sacrifice based systems, particularly with very high cost useless spells, would be fun. sacrificing an entire town to give a pig 3 eyes? why not. Or potions could be really cool, drink the wrong one and your entire body turns to liquid. i mean the possibilities are endless, i really canβt stop thinking about the myth and magic system, iβm already a fan of making a bunch of worlds and viewing legends and seeing how individuals interacted with the world, and having wizards and gods and stuff in history too will be awesome. I really have never been more hype for a video game before honestly lol
I'm at the point where I'm starting to plan out my sphere and I'm confronted with a lot of choices but no meaningful context about the impact of those choices. For one I noticed the option to choose the radius of the sphere's orbit. After testing it out I discover that a larger orbit means that it can fit more nodes and would therefore require more materials to build out.
But logically speaking if the point of a Dyson sphere is to capture 100% of the star's output no matter what then it shouldn't matter how large the sphere is right? And you should make it as small as possible to minimize the construction requirements. But if each node/cell captures a flat amount of energy regardless of it's distance to the star then I would want to make the sphere as large as possible to maximize potential energy output. Does anyone know which one of these two options it is?
Also similar question is it better to maximize cells or nodes? Ie build out the nodes as far apart from one another as possible or as close together?
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