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Also, Calabi-Yau spaces are energy constrained to the laws of physics: expansion has to occur in other spaces otherwise the expansion of the universe would radically alter the Plank constant, among other dramatic things, if I understand the theory correctly.
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Quote:Conversely, by giving individual players so much power relative to most MMOs so that virtually everything can be soloed, they have made the game a little less team friendly, as many people have observed even in this thread that the same power strength that makes it possible for solo players to never need to call for help in content even in highly suboptimal builds also allows players to blitz content to such an extent it nullifies much of the feeling that you ever needed to be there in the first place.The game wouldn't have been less team-friendly if the iTrials had used the regular team features rather than a new raid feature. However, by excluding "solo players" from content - and not only powers and mission content - by using the raid mechanics, it has become a little less solo-friendly.
Its easy to see the problems you care about and even easier to miss the ones that don't even seem like problems in other circumstances.
Of all the misconceptions and exaggerations that surround this particular issue, the most pernicious is the one that suggests that if only the game was optimized for solo players, the people who want to team could team anyway so that's the most inclusive position to take. This is just as false as the notion that people who want to solo can just multibox teamed content. It fails to acknowledge that this is not about teaming or soloing, but about the experiences the players achieve within those contexts. Teaming is not about having human beings control a few more percent of the pixels on the screen, or people wouldn't complain about being redundant on teams.
This is a problem without a solution: you can only be important on a team if it needs you, and it can only need you if failing to have you caused a negative outcome of some kind. You can pick a spot on the dial from A to B, but whatever spot you pick you will annoy a large number of people who will think your selection is obviously stupid. -
Quote:Actually, not exactly. The original ATIO increased minion crit chance by one percentage point and the higher crit chance by two percentage points. Essentially equivalent to increasing the critical chance by 20%. It will now boost by 2 and 4 instead, an increase of 40%. As far as I know, the powers with an explicit 15% chance to crit are only going to be boosted by the higher value, it won't be increasing by six percentage points.The scrapper AT set is being changed to function how I initially thought it did, i.e. such that it modifies the specific crit rates of powers as opposed to applying a flat buff to the basic 5% rate. There's your scrapper buff right there. I wouldn't have made that change myself but I'm not going to complain about it!
The crit bonus got higher, but it did not change the way it functioned. -
Quote:You're using the word "space" in two senses: the colloquial sense and the physics sense. They are different. "Space" as it pertains to the universe and cosmology have a specific, if sometimes debatable definition. By definition "space" is all of the three dimensional space that exists. By definition there is no space outside of space, because any space outside of space would be just more space.I think about this sometimes, and it makes my head want to explode, but in a good way (frustrating but exciting). I doubt our universe is expanding into a nothingness. I've doubted this ever since physicists started playing around with the mathematics, regarding the notion that we ever might be able to create a universe in a lab. Much of the math shows that it wouldn't exist for long before expanding into its own space. Much, much less than a second. But what does that mean? Where would its own space be?
I think it's more likely that our universe or multiverse is spreading over or through some kind of structure. Not empty nothingness, but something that exists; even if it doesn't follow the laws of physics within our own universe. But this inevitably leads to the question, "Well, what kind of space does THAT structure exist in?" Doesn't there, at some point, have to exist a barrier beyond which only nothingness exists? Maybe, maybe not. But that isn't the most pertinent question for physicists. We take our existence for granted. But, reasonably speaking, if there ever was a nothingness at all, at any point, then the existence of anything at all makes no sense whatsoever! How is it possible that you're even reading this?
When cosmologists talk about expanding space, they are talking about the geometry of space. When space expands, points separated by a certain distance from each other get farther away. But the space doesn't have to expand into "more space." It has to expand into "something" if you want to think about it that way, but that something may not be anything like space as you know it.
When a balloon expands when you inflate it, the surface expands. But it doesn't expand into "more balloon" that was already there. The balloon itself got larger, and expanded "into" something that has nothing to do with the surface of the balloon itself. In the same sense, our three dimensional space can be expanding into a hypothetical fourth dimension, but that dimensional space would have nothing to do with our space. Its not a different kind of space we can just explore, any more than two-dimensional beings living on the surface of a balloon can just "go" into the third dimensional space their balloon universe is expanding into. -
Quote:This may be a question with no answer, not even a satisfactory metaphysical answer. Imagine a simulation of a universe with thinking beings in it. Now imagine the simulation is actually not being computed in real time, but is a recording of the simulation that is being played back. Then ask how it can be that the entities in the simulation can experience the flow of time if they are just static recordings that don't and can't change.But this only produces other questions. For example, why do we experience the passage of time if time doesn't really "pass?"
Experience itself might be relative. Here, its relative to the playback machine. In the physical universe, experience may be relative to the arrow of time, even if the universe itself is a static general relativistic manifold. In other words, we only experience time moving forward because that's the way cause and effect function within the rules of the universe, even if those rules in a sense have already played out.
Notice how hard it is to even express these concepts without referring to time. Its actually possible that the question "why do we experience the passage of time if time doesn't really pass?" is a meaningless question, because it asks why we perceive the passage of time if time itself doesn't elapse. Time can't elapse: time is the structure by which events elapse.
Put it another way: you might be asking a question that is tantamount to asking this question: how can we move, if we don't move the empty space out of the way? That's nonsensical, because empty space isn't a thing that needs to be moved out of our way. Time itself may not be a thing that needs to itself have a temporal frame of reference. Events pass, but time does not pass. Time can be static, and be the fabric within which events are said to be ordered. That ordering equals cause and event, and within that relative frame of reference we experience time flowing in one direction, the same direction as cause and effect.
Of course, there is another point to consider. We may experience time moving in only one direction simply because its impossible to experience it moving in any other direction. Suppose right now time reversed direction for an indeterminant amount of events. Then reversed again and moved forward. We couldn't perceive that, because as time reversed our memories would unwind and erase: our memories are a cause and effect process embedded in the universe: reversing time reverses those processes. So we can't remember time going backward, we can only remember it going forward. This might be a completely independent way in which "why do we experience time going forward only" may be a meaningless question. Experience itself may be something that can only occur in one direction. We cannot remember the future, so we can only perceive the past, and that's why we only experience time progressing in one direction. Experiencing the future as it becomes now *is* the only experience that can exist, so we're biased by cause and effect to only see things going in one direction. Cause and effect prevent us from ever seeing it the other way.
Mind bogglingly, one final way to look at it is to imagine that all versions of ourselves from every moment in time exist, but are trapped in that one instant of time. Each version of us only knows its own past and only perceives that one instant in time. The experience of time could be an illusion. It could be that no version of ourselves ever experiences time. There are an infinite number of versions of us, each with a *memory* of experiencing time *up to that point* but that memory is itself a construct. We would be like images in a flipbook, each one convinced it is experiencing time flowing, each one trapped on a single page, no two connected by anything in particular except for being in the same book. -
Quote:Also 50% less likely to end up completely locked out of your room, I would imagine.Also, speaking of double room, if you're going by yourself, I highly encourage you to post a message somewhere here and try to get a roommate. I did it last time (woot, Ninus!), I'm doing it this time (woot, Hyperstrike!), and it's awesome. You get to hang out with someone who loves the game and get to know more than just passingly during the Pummit, your lodging fees are half what they would have been, and even if you hate their guts, it's only for one or two nights, because you'll be busy with other stuff pretty much all day. This is the best deal of all, and not just in terms of money saved.
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Quote:You can easily boot Windows off of this and have plenty of space for stuff you want to go fast. I've been playing around with the 120GB version for caching and certain disk-intensive things, and I can say City of Heroes patches plenty fast. The cost is less than most gaming rigs' video cards.SSD prices look more reasonable at the moment than a year ago, due to the flooding in Thailand that wiped out 80% of the world hard drive manufacturing capacity.
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Quote:I've thought about attempting to game the physics engine like that, but a simpler way to get a similar effect is to use a teleport foe effect with an effect fx that travels from the target to the teleport location, so it looks like the target moved quickly from the original spot to the targeted location.I've always wanted to create a workaround for that.
The animation would be the character throwing the grapple thingy at the critter and then yanking their arm back immediately, so that the lead "sticks" the critter and then flies back immediately. Nothing to animate around/on the critter.
This would summon a pseudo pet on the opposite side of the critter than the caster, which would cast a 1.67 knockback power (a fairly low mag KB, shouldn't send them flying too far), which in turn would knock the critter toward the caster.
Of course, the problem is the animation. I don't think the game knows how to shorten the length of an animation based on the range of the critter. If you watch the whip attacks (which have a similar but not exact attack animation to what I'm proposing), the whip smacks down about 15-20 feet in front of the character regardless of whether the enemy is in melee range or is 20 feet away.
Basically Shield charge in reverse. -
Quote:"Catering to a solo-only playstyle" explicitly says the game should allow people who only wish to solo to have access to everything, it does not say the game must contain content that can only be played solo.If that's what he meant, why would he say "solo only play style", given that those words in no way imply anything you just said?
I haven't seen anyone brave enough and crazy enough to espouse the belief that the game should specifically contain only content that requires being solo to play it. -
That's actually a good description of what *good* critter AI looks like. You only have so many CPU cycles to fake an AI for a critter, so the best AI systems use a few really stupid-simple rules for the critters that are specifically engineered to combine in interesting ways. The best AI makes the critter do the obvious thing 95% of the time, and 5% of the time do something strange but generally productive. It looks, to the average person, like the AI is normally doing the tactically straight forward, but occasionally trying to be creative.
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Quote:Sometimes, yes, sometimes no. There are critters that "stand off" from the player and clearly even if they have no attacks they will not rush the player. But some player pets do the opposite: even if they have ranged attacks available they will rush the target, even though they have no melee attacks for which that might be a theoretical advantage.And this would be part of the attack decision, yes?
Theory; critter is put into a Decision state, and needs to attack, move, or wait? There's no viable wait decision anymore as waiting seemed to be a permutation of the attack decision (wait to attack with an unavailable power instead of deciding to attack with a new power) and they don't try to predict action anymore so they would't know to wait.
Then, getting to the attack decision. They would once again use melee attacks in turn, without any method to consider if it was a desirable option to. This would have them consider range in forcing them to move into melee range to use the power.
If they have no attack powers available, my theory is they are forced into a move action, with no real ability to choose to wait, deciding to move closer to the target for some reason. Really until this thread I would have sworn the AI had them check to see if there is an action available, if not move closer, if yes execute. At whatever frequency or triggers it is they did checks.
I've yet to discover what causes a decision state, but durring runs on the dummy to see what the pets do with regard to ranged vs Melee, attacks seemed to have a very high "Priority", if that's a good way to put it.
I only know the parts of the critter AI I tested to death and discussed with the devs. There are other parts of the critter AI that I'm still not sure how they work. If I was allowed to work on one part of the game and clean it up and improve it, it would probably be critter AI. I suspect there are lots of ways to simultaneously make it burn less cycles and yet still be "smarter." Or rather, appear to be smarter even if the actual decision tree they employ is on the surface dumber. Before, the critters were too "smart" for their own good, thinking too much about what to do that they often didn't do anything.
Complicating matters is that its one thing to make a decision tree for attacks, but there are other powers besides attacks critters can use, and also movement preferences (stay at range, close to melee), and also other status effects they are otherwise supposed to obey (taunt, afraid, placate, etc). And these interact in sometimes odd ways. For example, there exists a pseudo mez state that doesn't exist as an actual state flag, but it exists as a behavior. I call it "oblivious" and it sometimes occurs when you first terrorize, then stun a critter. Sometimes, the combination causes a critter to almost act placated: they just walk away as if not aggroed and not terrorized, and also not stunned. I don't know how that happens, because mez states are boolean variables: yes or no. They can't "add" in the normal sense. But it happens. -
Quote:1. Hover your mouse over the name of the power to see what your enhancement percentages are. Hover over an enhancement to see the set bonuses of all the enhancements of that set (i.e. if a single power had three crushings and three makos in it, hovering over any of the crushings would show which crushings you have slotted and what the set bonuses, are, hovering over any of the makos would show the same thing for the mako set in that power).Yeah, I agree. That was positively painless. I didn't even have to leave the University building. Not bad. Not bad at all!
I still have to mess with other powers and figure out what to drop out of where, but we'll see how that goes. I worry that I might have to figure out a way to six-slot all my attacks now...
*edit*
The reason I say this is it seems that dropping even a single damage enhancement out of Crushing Impact drops damage below the three Common slotting. I haven't run ED calculations and I still can't figure out how to see enhancement percentages in Mids', but I don't think it would be by this much. If I drop one of the triple-aspect damage enhancements, damage drops to a total of 121.9% enhancement down from 127.2 for Common slotting. That's 5.3% points of difference, and with ED reducing anything past 100% down to 0.15 of its own value, I'm only really seeing a loss of 0.795% damage slotting. That's not a lot and something I can live with. The only question is which combination of the other two to sacrifice. The way Crushing Impact is designed, I get a choice of all three pairings of A/E, A/R and E/R. Remember what I said about granularity and wanting to pick my enhancement effects separately? Well, I can't see it getting any more separate than this, considering these are multi-aspect enhancements.
I actually like this sort of symmetrical orderI know it's probably just Crushing Impact that's like this, but hey - that makes me like the set more!
2. You have two interesting choices if you want to 5-slot Crushing Impact. If you drop Acc/Dmg/Rech from the power you end up with 41.29% acc, 96.25%dmg, 62.49% end and 44.14% rech. But remember the set bonuses of Crushing Impact include a 7% acc and 5% recharge, so that power is actually 48.29% acc, 96.25% dmg, 62.49% end 49.14% rech. That's already better than the 6-slot level 50 common IO slotting in every way except damage, and common slotting is only 97.94% after ED, a difference of 1.69%. And the acc bonus and rech bonus stack: doing this to two powers would make each have 55.29% acc and 54.14% recharge (compared to the 42.4% you get from slotting a single common level 50 IO).
Alternatively, if you have enough endurance you can drop Acc/Dmg/End instead. You end up with about identical end reduction (44.14% vs 42.4 for common - still higher actually) but you end up with a lot more recharge.
3. If you want to five slot, really want damage, and don't want to deal with procs, and don't want to buy purples, then another possibility is to take four Makos: all except for Acc/End/Rech and the damage proc, and then slot one Crushing Impact Dmg/End/Rech. You end up with 44.05% acc, 66.25% End and Rech, and 97.89% damage *and* a +3% damage set bonus, meaning the attack has a net damage enhancement of 100.89% (set bonuses are unaffected by ED, so you can always add them right onto the top of the ED-slotting net value).
This is in all respects better than common IO slotting and has a bit more net overall damage, including the set bonus. -
Quote:Tony is asserting that some people believe the entire game must be accessible to someone who solos only, not that the entire game must contain nothing but solo-exclusive content.Find me one person who has insisted that the game be solo-only and not just soloable.
Under that criteria, there are lots of people who believe either that the entire game should be accessible to solo-only players, or that all possible rewards must be accessible through content explicitly designed to be soloable. -
Quote:If the critter has am 80 foot ranged attack and 60 foot ranged attack, and the 80 is recharging and the 60 is available, if the critter is standing 70 feet away it should move closer and use the 60. In the old days it would sometimes wait at 70 if it thought the 80 was coming back soon rather than move closer and use the 60.Sort of what I meant, but I didn't say it well. If they don't consider range, the Attack, move, wait decision is skewed from it's original Implementation. Now, critters that have melee attacks will use them; pushing them into melee, while critters that don't have melee attacks suffer from a seemingly conditionless move choice (when either attacks are unavailable, and there seems to be no wait condition) once they find themselves unable to attack.
Meaning, in a somewhat roundabout way that the fix meant no more range.
Am I missing something that makes that not accurate?
I believe this was an attempt by the original designer to make the critters "smarter." To prevent sucking up CPU on the servers, the critters don't make constant decisions every 30th of a second. The only make decisions periodically unless forced to by a change in conditions (getting hit, for example). So if you have an 80' attack recharging and a 60' ready, it might be better to wait for the 80' and use it rather than pursue the target into range of the 60'. In fact, if the target is running away you could be pursuing longer than it would have taken to just wait and shoot. But this more complex behavior was itself prone to getting jammed or confused, and it had to be hard-coded so it relied on powers recharging at a particular range of rates. Outside of that sweet spot, faster recharge could confuse the AI.
The critters still think about range in terms of deciding whether to get into an optimal range for certain attacks, but they no longer try to *predict* what the best move will be in advance. You could say they are aware of range but have no memory of range. -
Quote:I don't think so. The critters seem to do that for other odd reasons. If it was only the range thing, then critters with no melee attacks would hold to the range of their shortest range attack, but Phantasms which have no melee attacks and a ranged preference run right up to melee range and then use power blast, which is still odd.So, wait...does THAT explain why my Drones and Protector bots absolutely have to, without fail, go and punch the AV in the face? Because I know they never used to do that.
Although I did notice the problem seemed to kick in around the time demons went live, and then never changed, so....?
My guess is that there's still another set of oddities within the part of critters' AI brain that controls why they run towards or away from targets that is also a bit squirrely. -
Quote:It should be about 2.4% more slotted damage and 26.5% more slotted accuracy, endurance, and recharge. On top of that among its set bonuses are 7% more accuracy and 5% more recharge, so in fact recharge increased by 31.5 percentage points and accuracy by 33.5 percentage points.I didn't see a meaningful increase in damage between the A/E/D/D/D/R Common slotting Knockout Blow had before it got Crushing Impact, but all of the other aspects increased in scale, so that's a gain. I'm not sure by how much yet, but I'm working on it.
What you might notice most is KO Blow recharging in 14.4 seconds instead of 17.6 seconds. That slotting shaved three seconds off of KO Blow's recharge, while costing nothing in damage, accuracy, or endurance (all also went up). Its not a huge gain of course, but its noticable and that's only the benefit of a single power being reslotted with a relatively inexpensive set. -
Quote:Nope. If a critter has +100% accuracy, then they hit things without defense 95% of the time - 100%, but obeying the 95% ceiling. The best that defense can do is reduce that from 95% to 10%, which is a reduction of 89.5%. In other words, defense has a mitigation maximum in that circumstance of about 90%, comparable to the 90% resistance cap. In the old days, we could reduce 95% chance tohit down to 5%, which is an effective mitigation percentage of 94.7%. Defense used to be able to exceed the 90% mitigation ceiling. Now, from accuracy values of zero to +90%, defense has a 90% mitigation ceiling. Above +90% its a little lower than that due to saturation, but accuracy has to get really high for that to be a significant problem.If a mob has +100% Accuracy they will ALWAYS have a tohit of 10% or greater. If a mob has +100% ToHit I can still reduce them to 5% by popping Overload and Demonic Aura simultaneously (+100% Defense to the basic 6). Accuracy will always result in me getting hit more - it's basically akin to a -maxresistance debuff reducing a Tankers resistance cap from 90% to 85%.
Tohit buffs, on the other hand, either have no effect (if you have so much defense you can keep the attacker at the floor) or bypass defense like its not there, exactly in the same way unresistable damage does. So tohit buffs are all around bad: they either do nothing, or they act like unresistable damage.
Quote:In short - I'm really tired of being one-shotted by a Vicky when Anti-Matter could barely harm me by comparison (one-shotting in this case is one thousand cuts dot over 2 seconds that I can't respond to in time). -
Quote:Sure. In both cases actively enabling players to do either thing sets the precedent, correctly or falsely, that the devs support both. It creates openings for players to complain about any other aspect of that feature, or related features. If players discover workarounds, that doesn't change the fact that no one can legitimately use the existence of a workaround as proof the devs actually support the behavior.Can you tell me what the difference is between an offline SG invite to my own account and me using a free account to accomplish the same goal beyond the hard drive space used for that free account?
Can you tell me what the difference is between removing minimum team size requirements and allowing me to solo a TF as long as I have one other account on the "team" but logged off as soon as I accepted the TF from the contact?
Quote:Should these workarounds be considered exploits?
When the current difficulty sliders were being created, I was asked my opinion of them. I specifically asked what the intent of the sliders was. The answer, which I expected, was that they were intended to be QoL gameplay improvements. I told the devs explicitly that there would be players that said they were proof the devs approve of farming, because the sliders could be used for farming and made farming more convenient by eliminating the need for fillers. What I was told was that they knew that, but they were willing to accept the fact that some people thought that in order to add the feature for its intended purpose, which was to allow people to scale difficulty up and down to suit their playstyle. If it was used to optimize reward earning, that was a price they were willing to pay, not an intended feature. Conversely, they didn't think that using it in that way, while not intended, was a serious enough problem to warrant taking direct preventative action.
Upon thousands of such compromising design decisions is this game built upon. Sometimes, Positron is like Batman: he won't kill you, but he doesn't feel he has to save you either. -
Quote:It wasn't fixed by having nothing fight at range, it was fixed by having the critters not dwell on range for any period of time. They should no longer care if a power will eventually become available at a given range.Also, the whole I18 ignore range thing is making me nervious about pet AI. As a secondary and threadjack, if it was range that was the problem and now that's fixed (by having nothing fight at range) can we give pet's recharge again without killing all existance?
Theoretically speaking, that resolves the problem of recharge confusing player pets. However, the devs might like it this way now, because they also suggested when the change was made that they were uncomfortable with pets being allowed to be recharge buffed indefinitely. The old school Cryptic rules said that was fine, but the modern design thinking says that pets are free damage with no actual activation time cost to the player. Allowing attack cycle times to increase without practical limit is actually a balance-sensitive issue because of that.
And it gets worse: we may have never actually *seen* what properly functioning pets buffed by recharge look like, because all this time buffing their recharge often confused them into not using their powers optimally. They would today be more likely to go even faster than before if allowed to be recharge buffed, which means in effect if the recharge immunity was removed, things like controllers and masterminds would likely be even stronger than before the recharge immunity was put into effect in the first place. -
Quote:The game did, in fact, support this playstyle at launch, and it got even more solo-friendly as it progressed.Quote:
You had team content set aside for you since the game launched and only got more as time went on.
Quote:And being told, "This is the way it always was and how it has to be," and invoking proof-less "most players do such-and-such" claims when we've all got years of our own experiences in this game to draw upon is patronizing, annoying and, yes, completely inflexible.
Its not my place to tell players not to fight to change that, but I have no problem saying that attempting to do so in either direction is a waste of time. -
Quote:Fact: NO SUCH THING AS TO MUCH RECHARGE EVER! least not for SR users.
DB= insta no respect LOL even having one if you have a 50 kat and BS is unacceptable to real sword fans. Its combo system is a flawed joke that was proven more so with the superior systems added with street justice and titan weapons, both of which are much smoother flowing and feel intuiative to use rather then having to micro manage which attack I am allowed to use next.
you can try to preach math but that is like trying to talk the big bang to someone who takes tea with the holy 3. you have theory I have been there done that and taught others how to do it better then they learned from these forums. You can think I will stil KNOW!
An attack chain would require my targets to take multiple attacks, outside of AVs nothing lives long enough to be worthy of one. What you dont one shot almost everything with your scrapper? what was that about dmg again? because mine dont lack for that to be sure. You ever wonder what having Build at the begining of every group is like? I do and it equals tons of dmg, no missing, and the boss and every mob falling like wheat to my scything blade. I can single target cut down most groups in the time it takes a blaster to use his nuke. So can any real scrappers I know.
Ofcourse to be a real scrapper is to be aware a real scrapper no matter the power sets is the most OP game breaking AT in the game, and then deny it vehemently when questioned about why my AT and none other can solo 8 AVs at once. ofcourse that was pre incarnate era...... yeah lets just stop trying to say any scrapper needs help, help my scrapper and ill break the game even more I promise you that. -
Quote:Of course its not resistable, but I'll be honest and double checked to be certain anyway when I was first thinking about Winter's Gift.I wouldn't use ageless on a SR tank, but for electric you can more or less justify it. With winter's gift as well, it's pretty good half the time, and very very good half the time...
But on a totally different note, your build gave me an idea which will almost certainly not work... but I have to ask:
is the speed debuff in granite/rooted resistable?
EDIT: meh, just realized there are little exclamation marks in city of data that would have answered this for me, oh well, it would have been broken if it had worked. -
Quote:To make sure I don't forget cool commands like this, I tend to add them to POPMENU.I... Did not know this existed. Yes, that's an EXCELLENT idea, and I will definitely use it. Use Mids' to track salvage, use /auctionhouse to get salvage, use /vault to store and retrieve salvage and use the university workbench to make things. Genius! Thank you!
/auctionhouse and /vault are in there, as are commands like mypurchases and reloadgfx. -
Quote:It undermines his point because unless you already agree with him anyway, saying in effect that all male objectification is irrelevant means you can't disprove his point: he's saying he's going to ignore all evidence which doesn't support his point. Which then makes all the examples in favor of his point fundamentally worthless.He stated his argument rather badly, but the basic premise is correct. I did read the entire article, and I didn't see that particular point as undermining his argument.
The point was, simply that comic books are marketed toward boys and men. Characters are generally meant to fulfill boy's and men's fantasies. Yes, it's ludicrous to suggest that men would dress in speedos if they had Namor's body, but it doesn't tear his entire point down.
It's also not possible, in the larger social context, for sexism against men to have the same weight or meaning as sexism against women, because largely, women are still not treated as fully equal. You don't have multiple overlapping industries (media) presenting hypersexualized images of men as a necessity to be valued, loved, etc.