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ADM D Kilkin

[Y] EARLY RETIREMENT
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Posts posted by ADM D Kilkin

  1. After 10 years, Boston Dynamics has announced it is retiring its hydraulic humanoid robot, HD Atlas. While not much else is shared this project with Boston Dynamics was something I have been personally following during my time with ONI. For almost a decade, Atlas has sparked our imagination, inspired the next generations of roboticists, and leapt over technical barriers in the field. Its really a mystery what they will do now if its not with Atlas. 

  2. Opinions on Tucker Carlson vary widely, reflecting the political polarization and diversity of perspectives in contemporary American society. Here are some common thoughts and opinions about him:

    • Admiration and Support: Many conservatives and right-leaning individuals admire Tucker Carlson for his boldness in challenging mainstream narratives, his willingness to speak out on controversial issues, and his unapologetic defense of conservative principles. They appreciate his confrontational interviewing style and see him as a voice for their concerns in the media landscape.

    • Criticism and Disapproval: On the other hand, Carlson has garnered significant criticism from liberals, progressives, and some centrists. They argue that his commentary is often inflammatory, divisive, and factually inaccurate. Critics accuse him of promoting conspiracy theories, spreading misinformation, and using fearmongering tactics to advance his political agenda. They also condemn his perceived tolerance or amplification of extremist views.

    • Polarizing Figure: Tucker Carlson's outspokenness and controversial viewpoints make him a polarizing figure in American media and politics. While some viewers appreciate his willingness to challenge the status quo and speak truth to power, others find his rhetoric offensive, harmful, or dangerous. His tendency to engage in heated debates and fiery exchanges with guests has led to both praise and condemnation.

    • Media Influence: Regardless of one's opinion of him, there is little doubt that Tucker Carlson wields significant influence in American media and politics. As the host of one of the highest-rated programs on cable news, he reaches millions of viewers each night and shapes public opinion on a wide range of issues. His commentary and analysis often drive conversations in political circles and beyond, making him a key figure in shaping the national discourse.

    • Complexity and Nuance: Some observers recognize the complexity and nuance of Tucker Carlson's persona and viewpoints. They acknowledge that while he may hold views that are objectionable to some, he also raises legitimate concerns about issues such as income inequality, corporate power, and the erosion of traditional values. They argue that dismissing him outright overlooks the legitimate grievances of many Americans who feel marginalized or left behind by mainstream politics and media.

    In summary, opinions on Tucker Carlson reflect the broader ideological divisions and cultural tensions in American society. While he has passionate supporters who admire his outspokenness and conservative advocacy, he also faces fierce criticism from those who view his commentary as harmful or irresponsible. Ultimately, how one views Tucker Carlson often depends on their political beliefs, values, and priorities.

    Taking this all into account its actually a very well done interview. The opportunity to also do it in Moscow and with Putin really signifies a key point in history and again the value of news overall. While I don't know how he did it I can say with certainty our own President would struggle to recount history or answer meaningfully to some of the same questions. 

  3. I’m curious how y’all think about this topic. I personally feel like if you don’t intentionally capture value aka learn, then how would you create personalized value?

    Even when a community member chooses to purchase, isn’t that a signal that they’ve encountered enough value creation to make that purchase?

    Most communities I talk to don’t do nearly enough “value capture”. Otherwise, their efforts would be more widely recognized and community wouldn’t be seen as a black box. The result would be hyper-personalized programs, topics, events, etc, because we’d be using that context to drive strategy and action. Or is this more about optics and the words we use?

    I understand completely that we typically used to talk about these things in the high command chats and forums, if anyone wants to move this thread there I ask you don't because I wouldn't be able to post in those forums being retired. 

  4. I am currently abroad in Hong Kong for work, for 2024 I think I want to find a way back to the US. Its very general but I want to move back and find something to do in Florida. 

    As for gaming I don't know, I think the times passed for me to be able to sit and play games like I used to. I have not played any of the newer games as of late, not even the Portkey Games Hogwarts Legacy that our esteemed leader left Halo altogether to play @ADM S Osman to which I expect some formal review of especially with how hyped it was for you. 

    I am interested in Starfield but for now I will argue about Halo online with people and that alone is entertaining enough. 

  5. XVbqOns.jpg

     


    The experience that's shaped the following was gained primarily from shooter development, so please take some of the concepts with a grain or two of salt if you're working another genre.


     

    PvE vs PvP

    The core difference between Player-vs-Environment (PvE) and Player-vs-Player (PvP) gameplay is where the point of balance (versus) takes place. PvE typically depicts an asymmetric gameplay interaction, such as the player character versus a numerically superior adversary. As such, the elements of a sandbox (weapons and abilities) don't need to be balanced for the gameplay to be. This lack of pressure on sandbox balance will often invite power mechanics (decisive weapons and abilities), which justify high impact at the cost of low frequency use.

    PvP on the other hand is a balance between player characters, which means the experience of adversaries must be taken into account. This is where power mechanics break down, because decisive mechanics introduce asymmetrical engagements, disrupting the point of balance between individuals. Frustration may be inherent in competition due to skill, but designing mechanics that exacerbate it is not constructive.

    Thus a challenge is presented when PvE and PvP share the same sandbox, because it's often firstly designed within the PvE experience, as that's where the bulk of development is spent. Though fortunately because the adversary's experience is meaningless in PvE, there are many more factors for tuning balance than just the sandbox. This means that if a sandbox is built within within the constraints of PvP before implementing in PvE, everyone should be happy.

     

    Conceptualization
    This is where balance begins, and a good first step is to write concepts out in detail when they're still fresh, before building anything in-engine. This makes it easier to quantify and make changes to your sandbox, as well as avoid sunk cost fallacies by keeping a focus on the bigger picture. Maintaining an emphasis on diverse content is also a great way to breed dynamic gameplay, so avoid justifying anything here for the sake of quantity.
    • Realism: Keep in mind that while realistic functions may be an easy way to add depth and complexity to your gameplay, it's very easy to take that too far. Realism does not necessarily equate to fun, or balance, so don't be afraid to be a little "arcadey".
    • Skillful Gameplay/Items: If this is a goal, make function more predictable by taking most if not all of the dice out of the equation. This however doesn't necessarily mean trading off difficulty of use.
    • Pacing: Fast-paced gameplay can be fun, but allowing and not forcing players to think and outwit their enemies is often a great deal moreso, so reaction times shouldn't be everything.

     

    Artistic Direction
    Creating a diverse sandbox is a tough task, and when your pieces are most often judged by how fun they are to use, rather than how original they are, it can also be a discouraging one. However artistic styling can have a great impact on the frequency of use for an item, as both initial and continued utilization is based on perceived effectiveness, which can vary significantly from actual effectiveness. So before considering buffing an item to improve how commonly it's used, first examine how it appeals both visually and audibly. The function is your product, but art is what sells it, so they should always have a close relationship with each other.
     
    The role of each piece of content should also be apparent to the user without an explanation, so be sure to employ aesthetic cues to help give them an idea of what to expect.

     

    Balancing PvP

    Gauging balance takes experience with the content, and a simple rule that tends to only be obvious when described: Does this piece of content feel like it could be a little weaker, more effective, or both? The answer you should be looking for is "both". One might be surprised how often a piece that feels balanced is actually just something that feels satisfying. Although whenever introducing a new item to an existing sandbox, it's best to initially under-power it and work up from there. This can keep from upsetting the sandbox during testing, and it's always much easier to buff an item than it is to nerf it.

    A role's weakness should also be more forgiving than decisive, and a good test of this is through playing out 1v1 encounters without respawns. When a player is desperate to survive, how slippery can they be? Any game can be fun if not taken seriously, so much of your job is to make it retain that value at high-level gameplay, where there are no-holds-barred and the objective is simply to win.

    Lastly, the polishing of balance should be no more than one person's job, because a single perspective is critical for cohesion here.

     

    PvP Level Design

    The balance of a sandbox is dependent in part on its context, which is the job of your maps to create varyingly. The best place to start is with the flow rather than actual geometry of your level, by drawing player trajectories with creative intersections that you only then build your features around. This helps in setting gameplay as the priority and avoiding extraneous complexities.

    Flow habits will be based heavily on where players feel in control, meaning they'll seek predictive engagements, such as narrower fields of play where the variables are fewer. This can sometimes be counterintuitive, as such paths tend to generate the highest traffic, but predictability goes a long way in making one feel comfortable, regardless of effectiveness. Alternative routes should however not be omitted in design, or else combat will stagnate at choke points due the lack of tactical diversity. So to ensure these less-linear alternatives maintain relevant flow, they must feature strong incentives.

    Regularly running through your level will also be an important habit to adopt. Mentally play out encounters as you go, weigh each route's incentives, and pay particular attention to sightlines. Playing fields should also incorporate a variety of unique landmarks not only to make key locations more enticing, but to greatly simplify callouts.

     

    Playtesting

    If your playtests aren't embarrassing, you're doing them far too late; playtesting early in the development process allows you to nip problems in the bud, before you've invested too much into them. Remember sunk cost fallacies? Rebuilding or axing things only gets tougher as time goes on.

    Whenever possible, PvP playtests should be recorded from opposing perspectives for review, as it offers a huge advantage in tuning the player experience. Testers should also be made aware of any significant changes once implemented, and you should be sure to personally partake in the gameplay following such change. The most common failing in balance judgement is simply inexperience with the content, so allow testers to get comfortable with the sandbox before taking their balance concerns too seriously. However, listening to a fresh perspective on your game can help you to improve that acclimation process for future players.

    Playtesting of course isn't only for tuning balance, but also for finding exploits and bugs, which you're in a far better position to find than testers will be. You know better than anyone else where and what to look for because you know exactly what went into your content, so always be actively testing in an attempt to break things.

     
     
  6. Just finished the Bears series a comedy-drama on Hulu, anyone else watching anything? 

    The Bear is about a young chef from the fine dining world comes home to Chicago to run his family sandwich shop after a heartbreaking death in his family. A world away from what he's used to, Carmy must balance the soul-crushing realities of small business ownership, his strong-willed and recalcitrant kitchen staff and his strained familial relationships, all while grappling with the impact of his brother's suicide. As Carmy fights to transform both the shop and himself, he works alongside a rough-around-the-edges kitchen crew that ultimately reveals itself as his chosen family.

  7. Thought to be only a conspiracy, John O. Brennan the current CIA Director explained that a geoengineering portfolio of technologies exist to change the weather. At the Council of Foreign Relations he shared for $10B a year a way to seed the stratosphere to change and limit the global temperature increase, providing economies additional time to transition from fossil fuels. This is huge news in what otherwise is admission to chemtrails and one of my favorite conspiracy theories.

    Geopolitically, the technologies potential to alter weather patterns can benefit certain regions of the world at the expense of others triggering sharp opposition. But whose to say this isn't already happening? 

  8. I was looking back at the site just thinking about all the data we migrated here and how we somehow still missed some of the most important contributions to the site. Our members were awesome back then for the things they added, different ideas and conversations about Halo or other random gaming topics. I am glad we have a place for it but sometimes I think about if that's what they would have wanted. If their data is more valuable to us than it is to them and the future members are we allowed to keep it you think? 

    When Enjin is deleted all that will be left is from the web archive but as the site is a little niche it will most likely not see backups and be saved. When its gone it will be gone for good. 

  9. We somehow just could not teach this, the people just were not ready to learn! 

    I remember first reading this as a younger officer here apart of the UNSC Sahara for a little bit and the UNSC Iroquois. Glatix's post helped me control my ship even if really its just a deduction of our daily actions by a system you created Shawn. Sometimes I can't believe the conversations and learning opportunities we missed with Glatix around. This is the kind of post I would've wanted to see more and with newer members open to learning more about leadership and how to build a career here. Sadly both don't seem to be in high demand but hopefully this can change soon. 

  10. On 9/8/2021 at 5:08 PM, Anna Richards said:

    So I’m wondering why then Osman, do you think people copy us cut around some of the fat and are still unable to be lean and run? 

    There are other ONI’s that work and some that don’t but they all kind of fall on the same sword. 

    Everyone is lying to some sort of unnecessary amount, like where they came from but to even who they fought and winning battles against other clans.

    Like Fry’s ONI which is probably a more successful example is one where he allowed anyone to do anything within the confines of it helping other players, undoubtably it worked but once he helped too many players over and over again he got tired and would back away from the clan because people left to join bigger better clans, like Resilience or Valor. Fry lied about many things but the one thing he lied about that ended his group was that he can help them get better. 

    Bane’s ONI which lies about winning games against other clans it’s never even scheduled a match with is kind of outside any kind of logic, like why lie about that and where you came from? He lies about so many other things too and I’m surprised no one has contacted local police to get him indicted. 

    Shaw’s ONI which lied trying to steal Shawn’s identity and influence which is kind of crazy. Like he would watch when Shawn got off to start acting out his part, it was obsessive, his clans never even done anything notable but is again a bunch of 12 year olds following around a 19 year old+ guy. He would be cool if he stopped lying. 

    Can’t think of any others, maybe Ned Rich? But he’s with us now so I won’t drag on with my comment.

    This reminds me of a conversation had recently where an ex-member complained about how complicated we are, in the many processes and organization. He left to join another ONI that solely operated from just one Discord with fewer than 15 channels. Of course this group is no longer around but there are indefinite pros and cons to our group and the cons are what start some of the spinning off iterations. Though I kind of fear that if we simplified, a new complicated ONI would appear. If we did anything else more branches of new realities would come from it, new iterations and so on its likely an unavoidable problem.

  11. On 8/17/2021 at 11:44 AM, ADM S Osman said:

    I'm intrigued by this forum overall but agree with Shawn4Japan.

    When I joined ONI in 2012, I wanted to be apart of a clan I was proud of and tell everyone about. In Halo 4 joining clans as a group, leaving them to eventually fall from our influences and then continuing to operate around our name and not from our name it was a reality to me that many people don't understand. We're not attached to ONI beyond its theme and the role playing names we take into consideration.

    That in itself is powerful, because we made ONI to be whatever we want on a given day but also detached ourselves from it. For better or for worse we even inspired others to start their own ONI clans, give us feedback on ours (one such vividly clear example is that we are overly sophisticated and complex) whereas they copied us and removed the complications they have to create a new iteration that did not last more than 6 months. To inspire people to fight so hard for the name, to see that they want to be the best ONI or beat us too, its all a new thrill that keeps me interested.

    I think you really grew into the role, it is still an every day occurrence that people will approach me and just ask if you are real, if you are not dead or imprisoned or some other scapegoated response from just getting to know you. New iterations of ONI focus too much on the historical context of their groups. Starting a new group no one should be ashamed for being new or from 2021, I would welcome the next ONI we find that is founded on release day of Infinite.

     

  12. On 9/14/2021 at 2:59 AM, Dunbar said:

    The problem with wearing a title that says: "Im a spy or do intelligence work" is that good spies dont do that and its counter productive to intelligence gathering. Very hard for a group to be successful doing that, I'd imagine. Its why i dont recall us ever having an ONI branch (that lasted)-- though its cool you guys have done so well for yourselves. 

    I think we have made it out from others in just knowing what intelligence is. Most other ONIs I see look to a status to achieve, commanding and order people subjugating/harassing them to comply with rules they made up when in all actuality what ONI is and intelligence should be is entirely different.

    Intelligence over Halo and clans really boils down to few bullet points.

    • Politics and political favors from clan leaders, typically in the form of relationships with people we offer help/we get help
    • Maps and information on clans for raids, including members strengths and weaknesses (i.e. if we shoot at this persons body he will get upset and play aggressively)
    • Drama and leverage, flow of information and rumors in an ideal world gossiping would not have to be weaponized so effectively but it sadly is

    Rarely did we need to have our own lobby presence unless we dictated that it was necessary, from 2012-2016 we operated through other clans and committed to proxy wars helping others build up clans but inevitably when we all left, which would be at the same time it would be seen as a mass exodus and demoralize clan leaders. I think our most infamous activities and our clan comes alive is when there is an active war between two clans. I joined a little later but the most recent example is Sentinel vs. Navcom, we infiltrated Sentinel than pivoted the clans focus to be around the lesser known UNSC clans, while also hyping them up to challenge Sentinel, after Sentinel would steam roll them we would go pick up after them recruiting them to grow our numbers. Politically, Sentinel would feed us information at the high level of the clans they engage in return we would find contacts/clans for them to destroy. These were toxic clans that are now gone, stubborn leaders that bred arrogance and UNSC clans essentially imitating Navcom, ONI or other.

  13. I missed this thread, sounds good to to twist and add to the already established lore. As Bungie made it easy; the UNSC and its development is within our timeline and everything i sbased on US/UK modern militaries. One interesting thing to denote, the United States of America in Halo's timeline is renamed United Republic of North America and officially in-universe it is a loose association between the nations of Canada, Mexico, and the "political remnants" of the former United States of America. Who knows what that really means, Texas survived? I hope they explore just that through a book.

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