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Explain Bounded Accuracy to Me (As if I Was Five)
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<blockquote data-quote="EzekielRaiden" data-source="post: 9291425" data-attributes="member: 6790260"><p>An extremely common problem in most large-scale multiplayer online games (not just MMOs, they're just notorious for it) is hostile and antagonistic behavior, frequently undertaken with glee at being able to exclude "bad" players or righteous indignation at the affront of a "bad" player sullying the game experience.</p><p></p><p>This sort of thing is just generally referred to as players being "toxic." It's most extreme in games which emphasize competition. World of Warcraft has gotten particularly bad in the past 4-5 years, because it introduced systems which reward players for running with maximum speed and efficiency, and punish <em>everyone</em> in the group if <em>anyone</em> lags behind (the details aren't important; just suffice it to say that it costs everyone in the group a lot of grinding time if even one player is "lagging behind".) League of Legends, another major part of the online multiplayer space, is so notoriously toxic that it's actually starting to hurt their ability to grow the game.</p><p></p><p>Long story short, the gleeful ones derive pleasure from driving away so-called "bad" players, while the righteously indignant ones see it as their solemn duty, in order to protect the game from said bad influences. This almost always actually means folks being horrifically judgmental, biased, and unbelievably nasty to others, including all sorts of utterly unnecessary name-calling and whatever else.</p><p></p><p>We neither need nor would benefit from gatekeeping the hobby from so-called "bad" players. To even make gestures in that direction is a dangerous precedent. This does not mean that we should for any reason tolerate toxicity in the other direction, we absolutely should oppose folks trying to exploit or abuse others. But in the vast majority of cases, a "bad" player is merely an ignorant player, or an inexperienced player, or a struggling player. Being constructive and supportive is much, much better than aggressively hunting down and expelling "bad" players.</p><p></p><p>And, frankly? I think we can all recognize that we've <em>all</em> had at least one time where it was us. We were the bad player. We were the one who didn't understand, or who was tired and just wanted to coast a bit, or who was putting the cart before the horse.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9291425, member: 6790260"] An extremely common problem in most large-scale multiplayer online games (not just MMOs, they're just notorious for it) is hostile and antagonistic behavior, frequently undertaken with glee at being able to exclude "bad" players or righteous indignation at the affront of a "bad" player sullying the game experience. This sort of thing is just generally referred to as players being "toxic." It's most extreme in games which emphasize competition. World of Warcraft has gotten particularly bad in the past 4-5 years, because it introduced systems which reward players for running with maximum speed and efficiency, and punish [I]everyone[/I] in the group if [I]anyone[/I] lags behind (the details aren't important; just suffice it to say that it costs everyone in the group a lot of grinding time if even one player is "lagging behind".) League of Legends, another major part of the online multiplayer space, is so notoriously toxic that it's actually starting to hurt their ability to grow the game. Long story short, the gleeful ones derive pleasure from driving away so-called "bad" players, while the righteously indignant ones see it as their solemn duty, in order to protect the game from said bad influences. This almost always actually means folks being horrifically judgmental, biased, and unbelievably nasty to others, including all sorts of utterly unnecessary name-calling and whatever else. We neither need nor would benefit from gatekeeping the hobby from so-called "bad" players. To even make gestures in that direction is a dangerous precedent. This does not mean that we should for any reason tolerate toxicity in the other direction, we absolutely should oppose folks trying to exploit or abuse others. But in the vast majority of cases, a "bad" player is merely an ignorant player, or an inexperienced player, or a struggling player. Being constructive and supportive is much, much better than aggressively hunting down and expelling "bad" players. And, frankly? I think we can all recognize that we've [I]all[/I] had at least one time where it was us. We were the bad player. We were the one who didn't understand, or who was tired and just wanted to coast a bit, or who was putting the cart before the horse. [/QUOTE]
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