Second snowfall of the season

This post is over 10 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

The second snowfall of the season happened last night (with the first being a little over a week ago).

(Click to enlarge)

Snow on tree in Chicagoland suburbs on December 2, 2015

Snowy neighborhood in Chicagoland suburbs on December 2, 2015

Snowy neighborhood with melted roads in Chicagoland suburbs on December 2, 2015

Take a look at the last photo – I have a puzzle for you.

Why does each house have one garbage can that’s covered in snow, and one that is not?

(Once you figure out the answer, you’ll think “oh of course,” but I’ve had a good handful of people who took a while to come up with the solution.)

 

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The Dark Seal is OP

This post is over 10 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

Since after season 2, I’ve had an abusive relationship with League of Legends. A lot of things about the game annoyed me – I was infuriated that such a popular game would have so many problems with it – but I still had to play and keep up with it because it was the world’s biggest game, and I was a content pro­ducer and advisor.

Around seasons 4 and 5, I waned down my LoL gameplay to almost none, and mostly just kept up with it from an eSports perspective. I figured that there was no reason to play a “game” when all it does is frus­trate me, and I can gather all my research by watching others, without actually playing myself.

With preseason 6 rolling around, something I noticed a lot of people saying was how short the games were becoming. Most professional players said that their solo queue games used to be around 35 minutes on average, but now they were about 20.

If a game ends in 20 minutes, it obviously means that it’s saturated with action (or else one team wouldn’t be able to reach the Nexus in that time). I’m all about high-action gameplay, so I decided to give League of Legends another chance in preseason 6.

After going into a game, I noticed that there was a new Doran’s Ring alternative that was added to the shop – The Dark Seal. It gives +100 mana, +15 AP, and +25% healing from potions. It also had a passive effect – Dread / Do or Die – which grants +6 AP per kill, +3 AP per assist, and -12 AP per death (flooring at +0 AP and maxing at +30 AP).

If you watched my stream back in 2012-13 when I regularly streamed, you know that I am an extremely aggressive player who loves beating down my laning opponent and making them feel weak and vul­nerable. Even though I outwardly say that last-hitting minions is almost always the most important thing to do in lane, I will still forego farming in order to harass my laning opponent in order to assert my dom­i­nance in lane.

After I saw the Dark Seal, I realized that this ring was pretty much custom-designed for me.

It gives me a larger mana pool so I can use more abilities. It gives a decent chunk of ability power. It gives me a little bit more sustain in exchange for not having the +60 HP from Doran’s Ring. But most im­por­tantly, it rewards my hyperaggressive playstyle. If I manage to get a kill in lane, which happens very of­ten, I start stacking up ability power.

One important thing I tell people I coach is to not stay in lane for too long, even if you have full health and mana, because your laning opponent might have already bought items, and now has a power spike over you.

If you manage to send your laning opponent back to base through a kill, you’re going to start scaling up in power without having to return to base. Not only did you gain +6 AP from the kill, but you also got experience from the kill, and you’re soaking experience from the minion wave while your opponent is not. This almost lets you completely keep up with their item buys, without having to go back to base yourself.

During mid-game, I’m known to make majestically large errors that throw the game and bring my team into a downward spiral (and when I used to play ranked 5v5s, our jungler almost always stayed very close to me and acted as my pseudo-support to make sure I wouldn’t do this). This generally happens as a result of overconfidence – I smash my lane so hard that I forget that I’m still not strong enough to win in 1v3 fights.

The fact that this is a stacking item, and I lose stacks on death, is always in the back of my mind. I have a constant reminder in my inventory to carefully calculate my movements and decisions before making them. Although this isn’t going to make me any less confident in my play, it’s there to make sure that, if there’s a fuzzy line as to whether or not I will win an engage, I will choose not to engage at all (and not risk throwing my lead).

And finally, this item scales well into the mid-game, and is worth keeping in an inventory slot during the earlier late game. Without its passive, the Dark Seal provides 466.25 gold’s worth of stats for 400 gold. However, if you manage to hold on to max stacks, its gold worth skyrockets to 1,118.75 gold – that’s 280% gold efficiency.

So, the results of my Dark Seal games so far? They’ve mostly gone pretty well.

You may already know that I used to be a diamond-level player in season 2, so yes, this isn’t exactly too impressive (and if anything, it’s expected), seeing as my account is currently in low gold rank.

But, the point here is, a champion like Zyra, who is extremely vulnerable to death (especially when every champion and their mom has a gap closer nowadays), can still work extremely well with the Dark Seal, simply because of how good of an item it is for an aggressive playstyle.

I’m an extremely calculated player, and I’ll constantly be running a ton of numbers through my head dur­ing the entire game. There have been times when the Dark Seal has given me so much of a damage bo­nus that I miscalculate my damage, throw out my abilities to apply Rylai’s and Flash away, only to realize that I could’ve just held my ground and gotten a 1v4 quadra kill.

Now, as we can see by my defeat, what the Dark Seal doesn’t do is make you invulnerable to Warwick’s Infinite Duress, comboed with Jarvan IV’s Demacian Standard, Dragon Strike, and Cataclysm.

… That was a rough game.

(This post isn’t endorsed by Riot Games and doesn’t reflect the views or opinions of Riot Games or any­one officially involved in producing or managing League of Legends. League of Legends and Riot Games are trade­marks or registered trademarks of Riot Games, Inc. League of Legends © Riot Games, Inc.)

 

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Re: “Daily Post: A Tale of Two Cities”

This post is over 10 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

If you could split your time evenly between two places, and two places only, which would these be?

Source: https://dailypost.wordpress.com/prompts/a-tale-of-two-cities/

It’s been almost one full year since I last responded to a Daily Post prompt.

It’s the weekend, and I feel as if I haven’t really done much today, so I decided that I wanted to write some­thing creative, and looked to the Daily Post for an idea. The Daily Post has been a project that’s been going on since 2011 (and possibly even before that), and I’m impressed that they’ve kept it going for this long.

When I first participated in the Daily Post, it was the blog-everyday challenge in 2011, which I successfully completed. It’s nice to know that the people running the Daily Post are continuing the project, and if I ever want to write but don’t have any topics, I can still look to them for help.

Today’s topic is about living in two places. Unfortunately, because I don’t really like traveling, I can’t really give a comprehensive and informed answer to this prompt. However, with the little knowledge I do have about the world, I would like to live in one cold, snowy place, and one very warm place. To make things more concrete but keep it simple, I guess we can say Chicago and Los Angeles.

My opinion about the snowy winter has changed throughout my life. For the past handful of years, I have been strongly against snow, because it only ever causes hassles for me. But, the first snowfall happened yes­terday, and there is something I appreciate about snow that I haven’t felt before – the pure white light­ing up the dark night.

First snowfall of Winter 2015 in Chicagoland

First snowfall of Winter 2015 in Chicagoland

First snowfall of Winter 2015 in Chicagoland

The reason I never really liked snowfall is probably because it always held me back from doing something. It prevented me from driving safely to another location, it prevented the bus routes from continuing on schedule and made me walk back home during university, etc.

Yes, this snowfall did prevent me from driving – I ended up spending the night at our family business in­stead of making the half-hour drive back home. But, I regularly spend the night at our business anyway to save gas, and I actually prefer it there because I get to be alone and peaceful.

With all these concerns gone, it was actually soothing watching the snow fall and pile up in our parking lot.

Once it’s time for me to move on to the other city for the remaining 50% of my day, I would head on over to the warm environment. My car with ten inches of piled snow and frozen windshields/windows wouldn’t even matter, because it would probably instantly melt as it arrived in the hot sunlight.

So, not only would these two different cities be used to counteract the hassle that the winter brings, but it also satisfies my new appreciation for seasonal diversity – being able to enjoy great weather, as well as the interesting sights brought to us by snowfall.

 

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Why the lack of K/D/A was healthy for HotS… and why it was added anyway

This post is over 10 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

Your friends are over at your apartment for a Friday night party. The hot topic? Your hook-up with girl you met at the bar last night while out for Thirsty Thursday.

You take a swig of vodka and smoke some marijuana as you tell your eagerly-awaiting buddies the details of what happened. They think you’re godlike.

The next day, you hear from your mom that your grandmother is in town visiting, and will be arriving at your apartment shortly.

Scrambling to tidy your place up, you juggle beer cans as you escort the trash out to the dump­ster. With the garbage gone, you whip out your vacuum, running it across your carpet with the fury of Mr. Clean. With mere seconds to spare, you unleash a can of air freshener as you hear your grandmother’s footsteps approaching your door.

“Hello, grandma!” you cheerfully exclaim, as she walks through your door.

For the next few hours, you talk about how excited you are to see her again after a VERY long week since her last visit, how well you’re performing in school, and how well you’re getting along with your devoutly Christian girlfriend. Before the end of the day, you go out to a restaurant with her to get some food.

 
Go back and look through that story again, but this time, skip the part about being fore­warned about your grandmother’s visit, as well as your daring cleaning escapade. Without that bridge, you would imagine that this story was about two completely different people.

So what happened? How did an unfaithful, promiscuous drug user become a nice guy overnight? The answer lies in the power of social expectations.

 
A lot of people will say that they don’t care what others think of them. They claim they do whatever they want, and they won’t let other people affect them. Unfortunately, although most people want this to be true, it often times is not.

Most of our social decisions are heavily affected by our reputation. The concept of you – your personality, your behavior, your actions – is not concrete. Rather, it is an abstract entity that we are constantly constructing and altering everyday. We build ourselves to be, not what we really are, but instead, what we want others to think we are.

So how do we determine what we want others to think we are? Some of it lies in what we ourselves idolize – if we identify something we believe is a good trait to possess, we will integrate it into ourselves. Some of it also lies in social expectations – what we think other people want us to be.

Imagine you really were the nice guy that you were with your grandmother. Would your friends think you’re cool? If you meet the right friends, then sure; but seeing as you have friends who think you’re godlike for cheating on your girlfriend, probably not.

Imagine it the other way around, where you really were the girlfriend-neglecting alcoholic that you were with your friends. Would your grandmother appreciate that? This scenario would probably end up a lot worse than the former.

Your friends and your grandmother have different expectations of you. Your friends expect you to be confident and rebellious, so they can also be cool by association; your grand­mother expects you to be studious and ethical so you can grow up to be a great man. As a result, you change how you act based on their expectations.

 
At this point, you’re over 500 words into this article and probably wondering how this is related to Heroes of the Storm. It turns out, a lot of everyday psychology concepts, like social expectations, play an important role in games as well.

Before Heroes of the Storm (HotS) came out, I played a lot of League of Legends (LoL). In LoL, the general consensus (at least among lower-leveled players) is that you are too good to belong at your current rank, and everyone else is terrible and only got that high out of luck. Thus, the expectation of every player was to carry the game.

This expectation caused people to make selfish plays in order to get ahead – if everyone else is worse than you, who is there to carry the game better than you? You secure every kill, you farm every minion, and you deal the most damage to single-handedly win every fight, and ultimately, the game.

This expectation was thrown out the window in HotS, where everything relied on your team. Leveling was done as a team, earning takedowns was done as a team, and winning the game was done as a team. Thus, people came into the game with the expectation that, without cooperation, they were not going to single-handedly carry the game.

The disparity between the two expectations of the players of LoL and HotS is what made the games so different. If someone took your kill in LoL, they were actively trying to anti-carry you, preventing you from winning the game. As you can imagine, this made it very easy for people to lash out – why be nice to someone who is clearly trying to make you lose?

On the other hand, if someone took your kill in HotS, it didn’t matter, because everyone plays as a single unit, and all rewards are shared by the whole team. This environment that HotS created was conducive to teamwork. HotS was framed as such a team game, that there was very little left to argue about in terms of individual performance.

In summary, when entering a game of LoL, everyone has their own expectation of them­selves that they are the carry, while everyone else is terrible at the game. This dissonance of expectations between yourself and others creates an unfriendly (and some­times hostile) environ­ment. On the other hand, when entering a game of HotS, everyone knows teamwork is the only way to win the game, and every­one expects it from every­one else – this harmony makes it easy to start the game on a positive note.

 
So, if kills and assists being lumped into takedowns was one of the contributing factors for making HotS a hospitable game, why change it? What’s the point of removing a facet of HotS that caused it to be considered by many as being uncharacteristically welcoming for a MOBA?

It’s all about the esports.

The best way to get people passionate about a game is to support it as an esport. Nothing charges up fans more than watching a game being played at the highest level on a grand stage by the ones they idolize. After watching the world champions receiving their hefty lump of prize money, there’s nothing more fans want to do than to jump on HotS and rank up to be the next big thing.

Unfortunately, in the state of the game prior to the most recent patch, that was a little bit difficult to do for two primary reasons.

First, HotS is too much about the team. In LoL, if you see SKT T1 win a game, you can go into ranked solo queue, call mid, and be just like Faker by solo-killing your laning opponent at level 2. In HotS, if you see Tempo Storm win a game, you can go into … team league with four of your friends.

The thrill of LoL is in the epic plays individual players make; the thrill of HotS is pulling off the perfect team-synergy move. Imitating a successful LoL player is very accessible; imitating a successful HotS team is much more difficult.

Second, even if HotS fans were to want to idolize a player, they don’t know who to idolize. Again, this branches off HotS being too much about the team, in the sense that individual players have very little unique identity. When you hear “pentakill” in LoL, you think, “WOW FAKER IS A GOD!” When you hear “enemy team dominated” in HotS, you think, “nice, Tempo Storm won a fight.”

A huge part about marketing is how you frame the product. Blizzard realized that the way they were framing HotS was not optimal when trying to turn it into a viral eSport. Everything is a balancing act, and they decided that downgrading the commoners’ experience was worth improving the hype around eSports.

By breaking down takedowns into kills and assists, not only is Blizzard using a more “universal” metric for performance, but they are also allowing players to shine and build up their personal brands as competitive athletes. Kaeyoh can now be known as the carry who puts Tempo Storm on his back with massive kill streaks; Dreadnaught can now be known as the support who is always there to assist his allies.

 
Is this the right choice? That depends on Blizzard’s vision.

If their vision is to make the game as pleasant as possible, then no, it’s not. The community outrage clearly demonstrates that splitting takedowns into kills and assists is not the way to go.

If their vision is to turn Heroes of the Storm into the premier competitive multiplayer online battle area, then yes, this change puts them one small step closer to their goal.

Making people like the players, in addition to the teams – making people like Dreadnaught for being a great support, in addition to liking Tempo Storm for being a great team – creates more discussion, develops more bonds between the players and the community, and keeps people coming back for more.

 

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Stand United

This post is over 10 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

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http://google.com/search?q=Paris+France+attacks+November+13+2015&tbm=nws

 

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As HotS takes a step forward, LoL takes a step back – S6 ranked changes

This post is over 10 years old and may contain information that is incorrect, outdated, or no longer relevant.
My views and opinions can change, and those that are expressed in this post may not necessarily reflect the ones I hold today.
 

Not long ago, I applauded Blizzard for making grouping changes to their Heroes of the Storm ranked sys­tem.

Before the patch, players would be able to group as a premade party of any size between 1 and 4, then queue up for Hero League.

I indicated that this was bad, because a large part about MOBAs is playing with strangers, adapting to their playstyle, and working together. By eliminating the need to get along with other people, a critical aspect of MOBAs was not being taken into account for many people’s Hero League ratings.

After the patch, Hero League became restricted to only solo and duo queue. If people wanted to play as a group of three or four, they would have to play Quick Match; if they wanted to play as a group of five, they could play Team League. This restored the importance of teamwork and once again made it a uni­ver­sal element for achieving a high Hero League rank.

Recently, League of Legends decided that this was not, in fact, what they wanted to do. As Heroes of the Storm took a step forward, League of Legends took a step backward and changed their system to what Blizzard already realized was not the right thing to do.

Source: http://na.leagueoflegends.com/en/site/2016-season-update/ranked-improvements.html

So now, if you see that someone is diamond in ranked, you have no clue if they’re truly a diamond-level player, or if they just happen to have a lot of challenger- and master-level friends who carried them up the ranked ladder in five-man premade groups.

Luckily, I’ve become deeply involved in other games, so these changes to League of Legends won’t even be relevant to me…

(This post isn’t endorsed by Riot Games and doesn’t reflect the views or opinions of Riot Games or any­one officially involved in producing or managing League of Legends. League of Legends and Riot Games are trade­marks or registered trademarks of Riot Games, Inc. League of Legends © Riot Games, Inc.)

 

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