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Groups > comp.sys.ibm.pc.games.action > #46645 > unrolled thread
| Started by | Spalls Hurgenson <spallshurgenson@gmail.com> |
|---|---|
| First post | 2024-07-12 13:49 -0400 |
| Last post | 2024-07-17 09:37 +0100 |
| Articles | 20 on this page of 45 — 12 participants |
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Developer Rules Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-12 13:49 -0400
Re: Developer Rules Rin Stowleigh <rstowleigh@x-nospam-x.com> - 2024-07-12 18:29 -0400
Re: Developer Rules JAB <noway@nochance.com> - 2024-07-13 10:10 +0100
Re: Developer Rules Mike S. <Mike_S@nowhere.com> - 2024-07-13 10:03 -0400
Re: Developer Rules candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-13 16:30 +0000
Re: Developer Rules JAB <noway@nochance.com> - 2024-07-15 14:21 +0100
Re: Developer Rules candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-15 16:30 +0000
Re: Developer Rules Zersterer <nochsfentor@yahoo.com> - 2024-07-15 11:55 -0500
Re: Developer Rules Skeeter <skeeterweed@photonmail.com> - 2024-07-15 12:30 -0600
Re: Developer Rules candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-16 15:00 +0000
Re: Developer Rules Dimensional Traveler <dtravel@sonic.net> - 2024-07-16 18:03 -0700
Re: Developer Rules candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-17 15:40 +0000
Re: Developer Rules Dimensional Traveler <dtravel@sonic.net> - 2024-07-17 18:11 -0700
Re: Developer Rules JAB <noway@nochance.com> - 2024-07-18 07:22 +0100
Re: Developer Rules candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-18 17:40 +0000
Re: Developer Rules Dimensional Traveler <dtravel@sonic.net> - 2024-07-18 17:47 -0700
Re: Developer Rules JAB <noway@nochance.com> - 2024-07-19 10:02 +0100
Re: Developer Rules Mike S. <Mike_S@nowhere.com> - 2024-07-19 08:55 -0400
Re: Developer Rules Zersterer <nochsfentor@yahoo.com> - 2024-07-19 08:54 -0500
Re: Developer Rules % <pursent100@gmail.com> - 2024-07-19 12:33 -0700
Re: Developer Rules Brennus <Brennus@allia.org> - 2024-07-19 21:35 +0000
Re: Developer Rules % <pursent100@gmail.com> - 2024-07-19 15:14 -0700
Re: Developer Rules Zersterer <nochsfentor@yahoo.com> - 2024-07-19 18:25 -0500
Re: Developer Rules Fartass Dillinger <fdillinger@mafia.org> - 2024-07-19 19:04 -0600
Re: Developer Rules % <pursent100@gmail.com> - 2024-07-19 19:00 -0700
Re: Developer Rules Brennus <Brennus@allia.org> - 2024-07-20 03:19 +0000
Re: Developer Rules % <pursent100@gmail.com> - 2024-07-19 20:24 -0700
Re: Developer Rules Zersterer <nochsfentor@yahoo.com> - 2024-07-20 04:48 -0500
Re: Developer Rules % <pursent100@gmail.com> - 2024-07-20 08:20 -0700
Re: Developer Rules Zersterer <nochsfentor@yahoo.com> - 2024-07-20 16:16 -0500
Re: Developer Rules Skeeter <skeeterweed@photonmail.com> - 2024-07-20 15:28 -0600
Re: Developer Rules % <pursent100@gmail.com> - 2024-07-20 14:31 -0700
Re: Developer Rules Skeeter <skeeterweed@photonmail.com> - 2024-07-20 17:56 -0600
Re: Developer Rules % <pursent100@gmail.com> - 2024-07-20 17:55 -0700
Re: Developer Rules Skeeter <skeeterweed@photonmail.com> - 2024-07-20 21:40 -0600
Re: Developer Rules % <pursent100@gmail.com> - 2024-07-20 20:52 -0700
Re: Developer Rules candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-19 14:50 +0000
Re: Developer Rules Rin Stowleigh <rstowleigh@x-nospam-x.com> - 2024-07-19 11:08 -0400
Re: Developer Rules Mike S. <Mike_S@nowhere.com> - 2024-07-19 15:03 -0400
Re: Developer Rules candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-29 01:40 +0000
Re: Developer Rules Justisaur <justisaur@yahoo.com> - 2024-07-29 07:50 -0700
Re: Developer Rules candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-29 16:40 +0000
Re: Developer Rules JAB <noway@nochance.com> - 2024-07-21 11:13 +0100
Re: Developer Rules Justisaur <justisaur@yahoo.com> - 2024-07-24 10:22 -0700
Re: Developer Rules JAB <noway@nochance.com> - 2024-07-17 09:37 +0100
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| From | Spalls Hurgenson <spallshurgenson@gmail.com> |
|---|---|
| Date | 2024-07-12 13:49 -0400 |
| Subject | Developer Rules |
| Message-ID | <40q29j5bifu76bjldgq7f7u22m496n6fek@4ax.com> |
GamesIndustry.biz recently had a series of short conferences where developers/publishers could advise each other on various rules for running a successful games business. It dealt with issues ranging from how AI can help (or hinder) development, how to avoid mass layoffs, and how to learn to 'fail fast' to avoid pumping scarce resources into products that ultimately won't succeed in the market.* But I was most interested in this one, by Shawn Layden of Playstation Studios, on how to make games faster and cheaper. His four rules were succinct and somewhat obvious, but I think some of them are reflective of a much-needed shift in attitude. Specifically, he says: 1) Most gamers don't see the end of your game. So design fewer levels, make your games shorter. 2) The tech advancement in games is not getting noticed by the majority of your players, so ask yourself: is this worth the investment? 3) Try AI and develop tools to do some of the heavy lifting, and don't just throw people at the problem. 4) Be disciplined and strict on what you can deliver and when. Don't spend too long on an idea if it's not working. It's really the first two concepts that I find most noteworthy. The idea of 'making your games shorter' runs contrary to pretty much everything we've seen in the last twenty years, when the almost universal goal was to make the game bigger... not only larger than your last product, but bigger than your competitors. More weapons, more story, more mechanics, larger worlds... just more of everything. I've complained about this a lot recently, but I don't think I'm alone in saying that these gigantic modern games are, frankly, too exhausting to play. I look at a new game, see it's open world, and think not, "hey! Cool! Neat!" but, "Oh god, it's going to take me 100 hours just to get through the core game (more for side-quests and DLC) and I just don't want to invest that much time into a single product. Is there anything else I can play?" So seeing a publisher suggest that, hey, maybe scaling it back a bit would be beneficial to the hobby is a welcome relief. Similarly, item 2 on the list -stop chasing tech!- is equally welcome, although it's less revelatory. I think by this point most developers have, if not stepped off the tech treadmill, at least slowed it down. Fewer games are boasting about their Super Exciting Realistic Graphics, or Ultra Fidelity Physics Engine or whatever the latest trend is. In part this is because technology has -at least for the time- plateaued at 'good enough' even as game development costs have skyrocketed. There's little need -and fewer resources- to eke out the ever-tinier advantages you might get chasing after tech's latest darling. "Just use what we already have, maybe learning a few new tricks to make better use of the existing tech, and focus on gameplay/level-design/story" seems to becoming the common mantra. But even if it isn't an epiphany, still I'm glad to hear somebody say it. (the other two items on the list are fairly common sense, less novel and generally not particularly interesting to talk about. So I won't.) What do you think: do the first two suggestions reflect a sea-change in the industry? And if so, are they /welcome/ sea changes? ---------- * read the full summary here https://www.gamesindustry.biz/everything-we-learned-from-gi-sprint
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| From | Rin Stowleigh <rstowleigh@x-nospam-x.com> |
|---|---|
| Date | 2024-07-12 18:29 -0400 |
| Message-ID | <jea39jtcd1fkvjr0nl6bempdqi75hsock8@4ax.com> |
| In reply to | #46645 |
On Fri, 12 Jul 2024 13:49:25 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote: [...] >Specifically, he says: > 1) Most gamers don't see the end of your game. So > design fewer levels, make your games shorter. > 2) The tech advancement in games is not getting > noticed by the majority of your players, so ask > yourself: is this worth the investment? [...] >What do you think: do the first two suggestions reflect a sea-change >in the industry? And if so, are they /welcome/ sea changes? One thing I've observed in comments from highly successful people in the entertainment business (whether they were game developers, music artists/producers/composers, filmmakers, actors or comics working on new characters or reading a script... whatever) is that they almost always describe some moment where they knew a certain product of their efforts (whether that's a game title, a musical track, a film, a character, etc.) was something special. When you spend enough time on your craft to get good at it, you're simultaneously good enough to recognize work that stands out beyond your normal work output and that will appeal to others. Nobody can necessarily predict with any accuracy what will or won't go viral on social media these days, but most of the forms of entertainment I listed above cannot rely on viral media gimmicks to sustain anyones career or company anyway, so that point is moot. So... when game developers/designers/directors see that a title is turning into something special, they should extend the enjoyment to the extent it is still enjoyable (without "jumping the shark"). When they realize the current project is turning into something mediocre or forgettable, it's best to cut bait, make it a shorter title and charge accordingly. One of the things I think is fundamentally wrong with gaming is that the entire way funding and marketing works, there is very little incentive for "special" games to materialize in the first place. These teams sit down and say "okay we're going to make this or that and we will target X number hours of playtime and spend Y number of dollars on R&D" etc. The decisions and deadlines are decided long before they have created enough of a viable product to get a feel for how it's going to turn out. So to his suggestion #1 I say: people don't finish crap games but they will finish good ones, so make the total play time proportional to how good the game is turning out initially and plan around that. As far as suggestion #2, technology alone will not make a crap game fun to play or a crap movie fun to watch or make poorly written music sound any better, so tech advancement should never be the end goal. Focus on delivering on fun factor and consider tech advancements to be icing on the cake when you can find ways to meaningfully add them to the mix. Don't add "new and shiny" just for the marketing rights of saying "this game has some new and shiny in it".
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| From | JAB <noway@nochance.com> |
|---|---|
| Date | 2024-07-13 10:10 +0100 |
| Message-ID | <v6tg9h$3gthv$2@dont-email.me> |
| In reply to | #46645 |
On 12/07/2024 18:49, Spalls Hurgenson wrote: 1) There's very few games I've played that have an actual ending (so not Civ for example) that when I've finished I really think I wish it had gone on for longer. There's more games I slogged through the last hours but the biggest proportion of games is where I've got to the point of saying I'm just not enjoying this any more and stopped. The two problems I find is that games quickly run out of ideas so you're effectively just doing the same thing yet again but this time you're more powerful. The real biggie though, artificially padding out games to get to that magical 80hrs+ to make it value for money. I'd rather play a ten hour game where I enjoyed all of it than a thirty hour game where I enjoyed half of it. Some notable exceptions I can think of, off the top of my head. HL:1/2, I could have happily played several more hours and I think a lot of that is to do with how it keeps the game fresh by giving levels quite different feels. Next on the list, FO:3/NV. That kept me going for many hours just because the amount of different locations/stories that again kept the game fresh.
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| From | Mike S. <Mike_S@nowhere.com> |
|---|---|
| Date | 2024-07-13 10:03 -0400 |
| Message-ID | <j0259j9ka1c576phttghs5029i4uguklsm@4ax.com> |
| In reply to | #46645 |
On Fri, 12 Jul 2024 13:49:25 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote: >I've complained about this a lot recently, but I don't think I'm alone >in saying that these gigantic modern games are, frankly, too >exhausting to play. I look at a new game, see it's open world, and >think not, "hey! Cool! Neat!" but, "Oh god, it's going to take me 100 >hours just to get through the core game (more for side-quests and DLC) >and I just don't want to invest that much time into a single product. >Is there anything else I can play?" I have no problem with a game being 100 hours if it is good. I don't really care about a game's length. I only care if it is good or not. And for me, that is independent from a game's length.
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| From | candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> |
|---|---|
| Date | 2024-07-13 16:30 +0000 |
| Message-ID | <slrnv95956.3tc.candycanearter07@candydeb.host.invalid> |
| In reply to | #46653 |
Mike S <Mike_S@nowhere.com> wrote at 14:03 this Saturday (GMT): > On Fri, 12 Jul 2024 13:49:25 -0400, Spalls Hurgenson ><spallshurgenson@gmail.com> wrote: > >>I've complained about this a lot recently, but I don't think I'm alone >>in saying that these gigantic modern games are, frankly, too >>exhausting to play. I look at a new game, see it's open world, and >>think not, "hey! Cool! Neat!" but, "Oh god, it's going to take me 100 >>hours just to get through the core game (more for side-quests and DLC) >>and I just don't want to invest that much time into a single product. >>Is there anything else I can play?" > > I have no problem with a game being 100 hours if it is good. I don't > really care about a game's length. I only care if it is good or not. > And for me, that is independent from a game's length. Same. One of my favorite games (Hypnospace Outlaw) is so short I beat it in 3 days or so. Absolutely incredible story. -- user <candycane> is generated from /dev/urandom
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| From | JAB <noway@nochance.com> |
|---|---|
| Date | 2024-07-15 14:21 +0100 |
| Message-ID | <v737pj$n6pc$1@dont-email.me> |
| In reply to | #46645 |
On 12/07/2024 18:49, Spalls Hurgenson wrote: > 2) The tech advancement in games is not getting > noticed by the majority of your players, so ask > yourself: is this worth the investment? Ah this one so my thoughts. I've thought that graphics (that's the tech that's mainly been chased) are definitely following the trend that they've been good enough for many years and now it's somewhat of a dead end in actually adding to the game experience. If I take say Crysis Warhead (2008), that has a level of graphic fidelity that is more than adequate enough to immerse me in the game world. Yes I'm sure that it could be updated to take advantage of modern GPU's but would I enjoy it more, I very much doubt it. Where I'd like to see to that 'tech' focused is on more immersive worlds that aren't just there for you but instead you're apart of it. A simple example is enemies in FPS'es. I remember being really impressed with the marines in HL:1 were it didn't feel they were just there to be shot but acted in a more we will hunt you down manner. Fast forward many years and we don't seem to have progressed any further. Another one is having NPC's that are more reactive to dialogue choices to stop this feeling of I'll just go through all the options until I get to the right one to get what I want. As an aside I'm not sure I want hyper-realistic graphics. To me playing a game that effectively mimicked our reality would just feel, well a bit weird.
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| From | candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> |
|---|---|
| Date | 2024-07-15 16:30 +0000 |
| Message-ID | <slrnv9ajfn.5m6.candycanearter07@candydeb.host.invalid> |
| In reply to | #46685 |
JAB <noway@nochance.com> wrote at 13:21 this Monday (GMT): > On 12/07/2024 18:49, Spalls Hurgenson wrote: >> 2) The tech advancement in games is not getting >> noticed by the majority of your players, so ask >> yourself: is this worth the investment? > > Ah this one so my thoughts. I've thought that graphics (that's the tech > that's mainly been chased) are definitely following the trend that > they've been good enough for many years and now it's somewhat of a dead > end in actually adding to the game experience. If I take say Crysis > Warhead (2008), that has a level of graphic fidelity that is more than > adequate enough to immerse me in the game world. Yes I'm sure that it > could be updated to take advantage of modern GPU's but would I enjoy it > more, I very much doubt it. > > Where I'd like to see to that 'tech' focused is on more immersive worlds > that aren't just there for you but instead you're apart of it. A simple > example is enemies in FPS'es. I remember being really impressed with the > marines in HL:1 were it didn't feel they were just there to be shot but > acted in a more we will hunt you down manner. Fast forward many years > and we don't seem to have progressed any further. And HL2 was even better :D > Another one is having NPC's that are more reactive to dialogue choices > to stop this feeling of I'll just go through all the options until I get > to the right one to get what I want. Yeah, like undertale > As an aside I'm not sure I want hyper-realistic graphics. To me playing > a game that effectively mimicked our reality would just feel, well a bit > weird. An "immersive" game doesn't have to be realistic, it just needs to be consistent with its world and have characters you care about -- user <candycane> is generated from /dev/urandom
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| From | Zersterer <nochsfentor@yahoo.com> |
|---|---|
| Date | 2024-07-15 11:55 -0500 |
| Message-ID | <lfl2jfF1nesU1@mid.individual.net> |
| In reply to | #46693 |
candycanearter07 wrote: > An "immersive" game doesn't have to be realistic, it just needs to be > consistent with its world and have characters you care about > The most immersive game is USENET, where posters squirm this way and that, jump and duck, doing anything they can to avoid following up one of your posts. You're tainted!
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| From | Skeeter <skeeterweed@photonmail.com> |
|---|---|
| Date | 2024-07-15 12:30 -0600 |
| Message-ID | <66956ace$0$2873018$882e4bbb@reader.netnews.com> |
| In reply to | #46695 |
In article <lfl2jfF1nesU1@mid.individual.net>, nochsfentor@yahoo.com says... > > candycanearter07 wrote: > > > An "immersive" game doesn't have to be realistic, it just needs to be > > consistent with its world and have characters you care about > > > > The most immersive game is USENET, where posters squirm this way and > that, jump and duck, doing anything they can to avoid following up one > of your posts. You're tainted! Well said.
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| From | candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> |
|---|---|
| Date | 2024-07-16 15:00 +0000 |
| Message-ID | <slrnv9d2it.6f0.candycanearter07@candydeb.host.invalid> |
| In reply to | #46695 |
["Followup-To:" header set to comp.sys.ibm.pc.games.action.] Zersterer <nochsfentor@yahoo.com> wrote at 16:55 this Monday (GMT): > candycanearter07 wrote: > >> An "immersive" game doesn't have to be realistic, it just needs to be >> consistent with its world and have characters you care about >> > > The most immersive game is USENET, where posters squirm this way and > that, jump and duck, doing anything they can to avoid following up one > of your posts. You're tainted! Am I supposed to set Followup-To or not?? I have gotten conflicting advice about this from multiple people! -- user <candycane> is generated from /dev/urandom
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| From | Dimensional Traveler <dtravel@sonic.net> |
|---|---|
| Date | 2024-07-16 18:03 -0700 |
| Message-ID | <v77583$1gpjp$1@dont-email.me> |
| In reply to | #46713 |
On 7/16/2024 8:00 AM, candycanearter07 wrote: > ["Followup-To:" header set to comp.sys.ibm.pc.games.action.] > Zersterer <nochsfentor@yahoo.com> wrote at 16:55 this Monday (GMT): >> candycanearter07 wrote: >> >>> An "immersive" game doesn't have to be realistic, it just needs to be >>> consistent with its world and have characters you care about >>> >> >> The most immersive game is USENET, where posters squirm this way and >> that, jump and duck, doing anything they can to avoid following up one >> of your posts. You're tainted! > > > Am I supposed to set Followup-To or not?? I have gotten conflicting > advice about this from multiple people! If you want replies to your posts in the same newsgroup then you don't "set" followup-to. It is only used if you want to redirect any replies to YOUR post to another newsgroup. -- I've done good in this world. Now I'm tired and just want to be a cranky dirty old man.
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| From | candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> |
|---|---|
| Date | 2024-07-17 15:40 +0000 |
| Message-ID | <slrnv9fpdo.4r9.candycanearter07@candydeb.host.invalid> |
| In reply to | #46731 |
Dimensional Traveler <dtravel@sonic.net> wrote at 01:03 this Wednesday (GMT): > On 7/16/2024 8:00 AM, candycanearter07 wrote: >> ["Followup-To:" header set to comp.sys.ibm.pc.games.action.] >> Zersterer <nochsfentor@yahoo.com> wrote at 16:55 this Monday (GMT): >>> candycanearter07 wrote: >>> >>>> An "immersive" game doesn't have to be realistic, it just needs to be >>>> consistent with its world and have characters you care about >>>> >>> >>> The most immersive game is USENET, where posters squirm this way and >>> that, jump and duck, doing anything they can to avoid following up one >>> of your posts. You're tainted! >> >> >> Am I supposed to set Followup-To or not?? I have gotten conflicting >> advice about this from multiple people! > > If you want replies to your posts in the same newsgroup then you don't > "set" followup-to. It is only used if you want to redirect any replies > to YOUR post to another newsgroup. Right, but is it "proper" to set it or not? What are the rules here?? -- user <candycane> is generated from /dev/urandom
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| From | Dimensional Traveler <dtravel@sonic.net> |
|---|---|
| Date | 2024-07-17 18:11 -0700 |
| Message-ID | <v79q3r$238mv$1@dont-email.me> |
| In reply to | #46740 |
On 7/17/2024 8:40 AM, candycanearter07 wrote: > Dimensional Traveler <dtravel@sonic.net> wrote at 01:03 this Wednesday (GMT): >> On 7/16/2024 8:00 AM, candycanearter07 wrote: >>> ["Followup-To:" header set to comp.sys.ibm.pc.games.action.] >>> Zersterer <nochsfentor@yahoo.com> wrote at 16:55 this Monday (GMT): >>>> candycanearter07 wrote: >>>> >>>>> An "immersive" game doesn't have to be realistic, it just needs to be >>>>> consistent with its world and have characters you care about >>>>> >>>> >>>> The most immersive game is USENET, where posters squirm this way and >>>> that, jump and duck, doing anything they can to avoid following up one >>>> of your posts. You're tainted! >>> >>> >>> Am I supposed to set Followup-To or not?? I have gotten conflicting >>> advice about this from multiple people! >> >> If you want replies to your posts in the same newsgroup then you don't >> "set" followup-to. It is only used if you want to redirect any replies >> to YOUR post to another newsgroup. > > > Right, but is it "proper" to set it or not? What are the rules here?? There aren't any rules. Trolls will tend to set follow-ups to other newsgroups so they don't receive the flames others try to sent to them and to set up a flame war between groups. But there are also perfectly reasonable uses to set follow-ups, such as trying to redirect a thread that is off-topic in one group to another group where it will be on-topic. Zersterer is being a troll. Go look at his post again and you will see that HE set up a follow-up to send replies to him to alt.slack and talk.bizarre. For the most part there is little reason to use follow-ups. You just need to be careful about OTHERS using it to try to stir up trouble. Other than that YOU CAN JUST IGNORE IT. -- I've done good in this world. Now I'm tired and just want to be a cranky dirty old man.
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| From | JAB <noway@nochance.com> |
|---|---|
| Date | 2024-07-18 07:22 +0100 |
| Message-ID | <v7acau$29tft$1@dont-email.me> |
| In reply to | #46748 |
On 18/07/2024 02:11, Dimensional Traveler wrote: > Zersterer is being a troll. Go look at his post again and you will see > that HE set up a follow-up to send replies to him to alt.slack and > talk.bizarre. For the most part there is little reason to use > follow-ups. You just need to be careful about OTHERS using it to try to > stir up trouble. Other than that YOU CAN JUST IGNORE IT. Ta, I missed that's what he had done. Don't they have FB groups to troll?
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| From | candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> |
|---|---|
| Date | 2024-07-18 17:40 +0000 |
| Message-ID | <slrnv9ikim.43s.candycanearter07@candydeb.host.invalid> |
| In reply to | #46749 |
JAB <noway@nochance.com> wrote at 06:22 this Thursday (GMT): > On 18/07/2024 02:11, Dimensional Traveler wrote: >> Zersterer is being a troll. Go look at his post again and you will see >> that HE set up a follow-up to send replies to him to alt.slack and >> talk.bizarre. For the most part there is little reason to use >> follow-ups. You just need to be careful about OTHERS using it to try to >> stir up trouble. Other than that YOU CAN JUST IGNORE IT. > > Ta, I missed that's what he had done. Don't they have FB groups to troll? Oh, sorry. -- user <candycane> is generated from /dev/urandom
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| From | Dimensional Traveler <dtravel@sonic.net> |
|---|---|
| Date | 2024-07-18 17:47 -0700 |
| Message-ID | <v7cd25$2lh4g$1@dont-email.me> |
| In reply to | #46755 |
On 7/18/2024 10:40 AM, candycanearter07 wrote: > JAB <noway@nochance.com> wrote at 06:22 this Thursday (GMT): >> On 18/07/2024 02:11, Dimensional Traveler wrote: >>> Zersterer is being a troll. Go look at his post again and you will see >>> that HE set up a follow-up to send replies to him to alt.slack and >>> talk.bizarre. For the most part there is little reason to use >>> follow-ups. You just need to be careful about OTHERS using it to try to >>> stir up trouble. Other than that YOU CAN JUST IGNORE IT. >> >> Ta, I missed that's what he had done. Don't they have FB groups to troll? > > > Oh, sorry. Don't be, its not your fault. We've all fallen for that many times. 99.99% of the time you don't have to worry about it. -- I've done good in this world. Now I'm tired and just want to be a cranky dirty old man.
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| From | JAB <noway@nochance.com> |
|---|---|
| Date | 2024-07-19 10:02 +0100 |
| Message-ID | <v7da31$2tqdr$1@dont-email.me> |
| In reply to | #46755 |
On 18/07/2024 18:40, candycanearter07 wrote: > JAB <noway@nochance.com> wrote at 06:22 this Thursday (GMT): >> On 18/07/2024 02:11, Dimensional Traveler wrote: >>> Zersterer is being a troll. Go look at his post again and you will see >>> that HE set up a follow-up to send replies to him to alt.slack and >>> talk.bizarre. For the most part there is little reason to use >>> follow-ups. You just need to be careful about OTHERS using it to try to >>> stir up trouble. Other than that YOU CAN JUST IGNORE IT. >> >> Ta, I missed that's what he had done. Don't they have FB groups to troll? > > > Oh, sorry. As DT said, nothing to be sorry for as it happens. I didn't spot what they'd done either but I did have my suspicions that they were a troll from the general tone of their posts.
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| From | Mike S. <Mike_S@nowhere.com> |
|---|---|
| Date | 2024-07-19 08:55 -0400 |
| Message-ID | <7fok9jhdrac8guk05003i9sqaebffcldab@4ax.com> |
| In reply to | #46757 |
On Fri, 19 Jul 2024 10:02:25 +0100, JAB <noway@nochance.com> wrote: >As DT said, nothing to be sorry for as it happens. I didn't spot what >they'd done either but I did have my suspicions that they were a troll >from the general tone of their posts. Yep. The general tone is what clued me in as well. Probably comes from reading usenet for several decades.
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| From | Zersterer <nochsfentor@yahoo.com> |
|---|---|
| Date | 2024-07-19 08:54 -0500 |
| Message-ID | <lfv9fuFigknU1@mid.individual.net> |
| In reply to | #46760 |
Mike S. wrote: > On Fri, 19 Jul 2024 10:02:25 +0100, JAB <noway@nochance.com> wrote: > >> As DT said, nothing to be sorry for as it happens. I didn't spot what >> they'd done either but I did have my suspicions that they were a troll >>from the general tone of their posts. > > Yep. The general tone is what clued me in as well. Probably comes from > reading usenet for several decades. > Yes we all become trolls after a few decades.
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| From | % <pursent100@gmail.com> |
|---|---|
| Date | 2024-07-19 12:33 -0700 |
| Message-ID | <cN-dnTIdY-ryIgf7nZ2dnZfqn_qdnZ2d@giganews.com> |
| In reply to | #46761 |
Zersterer wrote: > Mike S. wrote: >> On Fri, 19 Jul 2024 10:02:25 +0100, JAB <noway@nochance.com> wrote: >> >>> As DT said, nothing to be sorry for as it happens. I didn't spot what >>> they'd done either but I did have my suspicions that they were a troll >>> from the general tone of their posts. >> >> Yep. The general tone is what clued me in as well. Probably comes from >> reading usenet for several decades. >> > Yes we all become trolls after a few decades. i hit the ground trolling
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