Pyro

joined 1 year ago
[–] [email protected] 2 points 10 months ago (1 children)

More then Likely the overall average is hitting that. not really going to argue that. I have been at and looked at metrics for individual stores that have been 4.2,4.5, and one that was a 6% (their was a bit of restructuring that happened after that). I will state that those percentages were lost item numbers that could be accounted with other things other then theft.

The store thats in a "nicer" area and the one that has is in a really bad 1 can even out so the number is low. but the bad store can have really high numbers, numbers that can be worse as it goes through. Also keep in mind that the overall theft % has stayed "constant" by the link you gave, and thats with the annoying glass cases and other such being used to try to lower shrink. better measures are needed as time passes. A case an area cost 6k to order for the area I was in, and the store chose to put it there. or the ones that are paying for off duty officers to help. If they didnt work the stores wouldnt use them (and yes that does happen, a security set for a store got canceled because the numbers didnt change after 5 months)

[–] [email protected] 5 points 10 months ago (3 children)

I would rate it as a concern. Probably not "HUGE" concern but it is impacting thing.

I work loss prevention, so I have a slight bias. But I also see how often and to the volume that it is. There are individuals I have helped with that are linked to 6 digit worth of stuff (and then of course money theft but that's a different ball game).

Yes if a company has 30,000,000 in sales, theft seems less a problem until it gets multipld out hundreds of times a 1,500,000 of saleable items being stolen can and is something that happens with the current security stuff. And while that is 1/20 the of the sales that 30 mill is before paying for the product, utilities and salary.

Profit is still there but it is getting harder to hold that profit and new ways to loose/new scams pop up all the time

[–] [email protected] 10 points 10 months ago (6 children)

The problem Is real but this solution seems very bs

[–] [email protected] 3 points 11 months ago (4 children)

Add in an extra twist. Hopefully if the sickos are at least happy with AI stuff they won't need "real"

Sadly, a lot of it does evolve from wanting to "watch" to wanting to do

[–] [email protected] 7 points 11 months ago (1 children)

I'm guessing a local store thing. That is one line that I have never heard Walmart claim and I have worked for a lot of different stores

[–] [email protected] 4 points 1 year ago

To add on what others of said.

Part of its being able to stick it anywhere and a lot of things are built with the human body/arms in mind (not boxes obviously).

Do something stupid simple like getting grocery carts, it can have a hand that would be good enough or build a special gripper/mover that can have problems if some things change

[–] [email protected] 1 points 1 year ago (1 children)

The issue is more generation is leaned on the less powerful it becomes. To create those stores that you were reading in books it was fed lots of other fantasy and game information, as more of its used the less 'new' stuff it can make.

[–] [email protected] 3 points 1 year ago

Yes, very useful tool. Not something that can be just thrown in. Has to be part of the system almost from start so that the appropriate ations and and text can be linked (unless it's reading through save state and or is how the save state is read but that also had to be thought of early)

However, also not exactly what I ment. For instance years ago on doing a replay of Zelda oot left for about a week midday through the water temple. I could not figure out where I was in the puzzle for some time and ended up reseting as much as I could to just re walk through as much as I could. Somethings can't be pre script written out due to unknown changes or capture what the user thought process is

I am not a huge fan of the "shrine" approach where everything is bite size but that seems to be the idea to make it easer for on the go. If you only have 15ish min of play what's more enjoyable? Catching up what you did and trying to figure out what's everything like since you last did things or knowing that this thing here is or needs to be done in front of me and I can continue.

[–] [email protected] 1 points 1 year ago (2 children)

"streamlining" is definitely happening. A lot is to just keep that serotonin going with happy rewards.

1 person I was talking to mentioned it might also be a change because of target. Zelda botw/totk was ment to be played in short burst while on train or a quick shrine or so before bed. Thus the bigger puzzles and things that requires a longer play (to avoid the wtf what is happening when I played yesterday question) are being phased down

[–] [email protected] 34 points 1 year ago (1 children)

Sounds like unity doesn't want any new devs to go over to them and for the ones who did to start moving away to other engines.

Ask for x per purchase would at least get less backlash but I guess they couldn't track that as easily

[–] [email protected] 1 points 1 year ago (1 children)

The vapor that is the future of battires. We keep getting better stuff and then some problems happen with production or the science is just wrong after deeper research. IT SUCKS!

Also electricity does have weight

[–] [email protected] 2 points 1 year ago

The framework helps the GM be able to do so, its another tool.

I mainly say that in such a way that if a character is thought to be a pusher the player would know that to push I have to be this close and cant push something thats x times bigger (or some other thing). A GM can (and should) adjust and change things if it would make it more fun for the table but the framework helps understand the world better. for some parts the GM is not directing but explaining what happened.

I push the rock off the edge of the cliff, bar something else, it should fall. The GM at that point is giving the results of that action, what is the result? the GM could simply say that it fell and hurt someone it landed on nearly killing them. the issue comes when the same situation comes up and the GM does something different because they think it should do differently (a different GM more then likely ) this breaks flow if things are different. (assuming all things are the same in both situations for simplicity of course). The Frame work put that a rock fall would deal X amount for how far it fell and the players would have the knowledge (while it would be slightly meta, it would be a "world" known if the rock would deal less damage then the pointy sword XP )

That's what I meant by balance across areas, expectations are known on what some cause and effects are. Frameworks are great ways to help guide things through HOWEVER, a giving framework/gamesystem is not perfect nor a fit all for all game types and tables. A Group also shouldn't need to "go into the weeds" constantly (or at all during a session), something made on the fly or close enough is good to keep things moving.

I mean, pen&paper RPGs aren’t a players vs GM game, but instead the GM plays together with the players to create an interesting experience where everyone has fun.

Full Agree, but the next part is that the Framework helps the GM do the balancing

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