If people don't like the China example, they can look at New Zealand or Australia, both of which had tiny fractions of our Covid deaths AND experienced less economic decline AND experienced a drop in suicides during the time.
New Zealand had the equivalent of 2000 US deaths yesterday. Australia 1500. The vaccines didn't keep people from dying, they postponed them to the next flu season.
The old and sick will catch covid and die. There is nothing you can do about it. Putting your head in the sand and hoping for a magic bullet to save us - vaccines, masks, lockdowns - just means that the rest of the health system will collapse too. We need to be realistic and prepare for a world in which life expectancy is 10 years lower and we need a lot more hospital beds.
That a simple statement of fact is bait ought to tell you how much of a fantasy world people live in.
The covid vaccines are shit and don't work.
End of story.
The mental gymnastics needed to claim they do fall apart when you compare them to vaccines for any other deadly disease. We don't still have small pox running rampant in countries with 90%+ vaccination rates. No one walks around telling you that having only your face paralyzed by polio is a great out come and a reason why we should vaccinate toddlers. If you get the MMR vaccine you're not told to be happy that you only got one of the three.
We need to move people's minds to the real world where everyone gets covid during flu season, rename it covid season while we're at it, and build a hospital system to solve that problem.
Contradicting hard medical evidence about reduced negative outcomes of the COVID vaccine that the entire medical industry has consensus around is just crank stuff at best.
The vaccines are unreasonably effective given how radically the virus has mutated.
The argument that things had to go this way, that we should just lay down our arms from the outset, throw immunocompromised, children and old folks under the bus, and treat it like "flu season" (which has a vaccine for f's sake!) has bequeathed our massive world-wide (or at least west-wide) gain-of-function laboratory that is bringing powerful new mutations to a geo near you.
Track-and-trace and countless bog-standard public health responses (like requiring masks on planes for f's sake), and yes the occasional lockdown, PLUS the fact that we got lucky on how fast we got vaccines delivering measurable improvement in outcomes, would have been a powerful combo. But it wouldn't have made any money.
Can confirm! I run a company that has five MUDs, and we have quite a few blind players as well as at least a couple of blind employees. I'm not visually-impaired, but I like knowing that our players who are are "seeing" the same game world in their heads as fully sighted players, or at least seeing the world from an equal perspective.
A number of years ago there was a guy from Korea (I think) coming to the Game Developer's Conference (GDC) in San Jose, but ended up in San Jose, Costa Rica. He was quite distressed.
MUDs may be history to most people, but at Iron Realms we still have five commercial MUDs running live with dedicated paid staff on each constantly working to improve the gameplay and enlarge the already massive worlds. Honestly, it's pretty surprising to me, as when I launched our first one - Achaea - in 1997 right around when Ultima Online launched, I gave us five years.
Since you run the place, I'll state here that it would be nice if I could look at your web site and decide if I'm interested before being hit with a pop-up window asking me to sign up for a newsletter.
How do I know if I want your newsletter, if I haven't figured out what your product is? Window closed. Sale lost.
(context: I played Achaea without access to a source of cash)
Back when I played, you could buy "artefacts" with real money, but they were less "pay to win" and more "pay for convenience". They were definitely far more than mere cosmetic items, but it was more than possible to play without ever buying one.
Though I was always, always jealous when I saw somebody using wings. Those things took you to a kind of cloud teleportation hub where you could immediately jump to a number of places.
Depends on the item. Some of them were quite powerful, but even then, generally you'd get a 10% edge or an ability from another class. And people would often have macros to unequip all their artifacts for a fair duel.
The Lasallian Lyre is named after my character, but strangely enough, I never mastered the timing to make the best use of it. (A playable class was later based on some fiction I wrote for the official history, which arguably the most impact I've ever had on a product vision...)
Never thought I'd see Achaea discussed on HN. It was a deep influence on me, though my active time was a lifetime ago. Hi, Sarapis! Figured you'd like to know that Achaea, and of course Avalon before it (you were... Orthwein?) really did have a long-lasting impact. These games have always been deeply participatory: player-run guilds, player-run cities. At least at the time I played, you literally couldn't even get class abilities without joining a group and inheriting its political positions, friends, enemies. And although there were PvE quests, the majority of the game was about conflict between players, at the level of people, guilds, cities. That's a far cry from the theme-park nature of modern multiplayer RPGs like WoW.
I tried Achaea after I got too frustrated with MUME. What turned me off wasn't the way people could pay to avoid grind, but rather how you absolutely needed a client script for combat. If you didn't have some kind of script that provided automated reactions, PVE was really hard and you couldn't even consider PVP. And, of course, people who made the best scripts were charging for them.
That's true! I did very little combat overall -- I spent most of my time on the social side of the game -- but I did build a few of my own convenience scripts anyway, so the criticism is well-founded.
You can get by in PvE without anything overly complex, and it's honestly more fun to figure out how to deal with the damage and affliction patterns from individual monsters yourself than relying on an autocure system. (Achaea has strict rules on what goes beyond the line of "botting", too.) But yeah, PvP essentially required some automation to let you focus on tactics instead.
Yeah, I remember the rules about "botting", too. I don't know if they changed a lot since I played, but back then they basically amounted to "don't automate your character to farm while idle". In light of the pay-to-avoid-grind system, it didn't take me too long to conclude that the rules were pretty much "don't affect our bottom line, anything else goes".
Because botting is basically impossible for us to detect algorithmically (we're a tiny company and don't have the resources to engage in that kind of battle with botters), our line boils down to, "If we come and talk to you and you don't reply, you're not playing the game and that's not allowed."
It's the only standard for botting that works for us.
True, but not strictly true. I played with 100% manual attacks and cures, but made heavy use of color coding to recognize threats in the rapid scroll of incoming text. It wasn't any harder than playing a competitive puzzle game: recognize colors, make matches, try to throw sand in your opponent's gears and make combos faster than they can.
Iron Realms games are pay to win enough to make every publisher jealous. Though they are some of the most involved/integrated communities of players/developers/tool-makers in likely any game at the moment.
As someone who was a volunteer Admin/coder for a while on a MUD during college (Fires of Heaven, yes based on the Wheel of Time) keeping a MUD going with paid staff in this age is incredible. Well done!
Woah, Sarapis! I've seen MUDs discussed here on HN before but never Achaea. I wouldn't be who I am today without having played that game. Thank you for so many years of fun.
Former player of Achaea here (if anyone recognizes the name Soludra) -- can attest, the Iron Realms MUDs are top-tier. I tried to get into volunteering, but my work ethic wasn't really up to snuff at the time. Sorry ^_^;
The combat system in Achaea was always so fascinating to me in terms of balance, but back when I was still playing it I was on bad dialup or satellite internet, which gave me a pretty big disadvantage against other people.
Same. It really amazes me how cool combat was in a game that was purely text. Even if it was almost a decade since I played a lot of it. I remember it fondly and still recommend it if for nothing else but novelty.
The hundred or so debuffs and the concept of truelock still fascinates me. If a new, (more graphical perhaps) game dared to come even close to that I'd be so happy to give it a spin.