GET https://kbin.spritesserver.nl/index.php/m/memes@lemmy.ml/t/13843/Every-time/top

Security

Token

There is no security token.

Firewall

main Name
Security enabled
Stateless

Configuration

Key Value
provider security.user.provider.concrete.app_user_provider
context main
entry_point App\Security\KbinAuthenticator
user_checker App\Security\UserChecker
access_denied_handler (none)
access_denied_url (none)
authenticators
[
  "two_factor"
  "remember_me"
  "App\Security\KbinAuthenticator"
  "App\Security\FacebookAuthenticator"
  "App\Security\GoogleAuthenticator"
  "App\Security\GithubAuthenticator"
  "App\Security\KeycloakAuthenticator"
]

Listeners

Listener Duration Response
Symfony\Component\Security\Http\Firewall\ChannelListener {#723
  -map: Symfony\Component\Security\Http\AccessMap {#722 …}
  -logger: Monolog\Logger {#783 …}
  -httpPort: 80
  -httpsPort: 443
}
0.00 ms (none)
Symfony\Component\Security\Http\Firewall\ContextListener {#706
  -tokenStorage: Symfony\Component\Security\Core\Authentication\Token\Storage\TokenStorage {#1017 …}
  -sessionKey: "_security_main"
  -logger: Monolog\Logger {#783 …}
  -userProviders: Symfony\Component\DependencyInjection\Argument\RewindableGenerator {#705 …}
  -dispatcher: Symfony\Component\EventDispatcher\Debug\TraceableEventDispatcher {#747 …}
  -registered: false
  -trustResolver: Scheb\TwoFactorBundle\Security\Authentication\AuthenticationTrustResolver {#780 …}
  -sessionTrackerEnabler: Symfony\Component\Security\Core\Authentication\Token\Storage\UsageTrackingTokenStorage::enableUsageTracking(): void {#703 …}
}
0.72 ms (none)
Symfony\Component\Security\Http\Firewall\AuthenticatorManagerListener {#584
  -authenticatorManager: Symfony\Component\Security\Http\Authentication\AuthenticatorManager {#595 …}
}
0.00 ms (none)
Scheb\TwoFactorBundle\Security\Http\Firewall\TwoFactorAccessListener {#582
  -twoFactorFirewallConfig: Scheb\TwoFactorBundle\Security\TwoFactor\TwoFactorFirewallConfig {#842 …}
  -tokenStorage: Symfony\Component\Security\Core\Authentication\Token\Storage\UsageTrackingTokenStorage {#1018 …}
  -twoFactorAccessDecider: Scheb\TwoFactorBundle\Security\Authorization\TwoFactorAccessDecider {#581 …}
}
0.04 ms (none)
Symfony\Component\Security\Http\Firewall\AccessListener {#579
  -tokenStorage: Symfony\Component\Security\Core\Authentication\Token\Storage\UsageTrackingTokenStorage {#1018 …}
  -accessDecisionManager: Symfony\Component\Security\Core\Authorization\TraceableAccessDecisionManager {#937 …}
  -map: Symfony\Component\Security\Http\AccessMap {#722 …}
}
0.00 ms (none)
Symfony\Component\Security\Http\Firewall\LogoutListener {#786
  -tokenStorage: Symfony\Component\Security\Core\Authentication\Token\Storage\UsageTrackingTokenStorage {#1018 …}
  -options: [
    "csrf_parameter" => "_csrf_token"
    "csrf_token_id" => "logout"
    "logout_path" => "app_logout"
  ]
  -httpUtils: Symfony\Component\Security\Http\HttpUtils {#841 …}
  -csrfTokenManager: Symfony\Component\Security\Csrf\CsrfTokenManager {#1015 …}
  -eventDispatcher: Symfony\Component\EventDispatcher\Debug\TraceableEventDispatcher {#747 …}
}
0.00 ms (none)

Authenticators

No authenticators have been recorded. Check previous profiles on your authentication endpoint.

Access Decision

affirmative Strategy
# Voter class
1
"Symfony\Component\Security\Core\Authorization\Voter\AuthenticatedVoter"
2
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
3
"Symfony\Component\Security\Core\Authorization\Voter\RoleHierarchyVoter"
4
"Symfony\Component\Security\Core\Authorization\Voter\ExpressionVoter"
5
"App\Security\Voter\EntryCommentVoter"
6
"App\Security\Voter\EntryVoter"
7
"App\Security\Voter\MagazineVoter"
8
"App\Security\Voter\MessageThreadVoter"
9
"App\Security\Voter\MessageVoter"
10
"App\Security\Voter\NotificationVoter"
11
"App\Security\Voter\OAuth2UserConsentVoter"
12
"App\Security\Voter\PostCommentVoter"
13
"App\Security\Voter\PostVoter"
14
"App\Security\Voter\UserVoter"

Access decision log

# Result Attributes Object
1 DENIED ROLE_USER
null
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"Symfony\Component\Security\Core\Authorization\Voter\RoleHierarchyVoter"
ACCESS DENIED
"App\Security\Voter\EntryCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
2 DENIED moderate
App\Entity\Entry {#2388
  +user: Proxies\__CG__\App\Entity\User {#1943 …}
  +magazine: App\Entity\Magazine {#266
    +icon: Proxies\__CG__\App\Entity\Image {#247 …}
    +name: "memes@lemmy.ml"
    +title: "memes"
    +description: """
      #### Rules:\n
      \n
      1. Be civil and nice.\n
      2. Try not to excessively repost, as a rule of thumb, wait at least 2 months to do it if you *have* to.
      """
    +rules: null
    +subscriptionsCount: 1
    +entryCount: 5926
    +entryCommentCount: 65073
    +postCount: 25
    +postCommentCount: 152
    +isAdult: false
    +customCss: null
    +lastActive: DateTime @1729583092 {#276
      date: 2024-10-22 09:44:52.0 +02:00
    }
    +markedForDeletionAt: null
    +tags: null
    +moderators: Doctrine\ORM\PersistentCollection {#238 …}
    +ownershipRequests: Doctrine\ORM\PersistentCollection {#234 …}
    +moderatorRequests: Doctrine\ORM\PersistentCollection {#223 …}
    +entries: Doctrine\ORM\PersistentCollection {#181 …}
    +posts: Doctrine\ORM\PersistentCollection {#139 …}
    +subscriptions: Doctrine\ORM\PersistentCollection {#201 …}
    +bans: Doctrine\ORM\PersistentCollection {#118 …}
    +reports: Doctrine\ORM\PersistentCollection {#104 …}
    +badges: Doctrine\ORM\PersistentCollection {#82 …}
    +logs: Doctrine\ORM\PersistentCollection {#72 …}
    +awards: Doctrine\ORM\PersistentCollection {#61 …}
    +categories: Doctrine\ORM\PersistentCollection {#1820 …}
    -id: 38
    +apId: "memes@lemmy.ml"
    +apProfileId: "https://lemmy.ml/c/memes"
    +apPublicUrl: "https://lemmy.ml/c/memes"
    +apFollowersUrl: "https://lemmy.ml/c/memes/followers"
    +apInboxUrl: "https://lemmy.ml/inbox"
    +apDomain: "lemmy.ml"
    +apPreferredUsername: "memes"
    +apDiscoverable: true
    +apManuallyApprovesFollowers: null
    +privateKey: null
    +publicKey: null
    +apFetchedAt: DateTime @1728572889 {#270
      date: 2024-10-10 17:08:09.0 +02:00
    }
    +apDeletedAt: null
    +apTimeoutAt: null
    +visibility: "visible             "
    +createdAt: DateTimeImmutable @1696428223 {#272
      date: 2023-10-04 16:03:43.0 +02:00
    }
  }
  +image: Proxies\__CG__\App\Entity\Image {#1962 …}
  +domain: Proxies\__CG__\App\Entity\Domain {#1924 …}
  +slug: "Every-time"
  +title: "Every time"
  +url: "https://lemmy.world/pictrs/image/4348a6d4-f51f-4439-8752-00b2e831bb50.jpeg"
  +body: null
  +type: "image"
  +lang: "en"
  +isOc: false
  +hasEmbed: true
  +commentCount: 54
  +favouriteCount: 792
  +score: 0
  +isAdult: false
  +sticky: false
  +lastActive: DateTime @1701093462 {#2410
    date: 2023-11-27 14:57:42.0 +01:00
  }
  +ip: null
  +adaAmount: 0
  +tags: null
  +mentions: null
  +comments: Doctrine\ORM\PersistentCollection {#1886 …}
  +votes: Doctrine\ORM\PersistentCollection {#1973 …}
  +reports: Doctrine\ORM\PersistentCollection {#1948 …}
  +favourites: Doctrine\ORM\PersistentCollection {#1927 …}
  +notifications: Doctrine\ORM\PersistentCollection {#2442 …}
  +badges: Doctrine\ORM\PersistentCollection {#2440 …}
  +children: []
  -id: 13843
  -titleTs: "'everi':1 'time':2"
  -bodyTs: null
  +cross: false
  +upVotes: 0
  +downVotes: 0
  +ranking: 1700313494
  +visibility: "visible             "
  +apId: "https://lemmy.world/post/8380093"
  +editedAt: null
  +createdAt: DateTimeImmutable @1700227094 {#1850
    date: 2023-11-17 14:18:14.0 +01:00
  }
}
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryVoter"
ACCESS DENIED
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
3 DENIED edit
App\Entity\Entry {#2388
  +user: Proxies\__CG__\App\Entity\User {#1943 …}
  +magazine: App\Entity\Magazine {#266
    +icon: Proxies\__CG__\App\Entity\Image {#247 …}
    +name: "memes@lemmy.ml"
    +title: "memes"
    +description: """
      #### Rules:\n
      \n
      1. Be civil and nice.\n
      2. Try not to excessively repost, as a rule of thumb, wait at least 2 months to do it if you *have* to.
      """
    +rules: null
    +subscriptionsCount: 1
    +entryCount: 5926
    +entryCommentCount: 65073
    +postCount: 25
    +postCommentCount: 152
    +isAdult: false
    +customCss: null
    +lastActive: DateTime @1729583092 {#276
      date: 2024-10-22 09:44:52.0 +02:00
    }
    +markedForDeletionAt: null
    +tags: null
    +moderators: Doctrine\ORM\PersistentCollection {#238 …}
    +ownershipRequests: Doctrine\ORM\PersistentCollection {#234 …}
    +moderatorRequests: Doctrine\ORM\PersistentCollection {#223 …}
    +entries: Doctrine\ORM\PersistentCollection {#181 …}
    +posts: Doctrine\ORM\PersistentCollection {#139 …}
    +subscriptions: Doctrine\ORM\PersistentCollection {#201 …}
    +bans: Doctrine\ORM\PersistentCollection {#118 …}
    +reports: Doctrine\ORM\PersistentCollection {#104 …}
    +badges: Doctrine\ORM\PersistentCollection {#82 …}
    +logs: Doctrine\ORM\PersistentCollection {#72 …}
    +awards: Doctrine\ORM\PersistentCollection {#61 …}
    +categories: Doctrine\ORM\PersistentCollection {#1820 …}
    -id: 38
    +apId: "memes@lemmy.ml"
    +apProfileId: "https://lemmy.ml/c/memes"
    +apPublicUrl: "https://lemmy.ml/c/memes"
    +apFollowersUrl: "https://lemmy.ml/c/memes/followers"
    +apInboxUrl: "https://lemmy.ml/inbox"
    +apDomain: "lemmy.ml"
    +apPreferredUsername: "memes"
    +apDiscoverable: true
    +apManuallyApprovesFollowers: null
    +privateKey: null
    +publicKey: null
    +apFetchedAt: DateTime @1728572889 {#270
      date: 2024-10-10 17:08:09.0 +02:00
    }
    +apDeletedAt: null
    +apTimeoutAt: null
    +visibility: "visible             "
    +createdAt: DateTimeImmutable @1696428223 {#272
      date: 2023-10-04 16:03:43.0 +02:00
    }
  }
  +image: Proxies\__CG__\App\Entity\Image {#1962 …}
  +domain: Proxies\__CG__\App\Entity\Domain {#1924 …}
  +slug: "Every-time"
  +title: "Every time"
  +url: "https://lemmy.world/pictrs/image/4348a6d4-f51f-4439-8752-00b2e831bb50.jpeg"
  +body: null
  +type: "image"
  +lang: "en"
  +isOc: false
  +hasEmbed: true
  +commentCount: 54
  +favouriteCount: 792
  +score: 0
  +isAdult: false
  +sticky: false
  +lastActive: DateTime @1701093462 {#2410
    date: 2023-11-27 14:57:42.0 +01:00
  }
  +ip: null
  +adaAmount: 0
  +tags: null
  +mentions: null
  +comments: Doctrine\ORM\PersistentCollection {#1886 …}
  +votes: Doctrine\ORM\PersistentCollection {#1973 …}
  +reports: Doctrine\ORM\PersistentCollection {#1948 …}
  +favourites: Doctrine\ORM\PersistentCollection {#1927 …}
  +notifications: Doctrine\ORM\PersistentCollection {#2442 …}
  +badges: Doctrine\ORM\PersistentCollection {#2440 …}
  +children: []
  -id: 13843
  -titleTs: "'everi':1 'time':2"
  -bodyTs: null
  +cross: false
  +upVotes: 0
  +downVotes: 0
  +ranking: 1700313494
  +visibility: "visible             "
  +apId: "https://lemmy.world/post/8380093"
  +editedAt: null
  +createdAt: DateTimeImmutable @1700227094 {#1850
    date: 2023-11-17 14:18:14.0 +01:00
  }
}
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryVoter"
ACCESS DENIED
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
4 DENIED moderate
App\Entity\Entry {#2388
  +user: Proxies\__CG__\App\Entity\User {#1943 …}
  +magazine: App\Entity\Magazine {#266
    +icon: Proxies\__CG__\App\Entity\Image {#247 …}
    +name: "memes@lemmy.ml"
    +title: "memes"
    +description: """
      #### Rules:\n
      \n
      1. Be civil and nice.\n
      2. Try not to excessively repost, as a rule of thumb, wait at least 2 months to do it if you *have* to.
      """
    +rules: null
    +subscriptionsCount: 1
    +entryCount: 5926
    +entryCommentCount: 65073
    +postCount: 25
    +postCommentCount: 152
    +isAdult: false
    +customCss: null
    +lastActive: DateTime @1729583092 {#276
      date: 2024-10-22 09:44:52.0 +02:00
    }
    +markedForDeletionAt: null
    +tags: null
    +moderators: Doctrine\ORM\PersistentCollection {#238 …}
    +ownershipRequests: Doctrine\ORM\PersistentCollection {#234 …}
    +moderatorRequests: Doctrine\ORM\PersistentCollection {#223 …}
    +entries: Doctrine\ORM\PersistentCollection {#181 …}
    +posts: Doctrine\ORM\PersistentCollection {#139 …}
    +subscriptions: Doctrine\ORM\PersistentCollection {#201 …}
    +bans: Doctrine\ORM\PersistentCollection {#118 …}
    +reports: Doctrine\ORM\PersistentCollection {#104 …}
    +badges: Doctrine\ORM\PersistentCollection {#82 …}
    +logs: Doctrine\ORM\PersistentCollection {#72 …}
    +awards: Doctrine\ORM\PersistentCollection {#61 …}
    +categories: Doctrine\ORM\PersistentCollection {#1820 …}
    -id: 38
    +apId: "memes@lemmy.ml"
    +apProfileId: "https://lemmy.ml/c/memes"
    +apPublicUrl: "https://lemmy.ml/c/memes"
    +apFollowersUrl: "https://lemmy.ml/c/memes/followers"
    +apInboxUrl: "https://lemmy.ml/inbox"
    +apDomain: "lemmy.ml"
    +apPreferredUsername: "memes"
    +apDiscoverable: true
    +apManuallyApprovesFollowers: null
    +privateKey: null
    +publicKey: null
    +apFetchedAt: DateTime @1728572889 {#270
      date: 2024-10-10 17:08:09.0 +02:00
    }
    +apDeletedAt: null
    +apTimeoutAt: null
    +visibility: "visible             "
    +createdAt: DateTimeImmutable @1696428223 {#272
      date: 2023-10-04 16:03:43.0 +02:00
    }
  }
  +image: Proxies\__CG__\App\Entity\Image {#1962 …}
  +domain: Proxies\__CG__\App\Entity\Domain {#1924 …}
  +slug: "Every-time"
  +title: "Every time"
  +url: "https://lemmy.world/pictrs/image/4348a6d4-f51f-4439-8752-00b2e831bb50.jpeg"
  +body: null
  +type: "image"
  +lang: "en"
  +isOc: false
  +hasEmbed: true
  +commentCount: 54
  +favouriteCount: 792
  +score: 0
  +isAdult: false
  +sticky: false
  +lastActive: DateTime @1701093462 {#2410
    date: 2023-11-27 14:57:42.0 +01:00
  }
  +ip: null
  +adaAmount: 0
  +tags: null
  +mentions: null
  +comments: Doctrine\ORM\PersistentCollection {#1886 …}
  +votes: Doctrine\ORM\PersistentCollection {#1973 …}
  +reports: Doctrine\ORM\PersistentCollection {#1948 …}
  +favourites: Doctrine\ORM\PersistentCollection {#1927 …}
  +notifications: Doctrine\ORM\PersistentCollection {#2442 …}
  +badges: Doctrine\ORM\PersistentCollection {#2440 …}
  +children: []
  -id: 13843
  -titleTs: "'everi':1 'time':2"
  -bodyTs: null
  +cross: false
  +upVotes: 0
  +downVotes: 0
  +ranking: 1700313494
  +visibility: "visible             "
  +apId: "https://lemmy.world/post/8380093"
  +editedAt: null
  +createdAt: DateTimeImmutable @1700227094 {#1850
    date: 2023-11-17 14:18:14.0 +01:00
  }
}
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryVoter"
ACCESS DENIED
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
5 DENIED ROLE_USER
null
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"Symfony\Component\Security\Core\Authorization\Voter\RoleHierarchyVoter"
ACCESS DENIED
"App\Security\Voter\EntryCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
6 DENIED moderate
App\Entity\EntryComment {#4005
  +user: App\Entity\User {#3954 …}
  +entry: App\Entity\Entry {#2388
    +user: Proxies\__CG__\App\Entity\User {#1943 …}
    +magazine: App\Entity\Magazine {#266
      +icon: Proxies\__CG__\App\Entity\Image {#247 …}
      +name: "memes@lemmy.ml"
      +title: "memes"
      +description: """
        #### Rules:\n
        \n
        1. Be civil and nice.\n
        2. Try not to excessively repost, as a rule of thumb, wait at least 2 months to do it if you *have* to.
        """
      +rules: null
      +subscriptionsCount: 1
      +entryCount: 5926
      +entryCommentCount: 65073
      +postCount: 25
      +postCommentCount: 152
      +isAdult: false
      +customCss: null
      +lastActive: DateTime @1729583092 {#276
        date: 2024-10-22 09:44:52.0 +02:00
      }
      +markedForDeletionAt: null
      +tags: null
      +moderators: Doctrine\ORM\PersistentCollection {#238 …}
      +ownershipRequests: Doctrine\ORM\PersistentCollection {#234 …}
      +moderatorRequests: Doctrine\ORM\PersistentCollection {#223 …}
      +entries: Doctrine\ORM\PersistentCollection {#181 …}
      +posts: Doctrine\ORM\PersistentCollection {#139 …}
      +subscriptions: Doctrine\ORM\PersistentCollection {#201 …}
      +bans: Doctrine\ORM\PersistentCollection {#118 …}
      +reports: Doctrine\ORM\PersistentCollection {#104 …}
      +badges: Doctrine\ORM\PersistentCollection {#82 …}
      +logs: Doctrine\ORM\PersistentCollection {#72 …}
      +awards: Doctrine\ORM\PersistentCollection {#61 …}
      +categories: Doctrine\ORM\PersistentCollection {#1820 …}
      -id: 38
      +apId: "memes@lemmy.ml"
      +apProfileId: "https://lemmy.ml/c/memes"
      +apPublicUrl: "https://lemmy.ml/c/memes"
      +apFollowersUrl: "https://lemmy.ml/c/memes/followers"
      +apInboxUrl: "https://lemmy.ml/inbox"
      +apDomain: "lemmy.ml"
      +apPreferredUsername: "memes"
      +apDiscoverable: true
      +apManuallyApprovesFollowers: null
      +privateKey: null
      +publicKey: null
      +apFetchedAt: DateTime @1728572889 {#270
        date: 2024-10-10 17:08:09.0 +02:00
      }
      +apDeletedAt: null
      +apTimeoutAt: null
      +visibility: "visible             "
      +createdAt: DateTimeImmutable @1696428223 {#272
        date: 2023-10-04 16:03:43.0 +02:00
      }
    }
    +image: Proxies\__CG__\App\Entity\Image {#1962 …}
    +domain: Proxies\__CG__\App\Entity\Domain {#1924 …}
    +slug: "Every-time"
    +title: "Every time"
    +url: "https://lemmy.world/pictrs/image/4348a6d4-f51f-4439-8752-00b2e831bb50.jpeg"
    +body: null
    +type: "image"
    +lang: "en"
    +isOc: false
    +hasEmbed: true
    +commentCount: 54
    +favouriteCount: 792
    +score: 0
    +isAdult: false
    +sticky: false
    +lastActive: DateTime @1701093462 {#2410
      date: 2023-11-27 14:57:42.0 +01:00
    }
    +ip: null
    +adaAmount: 0
    +tags: null
    +mentions: null
    +comments: Doctrine\ORM\PersistentCollection {#1886 …}
    +votes: Doctrine\ORM\PersistentCollection {#1973 …}
    +reports: Doctrine\ORM\PersistentCollection {#1948 …}
    +favourites: Doctrine\ORM\PersistentCollection {#1927 …}
    +notifications: Doctrine\ORM\PersistentCollection {#2442 …}
    +badges: Doctrine\ORM\PersistentCollection {#2440 …}
    +children: []
    -id: 13843
    -titleTs: "'everi':1 'time':2"
    -bodyTs: null
    +cross: false
    +upVotes: 0
    +downVotes: 0
    +ranking: 1700313494
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"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
7 DENIED edit
App\Entity\EntryComment {#4005
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"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
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ACCESS DENIED
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
8 DENIED moderate
App\Entity\EntryComment {#4005
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"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryCommentVoter"
ACCESS DENIED
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
9 DENIED ROLE_USER
null
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"Symfony\Component\Security\Core\Authorization\Voter\RoleHierarchyVoter"
ACCESS DENIED
"App\Security\Voter\EntryCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
10 DENIED moderate
App\Entity\EntryComment {#4941
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}
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryCommentVoter"
ACCESS DENIED
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
11 DENIED edit
App\Entity\EntryComment {#4941
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        #### Rules:\n
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
12 DENIED moderate
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
13 DENIED ROLE_USER
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
14 DENIED moderate
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"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
15 DENIED edit
App\Entity\EntryComment {#4957
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Show voter details
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Show voter details
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
18 DENIED moderate
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
19 DENIED edit
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
20 DENIED moderate
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
21 DENIED ROLE_USER
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
22 DENIED moderate
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Show voter details
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Show voter details
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    Why are you carrying? You should be working with your team instead of plowing through on your own.\n
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ACCESS ABSTAIN
Show voter details
28 DENIED moderate
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Show voter details
29 DENIED ROLE_USER
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Show voter details
30 DENIED moderate
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31 DENIED edit
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32 DENIED moderate
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Show voter details
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Show voter details
34 DENIED moderate
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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Show voter details
35 DENIED edit
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Show voter details
36 DENIED moderate
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Show voter details
37 DENIED ROLE_USER
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Show voter details
38 DENIED moderate
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Show voter details
39 DENIED edit
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
40 DENIED moderate
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
41 DENIED ROLE_USER
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
42 DENIED moderate
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Show voter details
48 DENIED moderate
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    Likewise, coop is so much more fun IMO\n
    \n
    Especially if it’s something like Overcooked\n
    \n
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Show voter details
49 DENIED ROLE_USER
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Show voter details
50 DENIED moderate
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Show voter details
51 DENIED edit
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}
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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Show voter details
52 DENIED moderate
App\Entity\EntryComment {#5368
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        #### Rules:\n
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
53 DENIED ROLE_USER
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
54 DENIED moderate
App\Entity\EntryComment {#5251
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    It’s because games like Call of duty rig matchmaking so you don’t win / lose all the time. Connection preference can make all the difference\n
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    Edit: I appear to have stumbled into a rocket league focused discussion
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      It’s because games like Call of duty rig matchmaking so you don’t win / lose all the time. Connection preference can make all the difference\n
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      Edit: I appear to have stumbled into a rocket league focused discussion
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      It’s because games like Call of duty rig matchmaking so you don’t win / lose all the time. Connection preference can make all the difference\n
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      Edit: I appear to have stumbled into a rocket league focused discussion
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60 DENIED moderate
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      Edit: I appear to have stumbled into a rocket league focused discussion
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Show voter details
62 DENIED moderate
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"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
63 DENIED edit
App\Entity\EntryComment {#4051
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  +entry: App\Entity\Entry {#2388
    +user: Proxies\__CG__\App\Entity\User {#1943 …}
    +magazine: App\Entity\Magazine {#266
      +icon: Proxies\__CG__\App\Entity\Image {#247 …}
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      +title: "memes"
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        #### Rules:\n
        \n
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  +image: null
  +parent: null
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    This is me whenever someone asks me to stay in their team.\n
    \n
    Suddenly all the apparent skill I displayed last game is revealed to have been an illusion
    """
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}
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryCommentVoter"
ACCESS DENIED
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
64 DENIED moderate
App\Entity\EntryComment {#4051
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      +icon: Proxies\__CG__\App\Entity\Image {#247 …}
      +name: "memes@lemmy.ml"
      +title: "memes"
      +description: """
        #### Rules:\n
        \n
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  }
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  +image: null
  +parent: null
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  +body: """
    This is me whenever someone asks me to stay in their team.\n
    \n
    Suddenly all the apparent skill I displayed last game is revealed to have been an illusion
    """
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  ]
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}
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryCommentVoter"
ACCESS DENIED
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
65 DENIED ROLE_USER
null
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"Symfony\Component\Security\Core\Authorization\Voter\RoleHierarchyVoter"
ACCESS DENIED
"App\Security\Voter\EntryCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
66 DENIED moderate
App\Entity\EntryComment {#4854
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    +user: Proxies\__CG__\App\Entity\User {#1943 …}
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      +icon: Proxies\__CG__\App\Entity\Image {#247 …}
      +name: "memes@lemmy.ml"
      +title: "memes"
      +description: """
        #### Rules:\n
        \n
        1. Be civil and nice.\n
        2. Try not to excessively repost, as a rule of thumb, wait at least 2 months to do it if you *have* to.
        """
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    +image: Proxies\__CG__\App\Entity\Image {#1962 …}
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      date: 2023-11-17 14:18:14.0 +01:00
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  }
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    +image: null
    +parent: null
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      This is me whenever someone asks me to stay in their team.\n
      \n
      Suddenly all the apparent skill I displayed last game is revealed to have been an illusion
      """
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  }
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    Game 1 - Gets an ace, completely dominates tactically, on top of every call  \n
    Game 2 - How do you shoot, again?
    """
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    "@AlolanYoda@mander.xyz"
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}
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryCommentVoter"
ACCESS DENIED
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
67 DENIED edit
App\Entity\EntryComment {#4854
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    +user: Proxies\__CG__\App\Entity\User {#1943 …}
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      +icon: Proxies\__CG__\App\Entity\Image {#247 …}
      +name: "memes@lemmy.ml"
      +title: "memes"
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        #### Rules:\n
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        """
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
68 DENIED moderate
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
69 DENIED ROLE_USER
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"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
70 DENIED moderate
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ACCESS ABSTAIN
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ACCESS DENIED
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
71 DENIED edit
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    opinion time:\n
    \n
    the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
    \n
    however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
    \n
    only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
    \n
    anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
    \n
    boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
    \n
    solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
    \n
    ---\n
    \n
    sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
    \n
    (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
    \n
    (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
    \n
    and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
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    opinion time:\n
    \n
    the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
    \n
    however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
    \n
    only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
    \n
    anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
    \n
    boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
    \n
    solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
    \n
    ---\n
    \n
    sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
    \n
    (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
    \n
    (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
    \n
    and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
    """
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    opinion time:\n
    \n
    the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
    \n
    however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
    \n
    only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
    \n
    anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
    \n
    boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
    \n
    solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
    \n
    ---\n
    \n
    sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
    \n
    (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
    \n
    (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
    \n
    and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
    """
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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  +body: "But I need my angry loss emotions, I don’t have the capacity to deal with any real emotions."
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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  +body: "I still haven’t read that source about dota 2 but personally, I think it’s addictive because it feels sooooo good when you win. It brings the worst of you when you lose, but when you win, it feels really good, it’s so satisfying to win a hard match, competitive or not (i play a lot of turbo, feels addictive anyway). After all, if we only felt bad when losing and didn’t feel as good when wining, we wouldn’t come back. Or at least, I wouldn’t. If another game frustrates me, and gives me nothing in return, I leave it"
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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  +body: "I still haven’t read that source about dota 2 but personally, I think it’s addictive because it feels sooooo good when you win. It brings the worst of you when you lose, but when you win, it feels really good, it’s so satisfying to win a hard match, competitive or not (i play a lot of turbo, feels addictive anyway). After all, if we only felt bad when losing and didn’t feel as good when wining, we wouldn’t come back. Or at least, I wouldn’t. If another game frustrates me, and gives me nothing in return, I leave it"
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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  +body: "I still haven’t read that source about dota 2 but personally, I think it’s addictive because it feels sooooo good when you win. It brings the worst of you when you lose, but when you win, it feels really good, it’s so satisfying to win a hard match, competitive or not (i play a lot of turbo, feels addictive anyway). After all, if we only felt bad when losing and didn’t feel as good when wining, we wouldn’t come back. Or at least, I wouldn’t. If another game frustrates me, and gives me nothing in return, I leave it"
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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  +body: "incredibly insightful post. thanks a lot for sharing. i never thought about this in that much detail, but it really seems to make sense what you are referencing to."
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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        opinion time:\n
        \n
        the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
        \n
        however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
        \n
        only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
        \n
        anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
        \n
        boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
        \n
        solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
        \n
        ---\n
        \n
        sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
        \n
        (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
        \n
        (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
        \n
        and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
        """
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    +body: "Agreed. I was huge on League for the better half of my 20s and it was all consuming. Haven’t been into any multi-player since. (not knocking people who do, to be clear. Just didn’t want to go down that rabbit hole again)"
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  +body: "Yea I know some people like that. I’m fortunate enough that I don’t get addicted like that, I play plenty but not to the detriment of my life."
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        opinion time:\n
        \n
        the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
        \n
        however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
        \n
        only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
        \n
        anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
        \n
        boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
        \n
        solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
        \n
        ---\n
        \n
        sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
        \n
        (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
        \n
        (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
        \n
        and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
        """
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    +body: "Agreed. I was huge on League for the better half of my 20s and it was all consuming. Haven’t been into any multi-player since. (not knocking people who do, to be clear. Just didn’t want to go down that rabbit hole again)"
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  +body: "Yea I know some people like that. I’m fortunate enough that I don’t get addicted like that, I play plenty but not to the detriment of my life."
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        opinion time:\n
        \n
        the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
        \n
        however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
        \n
        only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
        \n
        anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
        \n
        boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
        \n
        solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
        \n
        ---\n
        \n
        sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
        \n
        (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
        \n
        (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
        \n
        and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
        """
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          opinion time:\n
          \n
          the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
          \n
          however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
          \n
          only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
          \n
          anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
          \n
          boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
          \n
          solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
          \n
          ---\n
          \n
          sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
          \n
          (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
          \n
          (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
          \n
          and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
          """
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      +body: "Agreed. I was huge on League for the better half of my 20s and it was all consuming. Haven’t been into any multi-player since. (not knocking people who do, to be clear. Just didn’t want to go down that rabbit hole again)"
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    +body: "Yea I know some people like that. I’m fortunate enough that I don’t get addicted like that, I play plenty but not to the detriment of my life."
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  +body: "TBF, it was also my social life for better or worse, we’d same room all day. I could probably play something with less obsession now but I’m in my late 30s anyway I don’t need to waste my day losing to teenagers with functional reflex times 😂"
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        +body: """
          opinion time:\n
          \n
          the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
          \n
          however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
          \n
          only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
          \n
          anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
          \n
          boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
          \n
          solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
          \n
          ---\n
          \n
          sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
          \n
          (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
          \n
          (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
          \n
          and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
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      +body: "Agreed. I was huge on League for the better half of my 20s and it was all consuming. Haven’t been into any multi-player since. (not knocking people who do, to be clear. Just didn’t want to go down that rabbit hole again)"
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    +body: "Yea I know some people like that. I’m fortunate enough that I don’t get addicted like that, I play plenty but not to the detriment of my life."
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  +body: "TBF, it was also my social life for better or worse, we’d same room all day. I could probably play something with less obsession now but I’m in my late 30s anyway I don’t need to waste my day losing to teenagers with functional reflex times 😂"
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        +body: """
          opinion time:\n
          \n
          the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
          \n
          however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
          \n
          only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
          \n
          anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
          \n
          boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
          \n
          solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
          \n
          ---\n
          \n
          sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
          \n
          (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
          \n
          (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
          \n
          and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
          """
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      +body: "Agreed. I was huge on League for the better half of my 20s and it was all consuming. Haven’t been into any multi-player since. (not knocking people who do, to be clear. Just didn’t want to go down that rabbit hole again)"
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    +body: "Yea I know some people like that. I’m fortunate enough that I don’t get addicted like that, I play plenty but not to the detriment of my life."
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  +body: "TBF, it was also my social life for better or worse, we’d same room all day. I could probably play something with less obsession now but I’m in my late 30s anyway I don’t need to waste my day losing to teenagers with functional reflex times 😂"
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    +body: """
      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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    Honestly I don’t even think it’s being elite. Ranked or not, the main concept is understanding 2 things, 1. There is no real consequence to loosing and 2. That looses are nothing more than something you can still have fun in, it’s not the destination but the journey that matters.\n
    \n
    As someone that had losses and events in my life, the game and most things in life and miniscule, ans with this I enjoy everything. It’s great. No need to worry cause there is ALWAYS better evenings ans you have had worse, much worse than loosing 25+ in a row. Elite or not, it just means being logical and not judging your self
    """
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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    Honestly I don’t even think it’s being elite. Ranked or not, the main concept is understanding 2 things, 1. There is no real consequence to loosing and 2. That looses are nothing more than something you can still have fun in, it’s not the destination but the journey that matters.\n
    \n
    As someone that had losses and events in my life, the game and most things in life and miniscule, ans with this I enjoy everything. It’s great. No need to worry cause there is ALWAYS better evenings ans you have had worse, much worse than loosing 25+ in a row. Elite or not, it just means being logical and not judging your self
    """
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104 DENIED moderate
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        #### Rules:\n
        \n
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    +body: """
      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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  +root: App\Entity\EntryComment {#4118}
  +body: """
    Honestly I don’t even think it’s being elite. Ranked or not, the main concept is understanding 2 things, 1. There is no real consequence to loosing and 2. That looses are nothing more than something you can still have fun in, it’s not the destination but the journey that matters.\n
    \n
    As someone that had losses and events in my life, the game and most things in life and miniscule, ans with this I enjoy everything. It’s great. No need to worry cause there is ALWAYS better evenings ans you have had worse, much worse than loosing 25+ in a row. Elite or not, it just means being logical and not judging your self
    """
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    "@clara@feddit.uk"
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}
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Show voter details
105 DENIED ROLE_USER
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Show voter details
106 DENIED moderate
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      +title: "memes"
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        #### Rules:\n
        \n
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        """
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    +image: null
    +parent: null
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    +body: """
      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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    It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
    \n
    It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
    """
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        #### Rules:\n
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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  +root: App\Entity\EntryComment {#4118}
  +body: """
    It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
    \n
    It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
    """
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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    It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
    \n
    It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
    """
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        opinion time:\n
        \n
        the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
        \n
        however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
        \n
        only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
        \n
        anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
        \n
        boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
        \n
        solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
        \n
        ---\n
        \n
        sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
        \n
        (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
        \n
        (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
        \n
        and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
        """
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      It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
      \n
      It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
      """
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  +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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        opinion time:\n
        \n
        the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
        \n
        however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
        \n
        only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
        \n
        anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
        \n
        boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
        \n
        solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
        \n
        ---\n
        \n
        sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
        \n
        (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
        \n
        (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
        \n
        and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
        """
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      It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
      \n
      It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
      """
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  +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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        opinion time:\n
        \n
        the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
        \n
        however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
        \n
        only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
        \n
        anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
        \n
        boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
        \n
        solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
        \n
        ---\n
        \n
        sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
        \n
        (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
        \n
        (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
        \n
        and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
        """
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      It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
      \n
      It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
      """
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          opinion time:\n
          \n
          the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
          \n
          however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
          \n
          only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
          \n
          anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
          \n
          boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
          \n
          solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
          \n
          ---\n
          \n
          sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
          \n
          (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
          \n
          (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
          \n
          and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
          """
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        It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
        \n
        It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
        """
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    That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
    \n
    Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
    \n
    I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
    """
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          opinion time:\n
          \n
          the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
          \n
          however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
          \n
          only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
          \n
          anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
          \n
          boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
          \n
          solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
          \n
          ---\n
          \n
          sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
          \n
          (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
          \n
          (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
          \n
          and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
          """
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        It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
        \n
        It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
        """
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    +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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  +body: """
    That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
    \n
    Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
    \n
    I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
    """
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          opinion time:\n
          \n
          the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
          \n
          however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
          \n
          only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
          \n
          anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
          \n
          boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
          \n
          solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
          \n
          ---\n
          \n
          sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
          \n
          (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
          \n
          (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
          \n
          and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
          """
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        It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
        \n
        It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
        """
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    +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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    That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
    \n
    Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
    \n
    I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
    """
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            opinion time:\n
            \n
            the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
            \n
            however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
            \n
            only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
            \n
            anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
            \n
            boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
            \n
            solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
            \n
            ---\n
            \n
            sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
            \n
            (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
            \n
            (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
            \n
            and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
            """
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          It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
          \n
          It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
          """
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      +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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      That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
      \n
      Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
      \n
      I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
      """
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    Ah. Well, I’ve made several and seen more in my career.\n
    \n
    They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
    \n
    The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
    """
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            opinion time:\n
            \n
            the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
            \n
            however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
            \n
            only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
            \n
            anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
            \n
            boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
            \n
            solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
            \n
            ---\n
            \n
            sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
            \n
            (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
            \n
            (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
            \n
            and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
            """
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          It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
          \n
          It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
          """
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      +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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      That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
      \n
      Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
      \n
      I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
      """
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    Ah. Well, I’ve made several and seen more in my career.\n
    \n
    They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
    \n
    The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
    """
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            opinion time:\n
            \n
            the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
            \n
            however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
            \n
            only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
            \n
            anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
            \n
            boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
            \n
            solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
            \n
            ---\n
            \n
            sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
            \n
            (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
            \n
            (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
            \n
            and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
            """
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          It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
          \n
          It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
          """
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      +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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      That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
      \n
      Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
      \n
      I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
      """
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    Ah. Well, I’ve made several and seen more in my career.\n
    \n
    They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
    \n
    The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
    """
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              opinion time:\n
              \n
              the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
              \n
              however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
              \n
              only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
              \n
              anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
              \n
              boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
              \n
              solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
              \n
              ---\n
              \n
              sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
              \n
              (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
              \n
              (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
              \n
              and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
              """
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            It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
            \n
            It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
            """
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        +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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        That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
        \n
        Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
        \n
        I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
        """
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      Ah. Well, I’ve made several and seen more in my career.\n
      \n
      They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
      \n
      The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
      """
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    Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
    \n
    They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
    """
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              opinion time:\n
              \n
              the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
              \n
              however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
              \n
              only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
              \n
              anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
              \n
              boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
              \n
              solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
              \n
              ---\n
              \n
              sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
              \n
              (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
              \n
              (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
              \n
              and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
              """
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            It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
            \n
            It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
            """
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        +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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        That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
        \n
        Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
        \n
        I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
        """
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      Ah. Well, I’ve made several and seen more in my career.\n
      \n
      They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
      \n
      The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
      """
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    Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
    \n
    They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
    """
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              opinion time:\n
              \n
              the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
              \n
              however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
              \n
              only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
              \n
              anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
              \n
              boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
              \n
              solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
              \n
              ---\n
              \n
              sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
              \n
              (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
              \n
              (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
              \n
              and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
              """
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            It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
            \n
            It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
            """
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        +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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        That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
        \n
        Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
        \n
        I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
        """
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      Ah. Well, I’ve made several and seen more in my career.\n
      \n
      They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
      \n
      The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
      """
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    Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
    \n
    They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
    """
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
126 DENIED moderate
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                opinion time:\n
                \n
                the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
                \n
                however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
                \n
                only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
                \n
                anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
                \n
                boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
                \n
                solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
                \n
                ---\n
                \n
                sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
                \n
                (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
                \n
                (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
                \n
                and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
                """
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              It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
              \n
              It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
              """
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          +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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        +body: """
          That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
          \n
          Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
          \n
          I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
          """
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        Ah. Well, I’ve made several and seen more in my career.\n
        \n
        They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
        \n
        The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
        """
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      Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
      \n
      They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
      """
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    You are wrong\n
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    Very embarrassing and probably why you will never make games is your choice to be close minded
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                opinion time:\n
                \n
                the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
                \n
                however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
                \n
                only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
                \n
                anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
                \n
                boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
                \n
                solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
                \n
                ---\n
                \n
                sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
                \n
                (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
                \n
                (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
                \n
                and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
                """
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              It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
              \n
              It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
              """
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          +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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          That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
          \n
          Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
          \n
          I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
          """
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        Ah. Well, I’ve made several and seen more in my career.\n
        \n
        They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
        \n
        The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
        """
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      Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
      \n
      They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
      """
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    You are wrong\n
    \n
    Very embarrassing and probably why you will never make games is your choice to be close minded
    """
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                opinion time:\n
                \n
                the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
                \n
                however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
                \n
                only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
                \n
                anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
                \n
                boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
                \n
                solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
                \n
                ---\n
                \n
                sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
                \n
                (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
                \n
                (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
                \n
                and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
                """
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              It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
              \n
              It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
              """
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          +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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          That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
          \n
          Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
          \n
          I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
          """
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        Ah. Well, I’ve made several and seen more in my career.\n
        \n
        They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
        \n
        The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
        """
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      Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
      \n
      They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
      """
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    You are wrong\n
    \n
    Very embarrassing and probably why you will never make games is your choice to be close minded
    """
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                +body: """
                  opinion time:\n
                  \n
                  the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
                  \n
                  however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
                  \n
                  only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
                  \n
                  anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
                  \n
                  boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
                  \n
                  solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
                  \n
                  ---\n
                  \n
                  sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
                  \n
                  (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
                  \n
                  (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
                  \n
                  and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
                  """
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                It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
                \n
                It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
                """
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            +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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          +body: """
            That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
            \n
            Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
            \n
            I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
            """
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          Ah. Well, I’ve made several and seen more in my career.\n
          \n
          They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
          \n
          The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
          """
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        Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
        \n
        They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
        """
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      You are wrong\n
      \n
      Very embarrassing and probably why you will never make games is your choice to be close minded
      """
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    Ah yes, very thought out rebuttal….\n
    \n
    Again, no one else is seeing this BS but me, so just save the obvious lies for someone gullible mate.
    """
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                  opinion time:\n
                  \n
                  the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
                  \n
                  however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
                  \n
                  only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
                  \n
                  anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
                  \n
                  boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
                  \n
                  solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
                  \n
                  ---\n
                  \n
                  sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
                  \n
                  (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
                  \n
                  (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
                  \n
                  and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
                  """
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                It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
                \n
                It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
                """
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            +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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            That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
            \n
            Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
            \n
            I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
            """
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          Ah. Well, I’ve made several and seen more in my career.\n
          \n
          They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
          \n
          The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
          """
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        Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
        \n
        They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
        """
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      You are wrong\n
      \n
      Very embarrassing and probably why you will never make games is your choice to be close minded
      """
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    Ah yes, very thought out rebuttal….\n
    \n
    Again, no one else is seeing this BS but me, so just save the obvious lies for someone gullible mate.
    """
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                  opinion time:\n
                  \n
                  the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
                  \n
                  however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
                  \n
                  only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
                  \n
                  anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
                  \n
                  boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
                  \n
                  solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
                  \n
                  ---\n
                  \n
                  sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
                  \n
                  (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
                  \n
                  (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
                  \n
                  and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
                  """
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                It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
                \n
                It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
                """
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            +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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            That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
            \n
            Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
            \n
            I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
            """
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          Ah. Well, I’ve made several and seen more in my career.\n
          \n
          They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
          \n
          The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
          """
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        Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
        \n
        They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
        """
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      You are wrong\n
      \n
      Very embarrassing and probably why you will never make games is your choice to be close minded
      """
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    Ah yes, very thought out rebuttal….\n
    \n
    Again, no one else is seeing this BS but me, so just save the obvious lies for someone gullible mate.
    """
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                  +body: """
                    opinion time:\n
                    \n
                    the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
                    \n
                    however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
                    \n
                    only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
                    \n
                    anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
                    \n
                    boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
                    \n
                    solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
                    \n
                    ---\n
                    \n
                    sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
                    \n
                    (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
                    \n
                    (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
                    \n
                    and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
                    """
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                  It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
                  \n
                  It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
                  """
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              +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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              That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
              \n
              Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
              \n
              I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
              """
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            Ah. Well, I’ve made several and seen more in my career.\n
            \n
            They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
            \n
            The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
            """
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        +body: """
          Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
          \n
          They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
          """
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        You are wrong\n
        \n
        Very embarrassing and probably why you will never make games is your choice to be close minded
        """
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    +body: """
      Ah yes, very thought out rebuttal….\n
      \n
      Again, no one else is seeing this BS but me, so just save the obvious lies for someone gullible mate.
      """
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                  +body: """
                    opinion time:\n
                    \n
                    the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
                    \n
                    however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
                    \n
                    only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
                    \n
                    anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
                    \n
                    boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
                    \n
                    solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
                    \n
                    ---\n
                    \n
                    sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
                    \n
                    (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
                    \n
                    (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
                    \n
                    and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
                    """
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                  It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
                  \n
                  It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
                  """
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              +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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              That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
              \n
              Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
              \n
              I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
              """
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          +body: """
            Ah. Well, I’ve made several and seen more in my career.\n
            \n
            They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
            \n
            The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
            """
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        +body: """
          Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
          \n
          They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
          """
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        You are wrong\n
        \n
        Very embarrassing and probably why you will never make games is your choice to be close minded
        """
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      Ah yes, very thought out rebuttal….\n
      \n
      Again, no one else is seeing this BS but me, so just save the obvious lies for someone gullible mate.
      """
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  +body: "You are very wrong in your assumptions, but you will never change and never make games. It is as fun as you think, but you must be able to challenge your assumptions and you are obviously not mature enough yet"
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                    opinion time:\n
                    \n
                    the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
                    \n
                    however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
                    \n
                    only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
                    \n
                    anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
                    \n
                    boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
                    \n
                    solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
                    \n
                    ---\n
                    \n
                    sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
                    \n
                    (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
                    \n
                    (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
                    \n
                    and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
                    """
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                  It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
                  \n
                  It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
                  """
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              +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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              That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
              \n
              Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
              \n
              I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
              """
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            Ah. Well, I’ve made several and seen more in my career.\n
            \n
            They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
            \n
            The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
            """
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          Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
          \n
          They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
          """
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        You are wrong\n
        \n
        Very embarrassing and probably why you will never make games is your choice to be close minded
        """
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      Ah yes, very thought out rebuttal….\n
      \n
      Again, no one else is seeing this BS but me, so just save the obvious lies for someone gullible mate.
      """
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                    +body: """
                      opinion time:\n
                      \n
                      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
                      \n
                      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
                      \n
                      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
                      \n
                      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
                      \n
                      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
                      \n
                      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
                      \n
                      ---\n
                      \n
                      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
                      \n
                      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
                      \n
                      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
                      \n
                      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
                      """
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                    It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
                    \n
                    It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
                    """
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                +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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                That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
                \n
                Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
                \n
                I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
                """
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              Ah. Well, I’ve made several and seen more in my career.\n
              \n
              They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
              \n
              The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
              """
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            Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
            \n
            They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
            """
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          You are wrong\n
          \n
          Very embarrassing and probably why you will never make games is your choice to be close minded
          """
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        Ah yes, very thought out rebuttal….\n
        \n
        Again, no one else is seeing this BS but me, so just save the obvious lies for someone gullible mate.
        """
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    +body: "You are very wrong in your assumptions, but you will never change and never make games. It is as fun as you think, but you must be able to challenge your assumptions and you are obviously not mature enough yet"
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    Lmfao, why would I want to make games? Let alone ones that’s crash and burn and have biased matchmaking lmfao.\n
    \n
    Do you really think you have the moral to insult others in this situation? Lmfao.
    """
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                      opinion time:\n
                      \n
                      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
                      \n
                      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
                      \n
                      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
                      \n
                      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
                      \n
                      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
                      \n
                      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
                      \n
                      ---\n
                      \n
                      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
                      \n
                      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
                      \n
                      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
                      \n
                      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
                      """
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                    It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
                    \n
                    It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
                    """
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                +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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                That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
                \n
                Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
                \n
                I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
                """
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              Ah. Well, I’ve made several and seen more in my career.\n
              \n
              They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
              \n
              The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
              """
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            Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
            \n
            They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
            """
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          You are wrong\n
          \n
          Very embarrassing and probably why you will never make games is your choice to be close minded
          """
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        Ah yes, very thought out rebuttal….\n
        \n
        Again, no one else is seeing this BS but me, so just save the obvious lies for someone gullible mate.
        """
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    +body: "You are very wrong in your assumptions, but you will never change and never make games. It is as fun as you think, but you must be able to challenge your assumptions and you are obviously not mature enough yet"
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    Lmfao, why would I want to make games? Let alone ones that’s crash and burn and have biased matchmaking lmfao.\n
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    Do you really think you have the moral to insult others in this situation? Lmfao.
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                      opinion time:\n
                      \n
                      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
                      \n
                      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
                      \n
                      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
                      \n
                      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
                      \n
                      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
                      \n
                      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
                      \n
                      ---\n
                      \n
                      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
                      \n
                      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
                      \n
                      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
                      \n
                      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
                      """
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                    It’s not some conspiracy, if you are at a 50/50 win rate, that means you are at the appropriate skill level. If you’re better you would have more wins and you’ll move up the ranking until you start losing more games, where you will fall down the rankings to where your average is.\n
                    \n
                    It’s skill based ranking after all, some people have good days where they are better and some also have bad days. It all averages out, but 50/50 win rate means you are appropriately ranked.
                    """
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                +body: "It’s very easy to think how striving for 50/50 in all cases is a good and even desirable solution, but that’s not how matchmaking is built in modern games because it would make for pretty bad experiences"
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                That is how they are built, and how does everyone having as even of a chance as possible make for a bad experience?\n
                \n
                Putting a bias like the parent comment is claiming is what will make the experience bad. Yeah you’ll get grumpy that you get paired with someone who has no defence, but they are also paired with you for a reason, they are a liability in other places.\n
                \n
                I find the people that complain it’s a bad experience are the ones that are the most sore about a loss, they are the ones that just want to steam roll everyone so they can have fun while causing others peoples experiences to be diminished so they can be the ones having fun. Don’t be this person.
                """
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              Ah. Well, I’ve made several and seen more in my career.\n
              \n
              They don’t aim for 50/50. Apart from normal elo systems, some things we work with is streaks, ping, class or roles, team width and other things that I probably should not mention.\n
              \n
              The goal is to drive engagement, not 50/50 win rates. You just have no idea what you’re talking about. But that’s okay, just don’t use such sure language when you haven’t worked with matchmaking systems.
              """
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            Which ones have you made? I’m guessing they are ones that crashed and burned, or you’re making it up. The post is dead no one is seeing your lies but me. So save it lmfao. The fact that you claim it’s multiple is even more damning, it means that they aren’t working and you need to pump another out. Maybe if you only claimed to have worked on a single one they lie would be slightly more believable……\n
            \n
            They are setup to be 50/50, you lying about stuff doesn’t change that. And if you are biasing you match making, maybe, just maybe that’s why your games are crashing and burning…….
            """
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          You are wrong\n
          \n
          Very embarrassing and probably why you will never make games is your choice to be close minded
          """
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        Ah yes, very thought out rebuttal….\n
        \n
        Again, no one else is seeing this BS but me, so just save the obvious lies for someone gullible mate.
        """
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    +body: "You are very wrong in your assumptions, but you will never change and never make games. It is as fun as you think, but you must be able to challenge your assumptions and you are obviously not mature enough yet"
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    Lmfao, why would I want to make games? Let alone ones that’s crash and burn and have biased matchmaking lmfao.\n
    \n
    Do you really think you have the moral to insult others in this situation? Lmfao.
    """
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    +body: """
      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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    This is a great writeup and matches with my experiences as well. That said, I would say that the discourse around the subject is complicated and itself fraught with emotion. Ironically (or perhaps just appropriately), the discourse is framed as competitive: one between “boomers” and “gamers,” with the prevailing narrative being that out of touch pearl clutchers are obsessed with attacking forms of entertainment they don’t understand instead of dealing with the real problems of society. Part of the narrative, however, is also the categorical rejection from gamers that video games have the ability to affect your mental state or influence your emotions in ANY capacity. Which, as you’ve noted, they do. It’s competition. We see professional athletes get into fights and engage in poor sportsmanship constantly. In baseball, pitchers will throw balls at batters with the intent to hit. Batters will charge the mound. And this is in a game that explicitly forbids violence.\n
    \n
    I think part of the issue is this expectation (and you noted this, as well) that people attach their identity to being “good at video games” - it’s a signifier of accomplishment for people who haven’t really accomplished much. Often times, this is young people or people whose careers are just getting started, or who are still in school and have a tenuous degree of personal agency. The thing that’s tilting, the thing that makes them upset, is that they expect this to be a domain in which they have power and control, and loss is a signifier of the fact that this is not true. It reminds them they don’t really have any power over their own lives.
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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    This is a great writeup and matches with my experiences as well. That said, I would say that the discourse around the subject is complicated and itself fraught with emotion. Ironically (or perhaps just appropriately), the discourse is framed as competitive: one between “boomers” and “gamers,” with the prevailing narrative being that out of touch pearl clutchers are obsessed with attacking forms of entertainment they don’t understand instead of dealing with the real problems of society. Part of the narrative, however, is also the categorical rejection from gamers that video games have the ability to affect your mental state or influence your emotions in ANY capacity. Which, as you’ve noted, they do. It’s competition. We see professional athletes get into fights and engage in poor sportsmanship constantly. In baseball, pitchers will throw balls at batters with the intent to hit. Batters will charge the mound. And this is in a game that explicitly forbids violence.\n
    \n
    I think part of the issue is this expectation (and you noted this, as well) that people attach their identity to being “good at video games” - it’s a signifier of accomplishment for people who haven’t really accomplished much. Often times, this is young people or people whose careers are just getting started, or who are still in school and have a tenuous degree of personal agency. The thing that’s tilting, the thing that makes them upset, is that they expect this to be a domain in which they have power and control, and loss is a signifier of the fact that this is not true. It reminds them they don’t really have any power over their own lives.
    """
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      opinion time:\n
      \n
      the truth is players *don’t* lose all the time. companies setup the matches to deliver a 50/50 win loss ratio, because if they didn’t do this, then some players *would* be losing all the time, these players would uninstall, and then they lose money because they can’t sell boxes or whatever they push these days.\n
      \n
      however, humans also experience losses worse than wins. the magnitude of a loss emotion is typically greater than an equivalent win emotion. we evolved like this to make sure you didn’t lose your stash of food in the tree somewhere, or perhaps at the back of the cave - if you did, you died, and so those humans who preserved a sense of dread when experiencing loss were more likely to pass on their genetics. this is why playerbases constantly whinge and moan about being on the losing team - you are actually getting 50/50 win/loss, but your brain only pays attention to the losses, it doesn’t remember the wins as well, and so your perception is distorted.\n
      \n
      only in some rare brains is this emotion spread dampened - these rare humans are able to tank losses easily. it still feels bad for them, but they can take the hit way easier. these individuals are typically also the professionals in competitive ventures of all strokes. since society sees them as “elite”, this is now seen as a good thing, even though in rougher times, you can’t expect these people to give more than a cursory fuck about the food supply being lost to bears. it’s one of the reasons why you see elite athletes constantly developing drug problems, catching rape charges, and going bankrupt. the loss just isn’t as emotionally bad for them. they can tank it. it’s not psychopathic, it’s just… they have less aversion to losses.\n
      \n
      anyway, if a game is equal, balanced and fair, then an overwhelming majority of the playerbase is experiencing more loss emotion than win emotion, on average. this undercurrent of loss emotion is the true cause of the “violent” part of “violent video games”. it’s not the shooting itself, it’s the competition between players that festers these loss emotions, that then *causes* the aggression.\n
      \n
      boomer legislators get this part mixed up and confused all the time, and so they speak reductively of the problem when they demand less bloodsplatter and gun imagery. what they don’t get, is FIFA, Super Smash Bros, Rocket League etc, can also cause this horrible feeling, because they are *competitive* games. it’s the competition that does it, not the violence. *this* is the true origin of toxicity in playerbases. no wonder DotA2 players always have 4000+ hours and say “i hate it, but lets go again”. “just 1 more round” it sounds like drugs, doesn’t it? “just 1 more bump brooo”. “cmonnn, just 1 more”.\n
      \n
      solution: stop playing competitive matchmaking. it’s not good for you, it’s not healthy. you are feeding your brain a virtual drug. you are chasing the win, just like a gambler. **stop** feeding your ego, you don’t need to be good at a game to feel valid. overwhelming chances are you don’t have a “winner-style” competitive brain that will help you cope with loss emotions and truly let you enjoy comp/ranked games, so please stop trying. you’re hurting yourself. “top” rank will never be worth your mental health. you have to let it go.❤️\n
      \n
      ---\n
      \n
      sources: (loss emotion magnitude in dota2, pdf)[[scholarcommons.sc.edu/cgi/viewcontent.cgi?article…](https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=7348&context=etd)].\n
      \n
      (elite athletes found to be arrested far more frequently for DV and SA than non-athletes)[[commons.emich.edu/cgi/viewcontent.cgi?article=148…](https://commons.emich.edu/cgi/viewcontent.cgi?article=1483&context=honors)]\n
      \n
      (competitive games, not the “cosmetically violent” games, lead to aggression)[[www.apa.org/news/press/releases/…/video-games](https://www.apa.org/news/press/releases/2011/08/video-games)]\n
      \n
      and lastly, my own personal experience dealing with this in 2018. most of this post is anecdotal, it’s an opinion piece, and i don’t care to back this up further.
      """
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    This is a great writeup and matches with my experiences as well. That said, I would say that the discourse around the subject is complicated and itself fraught with emotion. Ironically (or perhaps just appropriately), the discourse is framed as competitive: one between “boomers” and “gamers,” with the prevailing narrative being that out of touch pearl clutchers are obsessed with attacking forms of entertainment they don’t understand instead of dealing with the real problems of society. Part of the narrative, however, is also the categorical rejection from gamers that video games have the ability to affect your mental state or influence your emotions in ANY capacity. Which, as you’ve noted, they do. It’s competition. We see professional athletes get into fights and engage in poor sportsmanship constantly. In baseball, pitchers will throw balls at batters with the intent to hit. Batters will charge the mound. And this is in a game that explicitly forbids violence.\n
    \n
    I think part of the issue is this expectation (and you noted this, as well) that people attach their identity to being “good at video games” - it’s a signifier of accomplishment for people who haven’t really accomplished much. Often times, this is young people or people whose careers are just getting started, or who are still in school and have a tenuous degree of personal agency. The thing that’s tilting, the thing that makes them upset, is that they expect this to be a domain in which they have power and control, and loss is a signifier of the fact that this is not true. It reminds them they don’t really have any power over their own lives.
    """
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Show voter details
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Show voter details
152 DENIED moderate
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Show voter details
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Show voter details
154 DENIED moderate
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      I always get the opposite:\n
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      - lose 8-1 & requeue\n
      - same jokers now on other side\n
      - sick mechanics & flawless play\n
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    What a save\n
    \n
    Trash\n
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    I Got it
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ACCESS ABSTAIN
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Show voter details
155 DENIED edit
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        #### Rules:\n
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      I always get the opposite:\n
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      - watch your mates hand off the ball to the opponents all game\n
      - lose 8-1 & requeue\n
      - same jokers now on other side\n
      - sick mechanics & flawless play\n
      - lose 8-1 & rage quit\n
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    What a save\n
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    Trash\n
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    I Got it
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
156 DENIED moderate
App\Entity\EntryComment {#4909
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        #### Rules:\n
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      - lose 8-1 & requeue\n
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      - sick mechanics & flawless play\n
      - lose 8-1 & rage quit\n
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    What a save\n
    \n
    Trash\n
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    I Got it
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
157 DENIED ROLE_USER
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
158 DENIED moderate
App\Entity\EntryComment {#4988
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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Show voter details
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
160 DENIED moderate
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
161 DENIED ROLE_USER
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
162 DENIED moderate
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Show voter details
164 DENIED moderate
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Show voter details
165 DENIED ROLE_USER
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Show voter details
166 DENIED moderate
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
169 DENIED ROLE_USER
null
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
170 DENIED moderate
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
171 DENIED edit
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"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
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ACCESS DENIED
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
172 DENIED moderate
App\Entity\EntryComment {#5005
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
173 DENIED ROLE_USER
null
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
174 DENIED moderate
App\Entity\EntryComment {#5187
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Show voter details
175 DENIED edit
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
176 DENIED moderate
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
177 DENIED ROLE_USER
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
178 DENIED moderate
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Show voter details
180 DENIED moderate
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Show voter details
181 DENIED ROLE_USER
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Show voter details
182 DENIED moderate
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Show voter details
184 DENIED moderate
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Show voter details
185 DENIED ROLE_USER
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Show voter details
186 DENIED moderate
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Show voter details
187 DENIED edit
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190 DENIED moderate
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192 DENIED moderate
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Show voter details
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Show voter details
194 DENIED moderate
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
195 DENIED edit
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
196 DENIED moderate
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
197 DENIED ROLE_USER
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
198 DENIED moderate
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
199 DENIED edit
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ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
200 DENIED moderate
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
201 DENIED ROLE_USER
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ACCESS ABSTAIN
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"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
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Show voter details
202 DENIED moderate
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
203 DENIED edit
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    mmmhmm. yeah, I understand some of these words.\n
    \n
    Can anyone explain to someone who doesn’t play ranked?
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
204 DENIED moderate
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        #### Rules:\n
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    mmmhmm. yeah, I understand some of these words.\n
    \n
    Can anyone explain to someone who doesn’t play ranked?
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
205 DENIED ROLE_USER
null
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
206 DENIED moderate
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      mmmhmm. yeah, I understand some of these words.\n
      \n
      Can anyone explain to someone who doesn’t play ranked?
      """
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    Ranked usually uses metals and gemstones to identify the skill level of the player. Bronze, silver, gold, usually diamond, etc.\n
    \n
    So basically he “got slapped” meaning totally hot his ass beaten in the game by these high level players, but when they ended up in his team on the next round they played like total noobs.
    """
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    "@MystikIncarnate@lemmy.ca"
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
207 DENIED edit
App\Entity\EntryComment {#5021
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    +image: null
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      mmmhmm. yeah, I understand some of these words.\n
      \n
      Can anyone explain to someone who doesn’t play ranked?
      """
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      date: 2023-11-17 20:46:07.0 +01:00
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  +root: App\Entity\EntryComment {#4632}
  +body: """
    Ranked usually uses metals and gemstones to identify the skill level of the player. Bronze, silver, gold, usually diamond, etc.\n
    \n
    So basically he “got slapped” meaning totally hot his ass beaten in the game by these high level players, but when they ended up in his team on the next round they played like total noobs.
    """
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
208 DENIED moderate
App\Entity\EntryComment {#5021
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      mmmhmm. yeah, I understand some of these words.\n
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      Can anyone explain to someone who doesn’t play ranked?
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      date: 2023-11-17 20:46:07.0 +01:00
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  }
  +root: App\Entity\EntryComment {#4632}
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    Ranked usually uses metals and gemstones to identify the skill level of the player. Bronze, silver, gold, usually diamond, etc.\n
    \n
    So basically he “got slapped” meaning totally hot his ass beaten in the game by these high level players, but when they ended up in his team on the next round they played like total noobs.
    """
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    "@MystikIncarnate@lemmy.ca"
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}
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
209 DENIED ROLE_USER
null
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
210 DENIED moderate
App\Entity\EntryComment {#5037
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    +user: Proxies\__CG__\App\Entity\User {#1943 …}
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      +icon: Proxies\__CG__\App\Entity\Image {#247 …}
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        #### Rules:\n
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      mmmhmm. yeah, I understand some of these words.\n
      \n
      Can anyone explain to someone who doesn’t play ranked?
      """
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  }
  +root: App\Entity\EntryComment {#4632}
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    Get beaten badly by a team.\n
    \n
    Play again.\n
    \n
    New team is you plus members of team that recently easily beat you.\n
    \n
    Now they are not good.
    """
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}
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ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
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ACCESS ABSTAIN
Show voter details
211 DENIED edit
App\Entity\EntryComment {#5037
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        #### Rules:\n
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      mmmhmm. yeah, I understand some of these words.\n
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    \n
    Play again.\n
    \n
    New team is you plus members of team that recently easily beat you.\n
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ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
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ACCESS ABSTAIN
Show voter details
212 DENIED moderate
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    \n
    Play again.\n
    \n
    New team is you plus members of team that recently easily beat you.\n
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ACCESS ABSTAIN
Show voter details
213 DENIED ROLE_USER
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ACCESS ABSTAIN
Show voter details
214 DENIED moderate
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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Show voter details
215 DENIED edit
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"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
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ACCESS DENIED
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
216 DENIED moderate
App\Entity\EntryComment {#4705
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"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
217 DENIED ROLE_USER
null
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
218 DENIED moderate
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}
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
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ACCESS DENIED
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
219 DENIED edit
App\Entity\EntryComment {#4778
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        #### Rules:\n
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"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
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ACCESS DENIED
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ACCESS ABSTAIN
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ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
220 DENIED moderate
App\Entity\EntryComment {#4778
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      +bans: Doctrine\ORM\PersistentCollection {#118 …}
      +reports: Doctrine\ORM\PersistentCollection {#104 …}
      +badges: Doctrine\ORM\PersistentCollection {#82 …}
      +logs: Doctrine\ORM\PersistentCollection {#72 …}
      +awards: Doctrine\ORM\PersistentCollection {#61 …}
      +categories: Doctrine\ORM\PersistentCollection {#1820 …}
      -id: 38
      +apId: "memes@lemmy.ml"
      +apProfileId: "https://lemmy.ml/c/memes"
      +apPublicUrl: "https://lemmy.ml/c/memes"
      +apFollowersUrl: "https://lemmy.ml/c/memes/followers"
      +apInboxUrl: "https://lemmy.ml/inbox"
      +apDomain: "lemmy.ml"
      +apPreferredUsername: "memes"
      +apDiscoverable: true
      +apManuallyApprovesFollowers: null
      +privateKey: null
      +publicKey: null
      +apFetchedAt: DateTime @1728572889 {#270
        date: 2024-10-10 17:08:09.0 +02:00
      }
      +apDeletedAt: null
      +apTimeoutAt: null
      +visibility: "visible             "
      +createdAt: DateTimeImmutable @1696428223 {#272
        date: 2023-10-04 16:03:43.0 +02:00
      }
    }
    +image: Proxies\__CG__\App\Entity\Image {#1962 …}
    +domain: Proxies\__CG__\App\Entity\Domain {#1924 …}
    +slug: "Every-time"
    +title: "Every time"
    +url: "https://lemmy.world/pictrs/image/4348a6d4-f51f-4439-8752-00b2e831bb50.jpeg"
    +body: null
    +type: "image"
    +lang: "en"
    +isOc: false
    +hasEmbed: true
    +commentCount: 54
    +favouriteCount: 792
    +score: 0
    +isAdult: false
    +sticky: false
    +lastActive: DateTime @1701093462 {#2410
      date: 2023-11-27 14:57:42.0 +01:00
    }
    +ip: null
    +adaAmount: 0
    +tags: null
    +mentions: null
    +comments: Doctrine\ORM\PersistentCollection {#1886 …}
    +votes: Doctrine\ORM\PersistentCollection {#1973 …}
    +reports: Doctrine\ORM\PersistentCollection {#1948 …}
    +favourites: Doctrine\ORM\PersistentCollection {#1927 …}
    +notifications: Doctrine\ORM\PersistentCollection {#2442 …}
    +badges: Doctrine\ORM\PersistentCollection {#2440 …}
    +children: []
    -id: 13843
    -titleTs: "'everi':1 'time':2"
    -bodyTs: null
    +cross: false
    +upVotes: 0
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    +ranking: 1700313494
    +visibility: "visible             "
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    +editedAt: null
    +createdAt: DateTimeImmutable @1700227094 {#1850
      date: 2023-11-17 14:18:14.0 +01:00
    }
  }
  +magazine: App\Entity\Magazine {#266}
  +image: null
  +parent: null
  +root: null
  +body: "D-FENS changing lanes."
  +lang: "en"
  +isAdult: false
  +favouriteCount: 1
  +score: 0
  +lastActive: DateTime @1700236364 {#4773
    date: 2023-11-17 16:52:44.0 +01:00
  }
  +ip: null
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  +mentions: [
    "@Exusia@lemmy.world"
  ]
  +children: Doctrine\ORM\PersistentCollection {#4779 …}
  +nested: Doctrine\ORM\PersistentCollection {#4781 …}
  +votes: Doctrine\ORM\PersistentCollection {#4783 …}
  +reports: Doctrine\ORM\PersistentCollection {#4785 …}
  +favourites: Doctrine\ORM\PersistentCollection {#4787 …}
  +notifications: Doctrine\ORM\PersistentCollection {#4789 …}
  -id: 133710
  -bodyTs: "'chang':4 'd':2 'd-fen':1 'fen':3 'lane':5"
  +ranking: 0
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  +visibility: "visible             "
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  +createdAt: DateTimeImmutable @1700236364 {#4774
    date: 2023-11-17 16:52:44.0 +01:00
  }
}
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryCommentVoter"
ACCESS DENIED
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details
221 DENIED edit
App\Entity\Magazine {#266
  +icon: Proxies\__CG__\App\Entity\Image {#247 …}
  +name: "memes@lemmy.ml"
  +title: "memes"
  +description: """
    #### Rules:\n
    \n
    1. Be civil and nice.\n
    2. Try not to excessively repost, as a rule of thumb, wait at least 2 months to do it if you *have* to.
    """
  +rules: null
  +subscriptionsCount: 1
  +entryCount: 5926
  +entryCommentCount: 65073
  +postCount: 25
  +postCommentCount: 152
  +isAdult: false
  +customCss: null
  +lastActive: DateTime @1729583092 {#276
    date: 2024-10-22 09:44:52.0 +02:00
  }
  +markedForDeletionAt: null
  +tags: null
  +moderators: Doctrine\ORM\PersistentCollection {#238 …}
  +ownershipRequests: Doctrine\ORM\PersistentCollection {#234 …}
  +moderatorRequests: Doctrine\ORM\PersistentCollection {#223 …}
  +entries: Doctrine\ORM\PersistentCollection {#181 …}
  +posts: Doctrine\ORM\PersistentCollection {#139 …}
  +subscriptions: Doctrine\ORM\PersistentCollection {#201 …}
  +bans: Doctrine\ORM\PersistentCollection {#118 …}
  +reports: Doctrine\ORM\PersistentCollection {#104 …}
  +badges: Doctrine\ORM\PersistentCollection {#82 …}
  +logs: Doctrine\ORM\PersistentCollection {#72 …}
  +awards: Doctrine\ORM\PersistentCollection {#61 …}
  +categories: Doctrine\ORM\PersistentCollection {#1820 …}
  -id: 38
  +apId: "memes@lemmy.ml"
  +apProfileId: "https://lemmy.ml/c/memes"
  +apPublicUrl: "https://lemmy.ml/c/memes"
  +apFollowersUrl: "https://lemmy.ml/c/memes/followers"
  +apInboxUrl: "https://lemmy.ml/inbox"
  +apDomain: "lemmy.ml"
  +apPreferredUsername: "memes"
  +apDiscoverable: true
  +apManuallyApprovesFollowers: null
  +privateKey: null
  +publicKey: null
  +apFetchedAt: DateTime @1728572889 {#270
    date: 2024-10-10 17:08:09.0 +02:00
  }
  +apDeletedAt: null
  +apTimeoutAt: null
  +visibility: "visible             "
  +createdAt: DateTimeImmutable @1696428223 {#272
    date: 2023-10-04 16:03:43.0 +02:00
  }
}
"Scheb\TwoFactorBundle\Security\Authorization\Voter\TwoFactorInProgressVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\EntryVoter"
ACCESS ABSTAIN
"App\Security\Voter\MagazineVoter"
ACCESS DENIED
"App\Security\Voter\MessageThreadVoter"
ACCESS ABSTAIN
"App\Security\Voter\MessageVoter"
ACCESS ABSTAIN
"App\Security\Voter\NotificationVoter"
ACCESS ABSTAIN
"App\Security\Voter\OAuth2UserConsentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostCommentVoter"
ACCESS ABSTAIN
"App\Security\Voter\PostVoter"
ACCESS ABSTAIN
"App\Security\Voter\UserVoter"
ACCESS ABSTAIN
Show voter details