Esim - 笑看浮生百態,平常心論時局
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笑看浮生百態,平常心論時局 (Fun)
Posted 8 years ago by
justin2006    
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第一講
要notes的同學可以在後方垃圾筒找到
前排沒有人坐的話,歡迎同學坐後排,後排沒有位置可以選擇單腳站著
咳,後面沒有穿衣服的同學,不要望是你啦,手不要放在女同學的上面。

溫馨提醒
以下內容將直接影響你的腦部,如果你有的話,忘記帶可先用屁股暫代

迷思
1.是否應該欺負鄰居印緬菲越
(首先聲明本人立場模糊,每人都有一點點精神分裂,難以一概而論,心理學家自己也要接受輔導,可以笑,不要恥笑)

戰爭模組是本遊戲的重點(之一),打槍是部份人每天必做、賴以為生的、賴死不灰的理由。
戰爭可以挽救這些悶蛋,笨蛋(好人無疑是笨蛋),大壞蛋的e-sim生命。
所以本人是有三顆蛋的男人,亦有人只有半顆
人死了正常情況下弊多於利(你想某人死嗎?)
所以本人支持無戰爭就開戰爭,太多戰爭就減一點,太少就再多開一點。
多少取決於決定多少的因素,包括雙方的IQ、EQ、AQ、SQ、PQ,
總之一籃子全Q樣東西全盤考量(the overall thinkingionism theory effect)

本人必當用戶病夫炸芝士540核心領導方針,賤中豬手、鐘手花鹿、靚姐鳳功、至力於毀污呆灣的穩丁荷花展,
並對台彎褲窄,總之本人絕對不可能會空肚食早餐,睡覺不會忘記合眼睛,一定是無錯,除非出錯

2.沒有戰爭會死人,有戰爭死更多
此理論根據哈佛牛津最新1953年的研究證實
死因常見有先天性貧窮引致荷包乾硬化,後天性財政失衡併發上壓急促上升,下壓急促下降

牛頭角津貼學校的臨床證實
常見特徵有 : 心跳加快、手汗、尿頻、一頭肌直徑減少等
而根據哈爾濱佛教大學的初步臨床A級認證和ISQ90244認證
常見特徵有 : 年輕人長黑頭,白頭,白頭髮,掉髮,掉髮夾,等等

治療方法是以現今科技來說是沒有,可以說是絕症,但有藥舒緩病況,有關藥物可只行淘_寶
用法是三碗水煲成三桶水,不要飲,倒掉即可

人生是長跑不是短跑,不用贏在起跑線,活到最後跑足全程才是贏家,對,不要問只要信
所以趺倒了,就親吻一下欄架,你可以選擇站起來,雖然其實你沒有選擇

結論
強烈建議多參與防守戰,少參與無關的戰事,
此結論完全與以上內容無關,敬請注意

如果無人看,將加印三千本,純文字無圖精華版,以幫忙那些無圖自動負評綜合症患者






分析在這
首先我在外國混了一陣子的經驗是,
我們不應該參與別國任何戰事,外國的同盟環環相扣,一大垞一大垞的聯盟,
幫一個又要幫另一個,戰爭規模極大,非常燒錢,完全傻眼
防禦系統完全是引別人來拆的,開發遊戲者好聰明的設計,明顯令戰事白熱化,對防守方不一定有利
一堆閒人買金打槍當消遣,情況比國內更惡劣,
如果我們打槍是開軍演或局部邊境戰或代理人戰,他們就是世界大戰
一個國家的發展成果體現在人員的數量質量,國庫,醫療包(中方應該在趁機存包包呢),那樣的戰爭只令國家實力倒退
特別兩國建立了仇恨的時候,戰爭將永不停止,所謂停戰只不過是財力吃不消買點時間罷
台灣人口數長年排在前例,固然是台灣人喜歡打遊戲,打遊戲出色都會被問「你是台灣人嗎?」亦因為戰事有但不多。
多戰事戰鬥人員會有無力感,少就沒有歸屬感,如何把握呢,難。
中國那應該這方面感受更深,盟友沒多用處,RL當老大像美國油水多多,遊戲則沒有好處,
搶NPC也要貨幣,貨幣一定要自己印才大有利潤,就要PTO,要PTO就要活躍人口,活躍人口全服都缺,搶到一兩個國家就不錯了
買GOLD的人不存在續戰力問題,但到底值不值我刷卡幫你們,要我刷到何時你們會自理,不要當個永不大的巨嬰呀,我用這麼多RL時間,有沒有人欣賞我的努力呢,到精神力收入支出不平衡就AFK了,熱情冷卻太久就再見了。
人生就是要把握進退,有時候有推力叫自己勇敢,有時候要硬心腸把自己拉回休息的叫拉力,休息只為走更遠路,是暫時性,不是放棄。推力太大可能是理想主義者,做生意破產就是那種,拉力太大就是宅男,一事無成就是那種。
這是在戰鬥模組的人的思考模式,如何你只當社交遊戲的,那管什麼高興就可以了。
所以要當個負責任的人則無論任何事都可以很大壓力,看見別人壓力大,打工的就最明白了。
看到那些叫人打仗無人幫的情況,我只能說無奈,這遊戲本質是這樣,打仗其實真的很想人陪,但其他人可能debuff,有些offline過現實生活,有些打光身家a了,有些剛剛打完。所以只有自己都是正常的,總統已經常開補助了,但補助不是包養,所以打仗是有間歇性的。想社交加戰略兩玩的人可能有點失望。也想想人家打完也想休息陣子,戰事只要不輸都不想看了,隨時你打在下一回合我都不知道呢。所以心腸太軟就要硬一點,不是良好情操,但有利生存,遊戲rl兩用。
因搶BH而沒有幫忙打槍有沒有點點罪惡感呢,其實不用,能搶BH的時間通常戰場特多的時間,可能己方也有戰場,只要把搶BH的收入用來下次幫忙打就可以了,有能力搶BH的人不多,通常同時是戰士,藏富於民比藏富於國資本收益更高,能者多勞,其實要搶BH補貼本國的人更累,但可能無人明白的。打仗常見老面孔只有在中國見過,國家軍團式經營打仗用國家物資,續戰力不是問題,沒有精神力的重大困擾,各人輪流開buff。民兵制的台灣,軍團的是自己人的物資,打光都沒有了。最終軍團帶來是社交平台,互相借裝交流等,但物資調動能力就不足。但沒有更好的制度了。但也可以空談一個無法實現的制度。就是一個有領導智慧和品德的建立以自己為核心的個人品牌,但一定要有富可敵國的財力最好最少像zfrank那樣 ,加上現實無窮的時間精力,用人肉補貼,裝備上來的戰力全部補貼,打得漂亮全補,用個人品牌將國家機關資源全包沒收再分配,自資打的不拿補貼的專人發報紙記錄,給他應有的榮譽以降低支出,支出太大用個人品牌效應集資或籌款,總之當成職業電子競技一樣做。你可能奇怪那不如打工買金算了吧,是的,但當中的人文價值可不是用錢計算,這就是理想和現實的分別。所以職業和業餘是很大差距。你看現在,花真金白銀花大量時間的得到了應有的尊重嗎?誰知道你是1億傷是打在1回合還是分開100回合,是q5醫院q5防禦全buff加倍日刷的還是打日常的。記錄自己的戰鬥更是浪費時間,1000次戰鬥紀錄如何寫呢。除了傳奇台灣戰神,同時期的人和近日常出現的人,誰知道你做了什麼,最後只有自己知道,有貢獻可能沒有人會知道,但上天會知道。那也只能這樣說了呵呵。或者這文來得太晚,但我很難抽到時間。

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In E-Sim we have a huge, living world, which is a mirror copy of the Earth. Well, maybe not completely mirrored, because the balance of power in this virtual world looks a bit different than in real life. In E-Sim, USA does not have to be a world superpower, It can be efficiently managed as a much smaller country that has entrepreneurial citizens that support it's foundation. Everything depends on the players themselves and how they decide to shape the political map of the game.

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