rules test

Bootleg/Parody Cognitive Function Test

We have all been discussing strange mbti quizzes, some of them seeming like bootlegs.

I have wondered for a long time what an actual bootleg mbti quiz would be like.

Like u know how some bootleg toys look funny.  That kind of bootleg.

So I made one.

This test will not give u a direct type, u have to determine what type u would get from ordering ur function scores from highest to lowest, highest being ur dom function.

If for some reason ur actual type matches the type u score as here, then idk what to say except “D:” .

Most of these qs will be based on stereotypes of things that aren’t inherently/exclusively about that function/are things everyone does, most will also be parodies. Some will be things that seem like they are about that function, but are actually things that everyone does.

Reblog this with ur actual type and the type(s) u got in this test.

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We are wrong to believe that the true and false can only be brought to bear on solutions, that they only begin with solutions. This prejudice is social, for society and the language that transmits its order-words [mots d'ordre], “set up” [donnent] ready made problems, as if they were drawn out of the “city’s administrative filing cabinets,” and force us to “solve” them, leaving us only a thin margin of freedom. Moreover, this prejudice goes back to childhood, to the classroom: It is the school teacher who “poses” the problems; the pupil’s task is to discover the solutions. In this way we are kept in a kind of slavery. True freedom lies in a power to decide, to constitute the problems themselves. And this “semi-divine” power entails the disappearance of false problems, as much as the creative upsurge of true new ones.
—  Gilles Deleuze - Bergsonism - First Rule: Apply the test of true and false to problems themselves. Condemn false problems and reconcile truth and creation at the level of problems.
Introverted Sensing (Si) And Rules/ Social Structures/ Traditions

Everyone must follow the rules/ social structures/ traditions (including me), unless they are stupid, then I’ll find a better version.

everyone should really follow MY rules/ structure/traditions etc…

“Rules” are more of guidelines really.

All Social Structures can be hacked if you have the proper leverage.

“Tradition” is good when it has utility, even then I’ll do it my way and not the “traditional” way.

What “rules” ?!?, lol, imma do what I want, deal with it.

FUCK SOCIAL STRUCTURES, unless I’m the boss.

Traditions keep me grounded and piss me off at the same time. I hate them, but I secretly kinda like them too.


Formula One 2016 Vs 2017 

A lap comparison video at the Circuit de Barcelona-Catalunya of driver Lewis Hamilton in the 2016 Mercedes-Benz F1 W07 Car (during a qualifying lap), versus driver Kimi Raikonen in the 2017 Ferrari SF70H F1 Car (during testing).

When the straight-A students answered ‘I don’t defeat procrastination,’ they really meant to say, ‘I don’t defeat the urge to procrastinate.’ And this makes perfect sense. To put it simply, some work just plain sucks, and you, like the straight-A students interviewed for this book, will want to procrastinate on this sucky work. It’s unavoidable. Therefore, the goal in this step is not to teach you how to love all the work and never feel like procrastinating ever again. Instead, I’m going to describe some targeted strategies to help you sidestep this unavoidable urge when it arises—not destroy it altogether. This is how straight-A students prevent procrastination from destabilizing their schedule. They don’t rely only on willpower and good intentions, but instead deploy an arsenal of specific, tested rules that help them short-circuit their natural desire to procrastinate. These students, of course, aren’t perfect, and they still occasionally put off work for no good reason. But overall their strategies made them significantly more effective at following a study plan than their peers—and this made all the difference.
—  Cal Newport from How to Become a Straight-A Student

anonymous asked:

You may have answered this before, but I couldn't find it. How long does it take to develop a system. I know it must vary a lot, but say you are tasked with tasked with making the inventory system or skill system. Are we talking weeks or months before it gets integrated with other systems, or does everything get merged on a regular basis even if it isn't in a playable state?

The amount of time needed to develop a system is commensurate with the scope of that system. Something small, like creating debug commands, can be done in hours. Something large, like an inventory or level-up system, can take months to get everything in place. The more resources that are necessary for the system to function, the longer it takes.

At their core, all systems require engineering and QA. Every system is a bundle of applied rules, and programming is necessary to enforce those rules. That means QA must also be on board, because they have to test the rules to make sure the rules are being enforced. If the system is back-facing (i.e. only developers will use it, e.g. telemetry, GM commands, debugging information display, tools, etc.) the system might not require art or design (except to give requirements, like “We want a button to do X”). We can cobble together a no-frills solution that fulfills the requirements and then train the users on how to use it. Internal systems have a pretty quick turnaround because there usually aren’t that many parties involved.

If the system is player facing (i.e. players will directly interact with it), it will also require art assets (UI elements and such) and design time as well (to make sure that the user experience is a good one). These take a lot more time and resources, because the players can’t send the engineers an IM or email with a question on how the system works. We can’t bundle in developers with the game to explain things. This means that every system we develop needs to teach the player how to use it in addition to just functioning. This could mean tutorials, tooltips, videos, or other things. That all requires art content and design content in addition to the assets necessary for the system itself. As you might have guessed, this all takes artist and designer time in addition to engineering and QA time.

When it comes to integrating new things, the general rule of thumb is “Stability is King”. You should never check in anything that will stop other people from being able to work. Doing so is called “breaking the build” and it is universally frowned upon, because every minute that you have to spend fixing it after checking in broken code is wasted not working on something useful, but also multiplied for each other developer that can’t work as a result of your mistake. One studio I used to work for had a donut rule - if you broke the build, you had to bring in donuts for the rest of the team the next morning, and you had the embarrassing “Build breaker” flag put up at your desk until somebody else broke it. Other studios had similar build-breaker shaming rules. 

You might think that this means you try to avoid checking in as much as possible, and that’s… kind of true. Check-ins are generally done on an as-needed basis. The need arises because many systems require more than one developer working on it at the same time. That means that if Bayn needs code that Neelo is writing in order to continue her work on the system, then Neelo is going to have to check in that code so that Bayn can get it. In such a situation, it is Neelo’s responsibility to check in stable code that won’t break the game for anyone else. Neelo’s careful time spent protects the rest of the team. 

When developing game systems, there’s an order of things that happen - the rules and framework are constructed by the engineers, then the assets, data, and tutorials are built up around the bare-bones system, all while being checked by QA. The scope of the system and the necessary stakeholders determine how long the system will take to develop. For small stuff, it can take hours. For big stuff, it can take months or even years.

Got a burning question you want answered?

This adventure is made possible by generations of searchers strictly adherent to a simple set of rules. Test ideas by experiments and observations. Build on those ideas that pass the test. Reject the ones that fail. Follow the evidence wherever it leads, and question everything. Accept these terms, and the cosmos is yours.



rules: bold what applies to you~

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rules: bold what applies to you~

Let’s do this!!!

tagging: @stussybrad, @fangirl4eva12, @tradleytrash, @floralfangurl, @connorsjbll, @tradleyxo, @bradwillstyles, @condoraball, @connor-is-davey-jones AND ANYONE WHO WANTS TO DO THIS!!! <3


I am 5′7″ or taller
I wear glasses
I have at least one tattoo
I have at least one piercing
I have blonde hair
I have brown eyes
I have short hair
My abs are at least somewhat defined
I have or have had braces
There is something i would change about the way I look

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The Perfect Rule Book 2017 Cover!

The cover features Yusaku and one of his signature monsters, Decode Talker!

The attached card still remains unknown, the reveal likely reserved for V Jump

The Book is confirmed to explain about Link Monsters and the Extra Monster Zone and the generalized changes for New Master Rule (not Master Rule 4)

The Book also covers what to expect for the 2017 Rule Master Test.

Source: Weekly Shonen Jump

Credits: The Org


GLaDOS has some tests for the LEGO Dimensions heroes that can only be solved using the LEGO Toy Pad. How will it work? Watch and find out, there might be cake … 


rules: take this test for your muse and post the results
repost, don’t reblog



Emotional Stability||||||||||||||||||||||||||||82%




Social Assertiveness||||||||||||||||||58%










Tagged by: @hyojunsung

Tagging: @nscxbang, @what-muses - dae , @changpi , @nvpch, @kyura92, @nogsaeg , @thelonelynoones, @thereal-gna