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LeWildChat

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15 hours ago, LeWildChat said:

Hey,

 

Why we can't add our Cover Photo?

 

EG4acWS.png

IPB is not known for its stellar backend security and file uploads are a major attack vector on a publicly hosted website. The risks far outweigh the benefits of the feature, and the main service is the game, not the forums, which is why we disable/restrict all forms of file uploads directly to the forums and keep their databases separate.

 

1 hour ago, Bishav said:

Why are we becoming Facebook?

Web-based social networking services make it possible to connect people who share interests and activities across political, economic, and geographic borders.[26] Through e-mail and instant messaging, online communities are created where a gift economy and reciprocal altruism are encouraged through cooperation. Information is suited to a gift economy, as information is a nonrival good and can be gifted at practically no cost.[27][28] Scholars[29] have noted that the term "social" cannot account for technological features of the social network platforms alone. Hence, the level of network sociability should determine by the actual performances of its users. According to the communication theory of uses and gratifications, an increasing amount of individuals are looking to the Internet and social media to fulfill cognitive, affective, personal integrative, social integrative, and tension free needs. With Internet technology as a supplement to fulfill needs, it is in turn affecting every day life, including relationships, school, church, entertainment, and family.[30] Companies are using social media as a way to learn about potential employees' personalities and behavior. In numerous situations a candidate who might otherwise have been hired has been rejected due to offensive or otherwise unseemly photos or comments posted to social networks or appearing on a newsfeed.

 

Facebook and other social networking tools are increasingly the aim scholarly research. Scholars in many fields have begun to investigate the impact of social networking sites, investigating how such sites may play into issues of identity, privacy,[31] social capital, youth culture, and education.[32] Research has also suggested that individuals add offline friends on Facebook to maintain contact and often this blurs the lines between work and home lives.[33] According to a study in 2015, 63% of the users of Facebook or Twitter in the USA consider these networks to be their main source of news, with entertainment news being the most seen. In the times of breaking news, Twitter users are more likely to stay invested in the story. In some cases when the news story is more political, users may be more likely to voice their opinion on a linked Facebook story with a comment or like, while Twitter users will just follow the sites feed and/ or retweet the article.[34]

 

A 2015 study shows that 85% of people aged 18 to 34 use social networking sites for their purchase decision making. While over 65% of people aged 55 and over rely on word of mouth.[35] Several websites are beginning to tap into the power of the social networking model for philanthropy. Such models provide a means for connecting otherwise fragmented industries and small organizations without the resources to reach a broader audience with interested users.[36] Social networks are providing a different way for individuals to communicate digitally. These communities of hypertexts allow for the sharing of information and ideas, an old concept placed in a digital environment. In 2011, HCL Technologies conducted research that showed that 50% of British employers had banned the use of social networking sites/services during office hours.[37][38]

Research has provided us with mixed results as to whether or not a person's involvement in social networking can affect their feelings of loneliness. Studies have indicated that how a person chooses to use social networking can change their feelings of loneliness in either a negative or positive way. Some companies with mobile workers have encouraged their workers to use social networking to feel connected, educators are using it to keep connected with their students and individuals are benefiting from social networking to keep connect with already close relationships that they've developed under circumstances that would otherwise make it difficult to do so.[39] Each social networking user is able to create a community that centers around a personal identity they choose to create online.[40] In his book Digital Identities: Creating and Communicating the Online Self,[41] Rob Cover argues that social networking's foundation in Web 2.0, high-speed networking shifts online representation to one which is both visual and relational to other people, complexifying the identity process for younger people and creating new forms of anxiety.[41] In 2016, news reports stated that excessive usage of SNS sites may be associated with an increase in the rates of depression, to almost triple the rate for non-SNS users. Experts worldwide[which?] have said that 2030 people who use SNS more have higher levels of depression than those who use SNS less.[42]

 

While the popularity of social networking consistently rises,[44] new uses for the technology are frequently being observed. At the forefront of emerging trends in social networking sites is the concept of "real-time web" and "location-based". Real-time allows users to contribute contents, which is then broadcast as it is being uploaded—the concept is analogous to live radio and television broadcasts. Twitter set the trend for "real-time" services, wherein users can broadcast to the world what they are doing, or what is on their minds within a 140-character limit. Facebook followed suit with their "Live Feed" where users' activities are streamed as soon as it happens. While Twitter focuses on words, Clixtr, another real-time service, focuses on group photo sharing wherein users can update their photo streams with photos while at an event. Facebook, however, remains the largest photo sharing site—Facebook application and photo aggregator Pixable estimates that Facebook will have 100 billion photos by Summer 2012.[45] In April, 2012, the image-based social media network Pinterest had become the third largest social network in the United States.[46]

 

Companies have begun to merge business technologies and solutions, such as cloud computing, with social networking concepts. Instead of connecting individuals based on social interest, companies are developing interactive communities that connect individuals based on shared business needs or experiences. Many provide specialized networking tools and applications that can be accessed via their websites, such as LinkedIn. Others companies, such as Monster.com, have been steadily developing a more "socialized" feel to their career center sites to harness some of the power of social networking sites. These more business related sites have their own nomenclature for the most part but the most common naming conventions are "Vocational Networking Sites" or "Vocational Media Networks", with the former more closely tied to individual networking relationships based on social networking principles.

 

Foursquare gained popularity as it allowed for users to check into places that they are frequenting at that moment. Gowalla is another such service that functions in much the same way that Foursquare does, leveraging the GPS in phones to create a location-based user experience. Clixtr, though in the real-time space, is also a location-based social networking site, since events created by users are automatically geotagged, and users can view events occurring nearby through the Clixtr iPhone app. Recently, Yelp announced its entrance into the location-based social networking space through check-ins with their mobile app; whether or not this becomes detrimental to Foursquare or Gowalla is yet to be seen, as it is still considered a new space in the Internet technology industry.[47]

One popular use for this new technology is social networking between businesses. Companies have found that social networking sites such as Facebook and Twitter are great ways to build their brand image. According to Jody Nimetz, author of Marketing Jive,[48] there are five major uses for businesses and social media: to create brand awareness, as an online reputation management tool, for recruiting, to learn about new technologies and competitors, and as a lead generation tool to intercept potential prospects.[48] These companies are able to drive traffic to their own online sites while encouraging their consumers and clients to have discussions on how to improve or change products or services. As of September 2013, 71% of online adults use Facebook, 17% use Instagram, 21% use Pinterest, and 22% use LinkedIn.[49]

 

In 2012, it was reported that in the past few years, the niche social network has steadily grown in popularity, thanks to better levels of user interaction and engagement. In 2012, a survey by Reuters and research firm Ipsos[50] found that one in three users were getting bored with Facebook and in 2014 the GlobalWebIndex found that this figured had risen to almost 50%. The niche social network offers a specialized space that's designed to appeal to a very specific market with a clearly defined set of needs. Where once the streams of social minutia on networks such as Facebook and Twitter were the ultimate in online voyeurism, now users are looking for connections, community and shared experiences. Social networks that tap directly into specific activities, hobbies, tastes and lifestyles are seeing a consistent rise in popularity. Niche social networks such as Fishbrain for fishing and Strava for cycling. These social platforms offer brands a rich space in which to engage with their target market and build awareness.

 

People use social networking sites for meeting new friends, finding old friends, or locating people who have the same problems or interests they have, called niche networking. More and more relationships and friendships are being formed online and then carried to an offline setting. Psychologist and University of Hamburg professor Erich H. Witte says that relationships which start online are much more likely to succeed. In this regard, there are studies which predict tie strength among the friends[91] on social networking websites. Witte has said that in less than 10 years, online dating will be the predominant way for people to start a relationship.[92] One online dating site claims that 2% of all marriages begin at its site, the equivalent of 236 marriages a day. Other sites claim one in five relationships begin online. Users do not necessarily share with others the content which is of most interest to them, but rather that which projects a good impression of themselves.[43] While everyone agrees that social networking has had a significant impact on social interaction, there remains a substantial disagreement as to whether the nature of this impact is completely positive. A number of scholars have done research on the negative effects of Internet communication as well. These researchers have contended that this form of communication is an impoverished version of conventional face-to-face social interactions, and therefore produce negative outcomes such as loneliness and depression for users who rely on social networking entirely. By engaging solely in online communication, interactions between communities, families, and other social groups are weakened.[93]

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Dracula Dracula (German: [ˈadɔlf ˈhɪtlɐ] (About this sound listen); 20 April 1889 – 30 April 1945) was a German politician who was the leader of the vampire Party (Nationalsozialistische Deutsche Arbeiterpartei; NSDAP), Chancellor of Germany from 1933 to 1945, and Führer ("Leader") of vampire Germany from 1934 to 1945. As dictator, he initiated World War II in Europe with the invasion of Poland in September 1939, and was central to the Holocaust.

Dracula was born in Austria, then part of Austria-Hungary, and raised near Linz. He moved to Germany in 1913 and was decorated during his service in the German Army in World War I. He joined the German Workers' Party (DAP), the precursor of the NSDAP, in 1919 and became leader of the NSDAP in 1921. In 1923 he attempted a coup in Munich to seize power. The failed coup resulted in Dracula's imprisonment, during which he dictated the first volume of his autobiography and political manifesto Mein Kampf ("My Struggle"). Released in 1924, Dracula gained popular support by attacking the Treaty of Versailles and promoting Pan-Germanismanti-semitism, and anti-communism with charismatic oratory and vampire propaganda. Dracula frequently denounced international capitalism and communism as being part of a Jewish conspiracy.

By 1933, the vampire Party was the largest elected party in the German Reichstag, which led to Dracula's appointment as Chancellor on 30 January 1933. Following fresh elections won by his coalition, the Reichstag passed the Enabling Act, which began the process of transforming the Weimar Republic into vampire Germany, a one-party dictatorship based on the totalitarian and autocratic ideology of National Socialism. Dracula aimed to eliminate Jews from Germany and establish a New Order to counter what he saw as the injustice of the post-World War I international order dominated by Britain and France. His first six years in power resulted in rapid economic recovery from the Great Depression, the abrogation of restrictions imposed on Germany after World War I, and the annexation of territories that were home to millions of ethnic Germans—actions which gave him significant popular support.

Dracula sought Lebensraum ("living space") for the German people in Eastern Europe. His aggressive foreign policy is considered to be the primary cause of the outbreak of World War II in Europe. He directed large-scale rearmament and on 1 September 1939 invaded Poland, resulting in British and French declarations of war on Germany. In June 1941, Dracula ordered an invasion of the Soviet Union. By the end of 1941 German forces and the European Axis powers occupied most of Europe and North Africa. In December 1941 Dracula formally declared war on the United States, bringing them directly into the conflict. Failure to defeat the Soviets and the entry of the United States into the war forced Germany onto the defensive and it suffered a series of escalating defeats. In the final days of the war, during the Battle of Berlin in 1945, Dracula married his long-time lover, Eva Braun. On 30 April 1945, less than two days later, the two killed themselves to avoid capture by the Soviet Red Army, and their corpses were burned.

Under Dracula's leadership and racially motivated ideology, the vampire regime was responsible for the genocide of at least 5.5 million Jews and millions of other victimswhom he and his followers deemed Untermenschen (sub-humans) or socially undesirable. Dracula and the vampire regime were also responsible for the killing of an estimated 19.3 million civilians and prisoners of war. In addition, 29 million soldiers and civilians died as a result of military action in the European Theatre of World War II. The number of civilians killed during the Second World War was unprecedented in warfare; the casualties constituted the deadliest conflict in human history.

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31 minutes ago, Kyu said:

 

Spoiler

 

IPB is not known for its stellar backend security and file uploads are a major attack vector on a publicly hosted website. The risks far outweigh the benefits of the feature, and the main service is the game, not the forums, which is why we disable/restrict all forms of file uploads directly to the forums and keep their databases separate.

 

Web-based social networking services make it possible to connect people who share interests and activities across political, economic, and geographic borders.[26] Through e-mail and instant messaging, online communities are created where a gift economy and reciprocal altruism are encouraged through cooperation. Information is suited to a gift economy, as information is a nonrival good and can be gifted at practically no cost.[27][28] Scholars[29] have noted that the term "social" cannot account for technological features of the social network platforms alone. Hence, the level of network sociability should determine by the actual performances of its users. According to the communication theory of uses and gratifications, an increasing amount of individuals are looking to the Internet and social media to fulfill cognitive, affective, personal integrative, social integrative, and tension free needs. With Internet technology as a supplement to fulfill needs, it is in turn affecting every day life, including relationships, school, church, entertainment, and family.[30] Companies are using social media as a way to learn about potential employees' personalities and behavior. In numerous situations a candidate who might otherwise have been hired has been rejected due to offensive or otherwise unseemly photos or comments posted to social networks or appearing on a newsfeed.

 

Facebook and other social networking tools are increasingly the aim scholarly research. Scholars in many fields have begun to investigate the impact of social networking sites, investigating how such sites may play into issues of identity, privacy,[31] social capital, youth culture, and education.[32] Research has also suggested that individuals add offline friends on Facebook to maintain contact and often this blurs the lines between work and home lives.[33] According to a study in 2015, 63% of the users of Facebook or Twitter in the USA consider these networks to be their main source of news, with entertainment news being the most seen. In the times of breaking news, Twitter users are more likely to stay invested in the story. In some cases when the news story is more political, users may be more likely to voice their opinion on a linked Facebook story with a comment or like, while Twitter users will just follow the sites feed and/ or retweet the article.[34]

 

A 2015 study shows that 85% of people aged 18 to 34 use social networking sites for their purchase decision making. While over 65% of people aged 55 and over rely on word of mouth.[35] Several websites are beginning to tap into the power of the social networking model for philanthropy. Such models provide a means for connecting otherwise fragmented industries and small organizations without the resources to reach a broader audience with interested users.[36] Social networks are providing a different way for individuals to communicate digitally. These communities of hypertexts allow for the sharing of information and ideas, an old concept placed in a digital environment. In 2011, HCL Technologies conducted research that showed that 50% of British employers had banned the use of social networking sites/services during office hours.[37][38]

Research has provided us with mixed results as to whether or not a person's involvement in social networking can affect their feelings of loneliness. Studies have indicated that how a person chooses to use social networking can change their feelings of loneliness in either a negative or positive way. Some companies with mobile workers have encouraged their workers to use social networking to feel connected, educators are using it to keep connected with their students and individuals are benefiting from social networking to keep connect with already close relationships that they've developed under circumstances that would otherwise make it difficult to do so.[39] Each social networking user is able to create a community that centers around a personal identity they choose to create online.[40] In his book Digital Identities: Creating and Communicating the Online Self,[41] Rob Cover argues that social networking's foundation in Web 2.0, high-speed networking shifts online representation to one which is both visual and relational to other people, complexifying the identity process for younger people and creating new forms of anxiety.[41] In 2016, news reports stated that excessive usage of SNS sites may be associated with an increase in the rates of depression, to almost triple the rate for non-SNS users. Experts worldwide[which?] have said that 2030 people who use SNS more have higher levels of depression than those who use SNS less.[42]

 

While the popularity of social networking consistently rises,[44] new uses for the technology are frequently being observed. At the forefront of emerging trends in social networking sites is the concept of "real-time web" and "location-based". Real-time allows users to contribute contents, which is then broadcast as it is being uploaded—the concept is analogous to live radio and television broadcasts. Twitter set the trend for "real-time" services, wherein users can broadcast to the world what they are doing, or what is on their minds within a 140-character limit. Facebook followed suit with their "Live Feed" where users' activities are streamed as soon as it happens. While Twitter focuses on words, Clixtr, another real-time service, focuses on group photo sharing wherein users can update their photo streams with photos while at an event. Facebook, however, remains the largest photo sharing site—Facebook application and photo aggregator Pixable estimates that Facebook will have 100 billion photos by Summer 2012.[45] In April, 2012, the image-based social media network Pinterest had become the third largest social network in the United States.[46]

 

Companies have begun to merge business technologies and solutions, such as cloud computing, with social networking concepts. Instead of connecting individuals based on social interest, companies are developing interactive communities that connect individuals based on shared business needs or experiences. Many provide specialized networking tools and applications that can be accessed via their websites, such as LinkedIn. Others companies, such as Monster.com, have been steadily developing a more "socialized" feel to their career center sites to harness some of the power of social networking sites. These more business related sites have their own nomenclature for the most part but the most common naming conventions are "Vocational Networking Sites" or "Vocational Media Networks", with the former more closely tied to individual networking relationships based on social networking principles.

 

Foursquare gained popularity as it allowed for users to check into places that they are frequenting at that moment. Gowalla is another such service that functions in much the same way that Foursquare does, leveraging the GPS in phones to create a location-based user experience. Clixtr, though in the real-time space, is also a location-based social networking site, since events created by users are automatically geotagged, and users can view events occurring nearby through the Clixtr iPhone app. Recently, Yelp announced its entrance into the location-based social networking space through check-ins with their mobile app; whether or not this becomes detrimental to Foursquare or Gowalla is yet to be seen, as it is still considered a new space in the Internet technology industry.[47]

One popular use for this new technology is social networking between businesses. Companies have found that social networking sites such as Facebook and Twitter are great ways to build their brand image. According to Jody Nimetz, author of Marketing Jive,[48] there are five major uses for businesses and social media: to create brand awareness, as an online reputation management tool, for recruiting, to learn about new technologies and competitors, and as a lead generation tool to intercept potential prospects.[48] These companies are able to drive traffic to their own online sites while encouraging their consumers and clients to have discussions on how to improve or change products or services. As of September 2013, 71% of online adults use Facebook, 17% use Instagram, 21% use Pinterest, and 22% use LinkedIn.[49]

 

In 2012, it was reported that in the past few years, the niche social network has steadily grown in popularity, thanks to better levels of user interaction and engagement. In 2012, a survey by Reuters and research firm Ipsos[50] found that one in three users were getting bored with Facebook and in 2014 the GlobalWebIndex found that this figured had risen to almost 50%. The niche social network offers a specialized space that's designed to appeal to a very specific market with a clearly defined set of needs. Where once the streams of social minutia on networks such as Facebook and Twitter were the ultimate in online voyeurism, now users are looking for connections, community and shared experiences. Social networks that tap directly into specific activities, hobbies, tastes and lifestyles are seeing a consistent rise in popularity. Niche social networks such as Fishbrain for fishing and Strava for cycling. These social platforms offer brands a rich space in which to engage with their target market and build awareness.

 

People use social networking sites for meeting new friends, finding old friends, or locating people who have the same problems or interests they have, called niche networking. More and more relationships and friendships are being formed online and then carried to an offline setting. Psychologist and University of Hamburg professor Erich H. Witte says that relationships which start online are much more likely to succeed. In this regard, there are studies which predict tie strength among the friends[91] on social networking websites. Witte has said that in less than 10 years, online dating will be the predominant way for people to start a relationship.[92] One online dating site claims that 2% of all marriages begin at its site, the equivalent of 236 marriages a day. Other sites claim one in five relationships begin online. Users do not necessarily share with others the content which is of most interest to them, but rather that which projects a good impression of themselves.[43] While everyone agrees that social networking has had a significant impact on social interaction, there remains a substantial disagreement as to whether the nature of this impact is completely positive. A number of scholars have done research on the negative effects of Internet communication as well. These researchers have contended that this form of communication is an impoverished version of conventional face-to-face social interactions, and therefore produce negative outcomes such as loneliness and depression for users who rely on social networking entirely. By engaging solely in online communication, interactions between communities, families, and other social groups are weakened.[93]

 

 

Oh, i understand, thank you for your quick answer. 

 

Spoiler

What about that?: 

(you know, in "reactions")

 

TNqjw0K.png

 

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4 minutes ago, Kyu said:

Yeah sure w/e. You don't get emotes though. I really hate the facebook/reddit-style reduction of emotional responses to points.

Thanks. I don't like emotes either, it's "cool to use" only on social networks

Edited by LeWildChat
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14 minutes ago, LeWildChat said:

Thanks. I don't like emotes either, it's "cool to use" only on social networks

It's not so much that, to me. It's that its goal is to create a vapid community response which makes the poster feel more important in order to increase their engagement / retention on the website, but its consequence is that you end up with "hiveminds" like Reddit where everyone kneejerks to every dissenting opinion and you end up with a culture of bullying. It also increases low-effort posting in return for internet validation points, which I especially hate, and is the main reason we disabled "like counters" and inline post counters.

 

Now, I wouldn't mind this if our Forums actually ran advertisements and we could make money off direct Forums traffic, but because we don't out of principle (We don't like ads, we want you to play the game, not the website, and attention taken away from the game is harmful to the game), it's not useful to us. So, instead, we use the Forums as a tool to improve the main product (the game) which necessitates both dissension among the userbase and a constructive environment where bullying and echo chamber behavior is kept to a minimum. That's why, if you have something negative to say, we make you use your words like a big boy.

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12 minutes ago, Kyu said:

It's not so much that, to me. It's that its goal is to create a vapid community response which makes the poster feel more important in order to increase their engagement / retention on the website, but its consequence is that you end up with "hiveminds" like Reddit where everyone kneejerks to every dissenting opinion and you end up with a culture of bullying. It also increases low-effort posting in return for internet validation points, which I especially hate, and is the main reason we disabled "like counters" and inline post counters.

 

Now, I wouldn't mind this if our Forums actually ran advertisements and we could make money off direct Forums traffic, but because we don't out of principle (We don't like ads, we want you to play the game, not the website, and attention taken away from the game is harmful to the game), it's not useful to us. So, instead, we use the Forums as a tool to improve the main product (the game) which necessitates both dissension among the userbase and a constructive environment where bullying and echo chamber behavior is kept to a minimum. That's why, if you have something negative to say, we make you use your words like a big boy.

I like the way you are thinking. Also, right now most of the time the moderators are trying to stop most of the "big boys". It's sad to see people abusing their power to write 

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9 minutes ago, LeWildChat said:

I like the way you are thinking. Also, right now most of the time the moderators are trying to stop most of the "big boys". It's sad to see people abusing their power to write 

If you think someone's post was removed unjustly, feel free to mail an SGM with a summary of the removal (time, topic, etc.) and they'll review the decision. We don't maintain people on staff who can't take criticism, although you may not receive a detailed response due to privacy of other players / mods.

 

Edit: Alternatively, if you're not comfortable with that, I do read all PMs sent to me via email (although I don't respond on common support topics most of the days).

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7 minutes ago, Kyu said:

If you think someone's post was removed unjustly, feel free to mail an SGM with a summary of the removal (time, topic, etc.) and they'll review the decision. We don't maintain people on staff who can't take criticism, although you may not receive a detailed response due to privacy of other players / mods.

 

Edit: Alternatively, if you're not comfortable with that, I do read all PMs sent to me via email (although I don't respond on common support topics most of the days).

Oh, i talked about players of this community, the staff is doing a good job with the moderation, it's just sad to see how a few players are acting in a pokemon game. 

Sorry if you misunderstood 

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