Proposed possible new feature...

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I HATE EVERYONE
 
The current system shows how many "likes" someone has been given. I have noticed that some members have never "liked" another post but seem to collect many.

Maybe both could be shown or just a ratio?
Are you needing some attention? We love you dude, and we feel bad that you all have to live your entire life upside-down!
 
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Unfortunately, Barn, there are no standards to how likes/dislikes are given. So, it's impossible to tell what the reaction really means when it's given, in many cases. For example, someone can give an "angry" reaction :mad: but what does that mean? Does it mean they're angry with the content of the post, or are they angry with the poster for posting it? Hard to tell, at times.

Only the MPT thread offers the best level of consistency. When you see the number of loves, likes, wows, etc. for a give pic, you can pretty much tell the intent of the reactors. Or, if something is enumerated/well defined... like my GAOW awards! :ROFLMAO:


1731681747413.png
= GAOW for the week;
1731681661413.png
= both silver and bronze awards for the week;
1731681709333.png
= One of four honorable mentions for the week.

Of course this applies only to nekid girl pics. I may react to something else that isn't one.


Bottom line, don't worry about reactions.
 
I'm too dumb to gamify the system, could you explain how that would work?
I'm board and extremely tired, so I'll let my robot answer that -

Gamifying feedback on platforms like Reddit creates a "circle jerk" of feedback because the reward systems encourage users to conform to popular opinions, rather than offering critical viewpoints. Here's how it works:

### 1. **Gamification Rewards Popularity**
- Platforms like Reddit use upvotes, awards, and karma to reward content that resonates with the majority. Users are incentivized to post comments or content that aligns with the prevailing sentiment or popular narratives to maximize their rewards.

### 2. **Echo Chambers and Groupthink**
- Over time, users observe which types of opinions gain the most rewards and begin to self-censor or adjust their contributions to fit the majority's expectations. This creates a feedback loop where similar opinions dominate, while dissenting or nuanced perspectives are discouraged.

### 3. **Visibility Bias**
- Gamification affects visibility. Posts and comments with higher upvotes are more prominently displayed, leading to further engagement and reinforcement of those ideas. Meanwhile, unpopular or downvoted comments become buried, effectively silencing alternative viewpoints.

### 4. **Validation and Conformity**
- Users derive social validation from accumulating upvotes or karma. This reinforces behavior that conforms to the community's dominant norms, creating a culture where members actively seek approval rather than engaging in meaningful or diverse discussions.

### 5. **Amplification Through Repetition**
- As similar opinions dominate discussions, they become normalized and unquestioned. This leads to a "circle jerk," where the same ideas are recycled, praised, and amplified without critical evaluation.

### 6. **Discouragement of Critical Feedback**
- Critical feedback or dissent is often met with downvotes, ridicule, or outright hostility, discouraging users from sharing contrary opinions. Over time, this further entrenches the echo chamber.

### 7. **Short-Term Incentives Over Long-Term Value**
- Gamification rewards instant gratification (e.g., upvotes) over thoughtful contributions that may be less immediately popular but more valuable in the long run.

### Conclusion
This system creates a self-perpetuating cycle where users prioritize conformity and popularity over originality or depth. Over time, it undermines genuine dialogue and fosters a superficial culture of agreement, leaving little room for diverse or critical perspectives.
 
Unfortunately, Barn, there are no standards to how likes/dislikes are given. So, it's impossible to tell what the reaction really means when it's given, in many cases. For example, someone can give an "angry" reaction :mad: but what does that mean? Does it mean they're angry with the content of the post, or are they angry with the poster for posting it? Hard to tell, at times.

Only the MPT thread offers the best level of consistency. When you see the number of loves, likes, wows, etc. for a give pic, you can pretty much tell the intent of the reactors. Or, if something is enumerated/well defined... like my GAOW awards! :ROFLMAO:


View attachment 8546675 = GAOW for the week;
View attachment 8546673 = both silver and bronze awards for the week;
View attachment 8546674 = One of four honorable mentions for the week.

Of course this applies only to nekid girl pics. I may react to something else that isn't one.


Bottom line, don't worry about reactions.
You’ve never once posted about your jack-off awards and had anyone give a fuck
 
I'm board and extremely tired, so I'll let my robot answer that -

Gamifying feedback on platforms like Reddit creates a "circle jerk" of feedback because the reward systems encourage users to conform to popular opinions, rather than offering critical viewpoints. Here's how it works:

### 1. **Gamification Rewards Popularity**
- Platforms like Reddit use upvotes, awards, and karma to reward content that resonates with the majority. Users are incentivized to post comments or content that aligns with the prevailing sentiment or popular narratives to maximize their rewards.

### 2. **Echo Chambers and Groupthink**
- Over time, users observe which types of opinions gain the most rewards and begin to self-censor or adjust their contributions to fit the majority's expectations. This creates a feedback loop where similar opinions dominate, while dissenting or nuanced perspectives are discouraged.

### 3. **Visibility Bias**
- Gamification affects visibility. Posts and comments with higher upvotes are more prominently displayed, leading to further engagement and reinforcement of those ideas. Meanwhile, unpopular or downvoted comments become buried, effectively silencing alternative viewpoints.

### 4. **Validation and Conformity**
- Users derive social validation from accumulating upvotes or karma. This reinforces behavior that conforms to the community's dominant norms, creating a culture where members actively seek approval rather than engaging in meaningful or diverse discussions.

### 5. **Amplification Through Repetition**
- As similar opinions dominate discussions, they become normalized and unquestioned. This leads to a "circle jerk," where the same ideas are recycled, praised, and amplified without critical evaluation.

### 6. **Discouragement of Critical Feedback**
- Critical feedback or dissent is often met with downvotes, ridicule, or outright hostility, discouraging users from sharing contrary opinions. Over time, this further entrenches the echo chamber.

### 7. **Short-Term Incentives Over Long-Term Value**
- Gamification rewards instant gratification (e.g., upvotes) over thoughtful contributions that may be less immediately popular but more valuable in the long run.

### Conclusion
This system creates a self-perpetuating cycle where users prioritize conformity and popularity over originality or depth. Over time, it undermines genuine dialogue and fosters a superficial culture of agreement, leaving little room for diverse or critical perspectives.

IMG_8072.jpeg
 
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Likes are free, spread them around. It's not like you'll run out, they just keep making more.
I never like posts, especially ones that criticize our wonderful government. It's just wrong.
The FBI tracks which posts you like. Moves you up on the "come shoot my dog" list.
I love Biden.
Patriot front are evil right wing terrorists.
Our election system is completely secure.
I voted for Harris, 4 times in 2 counties.
I check the donation box on my taxes each year to give money to the Democrats presidential election fund.
My pronouns are they/them
 
The FBI tracks which posts you like. Moves you up on the "come shoot my dog" list.
I gamify that system.

I click like on anti-gov posts, but don't even have a dog, so they can't come shoot it. Ha!

See how clever I am? If they storm my door, and don't have a dog to shoot, they'll just have to...um, shoot...um, hmmmm, shoot me? Uh oh, wait...have I been an idiot?
 
I'm board and extremely tired, so I'll let my robot answer that -

Gamifying feedback on platforms like Reddit creates a "circle jerk" of feedback because the reward systems encourage users to conform to popular opinions, rather than offering critical viewpoints. Here's how it works:

### 1. **Gamification Rewards Popularity**
- Platforms like Reddit use upvotes, awards, and karma to reward content that resonates with the majority. Users are incentivized to post comments or content that aligns with the prevailing sentiment or popular narratives to maximize their rewards.

### 2. **Echo Chambers and Groupthink**
- Over time, users observe which types of opinions gain the most rewards and begin to self-censor or adjust their contributions to fit the majority's expectations. This creates a feedback loop where similar opinions dominate, while dissenting or nuanced perspectives are discouraged.

### 3. **Visibility Bias**
- Gamification affects visibility. Posts and comments with higher upvotes are more prominently displayed, leading to further engagement and reinforcement of those ideas. Meanwhile, unpopular or downvoted comments become buried, effectively silencing alternative viewpoints.

### 4. **Validation and Conformity**
- Users derive social validation from accumulating upvotes or karma. This reinforces behavior that conforms to the community's dominant norms, creating a culture where members actively seek approval rather than engaging in meaningful or diverse discussions.

### 5. **Amplification Through Repetition**
- As similar opinions dominate discussions, they become normalized and unquestioned. This leads to a "circle jerk," where the same ideas are recycled, praised, and amplified without critical evaluation.

### 6. **Discouragement of Critical Feedback**
- Critical feedback or dissent is often met with downvotes, ridicule, or outright hostility, discouraging users from sharing contrary opinions. Over time, this further entrenches the echo chamber.

### 7. **Short-Term Incentives Over Long-Term Value**
- Gamification rewards instant gratification (e.g., upvotes) over thoughtful contributions that may be less immediately popular but more valuable in the long run.

### Conclusion
This system creates a self-perpetuating cycle where users prioritize conformity and popularity over originality or depth. Over time, it undermines genuine dialogue and fosters a superficial culture of agreement, leaving little room for diverse or critical perspectives.
Sounds a lot like apey rapey buttsex with blasting compound for lube.
 
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