I think it’s the vowel as in “boat”, but in English, if I say “boat” very quickly or “booaat” smeared out over the length of what usually is several vowels, then it will not change the meaning. In many languages this isn’t the case.
Usual English is perceived as having a load of long vowels in Japanese, as can be seen by the loan words adopted in Japanese (for example コーヒー for coffee, サッカー for soccer, スーパー for super(market))
Saturn has 82 moons, many of which have received names.
Which ones have the best names? You can pick up to twenty over the total polls. I had to split the choices up because Discourse forbids polls with over twenty options.
I don’t know what to do with all these polls about matters that only affect native English speakers. They are fascinating, but my answers are irrelevant and mostly I’m just sitting there like “wtf mate, when did English get the third-weirdest vowel system on the planet ?”
Well, in some sense, always. Because in my games so far, I think I’ve never won because I did something especially smart (even though I sometimes thought I did while playing…), but in the end it always came down to which player made fewer (and less worse) mistakes than the other one. So whenever I win a game, I win because of my opponent’s failures, as I understand it. And hopefully also a little bit because I managed to avoid some bad mistakes.
I don’t think that’s how Groin meant the poll to be interpreted.
I understood the question as “I rely on my opponent making mistakes (moves that I know are suboptimal) rather than expecting him to play the best moves I can see (and playing accordingly); ie., I overplay; I use trick moves.”
Perhaps this is why only I answered Never.
Although imo there should be an option Only when significantly behind, ie. to “shake the board”.
Well I think both interpretation are correct, as long they don’t exclude each other. So it may include that trick side, without being a necessity either.
For example you may feel to be stronger in some aspect of the game and so inclined to push the game in that direction (fighting or not, direction of play,…) or you may read something not really working but complex enough to have some chance of a blunder or even you know something hard to answer but in some way with a refutation… I’m hard put to fix any limit in the way you think you expect failures to win, but you can have a rule of thumb that you never will rely on these to win afterall.
Yeah, you’re right, there’s not a really clean divide.
eg. if we say “Shin Minjun likes to fight”, that might fairly be interpreted as “Shin Minjun likes to fight (because he thinks it’s more likely that his opponent will blunder than that he himself will blunder)”
By the way, timeout refers explicitly to “fair” timeout, excluding “escaping” / “ragequitting”.
For me, fair timeout only really comes up in correspondence games. I admit, I have timed out a looooooooooooooot of corr games.
What I often notice is that beginners and, say, sub-15ks don’t want to ever win by resignation, whilst SDK players don’t like to win by massive margins (eg. 50+) in counting as it’s seen as a waste of time.
If it’s a fair one, then it’s alright, then I see it as similar to admitting defeat.
As in, I see a fair timeout one to be where a player is put in a difficult position and could not find any good move within the time given. So opposite to bugcat, I find timeouts only to be fair in blitz or faster byo-yomi.