> I can tell you right now that you would have to pay me far above market rate to get me to move
If everyone feels that way, then it's not an above-market rate, it's by definition the market rate. The market rate for a job might be different at different locations.
(Note that I'm not taking a position on whether or not using the H1B program to reduce the market rate here is a good idea)
Read the requirements for a takedown notice. The only thing a DMCA notice needs to claim under penalty of perjury is that you are authorized to enforce the copyright that you are claiming. The report from the copyright office on the linked page states:
> Senders of both takedown notices and counter-notices are liable for damages if they make knowing material misrepresentations regarding whether the material to be taken down is infringing, or has been removed or disabled by mistake or misidentification. Courts have appropriately interpreted this provision by requiring actual knowledge or willful blindness of falsity, not merely negligent or unreasonable misrepresentation.
"Knowing" does a lot of heavy lifting here. Courts have determined that someone who uses an automated system to identify infringing content and submits takedown notices against all of that content does not "knowingly" misrepresent anything.
Furthermore, even in the case where there is bad faith, there's no statutory penalty, it relies on the targeted party suing and in court proving BOTH bad faith, and damages.
The distinction I make is that roguelites are designed around metagame progression rather than / in addition to the in-game progression used by roguelikes.
For example, Rogue Legacy is almost entirely focused on metagame progression between runs, whereas your character barely develops at all mid-run. Classic rogue-lite.
I think the following characteristics define "roguelike" games:
* Permadeath / "ironman mode", generally enforced by the game
* Procedural generation of game levels/encounters
* "Progression" elements, where the encounters get more difficult but the player is gaining resources to allow them to overcome those challenges (as opposed to simply gaining mechanical skill at the game)
These three elements combine to make a game where you lose early and often, but starting over gives you the opportunity to experience the game differently, due to the procedural nature as well as because you have the opportunity to invest your resources differently, hopefully making better decisions.
I don't think they need to be strictly RPGs, but the progression elements are key. Those elements are present in FTL, for example, if you consider that the ship itself is the main character.
The "lite" is in terms of punishment. Death in a roguelike is usually "game over, better luck next time". Death in a roguelite still generally resets you to the beginning of the game, but there is a metagame progression between runs that means you aren't starting over from scratch.
I think that's a reasonable distinction between the genres but the boundary can get a bit gray. Two examples:
Bones levels have been a staple of Roguelikes since Nethack, where you can find the area that one of your previous characters died. Usually this means a huge power boost if you can deal with the threat of your ghost and/or whatever killed you.
Angband is an ancient and classic Roguelike but it has a "monster memory" that accumulates the knowledge of the enemies you have fought, both in your current playthrough and all previous playthroughs. This represents a significant assistance as you progress through the game, both because the knowledge that "this beast has killed your ancestor" is a big caution sign, and also that you eventually "know" the stats of all the monsters.
If everyone feels that way, then it's not an above-market rate, it's by definition the market rate. The market rate for a job might be different at different locations.
(Note that I'm not taking a position on whether or not using the H1B program to reduce the market rate here is a good idea)