I'm trying to apply the most simple math possible and it seems to add up.
After one second, their distance is √(5² + 1²) = ~5.1 ft
After two seconds, their distance is √(10² + 2²) = ~10.2 ft
After three seconds, it's √(15² + 3²) = ~15.3 ft
As speed is the rate of change of distance over time, you can see it's a constant 5.1 ft/s. You're free to point out any error, but I don't think you need anything more than Pythagoras' theorem.
The question specifically asks for their seperation speed at 5s to ignore any initial change in their speed as they first need to accelerate, I'd assume.
It's been a while, but I think it's quite trivial.
After one second, they span a right angled triangle, therefore (using a² + b² = c²) their distance is √(5²+1²) = ~5.1 ft
They move at constant speed, therefore they seperate at 5.1 ft/s. That means at 5s it's just 5.1 × 5 = 25.5 ft for the distance and their speed is still the same.
Unicorn Overlord, the tactical JRPG. I love how much depth there is to team building, there are so many classes, skills and synergies to plan with. After everything is maxed, you can build 10 squats of 6 units each.
However, about halfway through the game, I'm starting to feel burned out a bit. My squats are mostly done, further upgrades are rather expensive and there is little need to swap units if the old ones win every battle. Without the constant planning, the core gameplay gets a bit stale. But nothing a break won't fix, I'd assume.
They would be fine, you just have to choose a permanent location. Currently, we build the required stuff almost every time from the ground up and a lot of it isn't used afterwards.
Generally speaking, you're more likely to stay within a cult your were born in than joining one you weren't. Having as many children as possible is cult founding 101.
RPGs, specifically turn-based or strategy ones. Action is sometimes fine too. I like stuff with complex battle mechanics and tons of customisation/planning - anything that gets the brain working is fun, really.
I don't like FPS in general. I've only completed Borderlands 2 and Fallout: New Vegas. I don't like the perspective and the gameplay often feels dull to me. I don't feel stimulated by them.
Pretty bold of them to sell this - for $99 no less. Their ad only shows the most superficial answers you could imagine and the necklace is just a microphone... you know, like the one your phone - which you need for this - already has.
At least make a weird AI Tamagotchi or something similar.
I surrender, this time around I didn't even know you could shorten William to Bill. Next up someone's telling me Donald is short for Ottobertifurz - honoring his fake german roots.
I had a similar experience of first finishing the DLC and then going into God of War (2018). While not open world, it's the same type of AAA soup you get from most big studios. There are so many baffling design decisions, I cannot fathom why people love the game so much - the constant barrage of stories and small talk is the most engaging thing in there.
The combat is utterly boring. Increasing the difficulty only results in spongy enemies. Their move sets are boring at best and annoying at worst. They are all but helpless if you just keep them at a distance and throw your axe.
Even worse, your godly powers are cutscene only. If you don't want to make your game challanging, at least make a fun power fantasy and Kratos is perfect for that. He kills giant enemies, tears the very ground asunder and moves the heaviest objects imaginable. He even has super healing. None of which are tied to actual combat mechanics.
Upgrades are meaningless. Early on, you unlock a smith. I got my axe from 5 to 40 damage. Guess what? The very next enemy took the same amount of hits as the same type of enemy did before.
Traversing is mechanically boring. Climbing just means you gotta follow the yellow markings - press in the right direction or do the indicated button press. You literally cannot fall. Everything else is just walking from combat area to combat area.
The game throws an endless barrage of puzzles at you, none of which are engaging. They are so watered down, there's barely much more thinking involved than in climbing.
Even worse, major upgrades are placed in "puzzle" chests. The puzzle? Well, just walk around and rotate your camera for several minutes until you've found all three runes.
The game basically just feels like a very long cutscene with a lot of padding so you can press some buttons. You can play it just fine, but they removed everything that could make any one system interesting in favor of having nothing in there a player could be stuck at. I like the characters, but I'm better served just watching a cutscene compilation for the second one.
That's what happens if you only care about engagement. Chauvinism of any kind is liked by a certain amount of people and despised by the rest of us - both positions drive engagement.
I've lived in both regions and both versions are strictly inferior to a potatoe salad based on mustard (+ oil and broth). The vinegar version uses a bit of mustard, but I'm speaking of mustard being the main ingredient. Naturally, I'm hated by both sides.
I'm trying to apply the most simple math possible and it seems to add up.
After one second, their distance is √(5² + 1²) = ~5.1 ft
After two seconds, their distance is √(10² + 2²) = ~10.2 ft
After three seconds, it's √(15² + 3²) = ~15.3 ft
As speed is the rate of change of distance over time, you can see it's a constant 5.1 ft/s. You're free to point out any error, but I don't think you need anything more than Pythagoras' theorem.
The question specifically asks for their seperation speed at 5s to ignore any initial change in their speed as they first need to accelerate, I'd assume.