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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)AL
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  • Around my region, South America, everybody used MSN as well. We went through a phase of using Skype, but it was too resource heavy in comparison with MSN. Later on, people who needed voice chat for games played around with several different apps, until we finally settled with Discord back in 2016. Say all you want about Discord, but I've been using it for almost a decade at this point, and if your need is to have voice and text chat and easy screen sharing for gaming, it's basically the golden standard. The problem started when people started using it as a replacement for forums.

  • A bit of a different suggestion, but I highly recommend Unsheathed (Sword of Coming), a chinese fantasy novel of the xianxia genre (same as Journey to the West). It's simply incredible and beautifully written. You can read the first 50 chapters for free at Wuxia World (website/app). You can also find some epub compilations of the first few volumes around the internet if you know where to look for.

  • "brain dead easy thing"... All you need is to just manage signal integrity of super fast speed ram to a super hungry state of the art soc that benefits from as fast of memory as it can get. Sounds easy af. /s

    They said that it was possible, but they lost over half of the speed doing it, so it was not worth it. It would severely cripple performance of the SOC.

    The only real complaint here is calling this a desktop, it's somewhere in between a NUC and a real desktop. But I guess it technically sits on a desk top, while also being an itx motherboard.

  • At least a dozen games, I hope. It has become tradition for me to delve deep into next fest demos and try at least 20 or so games from my favorite genres. The last few times I discovered some of my favorite games of recent years. The ones I'm sure so far are only Breathedge 2 and Solar Punk.

  • It's not a sale. It's an event with demos for upcoming games, usually full of hidden gems. If you're an indie dev, you have to get a demo out in time for one of these (they happen 3 times a year, I think), they are a huge boost in visibility.

  • I have the news in Brazilian-portuguese if you want.

    Tl;Dr: repeat of what happened to Twitter basically, Moraes issued the takedown of a right wing/conservative brazilian influencer on Rumble on the basis of spreading misinformation and fake news (no surprise there), but Rumble has no legal representation in Brazil, which makes the company illegal to operate here. He ordered that they appoint someone as legal representation for the company in 48 hours, that was Thursday, feb 20, and they didn't comply. Rumble was fined and Moraes ordered the platform to be thoroughly and completely blocked in Brazil until they pay their fines and appoint someone as legal representation.

  • Nothing else is changing. No account required, no ads, no tracking, no strings attached. Your data remains fully in your control, stored locally in plain text Markdown files. All features are available to you for free without limits.

  • I've bought exactly three games on Epic over the years: The Old World, The Division 2, and Ghost Recon Breakpoint deluxe edition. Regional prices for EPIC are better than Steam's, and sometimes they have promos while also giving away coupons. I bought Breakpoint for like 10% of its actual real price on Steam, and The Division was something like 70% off as well. If I'm not mistaken, The Old World was epic exclusive during early access, when I bought it. On the same time frame though... I probably bought 60+ games on Steam.

  • There are ways to make inventory management fun, and there are ways to make inventory optimization that actually matters. But I guess you could call it a puzzle, a very light puzzle, in the same way you'd have to think how to pack stuff for staying two weeks in a single medium-sized luggage. And I don't see how that detracts from the gameplay at all. Having to solve problems in a game is hugely interesting to me (and to many many people).

    Usually the point of having limited storage is to convey the intention of the game designers that you shouldn't be hoarding every item you come across. In the same way, if you have unlimited storage, it tells you that you should be picking up everything. Conceptually, I'm fine with both, but making the player make choices that matter is way more interesting to me, and makes for a better game most of the time. For example, Extraction games are a clear case of how inventory systems can actually become a core part of gameplay, and it's obvious that those games would be less interesting if you just had infinite storage. ARPGs are also a big example of this, it's made so that you have to pick and choose loot before coming back town, and the game wants you to come back town, it's an important part of the gameplay loop. Outward has one of the coolest inventory systems I've ever seen, and it's super simple, just by having your stuff inside an actual backpack on your back, that affects combat, and can even be damaged, and you have this nice assortment of different bags to choose from, with different looks and traits. CRPGs have limited/realistic inventory systems where you have to spread loot among your party members before having to go back to civilization. Survival/Survival Horror games are heavily dependent on the fact that the player has limited inventory to create scarcity and make the player make choices.

    Again, casual inventory mechanics have their places, but saying it should be in every RPG/Game is just wrong. Can you imagine a dark/low fantasy RPG where you can just have unlimited health potions in your backpack? The premise is instantly ruined.

  • I don't like it, it's cheap and too casual. It's fine in some games, but I prefer most of my RPGs with as much immersion as possible. If you're going to do this, I expect you to have Magical Backpacks all around, and it would be even better if they behave like an actual item you can lose/get. I like how Chinese Xianxia solved this problem in high fantasy worlds: magic items with subspaces to store things are super common and even low tier bandits hiding in the mountains might have one or two lying around. Every system in an RPG should be designed and tailored to max the possible immersion you can get from the game. Don't make something just because it's convenient, make it something that adds to the experience and the lore of the game.

  • Siege, For Honor and The Division were the three best non-singleplayer games Ubisoft has ever made and will ever make, and they're all underestimated and underutilized. It's insane. The Division survival was an extraction shoot with top tier mechanics before anyone else had extraction shooters, I've been screaming at their subreddit for years for them to turn that into its own standalone game. For Honor is a crazy cool fighting game, with an incredible combat system that they simply never used in anything else again. And Siege has always been a deeper competitive shooter than any other. I'm somewhat excited to come back if X is a good turnaround for the game.

  • I hate to say it, but micro transactions are probably the only reason Siege is still alive and kicking. And even though it's a paid game, I don't mind their cosmetics micro transactions, they are quite literally the smallest of evils.