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2 yr. ago

  • You shouldn't have to, but it's also something that you only have to do once and takes less than 30 seconds.

    It's a minor annoyance but people act like microsoft crashed an suv into their living room and killed their cat.

  • The first thing I do on any new Windows install is turn web results off in search. This resolves the exact problem people are constantly complaining about.

  • Plenty of great games aren't janky, those are mostly older games in niche genres.

    Fore example, I wouldn't consider Super Mario World, Doom 2016, or Breath of the Wild to be janky.

    Being janky doesn't mean a game is bad, but it does stop a game from getting a 9 or 10 out of 10 in my book. A game needs to be nearly flawless to get those kinds of scores.

  • it’s funny how this was a pretty long and nuanced discussion about modding, but social media is brewing a shitstorm over this one cherry-picked statement.

  • I think there also just seems to be a general recoil of players at what games are costing these days. I'm personally fine with it, but I see what feels like infinite complaining about how greedy ... basically every company that isn't indie is being.

    I think this is mostly just the fact that the people who spend the most time on social media are also basically kids with very little spending money. None of my millennial peers even blinked when AAA game prices went up to $70 with the new console generation. We have fairly mature careers and have paid off our student debt by now.

  • I can't really comment on the current quality of the game in 2023, since I noped out about 4 years ago, but there are any number of explanations.

    • Lack of new content. I haven't seen the game discussed much in the gaming press, which means there probably haven't been any notable content drops for a while. It sounds like the game's next expansion has been delayed, and the game is being maintained by a skeleton crew while the rest of the studio focuses on Marathon.
    • Competition. With few exceptions, good games always slowly bleed users as shiny new alternatives attract players. This is compounded if you're running a live service game and have a long content drought.

    My point isn't "Destiny good", I don't really know that. My point is that we can't really draw conclusions about the quality of the game based solely on missed revenue targets.

  • plenty of good games fail to meet revenue projections

  • Those are 58% off right now, their regular price is $10. The regular price for the lightning version of these Monoprice cables is also $10. Right now i can see a three pack of 6 foot lightning cables on Amazon for $8.40, or $2.80 per cable. The benefit to switching is solely because of convenience and standardization, it is not saving me any money.

    I also spent a lot more on some of my USB-C cables because i wanted them to support 3.1 speeds. That costs more if you go for USB-IF certified cables, which you probably should if you’re plugging them in to anything expensive.

  • Now you can join the rest of the world and pay much less for cables

    The USB-C cables I just bought were not any cheaper than my lightning cables. In fact, I think they were actually a bit more expensive, because I only opted for cables that are certified for 100w power delivery and some of them for USB 3.1 speeds.

    and chargers

    This makes no sense, lightning cables always worked with ordinary usb chargers.

  • It's not an issue 99.9% of the time, but I would be livid if I forgot to charge my mouse for whatever reason and needed to plug it in while in the middle of work.

    But I also hate the general design and ergonomics of the mouse, so it was never going to be for me anyways.

  • The bigger problem with the trackpad is the low polling rate. It's fine with a 60hz display but it feels choppy at 120hz (i.e. the native refresh rate of 14" and 16" MBPs). Hopefully the inevitable USB-C version brings this up to par.

  • I like that my new phone has USB-C, but yeah, I basically have a bunch of perfectly good lightning cables, some of them more than 10 years old, that are now e-waste. We spent $100 buying new cables, because we didn't have enough to cover all the places we normally stash chargers away for convenience (cars, couch, home office, etc.)

    It's definitely better in the long run, but this felt more like ripping off a bandaid. The bigger deal for me is 10gbps speeds letting me shoot pro res footage straight to an attached SSD, but this is a pretty niche use case.

  • it looks like the cheese in here is already in sauce form, so you do not need to provide milk and butter like with the kraft option. it’s also why this weighs 27 lbs.

  • Yes, point 1 is the model they should have adopted in the first place. The whole problem with their original announcement was that it was a) retroactive, b) structured in a way that would significantly hurt f2p and indie games, and c) based on installs rather than sales, meaning you could get charged multiple times for the same sale. If Unity had come out and said “starting with Unity 2024, we will be switching to a revenue sharing model", a lot of people might have still been upset, but it would not have caused nearly the same shitstorm and they would have had a better path towards sustainability.

    Point 3 is absolutely real, because when you own your company, you do not have legal obligations to throngs of faceless public stockholders. Companies turn to shit all the time when they go public, because the pressure for immediate quarterly returns outweighs the pressure to maintain long-term sustainability. I think it's exactly why platforms like Steam have avoided enshittifying, because their owners know they can make more money long term by building a sustainable platform that people like rather than burning their users to make a quick buck and juice their next quarterly report.

  • yes but we all know most lesbians are just two men in a trenchcoat

  • i don’t think unreal is under the same pressure for three reasons:

    1. they already have a reasonable revenue sharing model. they make a lot more per licensee than unity does because they take a cut of your sales rather than charging a per-engineer license for the dev kit.
    2. epic’s headcount is not nearly as horrendously bloated, even before the recent layoffs.
    3. the company is still privately held with Tim Sweeney the majority owner.

    points 1 and 2 mean epic is actually profitable, and has been for decades at this point. meanwhile, the publicly traded unity has struggled to break even for most of its existence

  • the games/engines you cite as being “extremely well optimized” are both a lot older than UE5 and do a lot less than some of the “less optimized” games discussed (i.e. simpler lighting, no geometry virtualization, simplistic simulation, very static environments, etc.)

    these are very apples and oranges comparisons