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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/)NE
Posts
3
Comments
481
Joined
2 yr. ago

  • Because being repeatedly attacked by, and surrounded by, people whose stated goal is the destruction of your nation isn't an existential threat. /s

    I'm not going to pretend Israel is entirely in the right, but pretending that they're not under constant threat of destruction is disingenuous. Israel's continued existence is not for lack of effort by Hamas and others.

    Israel has repeatedly offered a two-state solution over the years. Only Hamas has refused any solution that doesn't involve the destruction of the other party

  • And here's a reminder that trusting centralized service with high security access control is usually a bad idea.

    I stay away from LastPass for the same reasons I stay away from TeamViewer. Security through obscurity on top of decoupling my security interests from others means other people being attacked is much less likely to cause me harm at the same time

  • This is why I don't use a common centralized password manager, just like I don't use any of the most popular remote desktop solutions like TeamViewer for unattended access.

    I run a consumer copy of Pleasant Password Manager out of AWS and use NoMachine for unattended access to any machines where I need it.

    Security through obscurity is tried and true. Put as little of your security attack surface in the hands of others as is reasonable.

  • Well, I can say from personal experience, devs absolutely have a say in monetization if they're not wholly owned by the publisher.

    But my point is that I was speaking to the motivation businesses have to prefer one monetization scheme over another. Your comment was just "corporations evil, micro transactions bad".

    If the cost of games had kept up with inflation and development costs, micro transactions wouldn't be nearly the beast it is today because there would have been a viable alternative, and customers would have more options, allowing them to "speak with their wallet" more effectively. But as it stands, it is very, very difficult for most developers to sustain themselves on single-burst, long-tail tail monetization

  • Per Cormack, Doom 2 development cost was $550,000. Doom 2016 dev cost was $90,000,000 (couldn't find Doom Eternal's but that should be close)

    It's not about how much one or the other has gone up. It's about how much they've gone up in comparison to eachother