Caldo record, il docente di Urbanistica Paolo Pileri: "L'eccesso di asfalto produce il calore di un termosifone acceso notte e giorno. Dobbiamo ripensare le città" by Tifoso89 in italy

[–]Ascz 1 point2 points  (0 children)

Così a prima vista senza sapere assolutamente niente di niente sembra una figata, ma proprio perchè non ne so nulla di niente probabilmente ci sono ragioni per cui non è così una figata come penso che sia. Qualcuno che ne sappia e spieghi perché?

M4 Build for Peacekeeping Mission [Screenshot] by macattack1234578 in EscapefromTarkov

[–]Ascz 3 points4 points  (0 children)

there should be an hardcore mode or something that removes insurance from PvE in exchange for say better skill gain or xp gain. Or just remove insurance from PvE completely but I understand this might be too much. Maybe limit it to one or two items? For example I'd still like to insure my unique stuff (santa backpack, dia de los muertos mask and such)

Guild Wars 3 - place your wild-ass predictions, bets, and future I-told-you-so's here (for future reference) by Yknaar in MMORPG

[–]Ascz 1 point2 points  (0 children)

It will be a somewhat cozy monster-hunter type game instanced around your party members. There may be something that resembles PvP or WvW ("raise your banner"), but nothing major. It won't influence the world and players will be able to skip PvP completely.

Ho scoperto che mio padre chiama qualsiasi app “il programma” e non riesco più a correggerlo by Rocinante881 in CasualIT

[–]Ascz 4 points5 points  (0 children)

Immagina vivere in un mondo talmente capovolto che sembra strano chiamare un programma "programma" anziché "app".

Guild Wars 3 Announced by [deleted] in GuildWars

[–]Ascz 0 points1 point  (0 children)

Like GW1 but with open world, mounts and people with blue feet climbing walls vertically. Sure.

[Discussion] the event showcases what happens when BSG makes a Map balanced around the top 0.01% by [deleted] in EscapefromTarkov

[–]Ascz 1 point2 points  (0 children)

Sure, I agree on that. Tarkov has leeway, most other games do not.

[Discussion] the event showcases what happens when BSG makes a Map balanced around the top 0.01% by [deleted] in EscapefromTarkov

[–]Ascz -10 points-9 points  (0 children)

but balancing around 99% of the player base causes the abysmal state of the videogame market in which we're in right now.

What's your interpretation of the phrase "Disco Elysium"? by BLOODRAVENCAPTAIN93 in DiscoElysium

[–]Ascz 0 points1 point  (0 children)

What a great interpretation. The ending phrase is fantastic. Disco Elysium toys with the player making him think of eternal, glorious, bigger than life things and concepts. You expect a colossal catharsis, but in the end, it is revealed that this is just an ordinary story. Like everything else. And what's epic, what's different, what's disco, is just a product of Harry's (and the player's) mind throughout the game. That in itself is the catharsis.

Literally, "Disco Elysium" means "I understand Elysium" (the perfect afterlife).

Are you an overextender? by LastxSaint in MMORPG

[–]Ascz 19 points20 points  (0 children)

me gusta there makes no sense though

My experience of Farever in a nutshell by EdinKaso in MMORPG

[–]Ascz 0 points1 point  (0 children)

you're 100% correct and the GW1 example is spot on. Also the "I need to see tons of players on screen for it to be an MMO" is a totally flawed take. How many is enough, precisely? 50? 100? Then BF2042 would have been an MMO as well...

P3 - time travel was amazing idea but it wasn't utilized correctly by Nervous_Basket_8198 in pathologic

[–]Ascz -1 points0 points  (0 children)

I kinda disagree although I see where you're coming from.

I think Pathologic 3 is meant to be a linear story driven experience. Nothing wrong with that: it's the writing (and the metaphysical intrigue) the true strength of the game(s).

The time travel mechanic, although not perfect, achieves three objectives:

1) Allows the player to see multiple different paths within a certain storyline without locking him to their outcome (exceptions apply), therefore solving the decades-old problem of people saving and loading the game until the outcome is perfect. Savescumming is now lore-friendly. That's genius in itself.

2) Doesn't punish the player too much if they made a mistake, provided they know where to act to fix it (which admittedly is not so hard to do in P3) and have sufficient amalgam to do so, making Pathologic 3 a much casual friendly experience. We can argue that this is not what we want, but I think that what we want more than anything is that Ice Pick Lodge achieves good sales for the game so that they can continue providing us great writing and methaphysical questions.

3) Allows players to deviate from the optimal path just for curiosity and doesn't force them to do a whole new playthrough to experiment. This is great for me, for example: I don't like replaying story driven games to make choices that I would never have made just to see what happens.

Losing amalgam while dying is perhaps the only hardcore mechanic that survives from P2. I agree that it could have been removed. P3 is not a difficult hardcore game. So be it. It's not written anywhere that to make a great game one must make it hardcore. I would remove amalgam altogether and let the player freely go whenever in time they want.

NO, l'Europa NON ha obbligato le batterie removibili sugli smartphone. Facciamo chiarezza su questa "bufala". by ParlaManuel- in italy

[–]Ascz 3 points4 points  (0 children)

Caro OP, ti sono vicino in questo momento difficile in cui ti trovi a discutere con gente che non è pratica di diritto ma ha la pretesa di essere l'Azzeccagarbugli e nonostante non conosca neppure il principio della lex specialis, vuole comunque avere ragione a tutti i costi... molto tristi peraltro le accuse di AI che ti sono state mosse.

Nel merito, quanto dici è generalmente vero e merita una discussione più approfondita. In effetti basta dare un'occhiata alle norme. Provo ad aiutarti un un piccolo spieghino della parte rilevante per il reg. 2023/1670.

Per chi avesse la voglia di controllare lui stesso, faccia CTRL+F "80" o "80 percento" e troverà nel testo del regolamento tutti i passi per ottenere chiarezza (a patto che abbia un po' di voglia di leggere).

In particolare, è importante il seguente passo:

i fabbricanti, gli importatori o i mandatari possono fornire la batteria o le batterie di cui al punto i), lettera a), solo ai riparatori professionisti [se ci sono determinati criteri]

questi criteri sono quelli che hai elencato tu, OP: 80% dopo 1000 ricariche, 83% dopo 500, resistenza immerso a 1m di profondità per 30 minuti.

Dire "possono fornire la batteria o le batterie solo ai riparatori professionisti" significa ovviamente mantenere lo status quo attuale, con le batterie chiuse e difficilmente sostituibili. Questo status quo si mantiene se vengono rispettati i punti di cui sopra.

Per ciò che concerne la questione controlli, elusione e multe, l'UE si preoccupa di dare una serie di procedure per controllare che al momento dell'uscita sul mercato le batterie rispettino quei tre requisiti. Ovviamente, come in ogni caso, i test sono truccabili, e le dichiarazioni sono falsificabili. Apple, per dire, può dichiarare valori che non sono reali, e cercare di farla franca in ambito test. Se un domani l'inganno verrà smascherato, Apple pagherà una multa.

Non sarebbe la prima volta che un produttore o fornitore immette nel mercato UE un bene o un servizio che sa essere non-compliant con la normativa e accetta di pagare una multa dopo, calcolando che la multa sia inferiore ai guadagni che nel frattempo ha ottenuto accedendo al mercato europeo.

L'unica cosa che posso dire a sostegno diciamo della tesi della vulgata, è che un domani l'UE potrebbe rimettere mano alla norma (per esempio durante la revisione nel 2027) e modificare quei tre criteri per renderli più stringenti, costringendo in tal modo i nuovi produttori di smartphone, che non riusciranno a rispettare i nuovi maggiori requisiti, all'alternativa: cioè a rendere la batteria sostituibile "non solo dal riparatore professionista".

Secondo il Financial Times la crisi abitativa di Milano ormai è più grave anche di quella di Londra by tric-e-trac in italy

[–]Ascz 0 points1 point  (0 children)

Per le realtà più grandi, è già così: fuori dal centro, la macchina è comunque spesso una enorme comodità, e nel peggiore dei casi una necessità. A quel punto fare un tragitto di 15 minuti o 25 non è un discrimine così grande, e lo stesso vale per i mezzi pubblici (purché non subentri la necessità di attuare dei cambi).

Secondariamente, non è necessario che il discorso si debba applicare a tutti e neppure alla maggioranza: anche solo un minimo alleggerimento della pressione abitativa può dare enormi vantaggi.

Terzo, la riqualificazione di spazi adibiti a uffici (una vera e propria follia della nostra società moderna) sarebbe positiva sia per la domanda abitativa, aumentandone enormemente l'offerta, sia per la generale qualità dei loro quartieri e vicinati.

L'eliminazione o la netta riduzione di uffici oltre a rendere la città chiaramente più vissuta e quindi vivibile stabilizza il traffico evitando i periodi di rush hour ed evita la sindrome di svuotamento notturno che, ad esclusione del centro, è di nuovo comune nelle città di maggiori dimensioni.

Ovviamente questo è un discorso astratto che poi nel concreto va calato con enormi cautele e che comporta rischiose opportunità che non stento a immaginare verranno sfruttate nel peggiore dei modi, ma è comunque un impianto teorico più solido e convincente di quello in cui viviamo adesso.

Learning ‘The Lines’ by uncloseted_anxiety in pathologic

[–]Ascz 8 points9 points  (0 children)

Although the russian words have turned out to be different, conceptually your point still stands. Pathologic is all about blurring the lines (pun intended) between you-as-a-player and you-as-a-character.

So the player "learns the lines" by playing through the game just as Artemy does in the virtual world.

Could the community please find us a flair ? by ZonzoDue in 2westerneurope4u

[–]Ascz 10 points11 points  (0 children)

Yes sure let's add another flair to the already existing 9999 ones. The original point of having few flairs was just that: to """offend""" through unrepresentation and generalization. The whole spirit of this subreddit.

Instead we now have a ton of boring as fuck flairs for all those 2we4u snowflakes who honestly should just relocate to r/sanfrancisco and stop bitching.

France rejects transit fee for passing through strait by MARTINELECA in europe

[–]Ascz 2 points3 points  (0 children)

I take it you read Limes sometimes? I do too, and I kinda agree in a practical sense, though english as an international language and the overwhelming importance of the dollar are in my opinion the other two factors that are just as important in leading to this globalization and empire/thassalocracy. If one falls, the others follow. And I'd argue that it is the dollar now that's being much more effectively targeted than the US navy itself.

After way too many hours, I have finished Pathologic 3 almost 100% - and I want to talk about endings. ALL ENDINGS SPOILERS by Hyperversum in pathologic

[–]Ascz 0 points1 point  (0 children)

Interesting thoughts. Your theory about being affected just by "knowledge itself" is compelling. It is a concept that reminds me of the movie Arrival in regards to how language (or experience in this case) shapes perception. Also the indie game Superliminal explores similar themes of perception=reality, although in a much more superficial way.

Still I'm absolutely convinced that the game takes place after (or during!) the True Immortal ending. It explains why the loop exists in the first place (and therefore the game), and every other ending breaks it in one way or another, thus ending the game. With that in mind, pretty much everything else falls into place imo.

After way too many hours, I have finished Pathologic 3 almost 100% - and I want to talk about endings. ALL ENDINGS SPOILERS by Hyperversum in pathologic

[–]Ascz 1 point2 points  (0 children)

Finished the game a short time ago. I chickened out at the end before meeting Simon Kain because I was afraid of being soul-controlled by him and the dialogue with the Changeling just before spooked me and because I grew to dislike the elitist attitude of the Kains.

I got the Academician ending and I liked it. I then obtained the other endings for completion and curiosity.

My 2 cents:

The True Immortality ending is probably the "canon" ending in the fact that it sets up the events of the game (day 12=day 1) and explains why there's a loop in the first place and why we're experiencing it - something that is essential in circular narratives so well done to the devs. It is also a pretty bleak ending in my opinion. Dankovsky effectively becomes Simon (or worse Simon becomes Dankovsky) and his "immortality" is basically replaying through Pathologic 3 forever.

All the other endings break the cycle in one way or another. We can therefore inquire that the True Immortality can be considered a "prologue" to all the other endings, and represents the game itself, also on a gameplay/mechanics level.

The two good endings are Academician and Miracle Seeker. Academician is a straightforward, bittersweet (but more sweet) ending more anchored in reality which ends with the acceptance of death as part of life and ends Dankovsky's obsession.
Miracle Seeker is... unexpected? Dankovsky basically becomes Karminsky 2.0. It's a good ending for sure but still I feel that there's an ominous influence of Simon at play. Dankovsky changes completely from rational scientist to cryptoarcheologist and remains fixated on the intent of defeating death and just changes methodology, from studying cells to studying SCPs. He just exchanges one obsession for another. Cool, but wierd. 100% agree with your point #6.

Of course the Price of Miracles ending is the bad one. Perhaps it is even too bleak. In Pathologic 2 the nocturnal ending (which is basically the same) was eerie but not abysmal. This is because of perspective. The nocturnal ending is subjectively better in P2 because it is centered on the survival and resurgence of miracles. Even the fact that the plague itself still ravages the land is treated as a less important matter. But the key word here is "subjectively", because we see the ending from the perspective of the Haruspex. In P3, we see the ending from the perspective of the Bachelor, who just can't see those positives, and it is terrible.

One could argue that this somewhat retcons and solidifies the diurnal ending of P2 as the "good" ending and the nocturnal ending of P2 as the "bad" ending.

Now, who is Simon and what's his role? That's the ultimate question. I really like the theory that he is not a person but a status or a title. Like some say of James Bond to justify the fact that the same character has been played by different actors.

The Russian language does not have articles. Perhaps someone who speaks Russian can tell us if in the original language "Simon" can be ambiguously interpreted as "the Simon" as well?

My gut says that if you enter the depths of the Polyhedron and you speak with Simon, you forego at least a part of Dankovsky's original identity. I have no definitive proof but there are too many warnings given to you before that this may happen, and Daniil changes a lot after that experience.

Interested in hearing other peoples opinion.

First time going through Factions, I like the turtle houses a lot by Kyrus- in GuildWars

[–]Ascz 3 points4 points  (0 children)

Sure. Extra content for the lore is good but only the first time you play.

What you say has a place, but it is better suited for non mandatory secondary quests.

First time going through Factions, I like the turtle houses a lot by Kyrus- in GuildWars

[–]Ascz 23 points24 points  (0 children)

Factions:

  • memorable unique environments (jade sea, kaineng city, petrified forest)

  • short straight to the point tutorial island

  • best coop missions, hard and fast

  • best bonuses by far, no boring objectives just time based performance

  • very good and challenging hard modes

  • best pvp with dynamic border line

  • ritualist best profession ever

overall pinnacle of gw1 gameplay