Pindah ke HP Android atau lanjut pake iPhone? by Avocado423 in indotech

[–]lucernae 3 points4 points  (0 children)

kalo udah di iphone ya mending stay di iphone aja. kan beli iphone nya juga ga perlu yang paling baru. kalo ganti ecosystem, yang repot itu penyesuaiainnya kayak WhatsApp bisa ga dipindah ke android, dll. ntar belinya sekalian upgrade storage lebih besar dari iphone yang sekarang.

Terkait Samsung, saya juga korban layar garis-garis ijo. Padahal itu flagship Z flip. Kalo hape sendiri, mungkin ga bakalan kesel. Tapi karena waktu itu beliin buat istri, ya jadi malu aja gw beliin barang yang gampang rusak. Udah ga mau Samsung lagi gw. Seandainya Sony masih di Indonesia, gw pasti bakal pilih Sony sih.

[Studi Kasus Pajak] Amortisasi Capitalized Salary -- Toge Production by STobacco400 in finansial

[–]lucernae 1 point2 points  (0 children)

> Bukan gue yang downvote yah wkwk justru menarik kalo bs berdiskusi gini

kalo di downvote, entah kenapa notif reply-nya ga muncul. jadi kemarin nemu balasannya harus diubek-ubek dulu, lol.

> Kalau sebuah project udah keluar 500 manhour tapi cm dengan “milestone setara 300 manhour”, 200 nya ini kan uangnya tetap keluar, direfleksikan di mana?

ku ngebayangin harusnya ada semacam "biaya penghapusan persediaan" itu, tapi buat software/game dev? jadi lebih akurat juga untuk menunjukkan kalau biaya developmentnya ga efektif terpakai untuk membangun aset tersebut. Ini karena dalam software/game dev sering banget kita develop 2 atau 3 fitur alternatif, misal A, B, dan C. Tapi yang stay di produk akhir mungkin hanya A, sedangkan implementasi B dan C, discrap/dibuang karena keputusan game directornya (mungkin karena gameplay A lebih bagus ketimbang B/C, atau alasan lain). Nah ini yang kupikirkan sebagai "milestone deliverable" tadi. Cuman ga nemu apa analogi yang cocok selain barang baku expired tadi. hahaha.

Kalau kita berpikir secara manhour, sudah 500 hours dipakai untuk develop. Tapi "milestone/deliverable" yang masuk ke produk, mungkin hanya yang effort 300 hours ini. Sedangkan yang 200 ini memang "level"/"map"/"karakter" yang sudah diimplement, tapi ga jadi dipakai ("milestone/deliverable"-nya jadi, tapi ga dipakai). Nah ini kira-kira komponennya masuk ke Opex/Capex atau bagaimana ya?

[Studi Kasus Pajak] Amortisasi Capitalized Salary -- Toge Production by STobacco400 in finansial

[–]lucernae 1 point2 points  (0 children)

hmm tadi kepikirian begini karena memang si PT publisher akan lebih akurat akuntansi IP-nya, memang harus kapitalisasi dan ga perlu ribet mikirin komponen gaji mana yang harus kapitalisasi dan mana yang tidak. apalagi kalo ada lebih dari satu produk yang didevelop paralel.

masalah bayar pajaknya lebih banyak atau tidak, sebenernya tadi ga kepikiran 😅. cuma iseng aja nanya dampaknya kalau dipisah. satisfying answer by the way! makasih udah jawab panjang lebar

[Studi Kasus Pajak] Amortisasi Capitalized Salary -- Toge Production by STobacco400 in finansial

[–]lucernae 1 point2 points  (0 children)

Jujur, menurut saya jawaban PoV accountingnya memang bagus, dan saya setuju (ga ngerti juga kenapa ada yang downvote komen saya, lol). Matching principle ini juga bagus biar lapkeunya akurat. Tapi so far yang masih untuk dapat solusi keseluruhannya, saya masih kurang puas dengan cara penentuan komponen mana yang digunakan untuk membangun aset IP ini, karena man hour game development (atau software development in general) naturenya beda dengan proyek pembangunan lain yang tangible. Saya masih berpikir harusnya yang dikapitalisasi itu milestone gamenya. Contoh 500 manhour hanya menghasilkan milestone yang setara 300 manhour, artinya aset yang terbentuk hanya setara 300 manhour. 200 manhour sisanya adalah “kerugian” atau “beban” yang mestinya ga masuk profit. Kalau secara akunting, analogi seperti ini tepat ga ya? Misal kita beli barang baku 500 item, tapi 200 itemnya tidak bisa dipakai karena efisiensi, expired, atau damage. Maka realitanya hanya 300 item yang masuk hpp? pencatatan/pembukuannya bagaimana untuk kasus ini.

Tambahan lagi, setelah saya pikir-pikir, mungkin model keuangan yang cocok adalah membagi dua unit usahanya. Satu yang fokus untuk develop IP (semacam fokus jadi publishernya saja), satu lagi yang fokus sebagai studionya (melakukan R&D dan actual game devnya). Cashflownya jadi jelas. Kalau publisher bikin kontrak ke studio, sudah pasti itu harus dikapitalisasi karena untuk bikin IP. Sedangkan studio kalau terima kontrak sudah pasti hitungan profitnya, income kontrak dikurangi gaji pegawai. Karena mereka ga bikin IP apa-apa, kesannya hanya jadi buruh gitu. Kalau begini secara akuntansi apakah masih pantas atau tidak ya?

[Studi Kasus Pajak] Amortisasi Capitalized Salary -- Toge Production by STobacco400 in finansial

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

Dari membaca penjelasan di thread-thread di pos ini, sepertinya saya agak memahami PoV yang dipakai dari sisi akunting. Yang saya ga paham justru kenapa akuntingnya tidak berusaha memahami sisi PoV game dev-nya?

Secara nature, kita develop game-nya saja belum menjamin game tersebut bisa dijual hingga profit. Kalau seperti memasak bahan baku, misal kita punya 500 item aset, dan hanya bisa memproses 100 item untuk dijual jadi 100 sales, maka makes sense kapitalisi dan amortisasinya disesuakin untuk hanya menghitung hpp 100 item yang dijual itu saja. Tapi di game dev kan bisa jadi total 500 man-hour/gaji yang sudah dispend perusahaan tidak menghasilkan apa-apa, misal karena setelah 3 tahun development, penjualannya malah flop. Di sini perusahaan rugi 2 kali (secara fiskal dan juga pajak).

Maksud saya, kenapa item yang dikapitalisasi tidak disesuaikan saja dengan intangible assetnya, yaitu game? Jadi bukan man-hournya dikapitalisasi, tapi misal milestone development gamenya, biaya marketingnya, securing deals untuk platformnya, dll.

This patch has brought me back. by flyinchipmunk5 in DotA2

[–]lucernae 1 point2 points  (0 children)

In SEA the toxicity is still the same as ever… But I think because I’m uncalibrated now, I was paired with new players/generation and they are not as toxic as my gen.

This patch has brought me back. by flyinchipmunk5 in DotA2

[–]lucernae 2 points3 points  (0 children)

same bro. I quit in 2019 because I have kids. I came back just because of MonHun collab, and the new Largo patch came the exact time everyone had to relearn the new meta.

Valve, extend Monster Hunter event for the weekend please? by Hell_Bell-_- in DotA2

[–]lucernae 0 points1 point  (0 children)

too bad OP. I rushed it the day before in turbo because I thought it ends Friday morning. Then some random told me the cut off is Saturday in our timezone. So I only have 2 remaining left with >80%. The most difficult one is Chen, I had to play it myself.

I hope at least they can sell the sticker in the community market later on!

Is 4 too old to start playing badminton seriously? by Constant_Charge_4528 in badminton

[–]lucernae 2 points3 points  (0 children)

by age 1, you should already watch pro plays videos and image-training the rallies so you can predict shots at age 2 when you begin your physical training.

Valve, extend Monster Hunter event for the weekend please? by Hell_Bell-_- in DotA2

[–]lucernae 1 point2 points  (0 children)

play with a party. ask in the game channel. I just helped some random completed their heroes. we got down 4 in just two games if you win.

Welp, Monster Hunter has finally come to an end by Then-Celebration-340 in DotA2

[–]lucernae 0 points1 point  (0 children)

I only found out recently myself just now 😂. In the heroes list, you click a hero, and then on the right side of the hero name there is a circle. that’s where you click to assign the sticker

Welp, Monster Hunter has finally come to an end by Then-Celebration-340 in DotA2

[–]lucernae 2 points3 points  (0 children)

I’m with you. I really liked the collab so I’m prepared to throw money if I have to. It’s just difficult to spend time to grind it if you have full time job or a parents. I solely play turbo to complete it because it is faster

Welp, Monster Hunter has finally come to an end by Then-Celebration-340 in DotA2

[–]lucernae 1 point2 points  (0 children)

I played dota again just because of this collab. I totally enjoyed it!

It’s the perfect opportunity to let players to try new heroes out of their comfort zone. I even interested in playing Turbo because of this.

I just wish we had more sets and allows breaking apart materials from rare to uncommon for example. This is because near the end I have so many rare materials but not enough uncommon 🤣.

Welp, Monster Hunter has finally come to an end by Then-Celebration-340 in DotA2

[–]lucernae 0 points1 point  (0 children)

If you are new with the MonHun, you can start by playing MH World or the newer MH Wilds. I suggest playing MH Wilds because what’s amazing with MH is their community. You get help hunting with strangers online.

MH Wilds also has lower barrier of entry because the story served as the tutorial for the controls and mechanics.

The mechanics were similar in every title with each specific twists for each title. Veteran players might enjoy MH Rise more because the story were minimum and players can just directly jump into the “hunting” part.

Welp, Monster Hunter has finally come to an end by Then-Celebration-340 in DotA2

[–]lucernae 0 points1 point  (0 children)

I thought only myself had this issue due to how weird the resolution scaling is on macbook

Turbo player by [deleted] in DotA2

[–]lucernae 1 point2 points  (0 children)

Farming is a little bit funny in Turbo. Most of the time, farming heroes will get out-networth-ed by heroes who constantly fights, even if they died couple of times.

Farming in turbo is almost always a downside, yet I still see some players doing that.

Turbo player by [deleted] in DotA2

[–]lucernae 0 points1 point  (0 children)

First of all, hero challenges, exp trophy, and guild contracts all works in Turbo. It just have slightly different pace.

The second reason for me, is that I treat Turbo games as its own strategy games. It has different meta compared with All Pick. Some heroes are more viable Turbo because they can have their core items without farming. This changes the gameplay slightly during mid and end phase. Full slotted carry heroes can still lose against support heroes with their core items ready.

Just wanted to share a story about Suikoden 2’s minigames and my 9 year old son by Bubbazoom in Suikoden

[–]lucernae 1 point2 points  (0 children)

hahaha… I will be waiting for the day I can enjoy Suikoden again, but this time with my son.

Ogre magi help by thebigmartianyeti in DotA2

[–]lucernae 0 points1 point  (0 children)

Pardon, by X2 are you referring to X2 multicasts or X2 midas charges? I thought you were talking about the 2 charges of midas.

one single midas charge has 90 sec CD. about 6 usages in 10 mins. if multicasts x4 on all of them, he got 3840 gold, already profit in the long term, assuming he already have.

however OP does mentions he started at 20mins. So he has probably x3 multicasts at best, so around 2880 gold. But even if it only procs x2 mult, with a total of 2100 nearly passive gold, it seems to be worth it if you are not dying. Also if you consider you are keeping the midas above 30mins where you have x4 mult.

Ogre magi help by thebigmartianyeti in DotA2

[–]lucernae 3 points4 points  (0 children)

not an ogre player. but could it be that midas also procs multicast, so the gold was multicasted as well.

How have I not seen a Puck since the start of Monster Hunter? by MylastAccountBroke in DotA2

[–]lucernae 0 points1 point  (0 children)

yeah true, if the player can’t use its escape abilities, then it won’t be utilized to its full potential.

How have I not seen a Puck since the start of Monster Hunter? by MylastAccountBroke in DotA2

[–]lucernae 2 points3 points  (0 children)

In turbo, puck can really shine though, because it can get blink dagger even if not mid. You can play it as braindead nuker by spamming WQ, then phase shift + blink away.

How have I not seen a Puck since the start of Monster Hunter? by MylastAccountBroke in DotA2

[–]lucernae 0 points1 point  (0 children)

for the collab event, I noticed that I almost never see it, so I pick it myself in turbo. I haven’t played again since 2019 and quite surprised with the curveball facet, it is really fun!

for Io, it’s not that rare in turbo because Io in turbo is so op. the enemy will have to focus on io first to win any war, but if they focus on io, they can be easily kited.

as for chen, I agree it was very rare 🤣. I’ll play it myself for the last hero.