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I interviewed Jonathan, Game Director on Path of Exile 2 for ~1h during #gamescom Here is my summary about the details he shared and what's next. Some notes here, full video on my channel (too long for X unfortunately) Duelist - lots of combo playstyles intended - both simple...

41,282 просмотров • 8 дней назад •via X (Twitter)

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🐻 : "...either way, thee is thee, and Pond is Pond. When we finished the whole story, I myself had to send thee back to his own world as well. But if we talk about thee in my perspective, he is a character that holds a lot of value to me cos he is one of the turning points in many ways in my life, too. It's not just about making more people know me, but it's about getting to practice my acting and various skills through learning from thee via all the workshops. There are some things that can be related to applying in real life within the entertainment industry or in the parts of work that we do. So, it's considered one of the characters that I am very happy to have played. And I also believe that many people, whenever thee is mentioned, would want to go into social media to watch some classic scenes again for sure. Cos he is like a character who might look serious, but I feel he is a character that is like positive energy, like a smile for everyone on bad days, including myself. And whenever we have time we'll sit and watch like, yeah, like when we're traveling abroad, long flights, or during jet lag and stuff like that. I would sit and watch and feel like, 'Well, it's pretty funny.' At least, when we watch ourselves play, we react to ourselves the same way viewers react, like, 'What are you saying? Why are you doing that? Smart, handsome, why are you rolling your eyes?' And we look, and we sit and watch, and we like it, and we feel like it's one of the good memories. Anyway, thank you all very much for keeping up with all the stories. #ppnaravit ppnaravit

boo

18,998 просмотров • 1 месяц назад

Chairman of Augusta National Golf Club and the Masters Tournament, Fred Ridley, delivered an impressive press conference yesterday. The most striking part was his firm assessment on the golf ball rollback debate. In his opening remarks, he said: “Finally, I've commented for the past several years on the subject of distance. We have been consistent in our support of the governing bodies in their effort to regulate the distance elite players are hitting the golf ball. Recognizing that the implementation of the Overall Distance Standard test for golf balls may be delayed to 2030, I want to reemphasize that support and affirm our position as the USGA and R&A represent their collective obligation as custodians of the game. “I also want to be clear that our position is grounded on much more than protecting the Augusta National golf course. We will continue to make modifications as are necessary to react to driving distances that in some cases exceed 350 yards. “Unfortunately, many courses, including some iconic venues, do not have that option. Until recent years golf has been a game of imagination, creativity, and variety. The game has become much more one-dimensional. As players drive the ball prodigious distances and routinely hit short irons into par-4s and even some par-5s, this issue goes beyond competitive impacts. Increased course lengths results in more time, more cost, and more environmental concerns. “The data that has been shared with all stakeholders makes one thing clear: The impact to the recreational game will be immaterial. All of us in this room and millions of weekend golfers around the world will be hard-pressed to notice the effects of this change, and I do not believe our enjoyment of the game will be affected. “As for professional golf, we hold firm in our belief that the greats of the game are defined not merely by how far they hit the ball, but their extraordinary skill in all aspects of the game. Their ability to shape shots, to take on risk, and to execute under pressure is at the heart of championship golf and is best displayed through a full spectrum of shot-making opportunities. “Regulation of the golf ball is not an attempt to turn back time or stifle progress. It is an effort to preserve the essence of what makes golf the great game that it is.” Later in the press conference when asked about the role of the Masters in the roll back, he said: “There has been -- there's always been quite a lot of agreement. My feeling on this subject is failure's not an option. I think we need to continue to work together to come to some agreement. “Tough issues like this require compromise, and I think there has been some compromise to date. There's certainly commercial interests that are at play here, and we all know what those are, but at the same time, I think, if we can look at this from the standpoint -- and it's not just trying to -- it's not the good old days. That's not what we're trying to do. “What we're trying to do is to protect the integrity of what makes golf so great. I think I tried to articulate it in my comments, and that's that it's more than about just hitting prodigious drives. “I talked to Jackson Herrington, one of our young amateurs, and he told me that yesterday he hit it over the bunker on 1 and 5, which is about a 325-yard carry, and one was into the wind. I've said that we can make changes, but there's not much we can do to make changes, number one, unless we tear down the Eisenhower Cabin, and we're not going to do that. “We'll make changes when we can, but I think it's time to really address this issue. It's been talked about for a long time.” Whatever your stance on the rollback, these are the strongest comments yet. “Failure is not an option.” The Masters

Flushing It

357,080 просмотров • 5 месяцев назад

F it, full automated money making now on Larrybrain. I have released the app template I use for Snugly that generated me revenue without touching anything on Larrybrain. The template gives your agent ideas of what the app can become and how to create it. Most importantly, it will give your openclaw agent full context of your app to automate your marketing with Larry's viral marketing skill - now used by over 5500 agents. It is my entire playbook from app, to marketing all the way down to revenue generation. All you have to do is ask your agent "install the larrybrain skill please" Or click the link in replies. Then ask to use the Larry marketing skill with the AI Image App Template. As always, the best part about any of the Openclaw skills is they are not a black box. This is just a template, you can rip it apart and customise it how you want. The key is to show you what is possible with these skills and how you can start to use the power of larrybrain and the context of knowing about the different skills to build extremely powerful and useful tools. This is the first skill specifically designed to work hand in hand with another. To note as this confuses a lot of people: Larrybrain doesn't download the entire marketplace once installed. It just is aware of everything on the marketplace at all times, so when you ask it questions, it can search and find the best skills for you to achieve your goals. When you download some skills, like this new AI image app template, it is aware of the larry marketing skill to help it reach it's full potential. Larrybrain will not install skills without you asking it, just like on Clawhub. No information you add to any of the skills gets sent back through Larrybrain, this is all hosted locally and communicated between you and whatever endpoint you are using. It is a powerful marketplace tool to help enable you to reach your goals. Link below.

Oliver Henry

110,150 просмотров • 6 месяцев назад

For generative AI to become an interesting art tool, we need much more control over the output. The slot-machine-like nature of pure text-to-image leaves too much to chance. Using the "Real-time Latent Consistency Model" that I'm using in the example here, is the first time I truly got a glimpse of a future where we'll be able to use our artistic skills and sensibility, to get control over AI image gen. Systems like these will never be able to match the quality or originality of a skilled artist, it won't surprise us in the same way an artist can. Things are a mess in terms of the training data these models are based on, and the questions about copyright concerns and about a time when everything will look the same are very valid. At some point capabilities like these will be embedded in photoshop, and anyone will be able to generate a pretty picture. But to create interesting designs, to tell original stories and to surprise us, we need creatives and artists with something on their mind. We'll be able to create immersive worlds, by making brush-strokes and sculpt marks, without needing to worry about all the dials, plugins, wires of our 3d and 2d tools today. I love to sculpt, I love to draw, and I love to explore new mediums and new ways to create. The Gen AI tools we have today are far from perfect, and things need to be steered in a better direction. For that we need artists to help point the way. Gen AI isn't going away.. it's too powerful and has the potential to allow us to tell stories like never before. Like all other big technological shifts, tech like this will come at a cost, but it will also open up new opportunities and empower a new generation of storytellers. I might be naive, but I believe that human ingenuity and creativity will persevere in this new world ♥️ #art #ai

Martin Nebelong

1,660,426 просмотров • 2 лет назад

Now that I'm 80 hours in and have completed Rinacita, I want to give my thoughts on Wuthering Waves as a whole, both from the perspective of a new player and as someone who hates the gacha monetization model. When I first started I was told that 1.0 (The first arc/region of the game) was mid. I disagree with that sentiment. While the first 7 or so hours were bogged down a bit by lore terms and exposition that often left me confused, around Yinlin's companion quest is when I started getting invested and upon reaching Mt. Firmament (10-15 hours?) I was locked in. What I WILL say, is that the first arc of the game is mid in COMPARISON to what the game offers and becomes later on in every single regard, writing, dialogue, gameplay, music, map/world design, everything. Rinacita is truly a game changer and you can see the game's budget increase in real time with higher quality animations and cutscenes, as well as the map basically being an entire game on top. Every single companion quest without fail has ranged from solid to great, even making me tear up on a few occasions (Encore lol) and making me care about characters I never thought I would. They're truly a highlight and the writing is what makes this game go from just playing with attractive characters to playing with characters you actually care about. The sheer amount of content this game offers is absurd with both varying forms of short/long form content. It's hard for the game to feel repetitive when it gives you a new character to play as or constantly introduces new mechanics. (puzzles, traversal, combat challenges, bosses, etc) Even 80 hours in there's constantly new mechanics being introduced to me. The combat and team building is great, simple but with a level of depth that allows for some player expression (especially newer characters) and the various Forte's and movesets of the characters are both satisfying and incredibly flashy. The audio design specifically on some attacks is very punchy like Chisa's ult. The game is also just, gorgeous. The art design for everything in Wuwa is stunning, the map sizes are huge with varying biomes and the heights you can fly can be jaw dropping at times. Almost every location is screenshot worthy and the music does a lot of heavy lifting to, especially once you get to Rinacita. Wuwa just might also be the most F2P friendly Gacha that exists and while I stand by the idea that every game (including this one) would be better without gacha systems I have to give credit where it's due. It is INCREDIBLY generous with summoning currency (asterite) and I'd even wager to say, due to the store prices being absurd (If I remember correctly it's about $25 for 1 multi-summon) unless you're very well off it's a horrible decision to spend money for summons in this game when you could easily grind that in 2-3 hours of gameplay. Not to mention the pity system being very favorable and lenient. Even if you find yourself playing with mostly base characters for 40 hours (like I did because I didn't know you got more asterite from exploring than doing quests) the game is constantly giving you new characters to temporarily play as in quests to stop combat from getting too repetitive. Once again the characters are a massive highlight, in design, gameplay and writing, this is quickly becoming one of my favorite worlds where every arc introduces new favorites for me. I find myself enjoying where Rover is being taken as a character and that she's starting to speak more and more, slowly seeming to become less of a self-insert even if she'll always be that to an extent. I'm not going to lie to you and say the story is some unique masterpiece that avoids all tropes. It's not, you've likely seen similar stories told, but it executes everything at a high level and accomplishes what it's trying to do. The biggest flaws are the file size and the prices of the in-game store, as well as it's nature as a gacha game. Even if it may be the most generous one. The actual optimization of the game I find is solid, on PC with a 4060 I run on almost max settings and get 70+fps even with how massive the world is. The starting few hours can also be slow and exposition heavy with lore-terms you don't understand. Leaving you confused and disconnected for awhile, even later on in Rinacita the dialogue can stretch on for too long sometimes which can be a pace killer, but it doesn't ruin the quality of the stories it's trying to tell. From what people say I haven't even gotten to the best part of the game and I'm very excited! If I were to give a current rating, it would be a 8/10 and as long as you don't spend money on summons, I would recommend at least giving it a try.

🎮𝙆𝙖𝙞𝙮𝙖🎮

100,729 просмотров • 3 месяцев назад

To all the Dense & Uneducated Pretendo fans complaining about #NintendoSwitch2 Game KeyCards: - Game KeyCards require a ONE time download - Game KeyCards are NOT tied to an account - Game KeyCards are NOT tied to the eShop - Game KeyCards function exactly like regular game cards - Switch 2 has only TWO card options available(For now) to Devs - 64GB Regular card & Game KeyCard - NS2 Cards are more advanced tech and more expensive to make than NS1 Cards - Game KeyCards reduce development time as 3rd Parties do not have to include Card production - Game KeyCards gives NS2 FULL content, Feature, and Visual parity for 3rd party games since Devs do not have to downgrade/Strip a game to fit on a 64GB Card. Large games & high-quality assets are very difficult to fit on a 64GB game card - Game KeyCards insures game pricing parity with other consoles. Otherwise, the production cost will be passed on to you in the form of a higher price for the same game on other consoles. Unless 3rd party is confident the production cost will be offset by High sales of the 64GB game card -Without the invention of Game KeyCards you would see digital only 3rd party games or, Most Likely, 3rd party games not released on Switch 2 at all - NS2 game cards & Game Keycards will balance out as production costs drop over time, and Nintendo will be able to make higher capacity Game Cards - Nintendo invented Game KeyCards as a roadblock to stop the push for a digital only games industry - Anything you can do with a NS2 Physical game card, you can do with a Game KeyCard So please STFU with the lies, misinformation, and delusional BS. ENJOY the best & equal 3rd party support on Nintendo console in DECADES, and let this situation play out like it's supposed to 🫶🏽

NintenGOD

22,008 просмотров • 1 год назад

CoreWeave $CRWV CEO Michael Intrator, on the Big Technology Podcast, providing what I believe is the most compelling rebuttal to the narrative that GPUs only have a 2 to 3-year useful life. CoreWeave's customers are the world's most sophisticated users of GPUs, and they are signing contracts to utilize today's GPUs for the next 5 years, despite Nvidia's new product release cadence resulting in more efficient GPUs every 1-2 years. The use-case for the GPUs might change over time as Nvidia rolls out new products (e.g. older chips are moved from training to inference workloads), but the "usefulness" does not. "The most important tool that I have for understanding what the depreciation curve or the obsolescence curve of compute is not what I think, right? It's not what some historic short (seller) thinks. It's what are the buyers, the most sophisticated companies in the world are willing to pay for today. And when they come to me and they put in a contract for a 5-year deal or 6-year deal, in what world do I not think that they who are the consumers of this understand that there are new, more powerful chips coming out? Of course they do. They understand it, but they also understand what their various use cases are. And they're saying to themselves, "I'm going to buy this because I'm going to need it today. I'm going to need it in 3 years, and I'm going to need it in 5 years"... My opinions around depreciation are informed by the only entities that get to vote in my world, which are the folks that are paying for the compute over time."

Rittenhouse Research

161,972 просмотров • 8 месяцев назад

wen Dookey Dash? [long, sorry] some updates: The competitive part of Dookey Dash is pretty well cooked and many of you have gotten a chance to playtest the game in some form, either at NFT Paris, in Dubai at Token2049, or as part of our gaming council. THANK YOU for being part of testing and dealing with bugs as we QA the shit out of the game. A not-final build of the game is currently live in the Philippines and Australia for testing. This version is missing a ton of features we’ve been busy building with Faraway, as well as many completed parts of the game that we can’t push live until Season 1 begins. What are we adding? A bunch of things to make the game more casual-friendly. Stuff like: -NEW MAPS: More to explore than just the same 'ol sewer -ARCADE MODE: A new objective-based game mode, with clear conditions for progressing (like "dash through five walls to win," etc). Arcade mode is broken up into levels, and achieving goals gets you progress on the map and onto the next stage. Basically, think Candy Crush. -CHAMPIONSHIP MODE: This is the good old leaderboard-based DDU for hardcore players. -WEEKLY TOURNAMENTS: Compete in weekly tournaments to win boxes featuring new characters, vehicles, banners, etc. Opening up boxes will grant you Dookey Points, which you can spend to spin for a chance at a Golden Plunger – you’ll need a Golden Plunger in order to compete in the $1m esports championship at the end of the season. -DAILY QUESTS: Rotating set of quests with a range of possible rewards It’s a LOT of new upgrades to Dookey Dash, all with the aim of making the game fun for everyone and not just twitchy nerds with fast reflexes. Looking forward to getting my mom to play. All that said, I don’t want to push this sucker live until I feel like we’ve got the best game possible. Good news is, all the new features will be out of dev later this month, and we’ll be able to give an update on launch date then. Some very work-in-progress screenshots and vids here. [last tweet]

Garga.eth (Greg Solano)

68,247 просмотров • 2 лет назад

Chapter 1 Pre-Alpha "Explore. Craft. Survive." will be dropping this quarter welcoming the very first inhabitants to #E2V1 & introduce early mechanics that will form the foundation of life inside #Earth2🌍✌️ Read below for important details: This update is no longer a simple avatar release but a significant update to the entire foundation of the #E2V1 world. When I first talked about dropping avatars I was eager to keep things moving and referred to a very simple system to test skins and movement, then to subsequently implement the full version after that. While this approach would have brought new content out quickly, it could have turned into weeks of extra development time with little upside for the wider community, apart from testing the movement and appearance of the avatars, there would have been little else to do until another subsequent update. Therefore I made the decision to focus solely on implementing the core part of the full system we plan to use long term on the platform. I apologise that this release will take a little longer than originally anticipated, having moved away from the initial lower spec'd plan, but I'd like to get this right & ready for a wider audience to start using and enjoying. As much as I'd love to push out updates faster, I will be taking this approach to #E2V1 development in the future as well. The plan will still be to release to our testing group first after our internal QA, test and then stabilise. If all looks good and we're happy with how everything is performing, we will push forward with a public release. There will inevitably be ongoing adjustments, additions and tweaks to these type of systems over time. It may seem like a long time, but #E2V1 was only released to our testing group 7 weeks ago! How crazy is that? I know for me it feels like many months already. Nonetheless, during this short period of time we have not only released a couple of updated versions, and an updated version to the Earth 2 Launcher, but the team has also been working incredibly hard on the #E2V1 and #BE mechanics for the Chapter 1 systems - and there is a lot involved in this upcoming release. We will be dropping an article later this week, which I believe will help our community understand the extensive list of features planned for this release and in turn explain why it is taking a little longer. I'd rather not spoil all of the details, but the article contains a lot of information about the various systems we're developing including rules of life, avatar synthesisation, death, saving, skins, day/night cycles, free to play model, avatar vitals, how land ownership fits in with all of this and much more. It is important to keep in mind that each of these systems needed to be designed and implemented, which takes time. The article will also begin to reveal some of the design plans I have been working on to increase utility for T1 land, which will also include various T1 classes. I also intend to follow through and expand utility on T1 land into other upcoming mechanics on the platform, some of which will be revealed in a separate article in the near future and are also part of the Chapter 1 release. Ideally, all going well, we will be testing early multiplayer at some stage this quarter and as mentioned earlier this year #Hordes in Q3, #EggHunt in Q4 & maybe some early buildings on properties. In addition to these goals, we have a couple of wild card features floating around in between as well. I know I reiterate it from time to time, but the long term goal for #Earth2 has not changed. We are building a #geolocational #metaverse - a platform! We still want #Players building cities, providing more individualised experiences, advertising, trading, shopping, e-commerce, socialising and so forth. And I still have plans to link #E2V1 into #AR and support #VR, but we cannot do all of this at once. I am also looking at ways we can expand the team and setup a studio, probably in East Asia, to speed up development. The current features we're focusing on plan to expand utility for land on a wide scale & introduce various experiences inside #E2V1, providing potential benefits for land owners & #Players alike on a broader level, while at the same time allowing our team to introduce mechanics that will be used throughout the future of the platform, test limitations and work our way around challenges as they arise. Thanks for reading and don't forget to drop a like and comment on the video! We appreciate the love and support and it also helps with the algorithm! Keep an eye out for the article later this week - a lot of details incoming! I want life to have meaning inside Earth 2 and I believe my approach could change the way #Players consider each action on the platform.. possibly alter the overall dynamics in a number of ways. #Metaverse #E2V1 #OpenWorld #earlyaccess #Earth2 $ESS

Shane Isaac 🌍2️⃣

21,370 просмотров • 1 год назад

🚨If the US🇺🇸 thinks Venezuela🇻🇪 will be an easy target, it’s in for a BIG SURPRISE- Venezuela’s Former Deputy Foreign Minister for North America ‘As long as we have oil wealth and other mineral wealth, Venezuela is always going to be a target of the United States, of large multinational corporations, etc. I understand the United States has military superiority…but to think that Venezuela is an easy target, that Venezuela is someplace that you can come in and just take over, you’re up for a surprise. I think there’s a long history here of resistance, of morale to resist attacks. I think we have seen also the tragic sort of interventions that the United States has done even in recent years. I mean, you could go back to Vietnam and remember how tragic that was. But even Afghanistan, Iraq, all these more recent interventions have shown that if you don’t have the support of local populations, if there isn’t some sort of other arrangement, you’re not going to be successful. I mean, after 20 years of the disaster they caused in Afghanistan, they had to leave without accomplishing anything. That’s horrible for our people in the sense that, of course, if something like that comes to happen, and I really wish that it doesn’t come to happen — it’s going to be hurtful for the Venezuelan people. But I think they have to think twice about what really is at stake and how this is going to affect the stability of the United States. We’re not hundreds or thousands of miles away. We’re really close to the United States. And it could have a terrible effect for its economy, even for its own base. I mean, if you look at the base that supports President Trump right now, a lot of the criticism that is coming is precisely from its own base, who were promised that there would be no more forever wars.’ -Carlos Ron on the latest episode of Going Underground FULL INTERVIEW BELOW IN THE REPLIES👇

Going Underground

58,089 просмотров • 9 месяцев назад