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Season 42 "Starward Decade" Control & User Experience Improvements are here! 1. Dash Landing Indicator Optimization: The predicted landing point is now clearer when blocked by walls. 2. Targeting Option Optimization: [Lowest Effective HP] replaces [Lowest HP]. When locking onto a target, the one that is actually easier to...

14,588 просмотров • 2 дней назад •via X (Twitter)

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Фото профиля SpiderPicks 🇲🇽
SpiderPicks 🇲🇽2 дней назад

Day #44, Pura mierda de jugadores me dan en mi equipo. Que puta burla es esa? Me dan leyendas contra enemigos que están en Inmortal Jajaja Chinguen su madre con su mierda, devuelvanme todo mi dinero que les di para tragar!

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Expeditioners, Here’s an extended combat clip from early in the game, featuring a Nevron called Évèque. This footage contains no story spoilers—just pure combat. 🤝 Évèque begins combat with multiple shields, meaning the first hits in combat will be blocked. This Expeditioner uses the free-aim system to target its weak point, which would usually be an excellent opening move. However, due to the shields, the impact is minimal. That said, thanks to an equipped Picto, the attack at least applies stackable burn. You can see the full power of parries and the way that perfect timing can shape your encounters. For both parrying and dodging, you’ll rely on audiovisual cues from enemies to master the timing. These change quite drastically between enemies, the speed that they are attacking, or the spell they are casting. When Évèque builds up chroma, it can use it to unleash a devastating attack that can be much harder to counter. The game offers three difficulty modes. Story Mode is more forgiving when it comes to dodge and parry timing. Expeditioner and Expert modes are more challenging, and increase the damage inflicted by enemies. As you progress, you’ll unlock new skills and Pictos, which will expand your moveset and enhance the effects of your dodges and parries. Damage is increased or bonuses are applied upon landing perfect hits, and for accessibility, an auto-QTE setting is available for these. What would you like to see more of next?

Clair Obscur: Expedition 33

511,762 просмотров • 1 год назад

"Every team wants to win a championship, but not every team wants to do the things required for a championship. And here's the thing: it's easy to be an average team. It doesn't require a lot. It's less adversity to be average in the world. The consequences of being average aren't easy. We end up wearing them. There's strain and struggle that comes with that too. The standard is just lower to be an average team. To be a championship team, to be champion, to be a championship team member here . . . I'm not gonna lie to you . . . I'm going to tell you the truth. It is harder. It is. The question is: Is it worth it? Some people say, "Oh it's not harder work." Yes it is. It's harder work. You can pursue comfort or you can pursue excellence. If we pursue comfort, we gotta give up some excellence. But if we pursue excellence, then we're just going to face more adversity. Everyone who's ever accomplished something excellence has had to overcome it. We are here today for a reason. Two reasons actually. Reason #1 is let's make sure that we identify and realize the opportunities that are in front of us. Reason #2 is let's make sure that we are preparing for the adversity that those opportunities require. And just understand: every single time you lever up your opportunities and you identify, "Oh there's something more I can do, more I can achieve. I can get better. I can earn more. I can do this." It's going to be matched with the adversity that comes with it. I want to make sure we are prepared for both of those, so that we're not chasing big opportunities and then getting mad when things start getting harder along the way. Is that fair? Does that make sense?"

Brian Kight

125,742 просмотров • 2 лет назад

We're only year 3 of a decade (if not multi-decades) long transformation of work. 3 years ago we bet on building an horizontal platform for work with agents, a chance to invent a new operating system for companies, from scratch, with AI as a fundamental premise. Many people considered us crazy for going after that, praising verticalized AI products as the winning strategy. But here's the thing: the time horizon of tasks successfully handled by agents has been predictively increasing form minutes to hours and will in all likelihood reach the equivalent of days and weeks of human work equivalent in the coming quarters. This is were verticalized and/or single-player AI falls short. Single-player tools, one person, one agent, confined to your machine is the wrong architecture for what's coming. We're shifting from using AI to produce things, to managing fleets of agents that do the producing. 3 years ago I wrote[1]: "ChatGPT is the Pong of LLMs. [...] Imagine, one day we'll get the DOOM, Civ, Red Alert, and Counter Strike of LLMs. Let alone multiplayer modes." Weeks long tasks in companies are inherently collaborative and mechanically spanning multiple teams. The new bottleneck in harnessing agents within organizations is coordination: multiple humans and multiple agents need to work together, with shared context, shared tools, shared goals. Agents that can hand work off to other agents or surface decisions to the right person at the right time. Humans who can review, steer, and step in without losing the thread. Teams that can run parallel workstreams and actually stay aligned. This is Multiplayer AI, and that's what we've been building at Dust. Across Datadog, Clay, Persona, 1Password, Doctolib and 3,000+ organizations globally, we've watched teams figure out what this looks like in practice. 300,000+ agents deployed. 70% weekly active. 240%+ NRR. Today we're announcing a $40M Series B with Abstract, Sequoia, Snowflake, and Datadog to accelerate our vision. Designing the right interfaces for multiplayer AI is the next frontier. Join us to redefine work by defining multiplayer AI.

Stanislas Polu

3,206,497 просмотров • 3 месяцев назад

⚙️Update Quick Video Review: GameSir Connect V1.14.4⚙️ GameSir Connect has just been updated to version V1.14.4. Over the past few updates, we have introduced many practical features to enhance your experience. Here is the video detailing all the highlights of the recent updates. We highly recommend that players visit the Microsoft Store to download the latest version from here: For details on the updates, please refer to the text below. ✅Feature 1 - Professional Tips and Explanation for Controller Settings. You can now hover your mouse over the ⓘ icon to access detailed explanations of controller terminology. These tips have been verified by the GameSir product team to ensure you can quickly, conveniently, and accurately understand the information you need. ✅Feature 2 - Enhanced Stick Customization: Expanded Curve & Calibration Settings Now, you can adjust the stick center point to fix any potential center offset after the controller has already been calibrated. In addition, you can now achieve more precise fine-tuning of the stick input curve by manually entering the coordinates for each point within a 100x100 coordinate system. Please be aware that when Zero Deadzone is enabled, it is normal for the center point to not return to absolute zero or for the data to fluctuate repeatedly. ✅Feature 3 - Support for in-app software updates and halved input latency We've now set up a dedicated server for GameSir Connect software updates. Now, you can update directly within the software. And through optimizations, the end-to-end latency for both the G7 Pro 8K PC and Tarantula 8K PC has now reached 0.25ms with the latest firmware. And only by using the latest software will you be able to receive the latest firmware updates.

GameSir

29,311 просмотров • 1 месяц назад