EA took their games off steam, but only to recover retail fees, they supported refunds well before steam due to the BF4 fiasco.
ScreaminOctopus
I don't think paid online is gonna happen. The only way I could see them doing it would be if they left steam so valve couldn't refund the game, made an absolutely killer multiplayer game, idk if Helldiver's would even be good enough, and bait and switch everyone after the game got really popular. Even then most of the players would probably just go to another game.
Another account with exclusively Kagi shilling comments? Add this one to the pile.
This is really only true if you don't count dlss which mops the floor with fsr in terms of visual quality
Isn't a huge part of the point of copy left licences that an author can't change the license without rewriting the code entirely?
CCS is already required in Europe, problem is there aren't nearly as many CCS chargers in the US especially compared to Tesla's network
It'll definitely need some kind of quality enforcement to make hosting work. It'd be really useful if the app would automatically transcode to the server's preferred quality when uploading, using the uploaders device. If the server has to transcode all the video the compute costs could get astronomical.
So pissed at YouTube (Google) you're switching to Android (...)? Was this their master plan all along?
A dedicated server is needed because something needs to keep a catalog of the smart devices available on your network and ideally be accessible to many people in one household. You could make a system that went phone -> device but you would need to set up each device on each phone you wanted to use, which isn't a great user experience. You could also run into issues where devices would need to handle multiple conflicting commands from different users coming in at once. Since smart devices are usually trying to use as little power as possible, that extra complexity would hurt you in that department. The third reason is that having a separate server enables automated workflows that would depend on an always online server that orchestrates multiple devices. For example, let's say you have some automatic insulating blinds, a smart thermostat. You want to raise and lower the blinds to maximize your energy efficiency. Since you have the dedicated server, that server can check the temperature set point of your thermostat, current weather, and sunrise\sunset times. If it's sunny out, and your set point is higher than the outdoor temperature, the server can raise the blinds to let warm sunlight in, and vice versa. If only your phone could control the devices a workflow like this couldn't work when you were out of the house.
I've heard kbin.social is having issues since the creator has needed to step away due to personal reasons. It might be best to find an mbin instance to migrate to.
The main problem is weapon durability is in direct contention with how the dungeons are designed. The shrine puzzles try to encourage experimentation in finding solutions, but when using the time lock tool hitting objects depletes your durability, then once you run out of weapons, you need to leave the shrine to find new weapons\materials which ends up being a big interruption in the main gameplay loop. It's made even worse by the fact every weapon applies a different amount of force to a locked object per hit. I'm not sure what interesting and creative problem solving weapon durability adds. It really just encourages you to avoid combat and use easy to come by weapons wherever you can.
Probably the worst game launch in my memory, like the Arkham game that was pulled from steam but it wasn't just broken on AMD cards. Game would crash every 5 - 10 minutes, servers would rarely make it through a match without crashing so your progression wouldn't be saved, performance issues, etc. It took them over a year to get it stable, but after they fixed it it was a great game.