Mortal Kombat 11 is pre-purchaseable on Steam, no way they'd do that...
Tim Sweeney sees your post
Incoming announcement...3....2....1...
Mortal Kombat 11 is pre-purchaseable on Steam, no way they'd do that...
MK11 better not be Epic exclusive. I preordered that on GMG...
I feel like Katana Zero is the most Epic Store-ish game that hasn't been snapped up and it's 2 weeks 2 days off...
That would basically be Epic going 'Hey Bronson, we know you want this game the most' and buying it up
Disco Elysium being an exclusive would be disastrous that game needs every sale it can get.
Getting money from Epic for the now is all well and good but if no one buys your game good luck getting funding for another game.
Just wait, next Epic is going to snag In The Valley of Gods from Valve, just to watch the forums burn.
Mechanical? Price range?
I have a Ducky One 2 and I would really recommend it if you're able to get one (alternate.be is a very good store if you're in Europe), it's cheaper and better built than every other more known brand I've tried before (Razer and Corsair mainly).
I have a Roccat Vulcan 120 Aimo and really like it.
Best option is however either getting one, trying it and then returning it if it is not to your liking. Or try some in a store. Keyboards and mice are too subjective to give a general recommendations.
I'm using Origin for BFV anyway :Dhey, at least you can rest easy knowing the new Star Wars game will be exclusive to Origin.
:hopeless:
is Dark Souls remastered worth playing?
i already have prepare to die edition
Im open for everything, i know little to none about good keyboards
That is hardly an argument. It is like we are back in the 90s when people would use this argument to advocate closed-source softwares.
If you need to keep your system secret to avoid any exploit, then:
- there is suspicion, because nobody knows what you are doing,
- you openly admit that your system is fragile, and that you do not trust it,
- there will be exploits, it will just be slightly harder to find them,
- you admit that you do not have time to fix the exploits,
- you cannot benefit from others to improve your system of rules.
Nass's students claimed that those in one section of his technology interface course received higher grades on the final exam than counterparts in another. Unfortunately, they were right: two different teaching assistants had graded the two different sections' exams, and one had been more lenient than the other. Students with similar answers had ended up with different grades.
Nass, a computer scientist, recognized the unfairness and created a technical fix: a simple statistical model to adjust scores, where students got a certain percentage boost on their final mark when graded by a TA known to give grades that percentage lower than average. In the spirit of openness, Nass sent out emails to the class with a full explanation of his algorithm. Further complaints poured in, some even angrier than before. Where had he gone wrong?
The students had also been asked what grade they thought they would get, and it turned out that levels of trust in those students whose actual grades hit or exceeded that estimate were unaffected by transparency. But people whose expectations were violated – students who received lower scores than they expected – trusted the algorithm more when they got more of an explanation of how it worked. This was interesting for two reasons: it confirmed a human tendency to apply greater scrutiny to information when expectations are violated. And it showed that the distrust that might accompany negative or disappointing results can be alleviated if people believe that the underlying process is fair.
But how do we reconcile this finding with Nass's experience? Kizilcec had in fact tested three levels of transparency: low and medium but also high, where the students got not only a paragraph explaining the grading process but also their raw peer-graded scores and how these were each precisely adjusted by the algorithm to get to a final grade. And this is where the results got more interesting. In the experiment, while medium transparency increased trust significantly, high transparency eroded it completely, to the point where trust levels were either equal to or lower than among students experiencing low transparency.
Another problem with technical transparency is that it makes algorithms vulnerable to gaming. If an instructor releases the complete source code for an algorithm grading student essays, it becomes easy for students to exploit loopholes in the code: maybe, for example, the algorithm seeks evidence that the students have done research by looking for phrases such as "according to published research." A student might then deliberately use this language at the start of every paragraph in her essay.
But the biggest problem is that modern AI is making source code – transparent or not – less relevant compared with other factors in algorithmic functioning. Specifically, machine learning algorithms – and deep learning algorithms in particular – are usually built on just a few hundred lines of code. The algorithms logic is mostly learned from training data and is rarely reflected in its source code. Which is to say, some of today's best-performing algorithms are often the most opaque. High transparency might involve getting our heads around reams and reams of data – and then still only being able to guess at what lessons the algorithm has learned from it.
Maybe it will have an Index version when we learn more about the index itself down the lineI wonder when we'll next see In The Valley of God's, I feel it would be a good VR game from what's been shown so far.
MK11 better not be Epic exclusive. I preordered that on GMG...
I feel like Katana Zero is the most Epic Store-ish game that hasn't been snapped up and it's 2 weeks 2 days off...
Ugh, you got the princess, didn't you?
Did you do the Ringed City? It's essential to any playthrough.Well, like I said I'm done with DS3 (game is great, the hell you talking about?) but like you I'm playing Sekiro and as someone who plays on average 30-45 minutes per day, fitting a massive game like DD into my schedule is tough.
The ANSI vs ISO debate depends a lot on where you're located. I'm in Italy and the market for QWERTY ISO keyboard here is extremely limited to a few models from very well known brands when it comes to mechanical keyboards.
If you're in a different market with more choices, you should go with the layout you're used to.
I switched to ANSI after 20 years using only ISO keyboards and got accustomed pretty quickly.
You're forgetting Shenmue 3, which is both published by Deep Silver and it uses UE.
So now that Mr Orange is stepping down can we remove the no anime rule from the OP of future threads?
That's why I put a red ?! there :D
Epic knows I have the best taste in gamesAfterparty I had zero goddamn chance on I'll go wherever they go
Lol at the other ones though, that's like half your damn list
... I backed Shenmue 3You're forgetting Shenmue 3, which is both published by Deep Silver and it uses UE.
Plus since it's a Kickstarter project probably DeepSilver will fuck it up.
If RSI is an issue, maybe you should try out a split ortho design like the ergodox. After you have the layout down, you can try moving to an optimised key layout like Colemak, Workman, etc. They reduce hand movement quite a lot compared to qwerty.I've used ANSI keyboards on Unix machines and SGI Workstations and i've never been able to deal with the tiny enter key. I can use them but i just don't like it.
Also i'm really sensitive to the layout and size of the shift-alt-ctrl cluster so i usually have to email the supplier to double check it's ISO layout and the type of ctrl-alt-shift keys.
Also due to RSI issues i've moved to TKL keyboards and never looked back.
I liked the small quest line with her.
We'd like to take a moment to address an article published this morning about BioWare, and Anthem's development. First and foremost, we wholeheartedly stand behind every current and former member of our team that worked on the game, including leadership. It takes a massive amount of effort, energy and dedication to make any game, and making Anthem would not have been possible without every single one of their efforts. We chose not to comment or participate in this story because we felt there was an unfair focus on specific team members and leaders, who did their absolute best to bring this totally new idea to fans. We didn't want to be part of something that was attempting to bring them down as individuals. We respect them all, and we built this game as a team.
We put a great emphasis on our workplace culture in our studios. The health and well-being of our team members is something we take very seriously. We have built a new leadership team over the last couple of years, starting with Casey Hudson as our GM in 2017, which has helped us make big steps to improve studio culture and our creative focus. We hear the criticisms that were raised by the people in the piece today, and we're looking at that alongside feedback that we receive in our internal team surveys. We put a lot of focus on better planning to avoid "crunch time," and it was not a major topic of feedback in our internal postmortems. Making games, especially new IP, will always be one of the hardest entertainment challenges. We do everything we can to try and make it healthy and stress-free, but we also know there is always room to improve.
As a studio and a team, we accept all criticisms that will come our way for the games we make, especially from our players. The creative process is often difficult. The struggles and challenges of making video games are very real. But the reward of putting something we created into the hands of our players is amazing. People in this industry put so much passion and energy into making something fun. We don't see the value in tearing down one another, or one another's work. We don't believe articles that do that are making our industry and craft better.
Our full focus is on our players and continuing to make Anthem everything it can be for our community. Thank you to our fans for your support – we do what we do for you.
Wow.So everything people speculated that happened with Anthem development, actually happened
https://kotaku.com/how-biowares-anthem-went-wrong-1833731964
Perhaps most alarming, it's a story about a studio in crisis. Dozens of developers, many of them decade-long veterans, have left BioWare over the past two years. Some who have worked at BioWare's longest-running office in Edmonton talk about depression and anxiety. Many say they or their co-workers had to take "stress leave"—a doctor-mandated period of weeks or even months worth of vacation for their mental health. One former BioWare developer told me they would frequently find a private room in the office, shut the door, and just cry. "People were so angry and sad all the time," they said. Said another: "Depression and anxiety are an epidemic within Bioware."
Another EGS exclusive announcement seems to be dropping today.
Can someone ctrl+v this to pastebin etc?So everything people speculated that happened with Anthem development, actually happened
https://kotaku.com/how-biowares-anthem-went-wrong-1833731964