winety

joined 2 years ago
[–] [email protected] 2 points 1 year ago (1 children)

It's not Czech. I'd say it's Croatian.

[–] [email protected] 2 points 1 year ago (1 children)

If you don't need push to talk, I'd suggest using the browser version instead of the app.

[–] [email protected] 2 points 1 year ago* (last edited 1 year ago) (5 children)

If you don’t mind me asking, what is the problem? I have heard (I am being patient and I haven't bought the game yet.) mostly good thing about running BG3 using Proton.

[–] [email protected] 4 points 1 year ago

I started playing Enderal, a total conversion of Skyrim. I like the deeper RPG mechanics, which the mod adds, although I'm a bit nervous about choosing something wrong and fucking up my character.

The game is set in a different world than Elder Scrolls. I'm not sure I like it as much, but that might be because of the different music.

[–] [email protected] 6 points 2 years ago (1 children)
[–] [email protected] 2 points 2 years ago (1 children)

Don't! SG-1 has an incredible charm.(Especially the earlier seasons where they use less CGi.)

[–] [email protected] 1 points 2 years ago (1 children)

That sounds terrible! I am already not very good at managing the charge of my phone.

Genuine question: How do you manage not to lose one of the earbuds?

[–] [email protected] 2 points 2 years ago* (last edited 2 years ago)

I know USB-C is more robust than MicroUSB, but that doesn’t feel like it’s good for the connector. I’d much rather have a bit thicker (Apple said they’re getting rid off the jack to make their phones thinner.) or a bit less waterproof phone (not having a massive hole in the phone helps to waterproof it), than to loose the headphone jack.

[–] [email protected] 6 points 2 years ago (6 children)

Same. I can't imagine having to remember to charge my headphones.

 

This doesn't look good for the upcoming Mass Effect. Cross-posted from: https://lemmy.ca/post/3815523

^archive.org^

Hello again,

Today, rather than discuss one of our upcoming projects, I’d like to share an update about the studio itself and outline our vision for BioWare’s future.

In order to meet the needs of our upcoming projects, continue to hold ourselves to the highest standard of quality, and ensure BioWare can continue to thrive in an industry that’s rapidly evolving, we must shift towards a more agile and more focused studio. It will allow our developers to iterate quickly, unlock more creativity, and form a clear vision of what we’re building before development ramps up.

To achieve this, we find ourselves in a position where change is not only necessary, but unavoidable. As difficult as this is to say, rethinking our approach to development inevitably means reorganizing our team to match the studio’s changing needs.

As part of this transition, we are eliminating approximately 50 roles at BioWare. That is deeply painful and humbling to write. We are doing everything we can to ensure the process is handled with empathy, respect, and clear communication. With that last point in mind, I want to take a moment to explain how we got here, what we’re doing to support our colleagues, and what this means for BioWare’s current and future games.

WHAT’S HAPPENING NOW

After much consideration and careful planning, we have built a long-term vision that will preserve the health of the studio and better enable us to do what we do best: create exceptional story-driven single-player experiences filled with vast worlds and rich characters. This vision balances the current needs of the studio—namely, ensuring Dragon Age™: Dreadwolf is an outstanding game—with its future, including the success of the next Mass Effect™.

We’ve chosen to act now in part to provide our impacted colleagues with as many internal opportunities as possible. These changes coincide with a significant number of roles that are currently open across EA’s other studios. Impacted employees will be provided with professional resources and assistance as they apply for these positions.

While it’s unlikely that everyone will find a new role within the company, we are committed to supporting our staff as they navigate this change. Our sincere hope is that they can continue their exemplary work at studios who stand to benefit immensely from their talents.

IMMEDIATE IMPACT

If you’re wondering how all of this will impact development of Dragon Age: Dreadwolf, let me be clear that our dedication to the game has never wavered. Our commitment remains steadfast, and we all are working to make this game worthy of the Dragon Age name. We are confident that we’ll have the time needed to ensure Dreadwolf reaches its full potential.

I can also tell you that every member of our team, even those departing BioWare, deserves credit for crafting a spectacular experience. These are our colleagues and friends, and we would not be here without them. I am so proud of all the work our team has done.

WHAT COMES NEXT

While this is an extremely difficult day for everyone at BioWare, we are making changes now to build a brighter future. We’re excited for all of you to see what we’ve been building with Dreadwolf. A core veteran team led by Mike Gamble continues their pre-production work on the next Mass Effect. Our commitment to quality continues to be our North Star.

As cliche as this sounds, there truly is never a good time to enact changes like this, but we trust that we have the right leaders and team in place with vision, passion, and proven track records to deliver world-class Dragon Age and Mass Effect experiences that our fans will love.

For now, I want to thank everyone at BioWare—past and present—for making the studio what it is. I also want to thank our community for your continued support. We’re eager to reveal more about Dreadwolf, and we look forward to discovering what else the future holds.

Gary McKay
General Manager, BioWare

 
[–] [email protected] 2 points 2 years ago

Perhaps a point & click adventure would be a good fit? I’ve played and quite enjoyed The Blackwell Legacy and I’ve heard good things about other games by Wadjet Eye.

 

This is one of the concepts for the elcor from The Art of Mass Effect. What do you think?

[–] [email protected] 2 points 2 years ago

From what I’ve heard, it is less buggy, but the DLC don’t make much sense story wise.

 
 
 
[–] [email protected] 6 points 2 years ago* (last edited 2 years ago) (1 children)

If you're interested in Mass Effect, please also visit [email protected]. It's also a bit dead, but we're trying!

Edit: There's also the much bigger [email protected], which I somehow missed.

 
 
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