What truly makes a house a home is parking a car in your living room.
What truly makes a house a home is parking a car in your living room.
I decided to see what would be made following your prompt. Here’s the image.
Seems decent. Doesn’t really have the warmth of a home, but that’s more on the prompt specifying house without further detail. I took it a step further and told it to add a couch and a lamp like in the logo in the op.
I definitely prefer the freelancer one but I don’t think it’s bad. Certainly better than the logo in the op lmao.
Edit: given where I am I should probably specify I think it’s not bad compared to the trash fire that is the ai logo in the op. Design wise it’s very lazy and looks like someone threw in a pair of icons from an icon pack into a house in a generic way. The two assets in the house do not feel like they exist within the same space.
If they don’t then they might lose the Brazilian market and who knows what comes after. It’s less about what Apple wants to do and more about what they might be forced to do.
Nokia is a mobile infrastructure giant. They are just mostly business to business, so like Texas Instruments they are rather easy to mistake for being small.
Live service games are not only balanced around tedium, they are designed around tedium. Without it people wouldn’t buy boosters etc.
Adapting the meta faster than people can catch up and letting people pay to keep up simply switches the game from balance by tedium to straight up pay to win. Or pay to play optionally, at least, which live service games heavily push you towards doing.
People will chase the meta regardless. Balancing a game by introducing tedium often results in people merely finding the game tedious.
Why the fuck would that be understandable lmao
Didn’t some early 3d pc games have this effect as well? I vaguely remember the wobbliness from the first Quake (or was it unreal? Can’t remember).
To provide entertainment to the user, mostly.
Deep or not, I hated the levelling system of Oblivion with a passion. Needing to micromanage which skills I increase for each level so I can get a good attribute increase was such a micromanagement pain, especially when everything kept scaling up your level. Often I felt like I was getting weaker, not stronger, when I leveled.
I’d much prefer they replace the system with something different (like how it works in fallout 3) than what they did in Skyrim where they just carved out all the annoying bits and left barely anything behind though.
I bought this on a sale last month, then heard there would be a full progress reset with this update so I held off on playing. I look forward to digging my teeth in at last!
Hoping for multiplayer soon.