Similarly, VLC names their releases after Discworld characters. It’s a fun way to make major versions feel like more than just a number increment.
Similarly, VLC names their releases after Discworld characters. It’s a fun way to make major versions feel like more than just a number increment.
It gets called that everywhere. Most people never need to know the actual specs for a screw, so language diverges from the classification system.
I usually keep the corrections to myself, but when somebody else is already correcting someone and they say the wrong thing too it becomes hard.
Flathead is a description of the head profile, like panhead. Slotted is the screwdriver type that is just a single slot.
It might make me smarter, but it makes me feel dumb.
TLDR: The statistics only work if the host has to reveal a goat and offer to let you switch.
In the show the question is based on, the host didn’t always open an incorrect door after a guess. He didn’t always allow them to switch. He also offered money instead of opening a door at all in some cases. He could use these tools to get the outcome he wanted most of the time.
People still sculpt. Go look up Bobby Fingers on YouTube to get an idea of what sculpting looks like.
There are a variety of clays. From what I hear, most sculptors use some form of air-dry, not firing clay like pottery would use.
Nobody ever sculpted in marble. You would sculpt in clay, make a plaster mold, fine-tune the design, then meticulously transfer it to marble.
The blade and tool company.
Banks like to think that branch employees (bank tellers) are sales people. Most of them give ‘goals’ to each employee requiring them to open a certain number of new accounts, land a certain number of loans, etc each week/month. It isn’t ethical since the only people you can really sell on those services are the ones who should least get them. Anyone who actually wants/needs the services will come to you.
Wells Fargo differed from the rest of the industry by setting completely impossible goals, not just unethical ones. This led to them developing a culture where signing people up for services they didn’t agree to became commonplace.
Check out the demo if you have a chance. The game is a lot of fun and it has some pretty funny demo-exclusive writing.
A single registry edit to a key that doesn’t exist because they wanted to obscure that it was possible.
This is what I’ve found too. Tutorials help to learn tools and some basic techniques, but actual learning requires doing. That’s easy if you have something you want to do, but incredibly difficult if you don’t.
Factorio is the best manufacturing/logistics sim by a huge margin. Some of that is technical things, but the biggest contributor is game balance and the complexity curve. They spent years iterating to find a sweet spot.
The regulatory agency is pretty large, but it’s headed by a 5-member commission.
The first game has a weird gameplay loop where you get to a city that is very similar to the previous one, have to do a some filler missions (often with no story at all) to unlock the story mission, then do the story mission and move on.
2-Syndicate are much more continuously story-driven. They all have quite a few collectables, but they aren’t important to experiencing the game.
The 2 family is mostly set inside cities, while 3 and after have more world around the cities. They also lose some focus on stealth over time, though it still exists in all of them.
Origins, Odyssey, and Valhalla become much more RPG-lite, combat focused, and require you to do quite a bit to keep up with enemy level scaling.
Looping back to the root of your question, the 2 family is often seen as the peak of the core series, with 4 (Black Flag) being up with it but different.
The only downside of the 2 family is that there isn’t much evolution between the three games to make moving to the next game feel like a jump to a new game, but progression is lost each time. It feels like one massive game with weird break points.
They specifically used it to make major players blatantly cheat during a tournament so that it would be taken seriously and fixed quickly.
There are a couple of decent reasons. One is that your servers may be a network of services that can’t operate independently. Another is that they may rely on things you don’t have a license to distribute.
My understanding is that amortization is the confusing part of the situation OP is asking about. When you have an asset, the cost of it is deducted from income over the useful life. By declaring that it will never be released, the useful life is reduced to zero, allowing them to take the whole tax deduction at once.
They still would have been better off never spending the money. Since they already have, if they have so little cash that they can’t afford their tax bill, it might make sense to throw away future income to stay afloat now.
It gets thrown around a lot as a buzzword, but it really just means “intended to get post-release updates that go beyond bug fixes.” Nearly every game released these days, good or not, classifies as GaaS. It’s functionally meaningless.
Petroglyph had Grey Goo and the 8-Bit family, but those are decently old now. They’ve been pretty much the only game in town for quite a while, sadly.
Kerbal Space Program 2