That’s actually saying a lot. When you step into shit and that shit is the best part of your shoe, you don’t have a good shoe.
That’s actually saying a lot. When you step into shit and that shit is the best part of your shoe, you don’t have a good shoe.


Why don’t you send me even more replies over the next few days, I’m sure that will be really helpful!


Sure, that was cleared up a couple hours ago when OP clarified as such. Since texture apparently wanted to argue (given his many comments posted long after the clarification), I thought I’d play along for him.


Yep, I’m being serious, Fedora’s decisions don’t affect Arch.


And yet, Fedora changing their default login manager won’t affect Arch.


Quickly in Bazzite, not at all in Cachy since that’s based on Arch.


Persona 5 is great and already mixes up the formula in many ways (gun). But many players just don’t care for RPGs regardless.
I think Expedition 33 showed that this is not the case. Guns are a minor change to combat in Persona 5, it felt almost the same as P3R. They should play around with bigger changes.


“Going back”? Aren’t they explicitly saying nothing will change?
Finally, Google told us that its process for security patch releases will not change and that the company will keep publishing security patches each month on a dedicated security-only branch for relevant OS releases just as it does today.


It’s Gnome. They do actually keep removing stuff that they disable by default, because they don’t even offer a GUI to configure these settings.


Ah, bummer. Looks like they don’t provide a Fedora repo, otherwise it would have been easy to layer onto Silverblue etc. There’s probably still some way, but I get not wanting to go through that trouble.


And the nice thing: mixing solar panels and agricultural land use can increase crop yields depending on the plant!


Out of interest, which client is that?


And that’s why I immediately fell in love with immutable distros. While such problems are rare, they can and do happen. Immutable distros completely prevent them from happening.


The dirty part is on the inside. I open the seat by grabbing the outside.
Also, I’m not “scared” of any “poo particles” “flying around”.


Depends. If I only lift the lid no (since I’m not touching anything dirty), if I clean yes.


I just take a quick peek once the flushing is done.
Put seat down, flush, wash hands while it’s flushing, then quickly check (and clean if necessary).


If you continuously make games like that, sure! But CDPR doesn’t do that.


That’s only if your employee retention and training are good enough, and you don’t plan on growing your team. When adding more developers you either have to invest incredible amounts of time and money to get everyone to that level (and we’re talking years per developer), or you’ll be left without the ability to really alter it while still having to educate every new developer on your engine.
This approach simply doesn’t scale or work out in the long run.


All is see is more costs and money down the drain to get the the developers up to speed and as productive.
Maybe in the short term, but long term it will save costs and speed up developers. If they keep their own engine, they have to continuously spend money to keep developing it, and every developer has to be trained to use this engine.
So while switching does cost money, staying on their custom engine will cost far more in the long term.
I love the way they handled this in Doom Eternal - 6 out of your 7 basic weapons are matched in pairs, so you have 4 ammo types, but very low max ammo count for all of them. Instead you can pretty easily refill your ammo every ~20 seconds (using your chainsaw on an enemy drops ammo, and your chainsaw regens one fuel every ~20 seconds).
This means you never have an incentive to use weak weapons, EXCEPT for if you’re waiting for your fuel to regen. What makes it work is that your “weak weapons” changes depending on the enemies, as every enemy has at least one weakpoint for one of your weapons.
So instead of making you play cautiously and conservatively, Eternal wants you to always use your best weapons and to aggressively push forward. This type of gameplay isn’t for everyone, but as someone who usually ends their games with almost all items because “I might need them later!”, Eternal really allowed me to just have fun with all the best stuff it has to offer.