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They are absolutely not separate issues. How can I be expected to shell out $15 per month for 10 different content subscriptions if I can only just afford to put food on my table?
They are absolutely not separate issues. How can I be expected to shell out $15 per month for 10 different content subscriptions if I can only just afford to put food on my table?
Surely you can reverse that and point out corporations whining and moaning about people expecting free content when they’re barely paying their employees enough to afford to pay their bills.
The problem starts with corporate greed, hoarding revenue by keeping employee’s salaries to the minimum acceptable, providing as little functionality as possible to reduce overheads, double dipping by selling a product/subscription and then selling their customer’s data, and then complaining they aren’t getting more money for what little they are doing.
Then inevitably a little guy like Kbin comes along and suffers because the internet is filled with soulless, ultra-capitalist corpo scumbags.
I don’t think so, the ARPG I have in mind wouldn’t be open world, would have no campaign and much less focus on story overall, a much more detailed crafting system akin to Path Of Exile but perhaps less punishing, and much more focus on stacking up as many extra modifiers as possible rather than being limited, push your team to get the best rewards.
No timegating, no daily/weekly quests you must log in for, the only limitation is your skill.
I’ve been thinking about an ARPG based around World of Warcraft’s mythic dungeons.
Scalable, multi-player, enhanceable instances where completion of more difficult versions of the instance rewards in better gear and crafting options.
The idea is that the content is created for a 5-man party (1 tank, 1 healer, 3 dps) but you can try solo it, or bring up to 20 people to massively increase the difficulty and the rewards. Instances would follow WoW dungeon’s formula of trash mobs (which drop crafting materials and have rare drop chances for certain gear) pathing you towards a succession of bosses with very different, complex mechanics with stages, signaled abilities, and skill requirements.
This would include a character levelling system to unlock new class abilities and mechanisms, a party finder system, certain dungeons locked behind character level and the completion of other dungeons at a certain difficulty level. Perhaps you could extend it to add in “world bosses”, massive 200-man bosses with a chance at particularly unique loot, but of course that would require a certain level of infrastructure and a game population making it justifiable.
But that’s functionally no different than what’s already there…
The reason the lines are so long isn’t because of anything Java related, it’s because of the field names themselves.
That is an interesting point, but it’s not Java specific, you could do this exact thing in most other languages and it would look pretty much the same.
Considering the fact that in a lot of enterprise projects the data structures are not necessarily open to change, how would you prevent reaching through objects like this?
This just tells me you don’t use Java. Factory classes are just used to create objects in a standardized way, but this code isn’t creating anything, it’s just getting nested fields from already instantiated objects.
Sure, but most of the lines in the screenshot break down to:
object1.setA(object2.getX().getY().getZ().getI().getJ().getK().getE().getF(i).getG().toString())
Aside from creating a method inside the class (which you should probably do here in Java too) how would another language do this in a cleaner way?
Honestly I’m not very bothered. I struggle to see this as false advertising when they’re declaring on public forums that physical copies will not include a disc, and it’s quite likely that those physical copies will also state on them that it includes a code and not a disc.
Given our increasing environmental concerns the idea that hundreds of thousands, if not millions, of discs are not going to be produced for this is a good thing, I think. I imagine the only reason a physical version exists at all is to ensure the game has a presence in physical stores, so large advertisements can catch people’s eye, so stores can do related promotions. In essence, all those empty boxes will be produced purely for advertising purposes, otherwise I imagine they would scrap physical copies all together to save the related production, transportation, and logistics costs.
That’s a reasonable response, but the other guy’s concerns are absolutely not meritless. Tech platforms demonstrating and offering up these kinds of currencies or tokens do explicitly talk about ideas such as limiting certain currencies from being spent on certain things, or enabling/disabling from a central authority.
China is already rolling out this type of currency albeit with limited success, and while I haven’t heard anything about the e-CNY being tied to their social credit system, or punishments being inflicted in the shape of limiting access to funds, it’s absolutely a possible option.
But a massive amount of them are. Small and solo creators on Youtube or Twitch need to conform to the rules of Google and Amazon, and even medium size creators are influenced and coerced by the precedents and market trends set by the much larger corporations.
And it doesn’t matter if not all content is provided by large corporations, those large corporations employ the most people, and dictate in a lot of ways, the rules of the employment market. It’s due to their habits and practices that wages are artificially low and expenses are inflated for record profits.
Until corporate greed is managed properly, consumers will always struggle to have enough expendable income to pay content creators, and therefore will always be searching for free content.