Generally speaking I think the allure of modern-day gachas is providing a near-premier gaming experience (like paid RPGs, open-world games, etc.) while being free-to-play, at the cost of slowly encouraging you to spend a lot of time and/or money to get better characters in order to actually keep up with the end-game content and/or PvP side of the game.
If you commit to playing the gacha for an extended period of time, the system of:
- daily rewards that encourages you to play for a couple minutes each day to get enough currency to get good characters from the gacha
- newer characters being better than older ones (in visual design appeal and/or power-level)
- harder end-game content requiring better rosters of characters (or more grind)
- sales on the premium currency used to pull
- the ol' sunk-cost fallacy
all combine to encourage players to spend money over time
In this regard, the game in the post obviously does not have the scope of a game that actually costs money, and doesn't have the goal of getting you to spend money, but it does cover the grind and gacha part of pulling for different rarity characters and such.
Yeah onedrive is seriously annoying. It's nice when the free 15GB backup/sync for the desktop, pictures, and documents folder works (for people who put things there) but the way other MS products work with it seems user-hostile to me.
e.g. it took until 2025 for this RFC to be opened on moving PowerShell profiles and modules out of Onedrive: https://github.com/PowerShell/PowerShell-RFC/pull/388. It should not be taking seconds for my powershell profile to load just because i have onedrive enabled by default.
I also had a non-technical friend recently get burned by a default MS Office setting where edited documents located in the OneDrive folder save directly to onedrive, and it only gets saved on disk when onedrive gets the new copy and uploads it back it to the user's disk. So if the MS office to onedrive integration fails your changes won't save. Apparently users have to enable a setting to first save to a folder on disk? That folder can even be the onedrive folder so onedrive will eventually sync it back up.
Overwatch 2 has a simplified endorsement system. It's just an optional thumbs up instead of endorsement for 1 of 3 reasons (roughly something like sportsmanship, good teammate, or good leader).
The avoid system is now more flexible. You have 3 pin slots for people you never really want to see on your team again, plus 12(?) regular avoid slots to avoid people for a week at a time like usual. In situations where too many avoid conflicts occur and the matchmaker struggles to create a match (e.g. high ELO), it will start to ignore people's avoid slots in order of (last regular avoid > first regular avoid > pin slots), i think.
> By crux you mean the 1 paragraph at the end where it mentions performance? That's basically a footnote to an article that spends the other 99% describing javascript variable hoisting.
Isn't that part still the crux of the article as it contains the answer to the title?
chezmoi provides a handy table for features it and other dotfile managers have. I just use a bare git repo cause it's simple but i have wanted to have easier diffs between machines and secrets management at times.
>Problem:
>
>New users must look for a plugin manager and figure out how to install it.
> - Nvim documentation should be able to give a one-liner to install (non-builtin) plugin managers and plugins.
>
> Lack of a declarative way to specify plugins.
> - Lets Nvim reason about dependency ordering / transitivity.
> - Lets crawlers build a package index.
> - [packspec](https://github.com/neovim/packspec) adds potential to leverage NPM tooling (and possibly infrastructure).
> Arch Wiki is a high value target for scraping so they'll just solve the anubis challenge once a week. It's not going to stop them.
The goal of Anubis isn't to stop them from scraping entirely, but rather to slow down aggressive scraping (e.g. sites with lots of pages being scraped every 6 hours[1]) so that the scraping doesn't impact the backend nearly as much
They also likely have another half-life game in the works, as mentions of half-life-esque things have popped up around their codebase (as published through updates of their existing source 2 games):
If you commit to playing the gacha for an extended period of time, the system of:
- daily rewards that encourages you to play for a couple minutes each day to get enough currency to get good characters from the gacha
- newer characters being better than older ones (in visual design appeal and/or power-level)
- harder end-game content requiring better rosters of characters (or more grind)
- sales on the premium currency used to pull
- the ol' sunk-cost fallacy
all combine to encourage players to spend money over time
In this regard, the game in the post obviously does not have the scope of a game that actually costs money, and doesn't have the goal of getting you to spend money, but it does cover the grind and gacha part of pulling for different rarity characters and such.