@DevinNash Do advertisers have clear ideas on what content they want to avoid association with or is it "we'll know it when we see it"? If advertisers keep moving the goalposts will this even be possible?
@Daramgar Competitive Kirby Air Ride is a delight. It's got the resource tracking of an RTS or MOBA, split second action of combat racing, and a sprinkle of party game random challenges.
@PirateSoftware@slugguwaifu As such, it's hard to justify building a playable demo in larger companies where every budget decision is closely monitored. It's a nice thing to do and very player-forward but, it's hard to justify to people in charge.
@PirateSoftware@slugguwaifu Extra Credits had a long-form piece on game demos a while ago (unfortunately removed from Youtube due to low viewership) about why games don't often have demos. Short answer is that mathematically demos increasing sales is the least probable outcome.
@shenetworks I use my pressure cooker exclusively as a slow cooker. I never need a roast in 45 minutes and slow cooking requires less effort.
And I say that as someone who worked with a pressure fryer in a fast food place for two years.
@ghirapurigears Chalice of Life // Chalice of Death from Dark Ascension. It's not really outright powerful or fancy but it holds a special place in my heart.
@wildstwawberry Fetch lands let you double-up on any weird tricks you were already planning around your lands (e.g. double landfall triggers), put extra cards in your graveyard for decks that want that, and more. They speed up a bunch of win conditions with minimal downside.
@SamitoFPS Support is a really stacked role so even a character as strong as Illari hardly stands out. I'm sure Support power will be shifted around when Juno launches though and if Illari is winning a lot of games they'll dial her down a bit.
@getwired Even if it's really bad with large scale Exchange environments and automated profiles, it probably still ends up as the best way to interact with Exchange. Between that and existing technical debt I suspect Microsoft isn't expecting a lot of people to move away from Outlook.
@YourOverwatchYT 6v6 Role Lock had 10 minute DPS queue times in Quickplay, during peak hours, in the highest density skill ranges. Studies show the average queue time before casual players churn away from a game is about 2 minutes. Only if your goal is to reduce player counts is 6v6 a good plan
@ghirapurigears Chalice of Life // Chalice of Death. It's not very useful on it's own but it's such a fun clock to put people on when it transforms, especially times when there's very little artifact hate in people's decks.
@plaverty9@mathew_dev Only if you can get into their circles. If you have $5000 to blow on a mid-to-low country club membership they frequent, odds are you aren't there to champion the plight of the working poor.
@shenetworks A friend of mine dealt with this exact situation. They skipped some of the standard retention steps. Sometimes providing quality customer service means tailoring each experience to each client.
That, and keeping a straight face.