are there a lot of new things to say about this after it was posted 4 days ago? https://kbin.run/m/programmer_humor@programming.dev/t/503264/I-Will-Fucking-Piledrive-You-if-You-mention-AI-Again#comments
are there a lot of new things to say about this after it was posted 4 days ago? https://kbin.run/m/programmer_humor@programming.dev/t/503264/I-Will-Fucking-Piledrive-You-if-You-mention-AI-Again#comments
Canada either did, or still does, have a law like this. Years ago back when getting chipped cards for satellites was a pretty big thing, a lot of people near the US border could get ones from the US that weren't available in Canada and get the chipped card or whatever it was. At one point the company made a request to the Canadian authorities to crack down on it, and the response was something to the effect of 'your product isn't available here, you don't have standing to ask us to do that'.
It's easier to define it as this:
If you commercially release something and region restrict it, people in any region where you don't also provide a legal way to purchase/use it should be free to get it however they want.
I don't think the age of the game is really relevant. If the game is active and you're making money on it, you support it.
Someone get on midjounrey and get us a potbelly mosquito.
Console prices aren't really relevant to Steam. Consoles always tend to run higher.
But there is always an excuse. Epic tried that. Companies complained.
Their sales used to give you a reusable $10 off coupon. That didn't change the amount the companies got when someone bought their game. It only changed how much they paid. When one of the Witcher games had that coupon applied to it, the developer got pissed off and changed the price of the game so that it was a cent or two below the threshold to activate the coupon, and then fans of the dev were excusing it claiming that they couldn't let the price be lower because it would 'devalue' the game.
if a game was $30 on Steam and $25 on Epic (as a regular price), or some other service, you'd undoubtedly hear the same rhetoric.
Epic's cut is 12% not 30%. They also waive the 5% royalty fee over $1 million for sales on the Epic Store if you use Unreal. Epic doesn't control the prices. Devs set the prices. They leave the price the same on Epic so that they can actually get a little more for each sale.
What the should do on a $60 game though is to set the price at like $56 on Epic, it would encourage people to save a couple bucks there, while still getting them more than steam after the cuts.
Only if they ever offered it at all. Kind of 'once you put it out there, it's out there'
I test all scripts as I generate them. I also generate them function by function and test. If I'm not getting the expected output it's easy to catch that. I'm not doing super complicated stuff, but for the few I've had to do, it's worked very well. Just because I don't remember perfect syntax because I use it a couple of times a year doesn't mean I won't catch bugs.
They lowered the cut for people who didn't need it. Massive publishers selling tons of games. Arguably indie games that only sell a few copies need a larger cut than EA on their latest blockbuster.
There isn't much in the way of scale here. Their bandwidth isn't monitored on a per game basis, and if that was a factor in the cost they'd be basing the cut on the size of your game. Some 1 gb indie game pays the same cut or larger than a 100gb mammoth from EA. Valve is also way more strict with that indie game in getting itself published than they are with the EA game as well.
https://store.steampowered.com/app/2830720/FreeInfantry/
Free Infantry. I wouldn't say I'm hooked, but it would be great if this really took off again. Was a great game back in the day. I've completely forgotten how to play it or do anything and mostly fumble around.
For the base game, which I think 30% is still more, I think it certainly makes sense. Because they're providing a complete solution.
For in-app purchases or unlock purchases, whether or not the purchase is in-app, the solution isn't complete, and not worth the 30% they charge on those transactions. It would be trivial for every transaction to have a custom field where you could store an array of what was purchased in in that purchase and have it returned when the transaction was checked. Boom, complete solution. Specifically for in-app purchases if they wanted to take 5% since all they're doing is the job of Stripe and nothing more, then I'd consider that fair.
It's not insinuating anything like that. It's stating a simple fact that they got 6 Billion dollars for basically zero effort and resources. All of the things you've described are to allow people to buy more games. They cement valve simply as a store front and platform but not a game developer.
This is the point as to why Half life and most other games were basically dropped. Valve made 6 billion in passive income while trying to build a game selling and delivery platform. Even the best game in the world isn't going to make that kind of income and it's likely to take more effort than what they've done already.
They do prevent you from linking to your own store within your Steam game though. Even though they don't provide a complete solution for things like microtransactions and DLC.
How it works on Steam:
For that Valve wants 30% of in-app/DLC purchases. At that point it's stripe and nothing more. Unlike standalone DLC Or expansions, these unlock purchases don't come with serving any additional content in the form of downloads.
If you make your own service to handle these transactions (with only a 3-4% transaction rate) Valve will prevent you from linking to it, or mentioning it anywhere on your page, forums or within the game itself. You need to direct players elsewhere and then mention it. Even for cross-platform games where having Steam maintain a transaction list for a portion of the users is just a needless additional layer.
This isn't anyone playing anything. This is a story about how people bought $19 billion worth of games and then never played them (which would suggest they likely never downloaded them either). Valve made over $6 billion and used no more resources than serving up the store page and the payment processing.
and this is why Valve is in no rush to pump out games like they used to. Why they have no real burning desire to continue half life. They made enough money to keep the lights on indefinitely by doing no more than simply letting an automatic process run that any first year web developer could set up.
Because until we see it, unedited, we don't really know the truth of what occurred.
Good to see people would rather be ignorant and make assumptions than understand what actually happened in an incident.
and valve got 30% of that.. for basically doing nothing more than hosting a store page. If you're wondering why we don't have Half-life 10 by now.
Gen AI is best used with languages that you don't use that much. I might need a python script once a year or once every 6 months. Yeah I learned it ages ago, but don't have much need to keep up on it. Still remember all the concepts so I can take the time to describe to the AI what I need step by step and verify each iteration. This way if it does make a mistake at some point that it can't get itself out of, you've at least got a script complete to that point.