The real poles are also divided, just how it’s meant to be.
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chromatic_aberration@discuss.tchncs.deto
DACH - Deutschsprachige Community für Deutschland, Österreich, Schweiz@feddit.org•Sorgen um Weihnachtsgeschäft wegen teurer Elektronik
35·6 days agoJa es ist eine Inflation aber Leute bitte denkt doch auch daran, dass ihr dadurch wirklich alle mehr verdient als vorher. Ihr dürft eure Vermögen nicht nur ansparen weil die Wirtschaft doch euren Konsum braucht. /s
chromatic_aberration@discuss.tchncs.detoMicroblog Memes@lemmy.world•Gilded goose evolutionary bloodline.English
21·10 days agoOk there are bad news. Your theory makes a lot of sense when we just evaluate input and output of a dragons den. The problem is that gold is atomically more stable (Au: B/A=7.936 MeV) than carbon (C: B/A=7.468 MeV). That means that you have to explain a huge amount of energy this process consumes. This is alongside the energy that the dragon uses to live and even wastes in the whole fire spitting situation.
chromatic_aberration@discuss.tchncs.deto
Comic Strips@lemmy.world•I'd be a zombie the following dayEnglish
842·11 days agoZombies get paid the same as good employees. Don’t sacrifice your life for your job. You have a job to support the live you want to live.
Pokémon is a good example. There is no item in the trash cans throughout the whole game (the originals). I and many others do check every trash can ever. And the reason is managing motivation. The game teaches you that there might be something of value and that is a heavy hitter on your dopamine. Directing the motivation towards disappointment is the essence of bad game design.
It is good design only if it’s good. The prevalence of Indy games in modern gaming culture has taught me that games should stick to what they do well. If exploration is a meaningful and engaging element it can be excellent. Most of the time in RPGs it’s a drag. And even if you don’t like it, the influence on the parts of the game that are good means you can’t skip it. In an RPG, collectables is something I never interact with because it’s boring. I am however getting every usable item there is even though I don’t enjoy doing so.
I would even argue that this practice of spreading items in lesser important places is often bad design. It motivates a player to do things that are not fun. Why should this be in the game?
As a bonus it is easier to balance a game when the amount of items does not vary that much.


The amount of logical errors and continuity errors plus the very simple structure and dialog makes me think that this was a childrens movie that doesn’t know the right amount of violence. For a children movie, one point is inexcusable in my eyes: It has no sense of morality. The only kind of morality is explained in the last 5 minutes and that is that you should knot grieve your loved ones forever. This would be ok if the move didn’t kill sooo many innocent people that are just left in the dirt.