You mean GalCiv2 "additional online content" in order to download patches and be recorded on the global listings. You can play as much as you want without cracking anything, and well... you can get patches as easy as you can d/l the whole game from P2P.
Sony's Blu-Ray DRM is region free in a sense you can play BDs from all around the world, but possibly only on your drive...... again, can be flashed and removed.
It all depends on what really is fun. Maybe a different take on the mmorpg world can prove to be funner? The following is wishful thinking, nothing that really exists........... What about a game where being a non-fighter can prove not only profitable but also fun? For example, to craft a sword you couldn't just put 3 pieces of iron + 1000 gold and click "create", but you'd have a mini-game of doing things in different way that can produce different kinds of items with differing qualities. You'd work a long time to make something worth buying. But since it takes so long, people will be urged to pay the price. These warriors would gain their money from battles and create profit for smiths and weavers.
In such a way, people will actually "live" in a town and gain respect, wealth and generally enjoy their lives without having to kill anything. If then they decide: "I'm up for a journey!", then they'll go to the local inn, hear rumors about special events and gather a party for the trip.
With enough randomness and good-will, this can be achieved.
You slay the great dragon and get the UNIQUE item it was guarding. Unique as in a single instance in the whole world, created by a sophisticated random generator. Your name will then travel across the land.....
I agree permadeath is bad, but with enough balancing factors it should not be easy to be a killer... but with being a legend comes a price. If you add permadeaths, or near deaths resulting in lost items, there must be balancing factors, like making "levelling" easier. I disagree about the whole need of levels anyways tho. It should all be smooth specializations and "attributes"... while working out for one attribute/skill, the others slowly degrade but having the norm of your current qualities slowly increase or increase to a cap with maybe rare "quest items" that can raise the cap.
I think of a complex tree of skills that starts of with a root and a few leaves (sub-skills). When you do stuff, certain sub-skills get stronger until eventually that leave has it's own sub-skills. Maybe even having it as a DAG, with certain skills requiring proficiency in multiple skills. As you work on the sub-skill, the whole route from the root to the skill gets better, to a point. There should not be hard limits, like "you need 50 str to lift this axe", but rather at start you can hardly lift it and use it slowly, but as you get stronger, you move it more swiftly etc etc, until eventually you might even hurl it at your enemies.
All this is in an ideal world without exploits, cheats and stupid people. And don't think that's impossible. A game requiring a closed test session with a mentor (i.e a vet helping you out) and possibly invite only, might prove a to way a better gaming experience, though such a thing WILL be highly critized and open to furhter exploitation.
Dark&Light is supposed to somewhat reduce the grind by having a large "social" aspect to the game (a hierarchy of command) and by very scarce respawning. The idea is the world is huge (we're talking 400x400km of land+oceans) and the flora and fauna grows and travels proceduraly, striving to keep the balance. For example if the sheep in some area ate all the grass, they will travel to find more grass or starve to death. If you kill those sheep, they don't just respawn after a minute. Doing recon and hunting the monsters then becomes much more interesting and much less grindy.
About the "2D arcade shooters", they are very much alive in Japan.
Gold farming isn't fun for a very good reason, you're not supposed to do it! However, there is obviously an incentive to do it, which is to buy the best items and upgrade them to be stronger........ and then what? you "finish" the game? You did all that just to be the strongest and finish the game, but the game goes on... Did you enjoy the journey of levelling up all that way? You did? Great, then your money was well spent. If you're bored, go do something else. You didn't? Then why did you even play? Learn your lesson.
There's nothing to "finish". There's no sense of accomplishment... everyone did it and the world goes on. It's not like a single player game where you "save the world" etc. You are not a hero... you are just another person. If you enjoy being just another person interacting with this fantasy world then it's great. But consider you're paying 10$/mo for a glorified chat program with pretty graphics and a not-too-great and quite repetitive mini game.
Friends of mine kept playing some free MMORPG for years, even though they all agreed it's all repetitive grind and the game itself isn't even fun. They did it to chat with their friends online and sometimes enjoying fighting a new monster or finding a rare drop.
It can be nice of some game makes stuff you do actually affect the world in some way. For example actually declaring war against another faction and take over their lands for resources, dropping taxes, having player controlled guards collecting this tax... then the enslaved populace revolting and overthrowing the leadership........... But then again, reaching this level will have the real life problems of elections, resource management, corruption, justice..... where a wrong desicion can throw the country to a state of chaos.
Well, this turned into a salad of unresolved ideas......
GuildWars? Level is capped at 20 and quite easy to get. The bonuses of higher quality equips are pretty minor, but can give an edge. Wearables are customized for a character and untransferrable. The only thing you can really gain is new skills/spells which are well balanced between themselves. i.e it's possible you'd do the endgame missions and PvP with skills you gained early on. The only stronger spells are "elites" which aren't that hard to get and you can only have one in your skill set at each time. The skill set is 8 skills you choose while in town from the ones you've aquired.
...that the NEW anti-piracy system will not be Starforce. It doesn't mean it won't be copy protected or that the new system will be any less malicious than Starforce.
Something in me hopes the system will also be bad and eventually Ubi will announce that copy protection is impossible, finally acknowledging what we all knew for ages.
Probably no one will ever read this post this late, but i'll still post it.
This turned out to be a long post, with several sections.
---
I would like to know what are the full capabilities of the revmote, as certain features can indeed deem a revolution.
How does it work? Does it depend in any way on the screen or only on the sensors? Probably only on the sensors. Does it allow actual positioning or just a distance from the sensor? Hopefully full positioning.
If full positioning, it's probably done in one of the following ways: 3 transmitters on the "sensor", 2 receivers on the remote, then using DOA or DTOA. 3 transmitters on the "sensor", 1 receiver on the remote + a gyro for direction. 2 transmitters on the remote, 3 on the sensor. 1 transmitter + a gyro on the remote, 3 receivers on the sensor.
---
The way it seems to work in Red Steel, is that it doesn't depend on position (except for the "push stuff to make cover") but only on direction. And by direction, it makes the control akin to more free analog stick -> as long as the direction doesn't change much and it's independant of the screen, it can be done with an analog stick! With mouse look, you have direct control of the direction, so it only makes sense you always aim to where you look. If you make the analog stick move your aim on the SCREEN and have the camera follow you after a certain delay / distance threshold, then it's just like with the revmote!! Console FPS makers, TAKE NOTE OF THIS!!!!!!!!!!!!!!!!!!!!
Now, if the revmote has actual positioning, you can make the world behind the TV screen feel like an extention of the real world. This can be done by calibrating the control for your TV screen. Think of a calibration screen that asks you to position your revmote at the TV corners. Think of the TV screen as window... If for example you program it so that the revmote "shoots a beam", then pointing it at the screen in different ways will actually look it's a "window".
Now, lets take it a step forward. Take two controllers and attach one to the top of your head and wear a VR helmet. You control where you look with head movements, whether 360 degrees absolute angle or differential rotation depending on angle from center. And aim using the other controller. Since controller is physically behind the screen, you see its representation in the game world. Movement is still controller with the nunchaku, which makes sense since domain is infinite while the controlling must be finite.
---
About this control issue: Actions: Running - Unlimited and doesn't require top precision. Vision - Spherically limited, requires precision. Jumping/Crouching - Limited, generally boolean.
Control schemes: Button - Boolean. Analog button - Range value, low precision. Mouse - Generally unlimited by picking up and moving, high precision, retains position. Analog stick - Limited, medium precision, self centering.
Modifiers: Integral function / Differential movement - translates an absolute position to a difference, for example: position->speed->acceleration. Loses precision. Delayed function - Local movement followed by a delayed change of the axes.
For unlimited movement, a button is ok (WASD, D-Pad), but an analog stick is better, using differential movement. A mouse is bad since it requires constant motion, can be ok with differential, but only for rare cases.
For vision / limited movement, a button is bad since it's only good with differential movement, killing precision (for example old FPSes). Analog stick is not much better with differential movement as seen in console FPSes, it is good with 2D games where direction can be absolutely controlled, tho self-centering may prove a problem. A delayed action can prove useful. A mouse is best for this, high precision and position retaining (examples: mouselook for FPS, mouse cursor).
Now how does the revmote fare? It can be used as an analog stick and work as w
Exactly! And we have an excellent example too: Doom3. The first dooms were great, but Doom3 was just not very fun. Hell, after finishing D3, I fired up jDoom (opengl engine for the original doom) and played coop with a friend. Guess what? It was a lot funner!
In the article about the game they stated it's more than just shooting. You will also have melee weapons like swords -> there's your "lightsaber academy". Also, some cute features like pushing a table over using the controller to create cover... or using the controller to throw a grenade, signal others (nodding yes/no) and such.
Even though the basics are overused, the new control scheme can give it a level of immersion never seen before and being an excellent tech demo for innovation in the tired world of FPSs.
Well... To help me remember the buttons on the PS controller I used this scheme:
Top button -> triangle pointing up The button near the round part of the controller -> circle The button near the rectangular/straight part -> square The last one, near the angle -> x:)
Surely I would still mistake time and time again... but it's better than nothing.
The controller would probably break first. One piece of information was missed. This controller, like N's previous ones, is made out of Nintanium. It's like titanium but a bit harder. It won't break:)
Sure, there are 9 endings, but that's pretty much all it matters. You can choose to do or not do the side quests and choose when to go fight the final boss, or you can choose not to accept NPC "x" into your party. You don't have choises that will greatly change the game's outcome. You don't have stuff like joining a faction which will indeed unroll a vastly different chain of events. Also you can't just stroll off and ignore the main story line and still get a lot of new content.
Not to say it's not a fabulous game which I really like.
I've randomly stumbled into info about a game in production which sounds close to what you describe. It's called Hellgate: London. It's pretty much a diablo-like FPS set in a demon filled london. It has levels and equipment, but the controls are like FPSes. Also the levels, monster placement and items are randomly generated (like Diablo). The weapons include guns and melee weapons, which can then be upgraded with items. Also there are stats and skill trees.
Dunno about the plot or anything more tho it seems pretty interesting.
Graphics ARE important, but number crunching doesn't good graphics make! I'd take stylish 90's graphics over plain 06's graphics. Can you really say Super Metroid looks bad? Could you say the same about Chrono Trigger? The graphics are well outdated but the games look good, at least in my eyes! You could say that's because it's 2D. But even in early 3D, for example Zelda:Ocarina Of Time imho looks good, even with its very low specs.
Or even a much more extreme example, take a book. The "graphics" are simply text, yet inside your head grows a complex and beautiful scene.
Sure I won't mind better graphics in technical terms, but that won't necessarily make a better game (examples: Far Cry, Doom3).
Did you know that just as all other Nintendo consoles, the Virtual Boy was financially profitable? Moreover, just about anyone I heard that had one really loved it. So please stop the hatin'!
Nintendo also didn't plan online networking for the GC and were kinda left out. They then saw it was successful and added it to the DS and the Revo.
If HD turns out to be worth it, which it probably will, Nintendo will add it to their new console. At that time, the price point will be much lower and they will still make profit!
It's still a bit annoying that people link the GC to "kiddy gaming". Sure the GC has Mario and Zelda and such, but I can't call Metroid Prime kiddy, nor can I say the same about RE4, Eternal Darkness, Ikaruga or Killer7. The fact the system has many games kids like AND the parents don't mind their children playing, doesn't mean an adult can't enjoy the system. Not to say an adult can't enjoy the "kiddy" games.
More so on the Rev with the "fun for the whole family stick". I'm waiting for the news feature saying it's the next big thing for old people due to its simplicity.
If you stare too long into the abyss, the abyss will stare back at you. Even though, I still prefer to dig deeper. I prefer to know the darkest parts of humanity instead of blatantly ignoring them. Knowing how low something can be, you can much better appreciate what you have. Yes, i've become partly insensitive to many of the things in life, but doesn't mean I will act as such myself. I hate many things, which when presented in jest can be truly funny. And what about people that fucking drop themselves to low bottom and then take pictures? It's in their control and they chose to publicize it. It's not a surprise people will make fun of them.
Don't forget/b/ is only a small part of the site. Other boards are generally clean.
I might be completely off the truth here, but supercritical water is something one can quite easily create at home. Take a very clean glass and fill it with water. Then put it into the microwave oven and heat it for a while. If everything done right, the water will not boil visibly and will look calm. Touch it with anything (NOT YOUR FINGER) and it will burst out into very hot steam.
On the other exteremity, you have materials that you cool and stay liquid until you disrupt them, causing them to crystalize and freeze. Water can do that, again in a very clean and stable environment. Also some liquid "heating" pads which have a freeze point above room temperature but stay liquid when cooled slowly. Then, using a small metal inside it, it will crystalize and "freeze" to the higher temperature.
No way. Don't forget the Mickey Mouse rule. In general it says: "When Mickey Mouse is about to go into public domain, extend the copyright duration by X years" By this logic, nothing which is currently copyrighted will ever go into public domain.
You mean GalCiv2 "additional online content" in order to download patches and be recorded on the global listings.
You can play as much as you want without cracking anything, and well... you can get patches as easy as you can d/l the whole game from P2P.
Sony's Blu-Ray DRM is region free in a sense you can play BDs from all around the world, but possibly only on your drive...... again, can be flashed and removed.
It all depends on what really is fun.
Maybe a different take on the mmorpg world can prove to be funner?
The following is wishful thinking, nothing that really exists...........
What about a game where being a non-fighter can prove not only profitable but also fun?
For example, to craft a sword you couldn't just put 3 pieces of iron + 1000 gold and click "create", but you'd have a mini-game of doing things in different way that can produce different kinds of items with differing qualities. You'd work a long time to make something worth buying. But since it takes so long, people will be urged to pay the price. These warriors would gain their money from battles and create profit for smiths and weavers.
In such a way, people will actually "live" in a town and gain respect, wealth and generally enjoy their lives without having to kill anything. If then they decide: "I'm up for a journey!", then they'll go to the local inn, hear rumors about special events and gather a party for the trip.
With enough randomness and good-will, this can be achieved.
You slay the great dragon and get the UNIQUE item it was guarding. Unique as in a single instance in the whole world, created by a sophisticated random generator. Your name will then travel across the land.....
I agree permadeath is bad, but with enough balancing factors it should not be easy to be a killer... but with being a legend comes a price. If you add permadeaths, or near deaths resulting in lost items, there must be balancing factors, like making "levelling" easier.
I disagree about the whole need of levels anyways tho. It should all be smooth specializations and "attributes"... while working out for one attribute/skill, the others slowly degrade but having the norm of your current qualities slowly increase or increase to a cap with maybe rare "quest items" that can raise the cap.
I think of a complex tree of skills that starts of with a root and a few leaves (sub-skills). When you do stuff, certain sub-skills get stronger until eventually that leave has it's own sub-skills. Maybe even having it as a DAG, with certain skills requiring proficiency in multiple skills.
As you work on the sub-skill, the whole route from the root to the skill gets better, to a point.
There should not be hard limits, like "you need 50 str to lift this axe", but rather at start you can hardly lift it and use it slowly, but as you get stronger, you move it more swiftly etc etc, until eventually you might even hurl it at your enemies.
All this is in an ideal world without exploits, cheats and stupid people. And don't think that's impossible. A game requiring a closed test session with a mentor (i.e a vet helping you out) and possibly invite only, might prove a to way a better gaming experience, though such a thing WILL be highly critized and open to furhter exploitation.
Rom sizes (from what I have):
GoldenEye 007 - 12mb
Perfect Dark - 32mb
Turok 2 - 32mb
LoZ:Ocarina Of Time - 32mb
LoZ:Majora's Mask - 32mb
And there's a hell lot of content for that compact size.
Dark&Light is supposed to somewhat reduce the grind by having a large "social" aspect to the game (a hierarchy of command) and by very scarce respawning.
The idea is the world is huge (we're talking 400x400km of land+oceans) and the flora and fauna grows and travels proceduraly, striving to keep the balance. For example if the sheep in some area ate all the grass, they will travel to find more grass or starve to death. If you kill those sheep, they don't just respawn after a minute.
Doing recon and hunting the monsters then becomes much more interesting and much less grindy.
About the "2D arcade shooters", they are very much alive in Japan.
Gold farming isn't fun for a very good reason, you're not supposed to do it!
However, there is obviously an incentive to do it, which is to buy the best items and upgrade them to be stronger........ and then what? you "finish" the game?
You did all that just to be the strongest and finish the game, but the game goes on...
Did you enjoy the journey of levelling up all that way?
You did? Great, then your money was well spent. If you're bored, go do something else.
You didn't? Then why did you even play? Learn your lesson.
There's nothing to "finish". There's no sense of accomplishment... everyone did it and the world goes on. It's not like a single player game where you "save the world" etc. You are not a hero... you are just another person.
If you enjoy being just another person interacting with this fantasy world then it's great. But consider you're paying 10$/mo for a glorified chat program with pretty graphics and a not-too-great and quite repetitive mini game.
Friends of mine kept playing some free MMORPG for years, even though they all agreed it's all repetitive grind and the game itself isn't even fun. They did it to chat with their friends online and sometimes enjoying fighting a new monster or finding a rare drop.
It can be nice of some game makes stuff you do actually affect the world in some way. For example actually declaring war against another faction and take over their lands for resources, dropping taxes, having player controlled guards collecting this tax... then the enslaved populace revolting and overthrowing the leadership...........
But then again, reaching this level will have the real life problems of elections, resource management, corruption, justice..... where a wrong desicion can throw the country to a state of chaos.
Well, this turned into a salad of unresolved ideas......
GuildWars?
Level is capped at 20 and quite easy to get.
The bonuses of higher quality equips are pretty minor, but can give an edge.
Wearables are customized for a character and untransferrable.
The only thing you can really gain is new skills/spells which are well balanced between themselves. i.e it's possible you'd do the endgame missions and PvP with skills you gained early on.
The only stronger spells are "elites" which aren't that hard to get and you can only have one in your skill set at each time.
The skill set is 8 skills you choose while in town from the ones you've aquired.
...that the NEW anti-piracy system will not be Starforce. It doesn't mean it won't be copy protected or that the new system will be any less malicious than Starforce.
Something in me hopes the system will also be bad and eventually Ubi will announce that copy protection is impossible, finally acknowledging what we all knew for ages.
Probably no one will ever read this post this late, but i'll still post it.
This turned out to be a long post, with several sections.
---
I would like to know what are the full capabilities of the revmote, as certain features can indeed deem a revolution.
How does it work?
Does it depend in any way on the screen or only on the sensors? Probably only on the sensors.
Does it allow actual positioning or just a distance from the sensor? Hopefully full positioning.
If full positioning, it's probably done in one of the following ways:
3 transmitters on the "sensor", 2 receivers on the remote, then using DOA or DTOA.
3 transmitters on the "sensor", 1 receiver on the remote + a gyro for direction.
2 transmitters on the remote, 3 on the sensor.
1 transmitter + a gyro on the remote, 3 receivers on the sensor.
---
The way it seems to work in Red Steel, is that it doesn't depend on position (except for the "push stuff to make cover") but only on direction. And by direction, it makes the control akin to more free analog stick -> as long as the direction doesn't change much and it's independant of the screen, it can be done with an analog stick!
With mouse look, you have direct control of the direction, so it only makes sense you always aim to where you look. If you make the analog stick move your aim on the SCREEN and have the camera follow you after a certain delay / distance threshold, then it's just like with the revmote!!
Console FPS makers, TAKE NOTE OF THIS!!!!!!!!!!!!!!!!!!!!
Now, if the revmote has actual positioning, you can make the world behind the TV screen feel like an extention of the real world. This can be done by calibrating the control for your TV screen. Think of a calibration screen that asks you to position your revmote at the TV corners.
Think of the TV screen as window... If for example you program it so that the revmote "shoots a beam", then pointing it at the screen in different ways will actually look it's a "window".
Now, lets take it a step forward. Take two controllers and attach one to the top of your head and wear a VR helmet. You control where you look with head movements, whether 360 degrees absolute angle or differential rotation depending on angle from center. And aim using the other controller. Since controller is physically behind the screen, you see its representation in the game world.
Movement is still controller with the nunchaku, which makes sense since domain is infinite while the controlling must be finite.
---
About this control issue:
Actions:
Running - Unlimited and doesn't require top precision.
Vision - Spherically limited, requires precision.
Jumping/Crouching - Limited, generally boolean.
Control schemes:
Button - Boolean.
Analog button - Range value, low precision.
Mouse - Generally unlimited by picking up and moving, high precision, retains position.
Analog stick - Limited, medium precision, self centering.
Modifiers:
Integral function / Differential movement - translates an absolute position to a difference, for example: position->speed->acceleration. Loses precision.
Delayed function - Local movement followed by a delayed change of the axes.
For unlimited movement, a button is ok (WASD, D-Pad), but an analog stick is better, using differential movement. A mouse is bad since it requires constant motion, can be ok with differential, but only for rare cases.
For vision / limited movement, a button is bad since it's only good with differential movement, killing precision (for example old FPSes). Analog stick is not much better with differential movement as seen in console FPSes, it is good with 2D games where direction can be absolutely controlled, tho self-centering may prove a problem. A delayed action can prove useful. A mouse is best for this, high precision and position retaining (examples: mouselook for FPS, mouse cursor).
Now how does the revmote fare? It can be used as an analog stick and work as w
Exactly!
And we have an excellent example too: Doom3.
The first dooms were great, but Doom3 was just not very fun.
Hell, after finishing D3, I fired up jDoom (opengl engine for the original doom) and played coop with a friend. Guess what? It was a lot funner!
In the article about the game they stated it's more than just shooting. You will also have melee weapons like swords -> there's your "lightsaber academy".
Also, some cute features like pushing a table over using the controller to create cover... or using the controller to throw a grenade, signal others (nodding yes/no) and such.
Even though the basics are overused, the new control scheme can give it a level of immersion never seen before and being an excellent tech demo for innovation in the tired world of FPSs.
Well... To help me remember the buttons on the PS controller I used this scheme:
:)
Top button -> triangle pointing up
The button near the round part of the controller -> circle
The button near the rectangular/straight part -> square
The last one, near the angle -> x
Surely I would still mistake time and time again... but it's better than nothing.
The controller would probably break first. :)
One piece of information was missed. This controller, like N's previous ones, is made out of Nintanium. It's like titanium but a bit harder. It won't break
no text.
Didn't you mean those things wouldn't know majesty if it came up and burninated their face? It's the mighty trogdor we are talking about it!
Sure, there are 9 endings, but that's pretty much all it matters.
You can choose to do or not do the side quests and choose when to go fight the final boss, or you can choose not to accept NPC "x" into your party.
You don't have choises that will greatly change the game's outcome. You don't have stuff like joining a faction which will indeed unroll a vastly different chain of events.
Also you can't just stroll off and ignore the main story line and still get a lot of new content.
Not to say it's not a fabulous game which I really like.
I've randomly stumbled into info about a game in production which sounds close to what you describe. It's called Hellgate: London.
It's pretty much a diablo-like FPS set in a demon filled london. It has levels and equipment, but the controls are like FPSes. Also the levels, monster placement and items are randomly generated (like Diablo). The weapons include guns and melee weapons, which can then be upgraded with items. Also there are stats and skill trees.
Dunno about the plot or anything more tho it seems pretty interesting.
Graphics ARE important, but number crunching doesn't good graphics make!
I'd take stylish 90's graphics over plain 06's graphics.
Can you really say Super Metroid looks bad? Could you say the same about Chrono Trigger?
The graphics are well outdated but the games look good, at least in my eyes!
You could say that's because it's 2D. But even in early 3D, for example Zelda:Ocarina Of Time imho looks good, even with its very low specs.
Or even a much more extreme example, take a book. The "graphics" are simply text, yet inside your head grows a complex and beautiful scene.
Sure I won't mind better graphics in technical terms, but that won't necessarily make a better game (examples: Far Cry, Doom3).
Did you know that just as all other Nintendo consoles, the Virtual Boy was financially profitable?
Moreover, just about anyone I heard that had one really loved it.
So please stop the hatin'!
Nintendo also didn't plan online networking for the GC and were kinda left out. They then saw it was successful and added it to the DS and the Revo.
If HD turns out to be worth it, which it probably will, Nintendo will add it to their new console. At that time, the price point will be much lower and they will still make profit!
It's still a bit annoying that people link the GC to "kiddy gaming".
Sure the GC has Mario and Zelda and such, but I can't call Metroid Prime kiddy, nor can I say the same about RE4, Eternal Darkness, Ikaruga or Killer7.
The fact the system has many games kids like AND the parents don't mind their children playing, doesn't mean an adult can't enjoy the system.
Not to say an adult can't enjoy the "kiddy" games.
More so on the Rev with the "fun for the whole family stick".
I'm waiting for the news feature saying it's the next big thing for old people due to its simplicity.
If you stare too long into the abyss, the abyss will stare back at you.
/b/ is only a small part of the site. Other boards are generally clean.
Even though, I still prefer to dig deeper. I prefer to know the darkest parts of humanity instead of blatantly ignoring them. Knowing how low something can be, you can much better appreciate what you have.
Yes, i've become partly insensitive to many of the things in life, but doesn't mean I will act as such myself.
I hate many things, which when presented in jest can be truly funny.
And what about people that fucking drop themselves to low bottom and then take pictures? It's in their control and they chose to publicize it. It's not a surprise people will make fun of them.
Don't forget
lol internet
As I said, I might have been far from the truth ;)
I might be completely off the truth here, but supercritical water is something one can quite easily create at home.
Take a very clean glass and fill it with water. Then put it into the microwave oven and heat it for a while. If everything done right, the water will not boil visibly and will look calm.
Touch it with anything (NOT YOUR FINGER) and it will burst out into very hot steam.
On the other exteremity, you have materials that you cool and stay liquid until you disrupt them, causing them to crystalize and freeze. Water can do that, again in a very clean and stable environment. Also some liquid "heating" pads which have a freeze point above room temperature but stay liquid when cooled slowly. Then, using a small metal inside it, it will crystalize and "freeze" to the higher temperature.
No way. Don't forget the Mickey Mouse rule.
In general it says: "When Mickey Mouse is about to go into public domain, extend the copyright duration by X years"
By this logic, nothing which is currently copyrighted will ever go into public domain.
About your signature, the original excerpt is "To be... to be or not to be" which translates to:
0x2B + (0x2B | ~ 0x2B) = 43 + (0xFFFF) = 43 + (-1) = 42
voila.