Loki
4.3K posts

Loki
@codeHusky
dev, do a lot of minecraft junk. workin on the next big chat app check'et out: https://t.co/51PpQlqwCM
codehusky.com Katılım Temmuz 2018
256 Takip Edilen4.2K Takipçiler
Sabitlenmiş Tweet

@MacRumors Thats not rugt decision from apple it maybe harm and security reason it will also impliment fake idis many things they should have to add only varified items
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Loki retweetledi

If you’re a creator looking for free music to use in streams/videos/etc, GO CHECK OUT WORMTUNES!
They have some REALLY amazing stuff on their youtube channel. You will not be disappointed.
(please make sure to credit them if you use anything!)
WormTunes@wormtune
Welcome to WormTunes!
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Loki retweetledi

using the doohickey corporation format to slander a tech company is genuinely elite
Loki@codeHusky
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@codeHusky There's a good chance the person who made this had a real shitty experience with a ASUS component(or god forbid one of their awful laptops),and made this out of spite, and im all for it lol
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@cayestin i wouldnt buy asus, razer, or msi. other than that it's hit or miss. check reviews from people like @JarrodsTech
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@codeHusky I was wishing to get one of their gaming laptops but this video genuinely made me more anxious are their laptops really that bad or should i just get a lenovo
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@JayanthSanku01 @onlineinsane why do u want to see someone die..? wtf..
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@onlineinsane Why is this video 15 seconds and she banged her head ??
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@Isopod_gaming1 legions have been decent recently but ideapad/yoga/"lenovo" sub brand models are hot garbage lol
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@codeHusky This has that level of targeted anger that that "lenovo when they make a piece of shit that doesn't work" also has
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@Superpacman256 @ashyams_ ideapads are just really terrible for no reason. thinkpad line is still decent enough but with the prices id just buy a framework 13 pro or something loll
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@ashyams_ @codeHusky No legit. Their Ideapads are so bad that it’s made me skeptical about modern thinkpads
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@codeHusky this but the hp version
-shit hinges
-terrible cooling
-shit hinges
-shit hinges
-dear god its all hinge problems
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@Moonlighhy No, she thinks it's an egg and she wants to break it open to EAT IT.
THINK before you post.
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Buy a Tesla and dont have to deal with all this stupid shit.
Havent been to a gas station in 4 years.
Havent been to a stupid ass "auto repair shop" in 4 years.
Havent been to a auto parts store in 4 years.
Havent been to a smog station in 4 years.
Plug my car in when i get home and in morning drive away with 325 miles of range.
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@FrameworkPuter Nope.
You've gotta be pretty small to think trolling is good PR. 🙄
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@Simon_Hypixel Also, the secondary issue you create by not having any mechanisms for something like this is that it incentivizes everyone to run paid experiences on servers. This reduces user ownership and can make people effectively lose money if the server closes.
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@Simon_Hypixel The core problem is that charging for "features" rather than an "experience" is why paid mods typically don't work. Paying for just fishing is dumb, but paying for a well-maintained, complete experience like the game Webfishing built on top of Hytale like an engine isn't.
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I want to talk about the in-game mod browser and monetization, but first: this is not a final answer or a locked policy! I'm brainstorming with the community because this is one of those decisions that can shape the game's future, and I want feedback before we commit to the exact model.
I've had people in DMs tell me Hytale needs paid mods, because modders put real work into their creations and should be able to earn from them. I've also had people tell me paid mods would destroy the ecosystem, because the mod browser would stop feeling like a place to explore and start feeling like a store.
Both sides have a point, and I don't think you have to pick one or the other. The model I keep coming back to is a hybrid that hasn't really been tried before: protect the player experience in-game while giving creators strong ways to earn player support.
Important note: none of these changes the EULA. This is not about taking away what modders can do outside the game. It's about what we choose to show and promote inside the in-game mod browser.
Here's my thinking: I want players to open the mod browser and feel like they're walking into a community library of cool things to try, not a shopping mall.
That doesn't mean I think modders shouldn't make money. Quite the opposite. I bring years of experience in modding and monetization, and I know the scene has evolved a lot. Creators put serious time into their work, and great modders should be able to build an audience, earn support, and make a living from what they create.
But there is a real cost when the first thing players see in a mod browser is price tags everywhere.
Mods are most magical when trying them is easy. You see something weird, useful, funny, beautiful, or ambitious, and you install it because there's no friction. That sense of discovery matters a lot to me.
There's also a deeper problem with paid mods that people don't talk about enough: the incentive structure between the game developer and the modder.
Imagine a creator makes an amazing fishing mod and sells it for $5. It gets huge. Later, the game team decides that fishing should be part of the base game. Suddenly, there's tension where there shouldn't be any. The creator feels like the game is stepping on their work, and if the studio is taking a cut from mod sales, it now has a financial incentive to leave feature gaps rather than fill them. Why add fishing to the base game if you're making money from someone else's fishing mod?
I really don't want that relationship. Our goal is to make a great game, give creators powerful tools, and let the whole ecosystem grow around that, not to leave holes for modders to fill and monetize.
So the direction is: mods in the in-game browser are free to install. No price tags in the browsing experience. No paywall as the default relationship between player and modder.
But creator support should be real.
We will give players ways to support their favorite creators, make creator profiles matter, highlight great work, and offer Hytale-side rewards for supporting modders: badges, titles, cosmetics, and so on. For example, if a player supports several creators, they get a special reward from us, not because they bought a mod, but because they supported the people building the ecosystem.
Longer term, there's room for something closer to an in-game Patreon-style system: support a creator, get early access to experimental builds or extra creator updates, while the mod itself stays free to browse and try. That part needs careful design, and I don't want to overpromise the exact shape today.
The principle is what matters: support should be pull, not push. Players should feel invited to support creators they love, not pressured every time they browse.
We make money when people buy the game and through optional cosmetics. That gives us a cleaner incentive structure: make Hytale better, invest in player experience, and help creators earn because players genuinely value their work.
BTW, if we ever handle creator payments directly, the only reason to take a cut would be to cover transaction and operational costs. We're not designing this around taking a percentage from modders.
This is not the obvious business-maximizing route. I know that. But I think it's the right one for players. I believe that if we are players first, we will do great in the long term.
I'd rather have a modding ecosystem that feels open, generous, creative, and alive than one where every cool idea immediately becomes another checkout screen. I believe we can help modders make great money while giving players a much better experience than a storefront-first model!
It will take time to get right, and some details will change as we build it. We'll share more as the mod browser takes shape, and I genuinely want to hear what players and modders think about this direction.
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@FrameworkPuter Say whatever you want but your prices are so high that it would be cheaper to buy non upgradable laptops than to buy your laptops and upgrade them.
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Loki retweetledi

I just tested this with my digital copy of RE Requiem that I purchased on April 10th, on PS5 Pro with cmos battery removed and disconnected from the internet and it still works. It seems like this persons finding is correct that it switches to a permanent license after two weeks



AWMonopolyMan@AWMonopolyMan
@egycnq And apparently, after 14-16 days (as in, once a refund period is up), then they silently switch your license to a permanent one
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