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Recensione Zenfone 11 Ultra: il flagship ASUS ritorna a essere un 'padellone'
Recensione Zenfone 11 Ultra: il flagship ASUS ritorna a essere un 'padellone'
Zenfone 11 Ultra ha tantissime qualità interessanti, fra cui potenza da vendere, un display di primissimo livello, un comparto audio potente e prestazioni di connettività fra le migliori della categoria. Manca però dell'esclusività del predecessore, che in un settore composto da "padelloni" si distingueva per le sue dimensioni compatte. Abbiamo provato il nuovo flagship ASUS, e in questa recensione vi raccontiamo com'è andata.
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Abbiamo partecipato ad Appian World 2024, evento dedicato a partner e clienti che si è svolto recentemente nei pressi di Washington DC, vicino alla sede storica dell’azienda. Nel festeggiare il 25mo anniversario, Appian ha annunciato diverse novità in ambito intelligenza artificiale
Lenovo ThinkVision 3D 27, la steroscopia senza occhialini
Lenovo ThinkVision 3D 27, la steroscopia senza occhialini
Primo contatto con il monitor Lenovo ThinkVision 3D 27 che grazie a particolari accorgimenti tecnici riesce a ricreare l'illusione della spazialità tridimensionale senza che sia necessario utilizzare occhialini
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Old 31-05-2013, 17:31   #21
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seguo con molto interesse
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Old 31-05-2013, 17:57   #22
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Originariamente inviato da Donbabbeo Guarda i messaggi
Mi linkeresti l'annuncio dei cambiamenti appena puoi? Non l'ho trovato e sono curioso di sapere il commento ufficiale.

Per quanto riguarda l'interfaccia, secondo me hanno fatto un'ottimo lavoro alla inXile per Wasteland 2: suddivisa in moduli, si può ancorare su ogni bordo, ogni modulo esiste in versione grande (con le cagate estetiche tipo ingranaggi et similia tipo le statuette qua) ed in versione mini (dove fa vedere solo quello che serve senza tanti orpelli grafici).
Non ho più sottomano il link, copio/incollo da una ltro forum quindi:

Quote:
hanks for the feedback, everyone, divergent though it may be. Here are some things we are going to continue to look into:

* Better use of space overall. Not all of the decorative elements need to be there. We would like to have more room for the ability icons in particular.
* Re-working and re-positioning of the player menu (inventory, etc.).
* Possibly vertically orienting the character portraits and ability icons on one side of the screen. The combat log pretty much has to be horizontally-oriented, but other than scrolling through it, that's a non-interactive element of the UI.

I have to say I think it's strange that people are requesting UI layouts with character portraits far away from action icons, floating wireframe UIs, and similar features. While it's true that BG1 and IWD1 used wrap-around UIs, that was because 640x480 base resolutions didn't allow us to fit all of the elements along one edge of the screen. As soon as we went to 800x600 in IWD2, we immediately went to a consolidated UI layout that made mouse movement much more efficient. I understand that a lot of people use hotkeys and we certainly plan to support that, but GUIs need to be functional for people who use them. Putting abilities 75%+ of the screen width away from the character portraits is really inefficient.

While I certainly think the idea of a bone and obsidian UI could be really cool looking, it would also be very stark and high-contrast. I think it would wind up dominating the screen, regardless of the environment. Our outdoor environments, especially, will fall more in the BG and BG2 spectrum of colors, which is why we went with more subdued natural tones and copper accents. We can certainly look at alternatives, but I wanted to give feedback on that particular idea.
Nel thread ufficiale s'è visto e letto di ogni
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Old 05-06-2013, 08:28   #23
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Nuovo update del progetto

http://forums.obsidian.net/topic/638...-slice-update/
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Old 05-06-2013, 09:53   #24
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Scusa Darkless non avevo visto il tuo reply.

Comunque sia nell'update dicono che stanno riadattando la UI seguendo i consigli degli user (speramo bene ) e quando avranno qualcosa di guardabile lo riposteranno.
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Old 19-06-2013, 09:42   #25
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Update by Josh Sawyer, Project Director
http://www.youtube.com/watch?v=tgvxu8QY01s

Today, we'd like to talk to you about one of our more recently-implemented classes in Project Eternity: the paladin. The paladin has been a staple of fantasy RPGs for decades and it was one of our most quickly-funded stretch goals during the Kickstarter campaign. As one of several melee-oriented classes on our roster, paladins presented some unique challenges for us and we'd like to share their development process with you.

Paladins have a strong tradition in FRPGs. While the class represents different things to different players, it often conjures images of legendary European figures like the Twelve Peers of Charlemagne, El Cid, and the Knights of the Round Table. Players who like playing paladins often think of them as devoted, principled, brave, and unrelenting. They stand out because of their single-mindedness and unwavering dedication to their cause.

In Project Eternity, we wanted paladins to maintain their sense of selfless passion and zeal without being bound to concepts like "alignment" or a universal moral code. We also wanted their mechanics to be distinctive from the other classes while reinforcing their role in the world. Area designer Bobby Null has always liked the marshal class from D&D 3.5, which is conceptually similar to the warlord in 4E: combat leaders who are at their best when they are augmenting their teammates. This is the approach that I took when developing Project Eternity's paladins. They have persistent modal auras, strong single-target healing and buff abilities (contrasting the broad AoE effects of clerics), and can passively grant bonuses to teammates in close proximity.

In the game's lore, paladins are zealous champions of a cause that may be religious, philosophical, or cultural in nature. The "foundational" paladins in this part of the world were the legendary elite guards of Darcozzi Palace in the Grand Empire of Vailia (now Old Vailia). They set standards for selfless dedication, unwavering loyalty, and inspiring leadership that have become the pillars for similar orders that have sprung up in the two millennia since they were founded. Even among orders where the chosen cause is perceived as bleak or malevolent, paladins always place the cause ahead of their own personal interests.

In Defiance Bay, recent experiments performed by animancers and ciphers suggest that paladins' souls are continuously "burning" wellsprings of spiritual energy that are overflowing their physical vessels due to the paladins' fanaticism. When ciphers have tried to directly perceive paladins' souls, they have described the experience as uncomfortable or painful, not unlike gazing at the sun.

All paladins currently begin with the following abilities:

Reviving Exhortation (Active) - Paladins can command an unconscious ally to awaken and get back up with an immediate spike in Stamina, though the target will lose half of the regained Stamina after a short duration.
Zealous Barrage (Modal) - The paladin and all allies standing within 3m have their attack and ability speed increased. Cannot be used with Zealous March (below).
Faith and Conviction - Paladins have an inherent bonus to all defenses (Deflection, Fortitude, Reflexes, and Psyche).

As they advance, they gain additional abilities in the same spirit, such as:

Coordinated Attacks - The ally closest to the paladin attacking the same target as the paladin has a bonus to Accuracy.
Shake It Off (Active) - The paladin can command an ally to temporarily ignore existing Hostile effects for a short duration. The effects are suspended; they do not lose any of their duration and will resume as soon as Shake It Off expires.
Inspiring Triumph - Allies within 4m gain a temporary bonus to all defenses when the paladin downs an enemy.
Zealous March (Modal) - The paladin and all allies within 3m have their movement speed increased. Cannot be used with Zealous Barrage.

In playtesting so far, our test paladin has been very useful in combat, with the melee group often centering around her to gain the benefits of her Zealous auras and Coordinated Attacks. While several other classes have Stamina healing abilities, the paladin's Reviving Exhortation can turn the tide if party members start dropping late in a battle. However, using it too early can spell disaster for the revived character if the granted Stamina boost runs out in a long fight.

Optional Talents for the paladin will focus on shaping the passive or active bias of the character: widening the effects of Zealous auras; granting additional uses or increased potency for targeted commands; or giving paladins more direct offensive and defensive capabilities if players want to boost their paladins' personal viability.
Wild Orlans - What Do They Look Like?

Though we've previously shown one concept of a hearth orlan (the "orlan detective"), many people have asked and speculated about what the other orlans, the so-called wild orlans, look like. Wild orlans have the same general range of stature and build as hearth orlans, but are almost entirely covered with hair.

Larger version: Female Orlan Heads

Larger version: Male Orlan Heads

Though they can be found on a few continents, wild orlans in this part of the world are typically found in the deepest forests of Eír Glanfath. In recent centuries, the biases of surrounding colonial cultures have driven them even farther from new settlements. Considered savage and uncontrollable by many Dyrwoodans, Vailians, and Readcerans, wild orlans often find interactions with outsiders strained if not outright violent. Many colonists pre-judge all orlans as untrustworthy and bloodthirsty, but within that vein of racism, they often classify wild orlans as "the bad ones". Given the difficulty of concealing their hirsute bodies and faces, prejudice follows them in most colonial areas.

We'll continue to develop the paladin more over the next few months, but we'd like to hear what you think of the concepts and mechanics we've come up with so far. Similarly, we hope you like the less- and more-"beastly" branches of the orlan race. We developed the different appearances based on widely conflicting player (and developer) desires for the race to be both more and less wild. What do you think of the direction we're taking? Thanks for reading!
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Old 26-06-2013, 15:17   #26
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Chris Avellone a Rezzed 2013: http://www.youtube.com/watch?v=3B0EZmXFzb4
Parla di vertical slice, porte, bestiario, dungeon, priorità, standard e mostra l'"area design document" di un livello di... Wasteland 2, non di Project Eternity perché il CEO di Obsidian l'avrebbe ucciso.
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Old 03-07-2013, 09:16   #27
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Nuovo update con qualche info sul crafting e sulla durabilità degli oggetti:

Quote:
I have been working on a lot of different gameplay mechanics since my last update about monks (Update #52). All of the classes are in the game now, along with their abilities and spells up to level 5. This should give us a good basis to test encounters in the game's early maps. So I have turned my attention to some of the non-combat skills, including crafting.

Crafting Basics

Crafting is the skill that you use to make equippable items like armor and weapons, and consumable items like potions and food. To begin crafting, you must find an appropriate crafting location.
  • Forges – these blacksmithing locations can be used to make all of the equippable gear. From helmets to armor to boots, if you can wear it, then you can make it here.
  • Labs – these alchemical tables are used to make any enchantments, as well as all alchemical consumables like potions, scrolls or figurines (which let you summon a creature that will fight for you). If you want to improve your gear or brew a potion, you need to find one of these labs.
  • Hearths – these cooking spots are used to make food and drink that can give you long-term benefits when you ingest them. Many rest areas will have hearths, so crafting of this sort can often be done “in the field”.
When you use the central object at these locations, such as the anvil at the forge, you will enter a crafting interface that displays all of your forge recipes, broken down into categories such as armor, weapons, boots, helmets, rings, etc. You pick a category and can see all of the recipes you know for that category. Each recipe has a set of ingredients needed to make its item (or items, as some recipes will make batches of items). Some recipes will have additional prerequisites, including requiring you or a companion to have a certain talent or ability or even skill at an appropriate level. Higher level recipes have more prerequisites and need rarer ingredients.

You may be wondering where you get recipes. You get a few automatically when you level up your crafting skill, and you can also buy them from vendors. Sometimes you will find recipes in the world, as loot on creatures or as rewards for finishing quests. There will be a lot of recipes in Project Eternity for you to find, so make sure you explore every nook and cranny of this world, especially the crannies.

Crafting doesn’t take any time. If you have everything the recipe needs and are at the appropriate crafting location, then you can make the item instantly. Usually the ingredients are used up, but sometimes they are reusable. And for recipes like enchantments, the main ingredient is not used up but is instead improved by the addition of a new bonus. For example, you might have a sword with high accuracy and a Flaming Sword recipe that adds fire damage to any sword. If you use that sword with that recipe, you will have the same sword with a high accuracy bonus but also with additional fire damage! Win win!

Crafting can also be used to repair items, but first we should talk about item durability in Project Eternity.

Item Durability

Most items don’t degrade over time. This means that boots, rings, helmets, gloves, amulets, cloaks, and belts are not worn down by use. However, weapons, shields, and armor (that is, chest armor) do have durability values and are worn down by use. Specifically, every attack with a weapon degrades that weapon by one unit, and armor and shields are similarly degraded when the wearer is attacked.

Items have lots of units of durability, and they do not suffer any negative effects until those units are completely gone. When an item has reached 25% of its maximum durability, it will become “worn” and appear that way in your inventory, but it will not behave any differently until the last unit of durability is lost. At that point, the item is “damaged” and the following effects will happen:
  • Weapons – damaged weapons do less damage and have less accuracy
  • Armor – damaged armor has lower damage thresholds and the wearer’s attack speed is slower
  • Shields – damaged shields lose part of their defense bonuses
Items can never become worse than “damaged”. They will not break or become more damaged. They just stay damaged until you have them fixed.

Vendors can repair items for money, so that’s a fast and easy way to keep all of your items in top notch condition. The cost of the repair is proportional to the percentage of the durability lost and the cost of the item, so expensive items tend to be more costly to repair than cheaper ones, especially if you let them lose a lot of their durability before repairing them.

However, let’s see how you can save your precious hard-earned money by bringing this discussion back to crafting.

Durability and Crafting

You or any companion can repair items by using the crafting skill at a forge. More importantly, you can use materials instead of money, if you have the right ones. The higher your crafting skill or the more materials you have, the less money it costs to repair an item. Some items might even repair for free!

But wait...there’s more!

The crafting skill also decreases the rate of degradation on items used by a character. So if you have the crafting skill, when you hit someone, your weapon doesn’t lose a whole point of durability. Instead it loses a fraction of a point. And when you are hit, your armor and shield don’t lose a whole point each either. And the higher your crafting skill, the less durability you lose. We are assuming that if you know how to make an item, you also know how to use and take care of it.

So a high crafting skill means your weapons, armor, and shields degrade more slowly and you can repair those items (and those of your companions) more cheaply than a vendor. That is such a win-win situation, how can you afford to NOT take the crafting skill?!

I’ll answer that question in a future update about the other skills in Project Eternity.
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Old 11-12-2013, 11:50   #28
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Grosso update che svela il renaming del titolo, ora chiamato "Pillars Of Eternity", nuovo sito e gameplay teaser!
https://eternity.obsidian.net/news/u...rs-of-eternity

La scimmia sale!!
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Old 11-12-2013, 11:51   #29
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Yuhuuu!
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Old 11-12-2013, 12:11   #30
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Che bel nome di merda.
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Old 11-12-2013, 12:12   #31
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du pillars...
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Old 11-12-2013, 12:19   #32
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Si ma metti anche i link diretti

Trailer:

http://www.youtube.com/watch?v=HKoDTzea79Y

Intervista:

http://www.rockpapershotgun.com/2013...s-of-eternity/
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Old 11-12-2013, 12:21   #33
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du pillars...
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peicross!
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Old 11-12-2013, 12:23   #34
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Ricorda Halo
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Old 13-12-2013, 09:09   #35
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http://www.rockpapershotgun.com/2013...rnitys-length/

Ultima modifica di gaxel : 13-12-2013 alle 09:45.
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Old 13-12-2013, 10:09   #36
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Interessanti, molto interessanti.

Sono troppo curioso riguardo al mega-dungeon di 15 livelli...mi aspetto qualcosa di simile alla fortezza dell'osservatore di ToB!
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Old 08-02-2014, 01:02   #37
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Pillars of Eternity delayed, devs cite unexpected outpouring of cash
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Old 08-02-2014, 10:42   #38
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Era scontato e va bene così.
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Old 24-07-2014, 19:03   #39
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C'è un altro thread o solo questo?

Comunque, dal video di mezz'ora di gamespot, col commento del designer, sembra quelli che avrebbe dovuto essere baldur's gate 3... Consiglio di vederlo.
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Old 25-07-2014, 08:32   #40
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C'è un altro thread o solo questo?

Comunque, dal video di mezz'ora di gamespot, col commento del designer, sembra quelli che avrebbe dovuto essere baldur's gate 3... Consiglio di vederlo.
Link al video, please!
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