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Cake day: January 15th, 2026

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  • Bioware management doesn’t get a pass for mismanagement of Anthem development just because EA is involved. EA bought Bioware in October 2007.

    In that time before Anthem they released:
    Mass Effect - 2007
    Dragon Age: Origins - 2009
    Mass Effect 2 - 2010
    Dragon Age II - 2011
    Star Wars: The Old Republic - 2011
    Mass Effect 3 - 2012
    Dragon Age: Inquisition - 2014
    Mass Effect: Andromeda - 2017

    Are you trying to claim that EA didn’t interfere until we got to Anthem? Or even that it didn’t interfere until the last few years before? Because that doesn’t seem likely. If they were going to, they would have from the beginning.


  • It’s still a developer management lack of decision making. They don’t get off scot free because they don’t want to make a decision that EA might not like. The result of that… was a piece of shit EA didn’t like. That’s still on the developer.

    Unless EA is telling them to change something, decisions are still on them. Like EA saying the demo is terrible and developer management deciding to add flying back in to try and fix. That comes from an EA decision/request rather than the developer being indecisive.

    Are you trying to separate the Bioware team between developers and management, and lumping Bioware mangement into the EA side? Because that’s not the discussion here. Bioware management being indecisive is still a developer issue, not an EA issue.


  • Why were they not allowed to take it back to the design board when the design fundamentally changed?

    I feel like they were, effectively. There is no reason for them to not reuse assets they created from before flying was added back in after X-mas 2016, that was still 2 years before launch. 2 years is enough to develop a game, especially if the assets already exist.

    That’s where the other development issues at the studio come in.

    The most common anecdote relayed to me by current and former BioWare employees was this: A group of developers are in a meeting. They’re debating some creative decision, like the mechanics of flying or the lore behind the Scar alien race. Some people disagree on the fundamentals. And then, rather than someone stepping up and making a decision about how to proceed, the meeting would end with no real verdict, leaving everything in flux. “That would just happen over and over,” said one Anthem developer. “Stuff would take a year or two to figure out because no one really wanted to make a call on it.”

    That’s not a publisher/owner issue, that’s a developer issue.


  • IMO, it’s nigh equally likely that they started with the verticality design as part of it and didn’t have the time to cook the idea into something neat, vs it being a later mandate after some core designs had development.

    Well it’s a good thing that we have commentary directly related to this then, alongside basically ever major development decision… Because that’s apparently what happened…

    https://kotaku.com/how-biowares-anthem-went-wrong-1833731964

    As development progressed, it became clear that some of the Anthem team’s original ideas either wouldn’t work or weren’t quite solidified enough to be implemented. Take traversal, for example. The mandate was that Anthem’s world would be massive and seamless, but how would you get around? The team played around with prototypes, exploring different ways in which your exosuit could move vertically across the world. For a long time they thought it’d be climbing up the sides of mountains and ledges, but they couldn’t get that quite right. Early iterations of flying—which, developers say, was removed from and re-added to Anthem several times—were more like gliding, and members of the Anthem team say it was tough to get the system feeling all that fun. Every time they changed the traversal, it meant changing the world design accordingly, flattening and stretching terrain to accommodate the latest movement style.

    The most common anecdote relayed to me by current and former BioWare employees was this: A group of developers are in a meeting. They’re debating some creative decision, like the mechanics of flying or the lore behind the Scar alien race. Some people disagree on the fundamentals. And then, rather than someone stepping up and making a decision about how to proceed, the meeting would end with no real verdict, leaving everything in flux. “That would just happen over and over,” said one Anthem developer. “Stuff would take a year or two to figure out because no one really wanted to make a call on it.”

    Certainly sounds like the developers had no idea how to make the game.

    One longstanding BioWare tradition is for their teams to build demos that the staff could all take home during Christmas break, and it was Anthem’s turn during Christmas of 2016. By this point, BioWare’s leadership had decided to remove flying from the game —they just couldn’t figure out how to make it feel good—so the Christmas build took place on flat terrain.

    Around the same time, Electronic Arts executive Patrick Söderlund, to whom BioWare’s leadership reported, played the Anthem Christmas demo. According to three people familiar with what happened, he told BioWare that it was unacceptable.

    Now it was time for a new build. “What began was six weeks of pretty significant crunch to do a demo specifically for Patrick Söderlund,” said one member of the team. They overhauled the art, knowing that the best way to impress Söderlund would be to make a demo that looked as pretty as possible. And, after some heated arguments, the Anthem team decided to put flying back in.

    So they removed flight entirely by Christmas of 2016, that would mean the entire map design had to lose the verticality. If you can’t fly, then you have to flatten the world do accommodate for ground movement instead.

    And it was an EA executive that got them to put flying back in as a focus, flying that the team had removed entirely by that point. Even if they weren’t specifically told to do so by EA. And then designed the entire game’s map and movement based around that flight by the launch just over 2 years later in Feb 2019.


    They were clearly meant to fly in some way, even if it might’ve been in a Halo jetpack sort of way early on. (which has less evidence)

    I love that you try to hedge your comment and try to say that jetpack jumps and gliding are somehow even remotely in the same ballpark as flying around like Iron Man. You’re honestly trying to say that Link or Aloy on a glider is similar to Anthem’s flight? That’s a ridiculous thing to try to compare as similar.


  • Are you looking at the same game? The world was vertical in the sense that you had to fly anywhere… but none of the combat or gameplay used it in any way beyond going from one place to another. That’s exactly what would happen if verticality and a new map was added later in development. They just put clearings in to place the flat missions.


  • IIRC there were numerous articles after launch talking about how it was EA that actually made them add the flying mechanics, easily the best part of the gameplay, after it got stuck in development limbo for years.

    Whether that was truly accurate or not, it does fit the extended development timeline, the lackluster story in the end product, and the failure to revamp the game after launch like the developers very publicly said they were trying to do. If they couldn’t do it the first time, and couldn’t do it the second time… it seems they were the problem, not EA (for once).


  • I looked at it earlier… and it seemed ot be just another media app. Decided to take a closer look since you’re so gung ho about it, and came to the same conclusion based on their website. Given what you’re saying about it, and the complete lack of any of those claims by the company… you’re the one not including relevant information.

    The Nuvio website doesn’t mention bittorrent usage at all. In fact, it doesn’t mention acquiring media in any way. All of the advertising says the exact same thing that Plex, Emby, and Jellyfin all say.

    Nuvio does not come with a catalogue. It plays the media you already have, and adds everything around it: the artwork, the numbers, the subtitles, and the memory of where you stopped.

    That’s literally what all of these media apps do. They take your existing media and make it pretty anbd easily accessible across devices.

    It plugs into what you already use.

    Nuvio plays from your own media server or from the addons you install. Tracking, ratings, artwork and skip markers come from the services you already use.

    Hmm seems to be advertising the app as something that i playing YOUR existing media, going going out to get new media you don’t have… except for that bit about addons. What you’re describing doesn’t seem to be native functionality of the app, but probably something provided by one of the add-ons they mention. Of which there is no apparent way to browse their addon library without installing the app, and I’m not going to do that just for a random discussion online with someone that is leaving out relevant information to try and make the claim something is better, when the app claims to do the exact same thing.

    In fact, the subreddit, also seems to indicate that content acquisition isn’t in the scope of the app or community.

    Nuvio welcomes community addons that provide metadata (TMDB, Trakt, Simkl), subtitles, and custom catalogs. However, discussions or addons that facilitate access to copyrighted content, stream scraping or debrid link troubleshooting are strictly prohibited on r/nuvio. Posts containing images of unauthorized streams or stream-scraping addons are subject to removal. Violations of these rules will be removed.

    So you’re entire basis for proselytizing this app over the several other existing ones the community has already verified and ensured quality of for years… is an unsupported addon that the app’s own community denounces and could stop working at any point because it’s not officially supported in any way

    You can keep your year old app that already seems to have a dozen other vibe-coded forks using the same name without anyone enforcing any sort of trademark. I’m sure there’s absolutely no astroturfing going on here at all for what seems to be a chinese clone. I’m sure the piracy community has gone through the entire source code with a fine-toothed comb to ensure there’s nothing hiding in the main apps or the community addons and that all code review is d=properly verifying quality and security. /s

    GitHub Account Age Checker
    https://github.com/NuvioMedia
    Username: NuvioMedia
    Created at: Mar 12, 2026, 2:11:01 AM (China Standard Time)
    Account age: 223 days, 4 hours, 8 minutes



  • Not sure why anyone expects any different, it’s simply the nature of game development. Most of the game development staff isn’t needed after release to maintain the launched game.

    The type of staff needed at each stage of development varies quite a bit. Unless the studio is large enough that it has multiple projects going at all times at different points of development that it can move people between, there will be people that are no longer needed after major milestones. You don’t need a full story/quest writing team through release for example, even if you have post-release DLC planned, but you don’t see articles written about those layoffs halfway through development.


  • halcyoncmdr@piefed.socialtolinuxmemes@lemmy.world•The Creator of Git and Linux
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    2 months ago

    Various distro and general forums and GitHub/similar sites. I’ve come across several over the last few years. The types of places you go for actual help from people with knowledge and experience. Not just various social media sites.

    It’s a small amount in the grand scheme, but they’re vocal. All it takes is one raging asshole for a normie first trying out Linux and looking for a solution to an issue to be driven away entirely.








  • Ah yes, the same crap about what’s being “used” without the entire system context being considered. Because as we all know, simple numbers tell the entire story all by themselves.

    The system and apps will use what’s available if you have it. That’s what you want, unused RAM is wasted RAM, and there is zero reason not to use resources that are readily available. The system automatically caches and preloads things like files and applications you tend to use at certain times of the day so they load faster when you do access them. This is used memory, but it is also readily available for literally anything else.

    All of those apps know you have plenty more memory readily available if they want it, so they will fill to use whatever they want and won’t attempt to do more than basic memory management. Once the active resource usage fills, both apps and the system itself will begin more aggressive memory management. Until then, there’s no reason to.

    Remove RAM until you have 16GB, run those exact same things and you will almost certainly see under 16GB of usage.


  • Pangolin officially says on their site :

    Pangolin generally requires minimal resources to run effectively. A basic VPS with 1 vCPU, 2GB RAM, and 8GB SSD is sufficient for most deployments.

    If you choose a VPS with only 1GB RAM, you may need to create swap space to avoid memory pressure during installation, updates, or periods of higher traffic.

    I’ve got a 1 vCPU, 1GB RAM, 25GB Disk droplet for $6/mo and have no issues for my limited home use. Updates don’t really take a noticeably long time or anything, it takes maybe 45 seconds to fully bring up the docker container again after an update. But it runs just fine.