I lived through the whole saga, and I never thought “JRPG” was a slur until a Japanese developer said it a few years ago.
My theory is that they get a lot of hate directed right at them because they’re the developer, and don’t realize that it isn’t a slur to most people. There’s no label out there that isn’t used as a slur by someone, especially while spewing their particular brand of hate.
IMO, Japanese developers should get over this label and just keep making good games. Ignore the idiots. You’re never going to turn them into customers.
It’s technically possible to do that, but it’s kind of a pain. I asked about server-side JS because the server is where I’d do something like this as my first choice.
If you really want to do it in the browser, you could use an AJAX call to get the html from the server, then use DOM functions to find that snippet by id. (Or just put them in separate html files and save yourself the pain of those DOM functions.)
I found this for you. https://gomakethings.com/getting-html-with-fetch-in-vanilla-js/ I think it actually has most of what you want to do.
This fails for me on Firefox.
Cross-Origin Request Blocked: The Same Origin Policy disallows reading the remote resource at https://pipedapi.kavin.rocks/streams/EMxjwtxn6NI. (Reason: CORS header ‘Access-Control-Allow-Origin’ missing). Status code: 502.
Uncaught (in promise) TypeError: NetworkError when attempting to fetch resource.
I don’t consider a game that’s still in development “an absolute failure”. As long as they keep working on it, they haven’t failed completely. It might be disappointing and frustrating, but game development is hard.
This is worrisome, though:
Moving into 2023, we continue working towards migrating SotA to Unity 2021.
Wow, they’re migrating to a version that’s already 2 years out of date.
Are you using Javascript on the server, such as with Express?
On top of all that, they’ve upped the low-end difficulty to the point that everything feels like a chore instead of fun, and I just find myself not wanting to play more than the current story for the week, when I used to put 40-80 hours per week in. And I only did enough PvP to get the rewards, so that was almost entirely PvE play.
I fully admit that I played too much, but I enjoyed all that, until they decided to up the base difficulty. I’ve yet to meet anyone that enjoys the new difficulty levels, because now the base is too hard to casuals and the top end didn’t get any harder, which is what the hardcores wanted. I’ve even heard the hardcores complain about the slog through lower-level content that is still no challenge for them, just more time-consuming.
I don’t think they could have managed to screw up that change any more than they did.
You can hear Salomon talk about Assassin’s Creed Mirage’s average run times below at the 17:04 mark, but as it’s in French, we at PCGamesN have transcribed and translated the quote for you.
“Given that we do a lot of playtesting internally at Ubisoft, it’s part of our process, we really want to get as close as possible to the players, so we’ll say that the latest playtimes we’ve received average at around 20-23 hours,” Salomon says. “That can go up to 25-30 hours for the completionists, and we’ll say that those who will be rushing the game will be around 20 hours.”
I love how they convert from French hours to English hours in the translation.
I like the scores being in a vertical column, but I don’t like that they’re so far from the site and author. Overall this is better, though.
I was going to say they should only be comparing them under the same driving areas, since I know they aren’t allowed in many areas.
But you’re right, it’s even tighter than that.