Wawe

joined 2 years ago
[–] Wawe@lemmy.world 9 points 1 week ago

Iittala Taika-mug! Customer has a nice taste!

[–] Wawe@lemmy.world 4 points 2 weeks ago (1 children)

Pokemon finally makes battle focused game.

(Implying with this meme that Pokemon has now reason to takedown Pokemon Showdown not that it would be better version if it)

[–] Wawe@lemmy.world 2 points 1 month ago

Not all games are for everyone. I think big issue is specially if many people think that game is masterpiece it will be even harder to enjoy the game because you will feel the pressure from the people.

Stardew Valley (like other farming games) is just grinding simulator so it is imo really easy not to like it. Some people find watering plant relaxing and some people find it tedious.

 

It feels weird that Stardew Valley is 10 years old. At the same time it feels like it is "only 10 years old" and "wow already 10 years old".

Game has evolved so much even after first release. The game and the story from the developer is always so amazing and inspirational.

[–] Wawe@lemmy.world 0 points 1 month ago (1 children)

Looks like weird bug. It has different thumbnail on Mastodon, but it links to this post correctly. Here is link to Mastodon post: https://feddit.nl/post/52370698

[–] Wawe@lemmy.world 0 points 1 month ago (1 children)

For Godot specifically there is TerraBrush, that could fit your needs. https://github.com/spimort/TerraBrush

 

Join Taj Atwal, the voice actor behind Domina, for a new lore drop, ‘Picture of Success.’

As Vaira Singhania, VP of operations and heir to the Vishkar fortune, prepares a speech for yet another corporate awards event, she is left weighing her own position within Vishkar and the power she, alone, holds.

Link to short story: https://overwatch.blizzard.com/en-us/media/comic/picture-of-success/

 

Hero Balance Changes Domina

Panopticon

Cost increased by 12%

Anran

Inferno Rush

Cooldown reduced from 8.5 to 8 seconds.

Dancing Blaze

Increased the distance you can move while active from 1.5 to 2.25 meters.

Emre

Synthetic Burst Rifle

Damage increased from 20 to 22.

Vendetta

Palatine Fang

Overhead swing damage reduced from 130 to 120.
Bug fix - Overhead swing can now be affected by horizontal knockback while launching downward.

Jetpack Cat

Minor Perk – Claws Out

Cooldown increased from 6 to 8 seconds.

Major Perk – Territorial

Damage dealt reduced from 50% to 33%.

Mizuki

Kekkai Sanctuary

Duration increased from 6 to 7 seconds.

Bug Fixes General

Fixed an issue with missing textures on the Charming: 76 skin.
Fixed some minor issues with Jetpack Cat and the tether animation for various heroes.
Fixed an issue that hid Jetpack Cat’s aim‑assist strength and threshold settings.
Fixed an issue with Vendetta’s sword‑throw animation in third person.
Fixed an issue where Mizuki could still perform Katashiro Return while stunned.
Fixed an issue where Mercy's passive displayed incorrectly in the Advanced Info Panel.

Stadium

Fixed an issue causing the Stadium UI to disappear after a round transition.
Fixed an issue where Vendetta could spam her ultimate power without a full charge.
Fixed an issue where Vendetta would not receive ultimate charge while using the “Overloaded” strike power.
Fixed an issue where Vendetta's Primary Fire would not trigger Gloomgauntlet or be increased by Melee Damage.
Fixed an issue where the VFX for Bola Shot when using Freja’s “So Cooked” power were incorrect.
Fixed an issue with Ana’s “Dreamy” power that incorrectly canceled the benefits of Artsy Daisy and Tactical Rifle.
Fixed an issue where Mercy's Self Healing from healing allies with missing health was incorrectly reduced to 15% instead of the intended 40%.
 

cross-posted from: https://lemmy.world/post/43529382

Kinda funny that they waited before announcing this.

"Don't miss the Gameplay Preview Video for Overwatch Rush, an upcoming mobile top-down hero shooter developed by Blizzard. Players will duke it out in a new experience within the Overwatch Universe to take the fast-paced 4v4 action on the go with characters, abilities, and weapons from the core Overwatch game.

Get an early look at a development build for Overwatch Rush, coming soon to iOS and Android."

 

Kinda funny that they waited before announcing this.

"Don't miss the Gameplay Preview Video for Overwatch Rush, an upcoming mobile top-down hero shooter developed by Blizzard. Players will duke it out in a new experience within the Overwatch Universe to take the fast-paced 4v4 action on the go with characters, abilities, and weapons from the core Overwatch game.

Get an early look at a development build for Overwatch Rush, coming soon to iOS and Android."

 

cross-posted from: https://lemmy.world/post/43483174

At FOSDEM 2026, members of Element’s VoIP team - Robin Townsend, Timo Kandra and Valère Fédronic - presented a deep dive into the future of real time communication on Matrix.

Their talk gave an update on MatrixRTC, Matrix’s framework for bringing voice, video, and other live, interactive experiences directly into rooms. Their contributions to Matrix enable everything from large-scale calls and collaborative tools to multiplayer games, virtual worlds, and entirely new ways for people to interact in real time.

Watch the whole presentation Advancing real time communication on Matrix

We’ve been working on MatrixRTC as part of our work at Element, to build the foundations for large-scale, secure VoIP solution into matrix. This work is done by the same team that is behind Element Call. Element Call, the VoIP part of Element, sits on top of MatrixRTC.

Matrix has traditionally focused on persistent, asynchronous messaging. Real time communication (sub 100ms), however, introduces a very different set of requirements. It demands low latency, flexible participation, and should be ephemeral. At the same time, it must preserve Matrix’s core principles of decentralisation, federation, and security.

Historically, Matrix clients only supported 1:1 peer-to-peer WebRTC calls, using Matrix rooms primarily for call-oriented signalling and persisting what was effectively ephemeral state into room history. As calls grew larger and use cases expanded beyond simple voice and video, it became clear that real time communication needed first-class support in the Matrix protocol itself, with the flexibility to support multiple use cases beyond 1:1 calls.

MatrixRTC is our attempt to make real time applications native to Matrix, striking a balance between decentralisation and the practical demands of scalable, low-latency, end-to-end encrypted media and data exchange. Through concrete demos and implementation details, we showed how this approach enables entirely new classes of applications, including calls, games, virtual worlds and collaborative tools. Introducing slots for interactive rooms

MatrixRTC introduces the concept of slots, which allow room administrators to add real time communication features to their rooms. These slots can be anything from voice or video calls to 3D virtual worlds or multiplayer games. Each slot combines an application - which specifies the type of data participants exchange - and an identifier, allowing multiple parallel sessions in the same room.

The first application we’re adding to the specification is m.call, which covers basic voice and video calls. But third-party apps are fully supported, enabling developers to create custom experiences like virtual simulations or collaborative games.

Slots are managed via state events, ensuring that they are persistent, authorised, and can be moderated by room admins. When participants want to join a slot, they connect by sending membership events and publish their media over a chosen transport. A transport in this context is a WebRTC SFU (Selective Forwarding Unit). Currently supported is the LiveKit SFU. FullMesh WebRTC or a websocket solution are also considered while designing with MatrixRTC.

Other features, like delayed events, notifications, and encryption, are also part of the specification. For deeper technical details, past Matrix Conference talks and the Matrix Spec Proposals repository are excellent resources. Sticky events: reliable, ephemeral data delivery

It is essential to provide a good experience before joining a session. A client should be informed immediately via sync about any ongoing MatrixRTC session. To avoid polluting room state with this information, sticky events are introduced. These events are ephemeral, low-privilege, and can be encrypted. During a limited lifetime (for example around an hour), their delivery is guaranteed over sync. They are stored in the room timeline rather than in the authoritative room state that is subject to state resolution. Sticky events are ideal for real time session participation, letting clients join ongoing calls or sessions and immediately receive the necessary data, even if they missed some events earlier due to gappy-syncs (more on sticky events here). Transports: keeping real time communication decentralised

Each participant chooses their transport, which can be a home-server resource or a peer-to-peer connection. For Element Call, we currently use LiveKit media servers, which handle the heavy lifting of fan-out for media streams. This approach allows large calls to scale gracefully while keeping the system federated, decentralised and efficient. For example, in a typical office environment, many users converge on the same homeserver, minimising connections needed to participate in a large call. A MatrixRTC SDK for developers

With these protocol improvements, we also refactored our codebase, creating a MatrixRTC SDK that simplifies building real time applications. The SDK handles the complexities of connecting to multiple SFUs, authenticating with Matrix, managing sticky and delayed events, and exchanging media. Developers can now use this SDK to build applications, such as games or collaborative tools, without having to handle the underlying real time infrastructure directly.

For instance, we demonstrated a simple HTML template application using the Godot game engine, leveraging the MatrixRTC SDK. Through this setup, developers can access observable real time data to integrate it into games. The MatrixRTC SDK is used as an abstraction for core capabilities such as user identity and account setup, device verification, encryption (not shown in the demo), media connectivity via an SFU, and the existing Matrix backend infrastructure. Building on MatrixRTC: live demos

To showcase what’s possible, we built two multiplayer games using MatrixRTC. Players communicate over federated servers, exchange real time events, and interact seamlessly despite network variability. Although live demos sometimes face latency challenges, the system handles rollbacks and syncing to ensure a smooth experience.

We showed Godot-MatrixRTC-FlappyRoyal, a game similar to FlappyBird, and Godot-MatrixRTC-Keyboard-Kart, a racer-like multiplayer game.

Games and other applications can be run as widgets, providing an added layer of security. The trusted Client handles encryption and key management, so users never expose their full Matrix account or keys to external real time apps running inside the Widget.

Currently, the MatrixRTC SDK is available in JavaScript, but the widget architecture allows the low level Matrix responsibilities to be done in other SDK’s. The Matrix Rust SDK, for instance, supports the widget postmessage api. Widgets are based on iFrames. With Wasm becoming more mainstream, this opens the door for real time applications beyond the web stack, from Godot-based games to custom simulations.

MatrixRTC represents a significant step forward for Matrix, enabling decentralised, real time, and interactive experiences in rooms while maintaining the federated, secure principles of the ecosystem.

 

At FOSDEM 2026, members of Element’s VoIP team - Robin Townsend, Timo Kandra and Valère Fédronic - presented a deep dive into the future of real time communication on Matrix.

Their talk gave an update on MatrixRTC, Matrix’s framework for bringing voice, video, and other live, interactive experiences directly into rooms. Their contributions to Matrix enable everything from large-scale calls and collaborative tools to multiplayer games, virtual worlds, and entirely new ways for people to interact in real time.

Watch the whole presentation Advancing real time communication on Matrix

We’ve been working on MatrixRTC as part of our work at Element, to build the foundations for large-scale, secure VoIP solution into matrix. This work is done by the same team that is behind Element Call. Element Call, the VoIP part of Element, sits on top of MatrixRTC.

Matrix has traditionally focused on persistent, asynchronous messaging. Real time communication (sub 100ms), however, introduces a very different set of requirements. It demands low latency, flexible participation, and should be ephemeral. At the same time, it must preserve Matrix’s core principles of decentralisation, federation, and security.

Historically, Matrix clients only supported 1:1 peer-to-peer WebRTC calls, using Matrix rooms primarily for call-oriented signalling and persisting what was effectively ephemeral state into room history. As calls grew larger and use cases expanded beyond simple voice and video, it became clear that real time communication needed first-class support in the Matrix protocol itself, with the flexibility to support multiple use cases beyond 1:1 calls.

MatrixRTC is our attempt to make real time applications native to Matrix, striking a balance between decentralisation and the practical demands of scalable, low-latency, end-to-end encrypted media and data exchange. Through concrete demos and implementation details, we showed how this approach enables entirely new classes of applications, including calls, games, virtual worlds and collaborative tools. Introducing slots for interactive rooms

MatrixRTC introduces the concept of slots, which allow room administrators to add real time communication features to their rooms. These slots can be anything from voice or video calls to 3D virtual worlds or multiplayer games. Each slot combines an application - which specifies the type of data participants exchange - and an identifier, allowing multiple parallel sessions in the same room.

The first application we’re adding to the specification is m.call, which covers basic voice and video calls. But third-party apps are fully supported, enabling developers to create custom experiences like virtual simulations or collaborative games.

Slots are managed via state events, ensuring that they are persistent, authorised, and can be moderated by room admins. When participants want to join a slot, they connect by sending membership events and publish their media over a chosen transport. A transport in this context is a WebRTC SFU (Selective Forwarding Unit). Currently supported is the LiveKit SFU. FullMesh WebRTC or a websocket solution are also considered while designing with MatrixRTC.

Other features, like delayed events, notifications, and encryption, are also part of the specification. For deeper technical details, past Matrix Conference talks and the Matrix Spec Proposals repository are excellent resources. Sticky events: reliable, ephemeral data delivery

It is essential to provide a good experience before joining a session. A client should be informed immediately via sync about any ongoing MatrixRTC session. To avoid polluting room state with this information, sticky events are introduced. These events are ephemeral, low-privilege, and can be encrypted. During a limited lifetime (for example around an hour), their delivery is guaranteed over sync. They are stored in the room timeline rather than in the authoritative room state that is subject to state resolution. Sticky events are ideal for real time session participation, letting clients join ongoing calls or sessions and immediately receive the necessary data, even if they missed some events earlier due to gappy-syncs (more on sticky events here). Transports: keeping real time communication decentralised

Each participant chooses their transport, which can be a home-server resource or a peer-to-peer connection. For Element Call, we currently use LiveKit media servers, which handle the heavy lifting of fan-out for media streams. This approach allows large calls to scale gracefully while keeping the system federated, decentralised and efficient. For example, in a typical office environment, many users converge on the same homeserver, minimising connections needed to participate in a large call. A MatrixRTC SDK for developers

With these protocol improvements, we also refactored our codebase, creating a MatrixRTC SDK that simplifies building real time applications. The SDK handles the complexities of connecting to multiple SFUs, authenticating with Matrix, managing sticky and delayed events, and exchanging media. Developers can now use this SDK to build applications, such as games or collaborative tools, without having to handle the underlying real time infrastructure directly.

For instance, we demonstrated a simple HTML template application using the Godot game engine, leveraging the MatrixRTC SDK. Through this setup, developers can access observable real time data to integrate it into games. The MatrixRTC SDK is used as an abstraction for core capabilities such as user identity and account setup, device verification, encryption (not shown in the demo), media connectivity via an SFU, and the existing Matrix backend infrastructure. Building on MatrixRTC: live demos

To showcase what’s possible, we built two multiplayer games using MatrixRTC. Players communicate over federated servers, exchange real time events, and interact seamlessly despite network variability. Although live demos sometimes face latency challenges, the system handles rollbacks and syncing to ensure a smooth experience.

We showed Godot-MatrixRTC-FlappyRoyal, a game similar to FlappyBird, and Godot-MatrixRTC-Keyboard-Kart, a racer-like multiplayer game.

Games and other applications can be run as widgets, providing an added layer of security. The trusted Client handles encryption and key management, so users never expose their full Matrix account or keys to external real time apps running inside the Widget.

Currently, the MatrixRTC SDK is available in JavaScript, but the widget architecture allows the low level Matrix responsibilities to be done in other SDK’s. The Matrix Rust SDK, for instance, supports the widget postmessage api. Widgets are based on iFrames. With Wasm becoming more mainstream, this opens the door for real time applications beyond the web stack, from Godot-based games to custom simulations.

MatrixRTC represents a significant step forward for Matrix, enabling decentralised, real time, and interactive experiences in rooms while maintaining the federated, secure principles of the ecosystem.

 

Interesting that China is getting their own skins.

Also epic trailer: https://www.youtube.com/watch?v=sD8tchRSIYA

"Get a closer in-game look for Feria Shen DVa, Wei Qing Freja, Viper Ning Widowmaker, Yueshan Reaper, and Wuchen Wuyang skins which are expected to go live today!

NOTE: This event was entirely made by NetEase which is only intended for the Chinese audience and nowhere else with the only exception being Blizzard supervising them and implementing it into their game client as a part of their deal with bringing and maintaining Overwatch in the China region."

Source: https://weibo.com/tv/show/1034:526473...

[–] Wawe@lemmy.world 9 points 2 months ago

I replaced Discord(and Whatsapp) with Matrix/Element as voice chat (and general chat) with my wife. I remember running it with Docker was bit annoying to set up (I was selfhosting beginner when first doing it now it could be easier), but with Yunohost it is one click install (if you are willing with swap operating server).

Nextcloud Talk could work for your needs, but I have not personally used it so hard to recommend it.

 

Overwatch’s next big story begins with the Reign of Talon - Season 1: Conquest.

For the first time ever, five new Heroes join the roster all at once! Jet Pack Cat, Anran, Domina, Emre, and Mizuki bring new playstyles, new dynamics, and new voices into the fray to shake up the battlefield like never before.

Choose your allegiance as Overwatch and Talon collide in a five-week faction war that’s shaped by how you play. Complete missions, uncover new lore, and earn exclusive cosmetics to rep your faction of choice. And don’t worry, you’ll be able to switch sides to see the story from both perspectives.

With new Competitive updates, the arrival of Vendetta in Stadium, evolving gameplay mechanics, and loads of new cosmetics, Season 1 sets a new standard for how the story of Overwatch is told and how you play it.

Watch it all come together when Season 1: Conquest starts on February 10.

 

A brutal new era is dawning for Talon...

Join Chiara Preziosi, the voice actor behind Vendetta, for a reading of our newest comic, ‘Vengeance Comes.’

Days after defeating Doomfist, Vendetta convenes her first Talon Council. Amid her loyalists, her predecessor’s lieutenants, as well as new allies, Vendetta makes it clear that she will broker no treachery in her new empire…

 

I have been selfhosting for mostly to have everything available for me and my family. I have separate server running Yunohost for my business stuff that currently has Nextcloud, Trillium Notes and Forgejo for file management, notes and code repository. Now I am getting an employee that would probably needs access to files and project management tools.

I currently don't have project management software since I just use Trillium Notes for task planning. I will probably install some, but have not yet decided what to use. I should probably install something (or have system) for managing employee information like personal information, time reporting, holidays etc.

Are you selfhosting your business? What are the tools that you are using? I am specifically interested if you have employees and how you are managing that?

(Although it is also interesting to hear if you are single person company and how you are managing everything)

[–] Wawe@lemmy.world 2 points 2 months ago

Well this is silly :D. It has been while since I played Palia, but I also remember when "cake parties" was way to grind money.

1
submitted 2 months ago* (last edited 2 months ago) by Wawe@lemmy.world to c/suomi@sopuli.xyz
 

Aloitteen sisältö

Kriittisten digitaalisten palveluiden rakentaminen suomalaisten ja eurooppalaisten toimijoiden varaan on välttämätön askel itsemääräämisoikeuden, turvallisuuden ja demokratian vahvistamiseksi. Suomen tulee varmistaa, että kansalaisten perusoikeudet, demokratia ja kansallinen turvallisuus eivät ole riippuvaisia toimijoista, jotka ovat EU/ETA-alueen ulkopuolisten hallitusten määräysvallassa.

Suomalaisen yhteiskunnan toimivuuden kannalta kriittisen tärkeitä palveluita on siirretty tai suunnitellaan toteutettavaksi EU/ETA-alueen ulkopuolisten yritysten hallitsemiin järjestelmiin ja palveluihin. Esimerkiksi Kela suunnittelee siirtävänsä sotilasavustusten, perhe-eläkkeiden ja kuntoutusrahojen käsittelyn järjestelmät amerikkalaisille palvelimille vuodesta 2027 alkaen, Verohallinto on siirtämässä verotietoja Microsoft Azureen, ja oikeusministeriö suunnittelee siirtävänsä vaalidatan Amazon Web Servicesiin.

Yhteiskunnan kannalta kriittisten tietojen käsittely Suomen ja EU/ETA-alueen ulkopuolella omistetun yrityksen tuottamassa järjestelmässä muodostaa kuitenkin merkittäviä riskejä. Esimerkiksi Yhdysvaltain lainsäädäntö edellyttää maansa yrityksiä antamaan yhdysvaltalaisille viranomaisille pääsyn yritysten hallinnoimaan tietoon, vaikka palvelimet sijaitsisivat fyysisesti Euroopassa. EU/ETA-alueen ulkopuolisen hallituksen määräysvalta palveluita toteuttaviin yrityksiin mahdollistaa myös esimerkiksi kriisitilanteissa suomalaisten toimijoiden ja koko yhteiskunnan painostuksen, ja saattaa vaarantaa yhteiskunnan keskeisten perustoimintojen jatkuvuuden.

Esitämme säädettäväksi lain, joka edellyttää sitä, että Suomen julkisen hallinnon kriittiset tiedot ja digitaaliset palvelut kuten esimerkiksi vaalijärjestelmät, sosiaaliturvatiedot ja muut demokratian, kansallisen turvallisuuden tai perusoikeuksien kannalta olennaiset järjestelmät toteutetaan yksinomaan suomalaisten ja eurooppalaisten toimijoiden omistamille palvelimille, ja eurooppalaisten tai avointen ohjelmistoratkaisujen päälle.

Valmisteltavan lainsäädännön keskeinen sisältö:

  • Suomalaisen yhteiskunnan kannalta kriittiset digitaaliset palvelut tulee toteuttaa suomalaisten ja eurooppalaisten toimijoiden omistamilla ja hallinnoimilla EU/ETA-alueella sijaitsevilla palvelimilla, ja eurooppalaisten tai avointen ohjelmistoratkaisujen päällä.
  • Yhteiskunnan toiminnan kannalta kriittiset tiedot tulee olla säilöttynä sellaisella tavalla, että niihin sovelletaan vain EU:n tai sen jäsenvaltioiden lainsäädäntöä, eikä EU/ETA-alueen ulkopuolisella viranomaisella tai muulla taholla ole lainsäädäntöön perustuvaa oikeutta saada pääsyä tietoihin tai vaikuttaa niiden saatavuuteen, käsittelyyn ja käyttöön.
  • Viranomaiset tulee velvoittaa tunnistamaan ja minimoimaan riippuvuus EU/ETA-alueen ulkopuolisista toimijoista kriittisissä palveluissa. On esimerkiksi pystyttävä osoittamaan riittävät selvitykset tietojärjestelmien toteuttajien omistus- ja hallintarakenteesta, lainsäädännöllisestä alisteisuudesta ja keskeisistä tietoturva- ja tietosuojariskeistä.
  • Julkisten toimijoiden tulee laatia jatkuvuussuunnitelmat ja toteuttaa säännöllinen testaus kriittisten palveluiden saatavuuden varmistamiseksi myös poikkeusoloissa.
  • Julkisten viranomaisten tulee huolehtia siitä, että julkisen hallinnon kannalta olennaisissa tietojärjestelmissä vältetään kohtuutonta riippuvuutta yksittäisestä palveluntarjoajasta, ja tiedot ja toiminnot ovat kohtuullisin kustannuksin ja teknisin keinoin siirrettävissä toiseen vastaavat vaatimukset täyttävään järjestelmään.
  • Tämän lainsäädännön vaatimukset tulee sisällyttää julkisia hankintoja koskeviin lain soveltamisalaan kuuluviin tarjouspyyntöihin ja sopimusehtoihin. Perustelut
  1. Demokratian ja oikeusvaltion turvaaminen on yksi valtion tärkeimmistä tehtävistä

Vaalitulosten laskenta, kansalaisten perusoikeuksien toteutuminen ja viranomaisten toiminta edellyttävät, että tietojärjestelmät ovat luotettavia, läpinäkyviä ja Suomen tai EU:n lainsäädännön alaisia.

  1. Riippuvuus kolmansien maiden toimijoista heikentää Suomen itsemääräämisoikeutta

Suomen kriittiset digitaaliset palvelut ovat tällä hetkellä voimakkaasti riippuvaisia yhdysvaltalaisista ja muista EU/ETA-alueen ulkopuolisista pilvipalveluista. Tämä luo turvallisuusriskejä, sillä ulkomaiset toimijat voivat joutua lakien, kuten Yhdysvaltojen CLOUD Actin, alaisuuteen. Tällöin Suomen viranomaiset eivät voi taata, että tietoja ei luovuteta tai että palvelut pysyvät saatavilla kaikissa tilanteissa.

  1. Heikko neuvotteluasema ja epävarmuus asettavat Suomen alttiiksi vaikuttamiselle

Erityisesti Yhdysvaltojen, mutta myös muiden suurvaltojen politiikka on viime vuosina muuttunut epävakaammaksi. Yhdysvaltojen sisäpolitiikka, kauppasodat ja sanktiot voivat vaikuttaa suoraan Suomen digitaalisten palveluiden saatavuuteen ja turvallisuuteen. Jos kriittiset palvelut sijaitsevat EU/ETA-alueen ulkopuolella, Suomella ei ole riittävää vaikutusvaltaa niiden hallintaan tai jatkuvuuteen.

  1. Turvallisuus- ja jatkuvuusriskit jäävät Suomen ongelmaksi

EU/ETA-alueen ulkopuolisilla toimijoilla on omat etunsa ja prioriteettinsa, jotka eivät aina vastaa Suomen kansallisia etuja. Kriittisten palveluiden siirtäminen suomalaisten ja eurooppalaisten toimijoiden varaan vähentää riskejä, kuten tietovuotoja, palvelukatkoksia tai poliittisesti motivoituja päätöksiä, jotka voivat vaarantaa Suomen digitaalisen itsemääräämisoikeuden.

  1. Digitaalisen itsemääräämisoikeuden vahvistaminen vahvistaa myös Suomen taloutta

Digitaalisen itsemääräämisoikeuden vahvistaminen edistää myös entistä kilpailukykyisemmän tietoteknisen kotimarkkinan synnyttämistä. Esimerkiksi vuonna 2024 suomalainen julkinen sektori maksoi yksin Microsoftille lähes 1,2 miljardia euroa erilaisten ohjelmistojen käyttöoikeuksista. Tämä summa kohdistuessaan edes osin kotimaisten palvelujen ostamiseen edistäisi siten myös kotimaisen tietoteknisen alan yritystoimintaa ja luo uusia työpaikkoja.

Kotisivu: https://digitaalinenitsenaisyys.fi/

Mastodon: @digitaalinenitsenaisyys@mementomori.social

[–] Wawe@lemmy.world 1 points 2 months ago

I am mixed between "Wow! Ten years already" and "Only ten years old, it feels like it has been out for ever". I am always amazed that it is still receiving updates. ConcernedApe is always developer I look up to and admire. He didn't let the fame and success affect him and still just casually keeps developing games.

[–] Wawe@lemmy.world 2 points 2 months ago (5 children)

I played it when it was in closed beta. And as a fan of Overwatch and previous LoL player, Deadlock was super fun to play. But combination of high mechanical requirement and knowledge requirement it is hard to enjoy the game as casual peopler. Thank god now there is light version of Deadlock as Overwatch Stadium.

[–] Wawe@lemmy.world 8 points 2 months ago (7 children)

Deadlock. As a parent and full time worker I don't have time to commit to a new live service multiplayer. It would be amazing to be a teenager or student again and just grind that game as nolife.

Wow is kinda similar. Housing update seems like fun thing that they finally added but no way I have time to play wow.

[–] Wawe@lemmy.world 0 points 2 months ago

"Clickable files in the Output panel". OMG thank you finally. This was so annoying.

[–] Wawe@lemmy.world 2 points 2 months ago* (last edited 2 months ago) (1 children)

Here is list of some games that I enjoyed playing with my wife:

One of my favorite recent games were: Ale and Tale Tavern and RV there yet.

Here is list of other game I have played (+ or - if I recommend it). These were all I found in my Steam Library.

Single player games that can be played "together"

  • Witness (++)
  • Last day of June (+)
  • AER Memories of Old (+-)

Farming sims:

  • Stardew Valley (+++)
  • Ale and Tale Tavern (++)
  • Roots of Pacha (+)
  • Sun Haven (+)
  • Travellers Rest (+-)

Exploration/Story:

  • It Takes Two (+++)
  • Squirreled Away (++)
  • Swords 'n Magic and Stuff (++)
  • Split Fiction (+)
  • Peak (+)
  • Don't Starve Together (+)

Action:

  • Moon Hunters (+)
  • Full Metal Furies (+)
  • Nine Parchments (+)
  • Lovers in a Dangerous Spacetime (-)
  • Pathless Woods (-)
  • Castle Crashers (-)

Puzzle:

  • Portal 2 co-op (++)
  • Trine 2-4 (+)

Party:

  • Overcooked (+)
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