![]() I just checked on my upgrade options, and the only option given is the 1 year renewal, backdated to December. I currently have an AppCode license which expired last December.īecause AppCode is for a hobby and I haven't had much time recently, it hasn't been a priority to upgrade. It still adds up per year, but you hardly notice it when it is charged per month. Atlassian has a great price for their JIRA cloud subscriptions at $10 per month for example. If a subscription would cost a small monthly fee and can be paused or cancelled at any time, it might even be an easier sell than a one-time €179 purchase. If you want to stick with subscriptions, especially for the personal licenses, it might make sense to include a monthly subscription. I'm finding it harder now to convince them, since a one-time purchase is just a much easier sell than having to commit to a long-term subscription (at a steep price since it is payed per year in advance). Another part of showing my appreciation is convincing other developers I meet to try IntelliJ. We are evaluating and discussing options internally and may make some changes. In the new model it feels as if I'm expected to pay, even if I'm not satisfied with the quality of the new major release yet. I know then what I'm getting and I like to show my appreciation by parting with my money. Once those bugs are ironed out and I like the product, it just feels great to purchase a license. When major releases of IntelliJ appear, I typically give them a try pretty quickly and I usually end up waiting for a couple of bug-fix releases first, since the first versions often contain some bugs that get in my way. A ' past due renewal at a slightly higher price'-option doesn't exactly take that feeling away. To me it is not about being confused, but about feeling punished for not immediately renewing. Sadly it the term 'confusion' doesn't really apply. ![]() We understand that this is causing some confusion. If you purchase a normal subscription renewal, it will indeed backdate to when the subscription lapsed. ![]() I also haven't moved to IntelliJ13 yet because of this. JetBrains announced the same model for IntelliJ and they didn't have the courtesy to respond to the many comments criticizing this model. The way the current model works, subtracting time from the license period if we don't upgrade immediately after the subscription year, really just feels wrong. I do hate being forced into a subscription model, but I would probably even still accept a fixed montly/yearly fee if I could cancel it and re-activate it again if I'm not using it for a while. I really don't mind paying for a good product. even if I'm not using the product for a couple of months. With the current model I feel like I'm being punished if I'm not upgrading to the latest version straight away. I purchased it back then in the beginning because I wanted to support JetBrains. I only dable with iOS in my spare time and AppCode was only used once every few months. I stopped using AppCode because of this and won't return to it unless this is fixed. Just angry I have to pay for a full license again. I love this tool, its far better than the tools provided by XCode. Really hoping you guys consider some changes to the licensing. It is completely unfair to the customer who is basically forced to keep paying for usage they might not necessarily use to keep up to date or pay for another full-price license. I understand the 1-year subscription for upgrades, it makes sense. He also didn't respond to other emails I sent asking for clarification. To make matters worse the sales guy I was contacted by basically explained the policy and didn't even attempt to remedy the situation in some manner. It will be cheaper for me to buy a completely new license. I would have to pay $59 again at the end of December. At this point my upgrade is only good for 3 months but I paid $59 for it. I don't quite understand how you can think it's right to make someone pay a full upgrade price for only a partial license. The other night I purchased an upgrade because I'm getting back into iOS development only to be surprised that I'd have to pay again come the end of December. Because I wasn't using AppCode I decided to wait on renewing, expecting (mistakenly) that my year of upgrades/support would start the date I bought the upgrade, not based on when I originally purchased the tool. My original subscription ran out on 12/29/12. But you guys really blew it with your upgrade licensing. Posting this here because, quite frankly, I'm not sure where else to say it.
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Wire one of your Sonos Boosts to whichever device is now your network router - whether that’s your main router (perhaps ISP provided?) or your new TP-Link Deco primary hub - it’s not clear to me at the moment which mode you’re using with the mesh hubs? So you need to resolve which device to connect it to. One thing is sure, I have done a-lot of work and I am at the end of my personal options.Ĭan anyone help me going further fixing my 2 problems ?Īs a quick test - you could just try this… Is it my fault or caused by our more complicated internet network or is the new Amp more flaky, I don’t know. Since the newer Amp, configuration has been tricky, quite complicated and not straightforward anymore. I was always surprised how simple the Sonos setup was taken care of. Over the years, I never had problems configuring or making changes to my Sonos configuration with my older S2 compatible Connect Amp. This time the Amp was recognized and added to the system, but Sonos said it was unable to add it to displayed configuration of the Sonos app. I reset it another time to it’s factory setting. This morning, I moved the Amp near my main Boost. Later, it did recognize the Amp by was never able to add it to the Sonos system. I also tried resetting it to factory settings many times with no success. So I tried very hard to have my Amp recognize by the network. I don’t know if the 2 problems are caused by the same problem. When reconnecting everything, my Amp was not recognized anymore on my Sonos network and my Arc’s button were not responsive anymore. So I played around with all the wires and cables of our internet and Sonos networks. I suspect that part of my problems were created when adding a TP-Link Deco mesh system on my home network to have a better signal in all our home that is not ethernet wired entirely. I had to make changes in the wiring and the connections. 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Even better for her, it will leech 10% NP from every ally on the field for three turns, enabling her looping with lower refunds.
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![]() ![]() Though odds are displayed, a misleading aspect with this gacha system is the characters advertised on the front of these boxes - such as Picard and Saru here - aren't necessarily inside them.Īt the very least, the resource it requires (which is, again, earned entirely in-game) flows in steadily so you can try your luck regularly, and the system takes place in the transporter room, with each character taking a few moments to materialise each time - admittedly, a pretty nice touch.Īs it stands, a handful of hours in, I'm getting along with Star Trek: Legends's freemium-but-not systems well enough - so much that they only occasionally get in the way of a game that's otherwise phaser targeted to my interests. Though the game doles out enough decent characters through story missions, achievements and seasonal events without needing to rely on it, a select few - at least early in the game - appear to be locked behind it, which is frustrating when you're looking to amass your fantasy away team. There's also a gacha system for unlocking new crew members, which I'm torn on. I enjoy lining up crew members to go on shuttle missions while I'm not playing for bonus rewards and resources, but others, such as cooldowns on store purchases which can help level your party, can feel like artificial ways to slow down progress. This is a game that was seemingly designed to be free-to-play at some point - whether things changed when it came to Apple Arcade, which forbids microtransactions, or whether there's still a release planned with them in I don't know - but it still means jumping through hoops and waiting on timers to unlock certain characters and abilities. The away missions are good fun, but where I'm butting heads with Star Trek: Legends is the systems around them. Meanwhile, the overarching story is pretty light - there's some woolly premise of the Nexus returning and timelines coming together - but when the end result is Worf having to explain who the Cardassians and the Borg are to a confused Burnham, you're more than happy to go along for the ride. Yes, there's an ability named the Riker Manoeuvre. If things do go awry, the five to 10 minute length of each run means it's little bother to try again - and simple branching paths, which can open up new routes based on your team composition, means you can do things a little different next time. That's not to say you can rest on your laurels you can't revive fallen crew between missions, so keeping an eye on health bars and having your doctor on standby is essential. My favourite is morale, where not only can foes flee from battle if demoralised enough, but can see you follow up with a bonus attack if yours is particularly high.įor example, I've engineered my party so McCoy gives Riker a stim at the start of battle, so after he sprays the field with bullets to clear away most adversaries in one go, Worf or Torres will likely then wade in to pick off any stragglers - a set up which is carrying me through most battles so far. Gameplay of a mission in Star Trek: Legends.īattles are simple but snappy affairs - each encounter takes 30 seconds to a minute to complete - and though you can brute force your way through a fair amount of them, things get interesting when you explore its range of buffs and status effects. Character quirks translate into abilities pretty well, as combat sees you trade blows with Romulans, Klingons and other notable factions during a series of away missions. 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She specializes in ranged weapons and can also use traps against her foes. The Vanquisher is an elite city guard, sent undercover to investigate the town of Torchlight.He can fire blasts of magic and electricity from his specialized focus glove and can summon imps and steampunk-styled robots. The Alchemist is a spellcaster drawn to the magical power of Ember.The Destroyer is a wandering warrior skilled in melee combat, although he also has the ability to call upon ancestral spirits to produce magical effects.Torchlight features three character classes. Īlso present in the game is a retirement system, in which the player can pass on an heirloom item from an old character to a newly created one, likened to a New Game Plus game mode. The initial pet can be a wolf dog, a lynx or, in the retail version of the game, a ferret the player can feed fish to their pet to transform it into different creatures. 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Optionally, the player may take on side quests, random quests or visit branching dungeon areas. As the protagonist delves into the dungeon, a series of quests are presented which involve battling unique bosses that advance the main storyline. The game also features a single town which serves as a hub, to which the player character can periodically return to buy and sell items to NPC vendors and obtain quests. The player controls a lone hero who explores a series of randomized dungeons, fighting large numbers of enemies and collecting equipment, gold, and other loot. The bar at the bottom of the screen displays skills activated by hotkeys. Gameplay A Destroyer engages in combat against undead monsters. In 2018, the long-planned MMORPG was announced as Torchlight III. In September 2012, Runic Games released a sequel, Torchlight II, for Windows. ![]() A Linux port was released as part of the game's inclusion in the Humble Indie Bundle 6.ĭevelopment of the game was led by Travis Baldree, designer of Fate, joined by Max Schaefer and Erich Schaefer (co-designers of Diablo and Diablo II), and the team that worked with Baldree on the original incarnation of Mythos. ![]() Runic Games and World Domination Industries developed a port for Xbox Live Arcade which was released on March 9, 2011. A port for OS X was developed by World Domination Industries and released through Steam on May 12, 2010. in January 2010 by Encore, Inc, and JoWooD Entertainment published a retail box in Europe in April 2010. 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