You can’t attack when charge bar is under 75% in 1.9.1? Well, you can disable this without mods! via /r/Minecraft


You can’t attack when charge bar is under 75% in 1.9.1? Well, you can disable this without mods!

http://ift.tt/1U7jAsk

  • New option enableWeakAttacks in options.txt

    • Defaults to false. When false, the client will ignore attempts to attack when weapon cooldown is less than 75% recharged.

 

Just open your minecraft folder, open settings.txt file, find "enableWeakAttacks" line and change false to true.

Submitted March 16, 2016 at 06:36AM by KubaPL20935
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Microsoft Lumia 550 price drops to £20. Yep, £20

Watch out for flying Lumias, Carphone Warehouse is basically throwing them at people walking by. The Microsoft Lumia 550 costs just £20 for upgrades.

No, that’s not a typo – GBP 20, £20, 20 quid, whatever you want to call it. For new subscribers, the price is much “steeper” – £40 + £10 top-up.

You can read our Lumia 550 review to see if you’re wondering if there’s a catch. There isn’t, it’s just an entry-level phone that someone is selling at a loss.

Via

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A monologue concerning the three chief combat systems. via /r/Minecraft


A monologue concerning the three chief combat systems.

As you may or may not be aware, combat mechanics were altered slightly in 1.9.1, but this small change really makes a difference. Combat has undergone many changes throughout the versions of 1.9, so I will take a little time to discuss 3 different versions of minecraft combat, pre-1.9, 1.9, and 1.9.1, and discuss the pros and cons of each system.

Pre-1.9

Pros: Simplicity. The sword says a damage amount on it. When you swing the sword, it deals that amount of damage. What you see is what you get. Some players prefer this system because they feel that minecraft was not designed around combat.

Cons: Lack of depth. You win a fight in minecraft 1.8 by swinging your sword at something until it dies. This means that unless you have good armor and a good sword, you will most likely lose to someone who has better gear than you. This system is not dependent on strategy so much as resources and status.


1.9

Pros: Strategy. This version of minecraft establishes the cooldown, and makes axes a viable weapon. This means that combat isn't so much about how fast one can swing their sword, but their timing. A sufficiently skilled player can defeat a diamond-clad juggernaut with proper timing and weapon choices.

Cons: Complexity. What you see is not what you get, which makes it confusing for new players and returning vetarans who attempt to use the pre-1.9 strategy, which is no longer viable. Similarly, because the attack indicator is off by default, it will leave these players wondering why they cannot deal any damage, as the charge mechanic is not immediately obvious.


1.9.1:

Pros: Visibility. In this upcoming version of minecraft, players will not be able to attack unless it is at least 70% charged. This makes the charge mechanic more obvious to the aforementioned players by visibly restricting them.

Cons: Spamming your weapon is now a valid strategy again. You can click your mouse as fast as you want and you get attacks that all deal 70% damage. With stone swords this is particularly obvious, as enemies will actually die faster by spamming a stone sword than by carefully timing it. This removes some of the depth that was apparent in the 1.9 version of combat.


Now some personal thoughts, I prefer the 1.9 version of combat over 1.9.1, because to me, the 70% change doesn't make a whole lot of sense. Why implement that, if in the same update, shields don't lose durability if you hit and it deals negligible damage? This is a safeguard against spamming, but truly spamming isn't even possible in the same update. The 70% change just seems tacked on.

What I feel should be done is that the 70% change should be reverted, as frankly it was a step backward. Because of this loss of visibility to the aforementioned players, I propose that the attack indicator simply be enabled by default.

Also, kudos to whoever can tell what the title of this page is referencing.

Submitted March 16, 2016 at 05:10AM by derborgus3333
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Can Sustainability Sell Sneakers?

In an industry dominated by pro sponsorships and celebrity endorsements, Adidas is opening up a second front to reach its millennial customers, innovating ways to engage on sustainability and other topics beyond the confines of functionality and fashion.
“We’re lucky to have a Futures Team that’s focused on professional athletics, and how to improve performance,” said James Carnes, VP Global Brand Strategy at Adidas. “So we’re interested in understanding the needs of all the other people who participate in sports.”
“Working with pros is incredibly different than working with the NCAA, and when you get to the high school or pickup adult game level, it gets even more interesting.”
Last March, Adidas kicked off a strategy, called Open Source, to bring such insights into its development fold. Many of the activities had been underway for years, but the program codified three broad activities as a part of its business plan and culture.
“First, our creative approach isn’t to collaborate to bring incremental improvements, but to look at the consumer and identify what’s missing in their experiences that we can provide,” Carnes explained.
The company has opened eight facilities, called RunBases, where consumers can play sports and engage with experts (in Berlin, Boston London, Moscow, Prague, Sao Paulo, Scandinavia, and Tokyo), and is looking to expand the network.

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The Internet Of Things And Machine Learning

IDC says the Internet of Things (IoT) market will be $1.7 trillion by 2020. Moor Insights & Strategy (MI&S) believes Machine learning will drive a portion of this revenue. Machine learning is the ability of a machine to vary the outcome of a situation or behavior based on knowledge or observation–essential for IoT solutions. And MI&S believes there are 2 kinds of machine learning worth understanding.

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