Author: Service Bot

  • Vedľajšie účinky lieku Levitra Professional: časté, zriedkavé a kedy prestať

    Levitra Professional, liek na erektilnú dysfunkciu, predstavuje rôzne vedľajšie účinky od miernych až po závažné, čo si vyžaduje uvedomenie si a stratégie riadenia.

    Pochopenie Levitra Professional a jej použitia

    Levitra Professional sa primárne používa na liečbu erektilnej dysfunkcie (ED) u mužov, pričom im pomáha dosiahnuť a udržať erekciu. Je to inhibítor fosfodiesterázy typu 5 (PDE5), podobne ako iné lieky ako Viagra a Cialis. Tento liek účinkuje tak, že zvyšuje prietok krvi do penisu, čím uľahčuje erekciu v kombinácii so sexuálnou stimuláciou.

    Účinnosť lieku Levitra Professional z neho urobila obľúbenú voľbu medzi tými, ktorí hľadajú liečbu ED. Rovnako ako u každého lieku je však dôležité, aby používatelia pochopili celý rozsah jeho účinkov vrátane potenciálnych vedľajších účinkov, aby sa zabezpečilo bezpečné používanie. Vedieť, kedy a ako správne používať tento liek, môže výrazne zlepšiť kvalitu života tých, ktorí sú postihnutí ED.

    Časté vedľajšie účinky lieku Levitra Professional

    Časté vedľajšie účinky lieku Levitra Professional sú vo všeobecnosti mierne a prechodné. Často zahŕňajú bolesti hlavy, sčervenanie tváre, upchatý nos a závraty. Tieto príznaky sú zvyčajne krátkodobé a môžu sa zmierniť, keď sa telo prispôsobí lieku.

    Napriek ich miernemu charakteru môžu byť tieto vedľajšie účinky nepríjemné. Napríklad bolesti hlavy sa môžu vyskytnúť v dôsledku zvýšeného prietoku krvi, zatiaľ čo upchatý nos súvisí s rozšírením krvných ciev. Používateľom sa odporúča sledovať tieto príznaky a poradiť sa so svojím poskytovateľom zdravotnej starostlivosti, ak pretrvávajú alebo sa stanú závažnými.

    Gastrointestinálne vedľajšie účinky a manažment

    Pri používaní Levitra Professional sa môžu vyskytnúť gastrointestinálne vedľajšie účinky, ako je nevoľnosť, poruchy trávenia a hnačka. Tieto účinky sú zvyčajne mierne, ale môžu spôsobiť nepohodlie počas počiatočných štádií liečby.

    Zvládnutie týchto vedľajších účinkov zahŕňa úpravu stravy a vhodné načasovanie liečby. Užívanie lieku Levitra Professional s jedlom môže pomôcť znížiť nevoľnosť a poruchy trávenia. Okrem toho, zostať hydratovaný a vyhýbať sa bohatým alebo korenistým jedlám môže tiež zmierniť tieto gastrointestinálne problémy.

    Kardiovaskulárne vedľajšie účinky: Na čo si dať pozor

    Kardiovaskulárne vedľajšie účinky lieku Levitra Professional, hoci sú zriedkavé, vyžadujú starostlivú pozornosť. Môžu zahŕňať zmeny krvného tlaku, búšenie srdca a v niektorých prípadoch závažnejšie obavy, ako je bolesť na hrudníku alebo zrýchlený tep srdca.

    Pacienti s už existujúcimi srdcovými ochoreniami by mali pred začatím liečby Levitrou Professional prediskutovať riziká so svojím poskytovateľom zdravotnej starostlivosti. Monitorovanie kardiovaskulárneho zdravia a okamžité hlásenie akýchkoľvek neobvyklých symptómov môže zabrániť komplikáciám a zaistiť bezpečné používanie tohto lieku.

    Neurologické vedľajšie účinky: bolesti hlavy a ďalšie

    Bolesti hlavy patria medzi najčastejšie neurologické vedľajšie účinky, ktoré zažívajú používatelia Levitra Professional. Je to pravdepodobne spôsobené zvýšeným prietokom krvi a vaskulárnymi zmenami vyvolanými liekmi.

    Ďalšie neurologické účinky môžu Levitra Professional 20mg Bez Predpisu zahŕňať závraty alebo točenie hlavy, najmä pri rýchlom vstávaní. Pacientom sa odporúča pomaly vstávať zo sediacej alebo ležiacej polohy, aby sa minimalizovali tieto účinky. Pretrvávajúce alebo závažné symptómy by mal vyhodnotiť zdravotnícky pracovník.

    Vedľajšie účinky súvisiace s videním: Rozmazané a farebné zmeny

    Niektorí používatelia Levitra Professional hlásia vedľajšie účinky súvisiace so zrakom, vrátane rozmazaného videnia a zmien vo vnímaní farieb. Tieto účinky sú zvyčajne mierne a dočasné a vymiznú krátko po vysadení lieku.

    Akékoľvek náhle alebo závažné zmeny zraku by sa však mali okamžite nahlásiť poskytovateľovi zdravotnej starostlivosti, pretože by mohli naznačovať závažnejší základný problém. Pacientom sa odporúča, aby sa vyhýbali činnostiam, ktoré vyžadujú ostré videnie, ako je vedenie vozidla, ak sa u nich vyskytnú takéto vedľajšie účinky.

    Zriedkavé vedľajšie účinky a ich dôsledky

    Zatiaľ čo väčšina vedľajších účinkov lieku Levitra Professional je mierna, existujú zriedkavé, ale potenciálne závažné vedľajšie účinky, o ktorých je potrebné vedieť. Patria sem predĺžená erekcia (priapizmus), náhla strata sluchu a závažné alergické reakcie.

    Priapizmus, aj keď je zriedkavý, vyžaduje okamžitú lekársku intervenciu, aby sa zabránilo dlhodobému poškodeniu. Náhle zmeny sluchu by tiež mali viesť k urgentnej konzultácii s poskytovateľom zdravotnej starostlivosti, pretože môžu naznačovať vážny problém.

    Alergické reakcie na Levitra Professional

    Alergické reakcie na Levitra Professional sú menej časté, ale môžu byť závažné. Príznaky môžu zahŕňať vyrážku, svrbenie, opuch, silné závraty a ťažkosti s dýchaním. Tieto príznaky si vyžadujú okamžitú lekársku pomoc.

    Pacienti so známou alergiou na niektorú zložku lieku by sa jej mali úplne vyhnúť. Tí, ktorí majú mierne alergické reakcie, by mali prediskutovať alternatívne možnosti liečby so svojím poskytovateľom zdravotnej starostlivosti.

    Identifikácia závažných vedľajších účinkov: Kedy hľadať pomoc

    Rozpoznanie príznakov závažných vedľajších účinkov je kľúčové pre každého, kto užíva Levitru Professional. Symptómy ako bolesť na hrudníku, silné závraty, mdloby alebo erekcia trvajúca viac ako štyri hodiny si vyžadujú okamžitý lekársky zásah.

    Okamžitý zásah môže zabrániť potenciálne život ohrozujúcim komplikáciám. Pacienti by mali byť povzbudzovaní, aby dôverovali svojim inštinktom a hľadali pomoc vždy, keď majú pocit, že s ich zdravím nie je niečo v poriadku.

    Levitra Professional môže interagovať s inými liekmi, čo potenciálne zvyšuje riziko vedľajších účinkov. Najmä lieky obsahujúce dusičnany, často predpisované na bolesť na hrudníku, môžu v kombinácii s Levitrou spôsobiť nebezpečný pokles krvného tlaku.

    Iné lieky, ako sú niektoré antibiotiká a antimykotiká, môžu tiež interagovať s liekom Levitra Professional. Pacienti by mali poskytovateľovi zdravotnej starostlivosti poskytnúť úplný zoznam svojich liekov, aby sa vyhli akýmkoľvek škodlivým interakciám.

    Ako dlho trvajú vedľajšie účinky?

    Väčšina vedľajších účinkov lieku Levitra Professional je krátkodobá, zvyčajne vymizne do niekoľkých hodín po užití lieku. Trvanie sa však môže líšiť v závislosti od jednotlivca a konkrétneho vedľajšieho účinku.

    Pretrvávajúce vedľajšie účinky, ktoré rýchlo nezmiznú, by sa mali prediskutovať s poskytovateľom zdravotnej starostlivosti. Môžu odporučiť úpravu dávkovania alebo zvážiť alternatívnu liečbu, ak sú vedľajšie účinky obzvlášť problematické.

    Riadenie vedľajších účinkov: Tipy a preventívne opatrenia

    Efektívne zvládanie vedľajších účinkov zahŕňa kombináciu stratégií. Pacienti by mali dodržiavať predpísané dávkovanie a načasovanie, aby sa minimalizovala pravdepodobnosť nežiaducich účinkov. Zostať hydratovaný a vyhýbať sa alkoholu môže tiež pomôcť zmierniť niektoré príznaky.

    Okrem toho udržiavanie otvorenej komunikácie s poskytovateľmi zdravotnej starostlivosti zaisťuje, že akékoľvek vznikajúce vedľajšie účinky budú okamžite vyriešené. Pravidelné kontroly a monitorovanie môžu pomôcť prispôsobiť plán liečby individuálnym potrebám a optimalizovať tak účinnosť, ako aj bezpečnosť.

    Kedy prestať užívať Levitru Professional

    Prerušenie liečby Levitra Professional môže byť nevyhnutné, ak vedľajšie účinky prevažujú nad prínosmi. Závažné alebo pretrvávajúce vedľajšie účinky, ktoré zasahujú do každodenného života, sú jasnou indikáciou na ukončenie liečby.

    Je dôležité, aby sa pacienti pred ukončením liečby poradili so svojím poskytovateľom zdravotnej starostlivosti, aby prediskutovali alternatívne terapie alebo úpravy, ktoré by mohli zmierniť vedľajšie účinky bez toho, aby bola ohrozená účinnosť liečby.

    Konzultácia s poskytovateľmi zdravotnej starostlivosti o vedľajších účinkoch

    Konzultácia s poskytovateľmi zdravotnej starostlivosti o vedľajších účinkoch je nevyhnutnou súčasťou riadenia liečby liekom Levitra Professional. Poskytovatelia môžu ponúknuť pohľad na povahu vedľajších účinkov, možné príčiny a efektívne stratégie riadenia.

    Pacienti by sa mali cítiť oprávnení diskutovať o akýchkoľvek obavách alebo otázkach so svojím zdravotníckym tímom a zabezpečiť, aby ich plán liečby bol bezpečný a účinný. Pravidelné konzultácie môžu zlepšiť výsledky a zlepšiť celkový zážitok z liečby.

    Porovnanie vedľajších účinkov Levitra Professional s inými liekmi na ED

    Pri porovnávaní lieku Levitra Professional s inými liekmi na ED, ako sú Viagra a Cialis, sú profily vedľajších účinkov vo všeobecnosti podobné, hoci individuálne skúsenosti sa môžu líšiť. Niektorí používatelia môžu tolerovať jeden liek lepšie ako iné, v závislosti od ich osobného zdravotného stavu a citlivosti.

    Pochopenie týchto rozdielov môže pomôcť pacientom a poskytovateľom zdravotnej starostlivosti vybrať si najvhodnejšiu liečbu. Porovnaním vedľajších účinkov a účinnosti môžu pacienti prijímať informované rozhodnutia o liečbe ED, čím sa optimalizuje bezpečnosť aj účinnosť.

  • Betegtörténetek: miről számolnak be az emberek a Baclofen Genericről

    Ez a cikk a Baclofen Genericről szóló történetek széles skáláját tárja fel, részletezve tapasztalataikat és meglátásaikat a különböző állapotokkal és kezelésekkel kapcsolatban.

    Bevezetés a Baclofen Generic-be és felhasználásaiba

    A Baclofen Generic-t, egy általánosan használt izomrelaxánst, elsősorban a szklerózis multiplexhez (MS) és a gerincvelő sérüléseihez kapcsolódó izomgörcsök enyhítésére írják fel. Mechanizmusa magában foglalja a központi idegrendszerre gyakorolt ​​hatást az izomgörcsök gyakoriságának és súlyosságának csökkentése érdekében. Az évek során a Baclofen felhívta a figyelmet potenciális, nem címkézett felhasználására, beleértve az alkoholfogyasztási rendellenességek kezelését is.

    Ezt a gyógyszert sokan kedvelik generikus gyógyszerként való hatékonysága és költséghatékonysága miatt. A Baclofent szedők tapasztalatai azonban változatosak, sok egyén eltérő eredményekről és kihívásokról számol be. Ez a cikk ezeket a narratívákat igyekszik megragadni, és értékes betekintést nyújt a jelenlegi és leendő felhasználók számára.

    Személyes tapasztalatok a Baclofen izomgörcsök kezelésére

    A krónikus izomgörcsökben szenvedők számára a Baclofent gyakran mentőövként írják le. A betegek gyakran számolnak be az izomfeszesség és görcsök jelentős csökkenéséről, ami lehetővé teszi számukra, hogy visszanyerjék némi kontrollt fizikai mozgásaik és napi tevékenységeik felett. Egy beteg megosztotta, hogy a Baclofen lehetővé tette számukra, hogy hatékonyabban vegyenek részt a fizioterápiában, felgyorsítva a gyógyulási folyamatukat.

    Azonban nem minden tapasztalat teljesen pozitív. Egyesek kezdeti mellékhatásokat észleltek, mint például álmosságot vagy szédülést, amelyeket nehéz lehet kezelni, különösen a kezelés korai szakaszában. Ezen akadályok ellenére sokan úgy találják, hogy a csökkent izomgörcsök előnyei felülmúlják a hátrányokat, különösen mivel szervezetük idővel alkalmazkodik a gyógyszerhez.

    Baclofen Generic: Sikertörténetek a sclerosis multiplex kezelésében

    A sclerosis multiplexben szenvedő betegek gyakran arról számolnak be, hogy a Baclofen alkalmazása során jelentősen megkönnyebbült a görcsösség. Sokak számára ez a gyógyszer kulcsfontosságú összetevője volt a kezelési rendnek, lehetővé téve számukra a magasabb életminőség fenntartását. Egy SM-beteg leírta, hogy a Baclofen hogyan tette lehetővé számukra, hogy olyan közösségi tevékenységekben vegyenek részt, amelyeket korábban a görcsöktől való félelem miatt elkerültek.

    A sikertörténetek ebben az összefüggésben nem nélkülözik a bonyolultságukat. Egyes betegeknek aprólékosan kellett módosítaniuk az adagokat, hogy megtalálják a megfelelő egyensúlyt a hatékonyság és a tolerálhatóság között. Ennek ellenére az SM-betegek körében általános a hála érzése egy olyan gyógyszerért, amely kézzelfogható javulást kínál a tüneteik kezelésében.

    Betegelbeszélések a baklofénről alkoholfogyasztási zavar esetén

    Az elmúlt években a Baclofent az alkoholfogyasztási rendellenességek kezelésére szolgáló gyógyszerként tárták fel, amely reményt ad a függőséggel küzdőknek. Azok a betegek, akik ebben az összefüggésben alkalmazták a Baclofent, gyakran olyan eszköznek írják le, amely segít csökkenteni a vágyat és kezelni az elvonási tüneteket. Egyesek számára ez az alkoholfogyasztás jelentős csökkenését eredményezte, ami az általános egészségi állapot javulásához vezetett.

    A betegek tapasztalatai azonban nagyon eltérőek, és egyesek minimális hatást jelentettek függőségükre. Mások azt találták, hogy a Baclofen a leghatékonyabb, ha tanácsadási és támogató csoportokkal együtt alkalmazzák. Ezek a narratívák rávilágítanak az egyéni szükségletekre szabott átfogó kezelési terv fontosságára.

    Baclofen Generic: Megbirkózni a mellékhatásokkal

    A mellékhatások gyakori aggodalomra adnak okot a Baclofen-használók körében, gyakran említik az álmosságot, szédülést és gyengeséget. A betegek különféle stratégiákat dolgoztak ki e hatások mérséklésére, például este veszik be az adagokat a nappali álmosság minimalizálása érdekében, vagy az aktivitási szintjüket ennek megfelelően állítják be.

    Egyes egyének sikeresen fokozatosan https://expresspatika.com/baclofen-generikus-koltseg-online-veny-nelkul növelték a Baclofen adagját orvosi felügyelet mellett, lehetővé téve szervezetük hozzászokását a gyógyszerhez. Ezek a betegstratégiák aláhúzzák a személyre szabott gyógyszerkezelési megközelítés szükségességét, szoros kommunikációval a betegek és az egészségügyi szolgáltatók között.

    Áttérés a Baclofen Genericre a márkanévről

    A Baclofen márkanévről az általános megfelelőjére való áttérés szorongást okozhat néhány beteg számára. Az aggodalmak gyakran a hatékonysággal és a készítményben előforduló lehetséges különbségekkel kapcsolatosak. Sok beteg azonban zökkenőmentes átmenetről számol be, és nincs észrevehető változás a tünetkezelésben.

    Mások számára a váltás gazdaságilag előnyös volt, mivel a generikus gyógyszerek általában megfizethetőbbek. Azok a betegek, akik sikeresen átmentek, hangsúlyozzák a tünetek szoros figyelemmel kísérésének fontosságát, és a folyamat során az egészségügyi szolgáltatókkal való nyitott kommunikációt.

    Baclofen dózismódosítások: Beteg betekintés

    A Baclofen optimális adagjának megtalálása sok beteg kezelésének kulcsfontosságú szempontja. Ez a folyamat gyakran próbálkozásból és hibából áll, és a korrekciókat a gyógyszerre adott egyéni válasz alapján végzik. A betegek gyakran számolnak be arról, hogy szorosan együttműködnek orvosaikkal az adagolás finomhangolása érdekében, így biztosítva a maximális előnyt, miközben minimalizálják a mellékhatásokat.

    Egyes egyének megosztották tapasztalataikat arról, hogy nagyobb adagokra van szükségük fokozott stressz vagy fizikai aktivitás időszakában, míg másoknak kevesebb gyógyszerre van szükségük, mivel állapotuk stabilizálódik. Ezek a felismerések rávilágítanak a Baclofen-kezelés dinamikus természetére és a betegek adagkezelésbe való bevonásának fontosságára.

    A Baclofen Generic hosszú távú használata: Mit mondanak a betegek

    A Baclofen hosszú távú használói gyakran értékes perspektívákat nyújtanak a gyógyszer tartós hatékonyságáról és kihívásairól. Sokan arról számolnak be, hogy az évek során folyamatosan enyhültek a tünetek, ami stabil és jobb életminőséget tesz lehetővé. Ugyanakkor figyelmeztetnek a tolerancia kialakulásának lehetőségére is, ami az adagolás módosítását teheti szükségessé.

    A betegek aggodalmukat fejezték ki a hosszú távú mellékhatások, például a májfunkcióra gyakorolt ​​lehetséges hatások miatt is. Rendszeres orvosi kivizsgálás javasolt ezen lehetséges problémák figyelemmel kísérésére, biztosítva, hogy a Baclofen biztonságos és hatékony összetevője maradjon a hosszú távú kezelési terveknek.

    Baclofen Generic: Betegjelentések a megvonásról és a kezelés abbahagyásáról

    A Baclofen-től való megvonás összetett folyamat lehet, amely gyakran gondos tervezést és orvosi felügyeletet igényel. Azok a betegek, akik abbahagyták a gyógyszeres kezelést, eltérő tapasztalatokról számolnak be, és néhányuk elvonási tünetekkel, például fokozott görcsösséggel vagy szorongással szembesült.

    Az elvonási hatások minimalizálása érdekében általában az adag fokozatos csökkentése javasolt. A betegek hangsúlyozzák a türelem és a támogatás fontosságát a folyamat során, különösen azok esetében, akik hosszabb ideig Baclofen-kezelést kapnak.

    A Baclofen Generic összehasonlítása más izomlazítókkal

    Más izomrelaxánsokkal összehasonlítva a Baclofent gyakran dicsérik a görcsösség csökkentésében nyújtott célzott hatékonyságáért. Azok a betegek, akik kipróbáltak olyan alternatívákat, mint a tizanidin vagy a diazepam, időnként arról számolnak be, hogy a Baclofent részesítik előnyben, mivel kevesebb nyugtató hatást gyakorolnak a nappali tevékenységek során.

    Azonban minden gyógyszernek megvannak a maga előnyei és hátrányai. Egyes betegek más izomrelaxánsokat találnak jobban megfelelnek sajátos szükségleteiknek, kiemelve a személyre szabott kezelési tervek fontosságát és a betegek preferenciájának szerepét a gyógyszerválasztásban.

    Baclofen generikus gyermekgyógyászati ​​használatra: Szülői beszámolók

    A Baclofent olyan betegségekre felírt gyermekek szülei gyakran osztoznak pozitív eredményekben, mint az izomkontroll és az általános kényelem javulása. Ezek a fejlesztések jelentősen javíthatják a gyermek azon képességét, hogy részt vegyenek a napi tevékenységekben, és javítsák életminőségüket.

    A szülők azonban aggodalmukat fejezik ki a lehetséges mellékhatások miatt, különösen a kisgyermekeknél. A szoros megfigyelés és a gyermekgyógyászokkal folytatott rendszeres konzultáció kulcsfontosságú a Baclofen biztonságos és hatékony alkalmazásának biztosításához gyermekkorú betegeknél.

    Mentális egészségre gyakorolt ​​hatások: A betegek beszámolói a baklofenről

    A Baclofen mentális egészségre gyakorolt ​​hatása a betegeknél eltérő. Egyesek arról számolnak be, hogy a fizikai tünetek jobb kezelése miatt a hangulat és a szorongás szintje javult, ami enyhítheti a stresszt és fokozhatja a szociális interakciókat.

    Ezzel szemben mások azt találták, hogy a baklofen nincs jelentős hatással a mentális egészségükre, vagy bizonyos esetekben hozzájárulhat a letargia vagy a depresszió érzéséhez. Ezek a vegyes jelentések arra utalnak, hogy bár a Baclofen segíthet a fizikai tünetek kezelésében, a mentális egészségre gyakorolt ​​hatásai kevésbé kiszámíthatók, és alapos megfontolást és megbeszélést igényelnek az egészségügyi szolgáltatókkal.

    Baclofen generikus és az életminőség javítása

    Sok beteg számára a Baclofen megváltoztatta a játékot, jelentősen javítva életminőségüket. Az izomgörcsök csökkentésével és a nagyobb fizikai szabadság biztosításával a Baclofen lehetővé teszi az egyének számára, hogy teljesebben foglalkozzanak személyes és szakmai tevékenységekkel.

    A betegek gyakran kiemelik azt az újonnan felfedezett képességet, hogy olyan tevékenységeket hajtsanak végre, amelyeket korábban felhagytak, például hobbikat, utazást vagy akár egyszerű napi feladatokat is. Az életminőség ezen javulása bizonyítja a Baclofen szerepét abban, hogy képessé tegye az egyéneket a teljesebb életre.

    Tippek a betegektől a Baclofen-kezelés kezeléséhez

    A tapasztalt Baclofen-felhasználók gyakran osztanak meg gyakorlati tippeket a kezelés hatékony kezeléséhez. Ezek közé tartozik a következetes gyógyszeres ütemterv kialakítása, a lehetséges kölcsönhatások más gyógyszerekkel való tisztában tartása, valamint a tüneti napló vezetése az idő múlásával történő változások nyomon követésére.

    A betegek hangsúlyozzák az egészségügyi szolgáltatókkal való rendszeres konzultáció fontosságát is az adagolás módosítása és az esetleges aggályok azonnali kezelése érdekében. A kortárs támogató csoportok további betekintést és bátorítást kínálhatnak, segítve a betegeket abban, hogy kevésbé érezzék magukat elszigeteltnek a kezelés során.

    Következtetés: Kulcsfontosságú kivonatok a Baclofen Generic betegtörténeteiből

    A Baclofen Generic-et körülvevő változatos narratívák aláhúzzák annak jelentős hatását az izomgörcsösséget és egyéb állapotokat kezelők életére. Bár a tapasztalatok eltérőek, sok beteg úgy találja, hogy a baklofen a kezelésük alapvető összetevője, amely megkönnyebbülést és jobb életminőséget kínál.

    Ezek a történetek rávilágítanak a személyre szabott kezelési tervek fontosságára és az egészségügyi szolgáltatókkal való nyílt kommunikáció szükségességére. Mint minden gyógyszer esetében, a Baclofen lehetséges előnyeinek és kihívásainak megértése alapvető fontosságú a lehető legjobb eredmény eléréséhez.

  • Sultan Games Казахстан — вход

    Казино Sultan Games в Казахстане – Выгодные акции и промокоды

    Если вы ищете казино, где можно играть на реальные деньги и получать выгодные бонусы, то вы пришли к правильному адресу. Казино sultan games – это популярное онлайн-казино, которое предлагает своим игрокам широкий спектр игр и выгодные акции.

    Один из главных преимуществ казино Sultan Games – это его программа лояльности, которая позволяет игрокам получать бонусы и выгоды за каждую сделанную ставку. Кроме того, казино предлагает своим игрокам бесплатные спины и фриспинсы, что позволяет им увеличить свои выигрыши.

    Кроме того, казино Sultan Games предлагает своим игрокам выгодные акции и промокоды, которые позволяют им получать дополнительные бонусы и выгоды. Например, они могут получать бесплатные депозиты, дополнительные бонусы и другие выгоды.

    Если вы ищете казино, где можно играть на реальные деньги и получать выгодные бонусы, то казино Sultan Games – это идеальное место для вас. Вам не нужно искать другие казино, потому что вы уже нашли лучшее.

    Также, казино Sultan Games предлагает своим игрокам поддержку 24/7, что позволяет им получать помощь в любое время. Кроме того, казино имеет безопасную и надежную систему оплаты, что позволяет игрокам чувствовать себя уверенно.

    В целом, казино Sultan Games – это лучшее онлайн-казино, которое предлагает своим игрокам широкий спектр игр, выгодные акции и промокоды, а также безопасную и надежную систему оплаты.

    Получите выгодные акции и промокоды в казино Sultan Games!

    Не теряйте возможность получать выгодные бонусы и выгоды!

    Также, вам не нужно искать другие казино, потому что вы уже нашли лучшее. Казино Sultan Games – это идеальное место для вас, где вы можете играть на реальные деньги и получать выгодные бонусы.

    Промокоды и скидки для новых игроков

    Если вы только начали играть в казино Sultan Games, то вам доступны некоторые выгодные акции и промокоды, которые помогут вам начать играть с минимальными вложениями. В частности, новый игрок может получить бездепозитный бонус, который будет добавлен к его счету автоматически после регистрации.

    Для получения этого бонуса вам нужно зарегистрироваться на официальном сайте казино Sultan Games и подтвердить свой email. Затем, в зависимости от вашего региона, вам будет предложен бездепозитный бонус в размере 10-20% от суммы депозита.

    Кроме того, новый игрок может получать скидки на депозит, которые могут достигать 50% от суммы депозита. Эти скидки доступны для новых игроков, которые сделают депозит в размере 100-500 USD.

    Также, новый игрок может получать дополнительные бонусы, такие как бонусы за первые депозиты, бонусы за игру на определенных игровых автоматах и т.д.

    В целом, новые игроки казино Sultan Games могут получать различные выгодные акции и промокоды, которые помогут им начать играть с минимальными вложениями.

    Акции и бонусы для постоянных игроков

    Султан Казино предлагает своим постоянным игрокам ряд выгодных акций и бонусов, чтобы отметить их лояльность и приносить им дополнительные преимущества.

    Один из таких бонусов – это программа лояльности “Султан Казино”, которая позволяет игрокам зарабатывать бонусы и акции за каждый сделанный депозит, а также за участие в различных турнирах и акциях.

    Программа лояльности “Султан Казино”

    Программа лояльности “Султан Казино” предлагает игрокам следующие преимущества:

    – Бонусы за каждый депозит: игроки могут получать бонусы в виде дополнительных денег или бесплатных спинов за каждый депозит, сделанный на сайте.

    – Турниры и акции: игроки могут участвовать в различных турнирах и акциях, которые проводятся на сайте, и выиграть дополнительные бонусы и акции.

    – Выгодные условия для игроков: программа лояльности “Султан Казино” предлагает игрокам выгодные условия для игры, такие как дополнительные бонусы, бесплатные спины и другие преимущества.

    Также, Sulthan Games Casino предлагает своим постоянным игрокам бесплатные спины и бонусы без депозита, которые могут быть использованы для игры на сайте.

    Для получения информации о программах лояльности и бонусах, игроки могут обратиться к поддержке Sulthan Games Casino или посетить официальный сайт казино.

    Как получить максимальную выгоду из казино Sultan Games

    Вам также рекомендуется использовать сultan games промокод, который может помочь вам получить дополнительные бонусы и преимущества. Некоторые из этих промокодов могут быть использованы только один раз, поэтому вам нужно быть внимательными при выборе.

    Важно помнить, что казино Sultan Games предлагает несколько типов игр, включая слоты, карточные игры и рулетку. Вам нужно выбрать игру, которая вам нравится, и начать играть.

    Кроме того, вам рекомендуется использовать функцию автоматического игрока, которая может помочь вам получать максимальную выгоду из игры. Автоматический игрок может помочь вам управлять игрой и получать максимальную выгоду из нее.

    Также, вам рекомендуется использовать функцию мультиплеера, которая позволяет вам играть с другими игроками. Мультиплеер может помочь вам получать максимальную выгоду из игры и создавать более интересные игры.

    Наконец, вам рекомендуется использовать функцию лояльности, которая может помочь вам получать максимальную выгоду из игры. Лояльность может помочь вам получать бонусы и преимущества, которые могут помочь вам получать максимальную выгоду из игры.

    В целом, чтобы получить максимальную выгоду из казино Sultan Games, вам нужно знать несколько секретов и использовать функции, которые могут помочь вам получать максимальную выгоду из игры.

    Помните, что казино Sultan Games предлагает несколько типов игр, включая слоты, карточные игры и рулетку.

    Важно помнить, что вам нужно быть внимательными при выборе игры и функций, которые вам нужны.

  • UPX — мощный инструмент сжатия исполняемых файлов для оптимизации 3572456

    Когда речь заходит о разработке, тестировании или распространении программного обеспечения, одним из важных аспектов является размер конечного файла. Большие файлы требуют больше времени для загрузки, занимают больше места на диске и могут замедлять работу системы при запуске. В таких случаях на помощь приходит UPX (Ultimate Packer for eXecutables) — популярный бесплатный инструмент для сжатия исполняемых файлов.

    Что такое UPX?

    UPX (сокращение от Ultimate Packer for eXecutables) — это открытый программный пакет, предназначенный для сжатия различных типов исполняемых файлов, включая Windows (.exe), Linux (.elf), macOS (.app) и другие. Он позволяет значительно уменьшить размер файла без потери функциональности, что особенно важно для распространения программ через интернет или при необходимости экономии пространства на носителях данных.

    Преимущества использования UPX

    • Высокая степень сжатия: UPX способен уменьшить размер файлов в несколько раз, иногда до 50% и более.
    • Быстрая работа: Сжатие и распаковка происходят очень быстро, что позволяет легко интегрировать UPX в автоматические процессы сборки и деплоймента.
    • Поддержка различных платформ: Работает на Windows, Linux, macOS и многих других системах.
    • Легкая интеграция: Можно использовать как командную строку или встроить в скрипты автоматизации.
    • Обратимость: Распаковка файла обратно в исходное состояние осуществляется без потери данных.
    • Безопасность: UPX не внедряет вредоносных элементов и широко используется в профессиональной среде.

     

  • Cialis Super Active ja diabeet: kas saate seda kasutada?

    Uurides Cialis Super Active’i ja diabeedi vahelist seost, käsitleb see artikkel selle võimalikke eeliseid, ohutusprobleeme ja seda, kuidas see sobiks diabeediga patsientide erektsioonihäirete raviga.

    Cialis Super Active’i mõistmine: ülevaade

    Cialis Super Active on populaarne ravim, mis on loodud meeste erektsioonihäirete (ED) raviks. Traditsioonilise Cialise täiustatud versioonina on selle geelkapsli vormi tõttu kiirem toime, mis võimaldab kiiremini vereringesse imenduda. Peamine toimeaine on tadalafiil, 5. tüüpi fosfodiesteraasi (PDE5) inhibiitor, mis suurendab verevoolu peenisesse, hõlbustades ja säilitades seeläbi erektsiooni seksuaaltegevuse ajal.

    Erinevalt oma eelkäijatest turustatakse Cialis Super Active’i selle võime tõttu töötada 5–7 minutiga, mis on oluliselt kiirem kui tavaliste tablettide puhul tavaline 30 minutit. See kiire tegevus muudab selle atraktiivseks võimaluse neile, kes otsivad oma intiimelus spontaansust. Lisaks võib selle mõju kesta kuni 36 tundi, pakkudes seksuaalseks tegevuseks laiemat võimalust ilma täpset ajastust vajamata.

    Kuidas diabeet mõjutab erektsioonihäireid

    Diabeet, krooniline haigus, mida iseloomustab kõrgenenud veresuhkru tase, võib avaldada sügavat mõju üldisele tervisele, sealhulgas seksuaalfunktsioonile. Üks levinumaid diabeediga seotud tüsistusi on erektsioonihäired, mis erinevate hinnangute kohaselt mõjutab ligikaudu 35–75% diabeeti põdevatest meestest. Seisund on sageli tingitud selliste tegurite kombinatsioonist nagu halb vereringe, närvikahjustus ja testosterooni taseme langus, mida kõike süvendab püsiv kõrge veresuhkru tase.

    Diabeedi põhjustatud veresoonte kahjustus võib takistada verevoolu peenisesse, muutes erektsiooni saavutamise või säilitamise keeruliseks. Neuropaatia, teine ​​tüsistus, mõjutab närvisignaalide edastamist, raskendades veelgi keha reaktsiooni seksuaalsetele stiimulitele. Lisaks võivad ED-le kaasa aidata ka psühholoogiline stress ja ärevus seksuaalse jõudluse pärast, luues diabeetikutele mitmetahulise väljakutse.

    Cialis Super Active toimemehhanism

    Cialis Super Active toimib peamiselt ensüümi PDE5 pärssimise kaudu, mis mängib peenise verevoolu reguleerimisel otsustavat rolli. Seda ensüümi inhibeerides aitab Tadalafiil säilitada tsüklilise guanosiinmonofosfaadi (cGMP) kõrgemat taset organismis. cGMP on oluline silelihaskoe lõdvestamisel ja veresoonte laiendamisel, parandades seeläbi verevoolu.

    Seksuaalse stimulatsiooni korral aitab Cialis Super Active’i soodustatud suurenenud verevool saavutada seksuaalseks tegevuseks sobiva erektsiooni. Selle kiire imendumine on eriti kasulik inimestele, kellel võib olla vähem etteaimatavaid ajakavasid, võimaldades seksuaalsuhetes suuremat paindlikkust.

    Cialis Super Active’i võimalikud eelised diabeediga patsientidele

    Diabeediga patsientidel võib erektsioonihäirete ravi olla eriti keeruline füsioloogiliste ja psühholoogiliste tegurite keerulise koosmõju tõttu. Cialis Super Active pakub nendele inimestele mitmeid potentsiaalseid eeliseid. Selle kiire algus võimaldab saada spontaansemaid ja loomulikumaid seksuaalkogemusi, mis võib olla oluliseks eeliseks inimestele, kes tegelevad diabeediga seotud terviseprobleemide ettearvamatusega.

    Lisaks tähendab pikk toimeaeg, et diabeetikud ei pea sageli ravimeid võtma, mis võib vähendada rangest ravirežiimist kinnipidamise koormust. See laiendatud tõhusus võib aidata leevendada ka esinemisärevust, kuna on vähem survet osaleda seksuaalses tegevuses lühikese aja jooksul.

    Ohutusprobleemid: Cialis Super Active ja diabeedi juhtimine

    Kuigi Cialis Super Active pakub paljutõotavaid eeliseid diabeediga patsientidele, tuleb kaaluda ohutusprobleeme. Diabeet võib mõjutada seda, kuidas keha metaboliseerib ravimeid ning diabeedi ja Tadalafiili koostoime võib kujutada endast ohtu. Patsiendid peaksid olema teadlikud võimalikest kardiovaskulaarsetest probleemidest, kuna nii diabeet kui ka PDE5 inhibiitorid võivad mõjutada südame tööd.

    Lisaks võib halvasti juhitud diabeediga inimestel olla suurem risk kõrvaltoimete tekkeks, mis on tingitud veresuhkru taseme kõikumisest. Patsientide jaoks on ülioluline tagada, et nende diabeet oleks enne Cialis Super Active’i alustamist hästi kontrolli all, kuna see võib leevendada mõningaid selle kasutamisega seotud riske.

    Diabeediravimite ja Cialis Super Active koostoime

    Diabeediga patsiendid võtavad oma seisundi https://veebiapteek.com/tellimus-cialis-uliaktiivne-veebis-ilma-retseptita raviks sageli mitmesuguseid ravimeid, sealhulgas insuliini, metformiini ja teisi veresuhkru taset langetavaid ravimeid. Nende ravimite ja Cialis Super Active koostoime on oluline kaalutlus. Kuigi tadalafiil on üldiselt hästi talutav, võib see interakteeruda teatud ravimitega, mis võib muuta nende efektiivsust või suurendada kõrvaltoimete riski.

    Näiteks võivad südamehaiguste korral kasutatavad nitraadid koos Cialis Super Active’iga põhjustada ohtlikku vererõhu langust. Seetõttu on igakülgne konsulteerimine tervishoiuteenuse osutajaga hädavajalik, et tagada võimalike koostoimete hoolikas juhtimine.

    Annustamissoovitused diabeedihaigetele

    Cialis Super Active’i standardannus on tavaliselt 20 mg, kuid diabeediga patsiendid võivad vajada kohandamist vastavalt nende konkreetsetele tervislikele seisunditele ja ravimite metabolismile. Diabeedihaigete jaoks on ülioluline alustada väiksema annusega, et mõõta keha reaktsiooni, ja vajaduse korral arsti järelevalve all seda järk-järgult suurendada.

    Oluline on märkida, et maksimaalne soovitatav sagedus on üks kord 24 tunni jooksul ja selle ületamine võib suurendada kõrvaltoimete riski. Tüsistuste vältimiseks peavad patsiendid rangelt järgima ettenähtud annuseid.

    Cialis Super Active’i kõrvaltoimed diabeetikutele

    Nagu iga ravim, võib ka Cialis Super Active põhjustada kõrvaltoimeid, mis võivad diabeedihaigetel olla rohkem väljendunud. Sagedased kõrvaltoimed on peavalud, õhetus ja pearinglus, mida võivad süvendada diabeediga seotud terviseprobleemid. Tõsisemate kõrvaltoimete hulka võivad kuuluda vererõhu muutused, nägemishäired või pikaajaline erektsioon, mis nõuavad kohest arstiabi.

    Nende kõrvaltoimete jälgimine on eriti oluline diabeetikutele, kuna nende seisund võib teatud reaktsioone varjata või võimendada. Regulaarne tervishoiuteenuse osutaja juures registreerimine aitab neid riske tõhusalt maandada.

    Tervishoiuteenuse osutajaga konsulteerimine: mida arutada

    Enne Cialis Super Active’i kasutamist peaksid diabeediga patsiendid oma tervishoiuteenuse osutajaga põhjalikult arutama. Olulised teemad hõlmavad praeguseid ravimeid, nende diabeediravi stabiilsust ja südame-veresoonkonna probleemide ajalugu. See dialoog võib aidata kohandada raviplaane vastavalt individuaalsetele vajadustele ja minimeerida võimalikke riske.

    Patsiendid peaksid arutama ka kõiki muresid seoses kõrvaltoimete või ravimite koostoimetega. Avatud suhtlus tervishoiuteenuste osutajatega tagab tervikliku lähenemise erektsioonihäirete ravile, säilitades samal ajal üldise tervise.

    Elustiili kohandamine Cialis Super Active’i efektiivsuse suurendamiseks

    Lisaks ravimitele võib Cialis Super Active’i efektiivsust oluliselt suurendada elustiili kohandamine. Regulaarne treening, tasakaalustatud toitumine ja tervisliku kehakaalu säilitamine võivad parandada üldist verevoolu ja energiataset, toetades ravimi efektiivsust. Need kohandused võivad aidata ka veresuhkru taset tõhusamalt hallata, vähendades tüsistuste riski.

    Stressijuhtimise tehnikad, nagu tähelepanelikkus või jooga, võivad samuti olla kasulikud. Stressi vähendamine võib leevendada esinemisärevust ja suurendada seksuaalset rahulolu, muutes Cialis Super Active’i praktikas tõhusamaks.

    Elukogemused: diabeedihaigete kasutajate iseloomustused

    Paljud diabeetikud on jaganud positiivseid kogemusi Cialis Super Active’iga, märkides, et nende seksuaaltervis ja enesekindlus on oluliselt paranenud. Mõne jaoks on toime kiire algus ja pikenenud kestus muutnud, võimaldades lõdvestunud ja spontaansemaid koostoimeid.

    Siiski on oluline arvestada, et individuaalsed kogemused on erinevad ja see, mis sobib ühele inimesele, ei pruugi toimida teise jaoks. Iseloomustused rõhutavad isikupärastatud raviplaanide tähtsust ja vajadust teha parimate tulemuste saavutamiseks tihedat koostööd tervishoiuteenuse osutajatega.

    Veresuhkru taseme jälgimine Cialis Super Active’i kasutamise ajal

    Regulaarne veresuhkru taseme jälgimine on Cialis Super Active’i kasutavate diabeediga patsientide jaoks ülioluline. Ravim võib mõjutada vererõhku ja vereringet, mis on tihedalt seotud veresuhkru tasemega. Järjepidev jälgimine aitab tagada, et kõik glükoositaseme muutused võetakse kohe arvesse.

    Patsiendid peaksid olema teadlikud ka madala veresuhkru sümptomitest, nagu pearinglus või segasus, mis võivad kattuda ravimi kõrvaltoimetega. Üksikasjaliku veresuhkru näitude logi pidamine võib aidata tervishoiuteenuse osutajatel vajadusel raviplaane kohandada.

    Alternatiivsed ED-ravid diabeetikutele

    Kuigi Cialis Super Active on populaarne valik, on diabeediga patsientidele saadaval ka alternatiivseid ravimeetodeid. Teised PDE5 inhibiitorid, nagu Viagra ja Levitra, pakuvad sarnaseid eeliseid ja võivad olla mõnele inimesele sobivamad. Mittefarmakoloogilised võimalused, nagu vaakum-erektsiooni seadmed või peenise implantaadid, on samuti elujõulised alternatiivid neile, kes ei talu ravimeid.

    Psühhoteraapia ja nõustamine võivad käsitleda erektsioonihäirete psühholoogilisi aspekte, pakkudes terviklikku lähenemist ravile. Nende alternatiivide uurimine koos tervishoiuteenuse osutajaga võib aidata patsientidel leida nende ainulaadsete olukordade jaoks kõige tõhusama lahenduse.

    Tulevased uurimisjuhised diabeetikute ED-ravi kohta

    Erektsioonihäirete ravi valdkond areneb pidevalt ning käimas on uuringud, mille eesmärk on parandada diabeedihaigete tulemusi. Tulevikusuunad võivad hõlmata uute ravimite väljatöötamist, millel on suurem tõhusus ja vähem kõrvaltoimeid. Lisaks võib ED-d mõjutavate geneetiliste tegurite uurimine viia kohandatud ravimeetoditeni.

    Tehnoloogilised edusammud, nagu kantavad seadmed verevoolu ja närvifunktsiooni jälgimiseks, võivad samuti mängida rolli tulevastes ravides. Need uuendused lubavad erektsioonihäirete personaalsemat ja tõhusamat juhtimist diabeetikutel.

    Korduma kippuvad küsimused Cialis Super Active’i ja diabeedi kohta

    Mis vahe on Cialis Super Active ja tavalisel Cialisel? Cialis Super Active imendub tänu oma geelkapsli vormile kiiremini, võimaldades tavaliste Cialise tablettidega võrreldes kiiremat toime algust.

    Kas ma saan Cialis Super Active’i võtta koos oma diabeediravimitega? Oluline on konsulteerida tervishoiuteenuse osutajaga, et hinnata võimalikke koostoimeid Cialis Super Active’i ja teiste ravimite, eriti vererõhku mõjutavate ravimite vahel.

    Kas on elustiili muutusi, mis võivad aidata diabeetikute ED korral? Jah, tervisliku eluviisi säilitamine dieedi, treeningu ja stressijuhtimise kaudu võib parandada erektsioonifunktsiooni ja suurendada ED-ravimite efektiivsust.

    Mida peaksin tegema, kui Cialis Super Active’i kasutamisel tekivad kõrvaltoimed? Kui teil tekivad tõsised või murettekitavad kõrvaltoimed, lõpetage ravimi võtmine ja pöörduge viivitamatult arsti poole. Soovitatav on ka regulaarsed kontrollid oma tervishoiuteenuse osutajaga, et jälgida võimalikke kõrvaltoimeid.

  • Strattera Genérico para adultos con TDAH: que esperar

    Al explorar el uso de Strattera genérico en el tratamiento del TDAH en adultos, este artículo profundiza en su funcionamiento, beneficios y consideraciones.

    Comprender Strattera y sus versiones genéricas

    Strattera, conocida genéricamente como atomoxetina, es un medicamento no estimulante que se utiliza principalmente para tratar el trastorno por déficit de atención e hiperactividad (TDAH) tanto en niños como en adultos. A diferencia de los medicamentos estimulantes comúnmente recetados para el TDAH, Strattera ofrece una alternativa que funciona de manera diferente en el cerebro y ofrece un enfoque único para controlar los síntomas. Con la expiración de su patente, las versiones genéricas están disponibles, lo que hace que el tratamiento sea más accesible y asequible.

    Las versiones genéricas de Strattera contienen el mismo ingrediente activo, atomoxetina, y deben cumplir con los mismos estándares rigurosos de calidad, seguridad y eficacia que el medicamento de marca. Estos genéricos ofrecen una opción rentable para quienes buscan tratamiento para el TDAH sin comprometer la calidad de la atención. La disponibilidad de Strattera genérico ha ampliado las posibilidades de que más adultos accedan a este tratamiento, lo que podría mejorar la adherencia a los regímenes de medicación.

    Cómo actúa Strattera en el tratamiento del TDAH

    Strattera funciona inhibiendo selectivamente la recaptación de norepinefrina, un neurotransmisor asociado con la atención y la regulación del comportamiento. Este mecanismo de acción es distinto de los medicamentos estimulantes, que se dirigen principalmente a las vías de la dopamina. Al aumentar los niveles de noradrenalina en el cerebro, Strattera ayuda a mejorar la capacidad de atención, la concentración y el control de los impulsos en personas con TDAH.

    Uno de los beneficios del modo de acción de Strattera es su efecto constante durante todo el día, ya que no es una sustancia controlada y no tiene el mismo potencial de abuso que los medicamentos estimulantes. Este aspecto lo hace particularmente ventajoso para adultos que puedan estar preocupados por la dependencia o que tengan antecedentes de abuso de sustancias. Además, puede ser una opción adecuada para quienes experimentan efectos adversos de los medicamentos estimulantes.

    Diferencias entre Strattera y sus homólogos genéricos

    Si bien el ingrediente activo, atomoxetina, sigue siendo el mismo entre la marca Strattera y sus versiones genéricas, pueden existir diferencias en los componentes inactivos o rellenos utilizados en el medicamento. Estas diferencias no afectan la acción terapéutica del fármaco pero pueden influir en la tolerabilidad individual, especialmente en personas con sensibilidades o alergias a ciertos excipientes.

    Otra distinción radica en la marca y el embalaje, que pueden variar entre fabricantes. Los pacientes pueden encontrar ligeras variaciones en la apariencia de las tabletas o cápsulas, pero esto no afecta la efectividad del tratamiento. Es importante destacar que las versiones genéricas deben cumplir con los mismos estrictos controles de calidad que Strattera, asegurando que ofrezcan los mismos beneficios clínicos.

    Beneficios del uso de Strattera genérico para adultos

    Uno de los principales beneficios de optar por Strattera genérico es el ahorro de costos. Los medicamentos genéricos suelen tener un precio más bajo que sus homólogos de marca, lo que reduce la carga financiera de los pacientes y potencialmente aumenta el cumplimiento de los regímenes prescritos. Esto puede ser particularmente beneficioso para el tratamiento a largo plazo, ya que el TDAH es a menudo una enfermedad crónica que requiere el uso sostenido de medicamentos.

    Además, la mayor accesibilidad de Strattera genérico permite que más adultos accedan al tratamiento necesario. Con opciones más asequibles, los proveedores de atención médica pueden ofrecer soluciones efectivas a una base de pacientes más amplia, mejorando los resultados generales del tratamiento. Además, la disponibilidad de genéricos contribuye a la competitividad de los precios en el mercado farmacéutico, lo que reduce aún más los costos.

    Posibles efectos secundarios de Strattera genérico

    Como ocurre con cualquier medicamento, Strattera genérico puede causar efectos secundarios. Los efectos secundarios comúnmente reportados incluyen sequedad de boca, disminución del apetito, náuseas y mareos. Estos efectos secundarios son generalmente leves y pueden disminuir a medida que el cuerpo se adapta al medicamento. Sin embargo, algunas personas pueden experimentar efectos secundarios más importantes, como aumento de la presión arterial o del ritmo cardíaco y, en casos raros, cambios de humor o pensamientos suicidas.

    Es fundamental que los https://farmaciaexpress24.es/comprar-strattera-generico-en-linea-sin-receta pacientes controlen sus respuestas al medicamento y comuniquen cualquier inquietud a su proveedor de atención médica. Es posible que sea necesario ajustar la dosis o cambiar a otro medicamento si los efectos secundarios resultan problemáticos. Garantizar seguimientos regulares puede ayudar a gestionar estos posibles problemas de forma eficaz y mantener los beneficios terapéuticos del tratamiento.

    Pautas de dosificación para adultos que toman Strattera genérico

    La dosis de Strattera genérico para adultos con TDAH generalmente comienza en un nivel más bajo y aumenta gradualmente según la respuesta y la tolerancia individual. La dosis inicial estándar suele ser de unos 40 mg al día, que puede aumentarse hasta una dosis objetivo de aproximadamente 80 mg al día. En algunos casos, la dosis se puede ajustar hasta un máximo de 100 mg por día, según las necesidades del paciente y los efectos secundarios.

    Strattera generalmente se toma una o dos veces al día, con o sin alimentos. El momento constante de las dosis puede ayudar a mantener niveles estables de medicación en el torrente sanguíneo, mejorando su eficacia. Es importante que los pacientes cumplan con la dosis prescrita y no modifiquen la dosis sin consultar a su proveedor de atención médica, ya que la dosificación adecuada es crucial para lograr resultados óptimos del tratamiento.

    Interacciones entre Strattera genérico y otros medicamentos

    Los pacientes que toman Strattera genérico deben ser conscientes de las posibles interacciones con otros medicamentos. Strattera puede interactuar con ciertos antidepresivos, como los inhibidores de la monoaminooxidasa (IMAO), lo que puede provocar efectos secundarios graves. Además, los medicamentos que afectan las enzimas hepáticas pueden alterar el metabolismo de la atomoxetina, afectando su eficacia o aumentando los efectos secundarios.

    Es esencial que los pacientes informen a su proveedor de atención médica sobre todos los medicamentos que están tomando, incluidos los medicamentos y suplementos de venta libre. Esto permite al proveedor evaluar posibles interacciones y ajustar los planes de tratamiento en consecuencia. El monitoreo regular y la comunicación abierta con los profesionales de la salud pueden ayudar a gestionar estas interacciones de manera efectiva.

    Comparación de Strattera genérico con otros medicamentos para el TDAH

    Al considerar las opciones de tratamiento para el TDAH, es importante comparar Strattera genérico con otros medicamentos disponibles. Los estimulantes, como el metilfenidato y las anfetaminas, se utilizan habitualmente y son conocidos por su rápido inicio de acción. Sin embargo, es posible que no sean adecuados para todos, especialmente para aquellos con antecedentes de trastornos por uso de sustancias.

    Por el contrario, Strattera genérico ofrece una alternativa no estimulante con un mecanismo de acción diferente. Si bien pueden ser necesarias varias semanas para observar todos sus efectos, proporciona un beneficio terapéutico constante sin los altibajos asociados con los estimulantes. Esto lo convierte en una opción viable para los adultos que buscan un enfoque estable y duradero para controlar sus síntomas del TDAH.

    Consideraciones de costos de Strattera genérico

    La introducción del Strattera genérico ha tenido un impacto significativo en el panorama de costos del tratamiento del TDAH. Los medicamentos genéricos son generalmente más asequibles que los medicamentos de marca y ofrecen ahorros sustanciales tanto para los pacientes como para los sistemas de salud. Esto es particularmente importante para las personas que requieren tratamiento a largo plazo, ya que el costo puede ser una barrera importante para el cumplimiento de la medicación.

    La cobertura del seguro a menudo favorece los medicamentos genéricos, lo que reduce aún más los gastos de bolsillo de los pacientes. Sin embargo, los costos aún pueden variar según la farmacia, el plan de seguro y la ubicación geográfica. Se anima a los pacientes a explorar diferentes opciones y consultar con sus proveedores de atención médica para encontrar la solución más rentable para sus necesidades de tratamiento.

    Experiencias de pacientes y reseñas de Strattera genérico

    Las experiencias de los pacientes con Strattera genérico varían, lo que refleja la naturaleza diversa del TDAH y las respuestas individuales a la medicación. Muchos adultos informan mejoras significativas en la concentración y la productividad, y algunos notan una disminución en la impulsividad y los comportamientos hiperactivos. Estos resultados positivos a menudo se traducen en una mejor calidad de vida y mejores relaciones personales y profesionales.

    Sin embargo, algunos pacientes enfrentan desafíos, como efectos secundarios o control insuficiente de los síntomas. Estas experiencias resaltan la importancia de los planes de tratamiento personalizados y la necesidad de una comunicación continua con los proveedores de atención médica. Compartir experiencias a través de foros de pacientes o grupos de apoyo también puede ofrecer información y apoyo valiosos, ayudando a las personas a recorrer su recorrido de tratamiento.

    Consejos para controlar los síntomas del TDAH con Strattera genérico

    Para optimizar los beneficios de Strattera genérico, los pacientes pueden adoptar varias estrategias junto con su régimen de medicación. Establecer una rutina diaria estructurada puede ayudar a controlar los síntomas y mejorar la productividad. Incorporar descansos regulares y utilizar herramientas organizativas, como agendas o aplicaciones, puede ayudar a mantener la concentración y reducir la sensación de agobio.

    La actividad física es otro componente crítico, ya que puede aliviar el estrés y mejorar la función cognitiva. Hacer ejercicio con regularidad, ya sea caminar, andar en bicicleta o hacer yoga, puede ser beneficioso. Además, las prácticas de mindfulness, como la meditación o los ejercicios de respiración profunda, pueden ayudar a gestionar las fluctuaciones emocionales y mejorar la concentración.

    Consultar a los proveedores de atención médica sobre el Strattera genérico

    Consultar con proveedores de atención médica es un paso crucial en el manejo del TDAH con Strattera genérico. Los proveedores pueden ofrecer información valiosa sobre la idoneidad del medicamento en función del historial médico del paciente, su estado de salud actual y consideraciones de estilo de vida. Las consultas periódicas también brindan la oportunidad de abordar cualquier inquietud o efecto secundario que pueda surgir durante el tratamiento.

    Establecer una relación de colaboración con los proveedores de atención médica puede mejorar la efectividad del tratamiento y la satisfacción del paciente. Los proveedores pueden ofrecer orientación sobre ajustes de dosis, posibles interacciones y opciones de tratamiento alternativas si es necesario. La comunicación abierta y la confianza son componentes esenciales para el manejo exitoso del TDAH.

    Cambios en el estilo de vida para complementar el tratamiento genérico de Strattera

    Además de la medicación, los cambios en el estilo de vida pueden afectar significativamente el tratamiento de los síntomas del TDAH. Una dieta equilibrada rica en nutrientes favorece la salud cerebral general y puede mejorar la concentración y los niveles de energía. Es aconsejable evitar el consumo excesivo de cafeína o azúcar, ya que pueden exacerbar los síntomas.

    La higiene del sueño es otro factor crítico; Mantener un horario de sueño regular y crear un ambiente tranquilo puede mejorar la función cognitiva y la estabilidad del estado de ánimo. Las técnicas de manejo del estrés, como las habilidades de manejo del tiempo y los ejercicios de relajación, pueden respaldar aún más los efectos terapéuticos de Strattera genérico, promoviendo un enfoque holístico para el manejo del TDAH.

    Seguimiento del progreso y la eficacia de Strattera genérico

    El seguimiento regular del progreso es esencial para evaluar la eficacia de Strattera genérico en el tratamiento de los síntomas del TDAH. Los pacientes deben realizar un seguimiento de los cambios en sus síntomas, observando cualquier mejora o desafío encontrado. Esta información se puede compartir con los proveedores de atención médica durante las citas de seguimiento para evaluar la eficacia del tratamiento y realizar los ajustes necesarios.

    Las medidas objetivas, como los niveles de productividad, el desempeño académico o laboral y las interacciones sociales, también pueden proporcionar información valiosa sobre el impacto del medicamento. La comunicación abierta y honesta con los proveedores de atención médica garantiza que se realicen las modificaciones necesarias en el plan de tratamiento, optimizando los resultados para el paciente.

    Desarrollos futuros en el tratamiento del TDAH y las opciones de medicación

    El panorama del tratamiento del TDAH continúa evolucionando, con investigación y desarrollo continuos destinados a mejorar las opciones de medicación y los enfoques terapéuticos. Los avances en la comprensión de la neurobiología del TDAH han llevado a la exploración de tratamientos novedosos, incluida la terapéutica digital y la medicina personalizada basada en perfiles genéticos.

    Los tratamientos emergentes, como la neurorretroalimentación y la terapia cognitivo-conductual, ofrecen complementos prometedores a la medicación tradicional. Además, el desarrollo de nuevas formulaciones y métodos de administración, como versiones de liberación prolongada o parches transdérmicos, puede mejorar la comodidad y el cumplimiento terapéutico. A medida que avanza la investigación, el futuro ofrece la posibilidad de contar con opciones de tratamiento más efectivas y personalizadas para adultos con TDAH.

  • Cry zone Sector 23 Information

    Hi all. Information has been updated on the official website of the Cryzone project and I am posting it here.I hope someone will be interested.

    Release date:
    Let’s start with the fact that a test beta version of Cry Zone: Online (the network part of the project) was recently released; the release of a full-fledged multiplayer build is scheduled for the end of January.
    Multiplayer, like single player, promises to be rich, but it will come a little later.
    CryZone: Sector 23: Single player release date has been greatly shaken. Now it is known that the plot will be divided into 2 episodes. The release of the first episode is approximately scheduled for the end of February and tells about the arrival of the Main character in the zone and the search for ways to resurrect his son; according to the plot, the hero will be helped by already familiar characters from the book “Blind Spot”.

    Life simulation:
    A-life, as the GSC developers called it, was the most important emphasis of the Stalker setting. You will learn more about how the implementation is going, since there are still people who doubt that a life simulation can be built on Cry Engine 2.
    Stalkers: The most important argument when creating a life simulation for NPCs was AI.
    Now, stalkers truly move freely around the zone, arrange rest stops, hunt for artifacts, etc.d.
    At the bases they rest and share news. You can also fight with your fists with someone for money.
    The highlight of the simulation is the “random” behavior and relationships.
    Now there are no absolutely neutral NPCs. Each stalker decides for himself whether the main character poses a danger or not, even if you passed by him and did not come into contact with him.
    An additional script is responsible for the paths followed by NPCs, if, for example, in S.T.A.L.K.E.R. stalkers walked along the same trajectories, then in the implementation from [WoS team], NPCs have the right to choose which direction to go, turn, or go straight.
    Now all stalkers are “looters” and traders in their own way.
    If the NPC liked your weapon and wants to get it, then you can expect a "Roundup".
    Ambushes in life simulation are now becoming commonplace.
    In battles, NPCs completely rely on the environment, if you can deal with one enemy without much effort, then with two it’s already about 80%, then that
    you will play in the box because they will not break through.
    Now the AI ​​NPC prefers to flank, attack from behind, hide behind bushes and shelters. Combined with the fact that the main character cannot use first aid kits with one keystroke, but is forced to take out a first aid kit or a syringe and inject himself with a painkiller, which does not work immediately, so.e. before you fight you need to think about everything.
    Views on such a group as “Bandits” were also completely revised.
    If in the original Stalker they were enemies, in ZP they were neutrals, and in CN they could also stage a “Shmon” at the approaches to the trails, then [WoS team] decided to rethink this grouping a little.
    It is looters who are now the most common traders, because having robbed stalkers, it will be very difficult to sell the stolen goods, so they give one part of the equipment to the base, and the other can be offered to you in the form of goods. It is the marauders who will be associated with the armored suit system, which will be discussed later.

    Monsters:
    Monsters, like stalkers, now have freedom of choice of movement; a pack will never walk the same path.
    "Dogs": A pack animal that can now even smell bleeding. When the main character loses blood, even the most distant packs can smell the “Smell” of blood.
    "Boar": A very tenacious pack animal that is easy to kill in the original stalker. Therefore, a script was written for him about the possibility of knocking him down and injuring his limbs. On a critical attack, you will either fall, sprain your leg, or drop your weapon.
    “Flesh”: Now this is not a pack animal, it lives in dense thickets and attracts stalkers by crying a child, imitating the voice of a wounded stalker.
    “Controller”: The monster is not alone, there will always be a couple of zombified ones walking around it, and one of the important features is that it can put the player into paralysis due to which the main character will not be able to move.
    “Bloodsucker”: A monster that innocent people walking around the zone will never meet. He, like dogs, can smell blood, and the most important thing is that he never attacks directly. All of his attacks will be from ambushes, and attacks will often be delivered to the back. If you receive a critical hit, you may lose your balance and fall.
    “Burer”: The monster has now been revised and becomes a rather harmless creature, he can sell his finds to stalkers in exchange for anything edible, or if you give him an artifact, the burer will be able to take you to the places where the artifacts should appear. "Dwarf": Not to be confused with the dwarf from builds, this is an underground animal that has the ability to disorient the player, blind him and transmit hallucinations.
    “Witch”: We all remember the witches from L4D, this is it.

    RPG features:
    Ripping off limbs from https://theslotsisland.co.uk/login/ stalkers, unfortunately, heads explode
    it won’t, the reason is a bug.
    Trade. As we already know, traders can also be looters
    and even burers. Regular traders are divided into classes: Gunsmith, Ammunition Trader, Gadget Trader. Trading will be carried out in a separate window, or directly select and select the desired product with the hands of the main character.
    Food, you can eat or have lunch at the bartenders. If you don’t eat for a long time, you may lose consciousness or balance.
    Armored suits, did we mention that marauders can
    trade additional goods. This product is clothing items. You need to look for each element yourself and it will be unusual. Also directly influence the player’s abilities. For example, in sneakers you will run faster and move more quietly, but the chance of injury to your limbs is higher than in combat boots.
    The inventory will no longer be a window where items hang, now all items will be packaged in pockets.
    The system of first aid kits and artifacts is similar, the same “injection” of a syringe into a vein. If you inject the essence of artifacts, you can gain invisibility and a huge number of other abilities, the essence is extremely unstable, so it can all end in death.
    In addition, the mod will include squad management, weapon upgrades and dialogues.

    About the plot:
    As far as we know, the plot of the project is based on a comic book
    Roman Surzhenko’s “Dad” and the book “Blind Spot”.
    We will also see a colorful change of seasons, and all! Due to the fact that the plot will be divided into episodes, the question of the passage time has arisen. Dividing into episodes, on the contrary, will have a positive effect on the duration of the game.
    [WoS team] came up with a rather interesting way of presenting tasks and quests, due to which the game time does not depend on the speed of completion
    tasks.
    So, a few examples.
    Quests can no longer be profitable, if in regular games each quest brings profit, then in the WoS Zone stalkers know how to lie and deceive.
    Completing some quests may result in certain death or a trap. One quest leads to a chain of additional scenes that delay the process of completing them. For example, an ordinary task about the extraction of an artifact can end in a conflict between factions, about the division of territories. Even an innocent task can snowball into new events.
    In Stalker, almost all quests were easy to complete because it was indicated “where, what and how”. In Сry Zone you will have to think only with your own head, look for the right place, understand how to complete this or that quest. Sometimes a whole chain of quests can be solved by finding some PDA of a dead stalker and unraveling a tangle of tangled events, but this corpse will lie anywhere, and no one knows about its existence, so the chances that you will find it are low, this gives a “zest” to the quests and increases their completion time.
    What also brings “taste” to the tasks is that there will be a larger number of Cut-scenes using facial animation.

    Cry Zone Online
    So in Cry Zone Online ver 0.2 4 locations with new modes await us,
    equipment and even bases!
    Example of several locations:

    Location "Dark Landfill"
    Background: You feel dizzy, you don’t control your movements and hear voices in your head, damned north of the Vehicle Cemetery, this is where you and your squad ran into a strong Controller,
    which now pits you against each other..
    Description: Torrential rain, a huge amount of abandoned equipment and impenetrable fog. Every little thing gives off a feeling of renunciation and
    fear.

    Location "Arena"
    Backstory: The bar has never been so crowded, of course. The most
    strong fighters of “Duty” will fight in the arena with the rather weak “Svobodovtsy”
    Description: The familiar arena from the bar. Team Battle mode)

    Location "Winter Pripyat"
    Backstory: Back in the fall, Strelok opened a passage to the center of the Zone, but
    Until now, the central square of the city of Pripyat cannot be divided between Debt and Freedom.
    Description: Winter, snowdrifts, snow and ice. Few people have seen Pripyat like this. Team Battle mode, vehicles available.

    About the latest location of the multiplayer CryZone Online you can
    write a whole article, since it is so full of features that the gameplay is comparable to battelfield rather than Stalker.
    About the location: Chernobyl 2. I immediately remember the installation
    The RAINBOW radar is enormous in size; a location almost 4 km in size is created specifically for it!
    Bases: Each group will have full-fledged bases. Also on
    level there are 3 neutral bases that clans can take control of.
    Equipment: Tanks, helicopters, trucks, infantry fighting vehicles, Shilkas – This was not seen in Stalker? You will see in CryZone: Online!

    Features: A huge number of gadgets, ranging from welding tools to incendiary cartridges.

  • Crunches harm the industry and burn people out

    While CDPR employees are crunching patches for Cyberpunk 2077, it’s time to dive a little into the topic. This short note will provide links to specific studies and experiments, as well as discuss various views on the problem of crunch from people in the industry.

    Overtime is perceived as the norm

    Some even approve. Many, in fact, have simply never experienced prolonged crunches. And those who have encountered it are susceptible to cognitive distortions, which is why after the fact they begin to say that “there’s no way without crunches.”.

    Approval and acceptance of crunch as a given comes from people in the industry as well. Fergus Urquhart (head of Obsidian Entertainment), believes that "there is no need to rely on crunch", while justifying the processing on the basis of creative essence.

    The creation process is complicated. I doubt that Einstein gave up after 40 hours a week, and I doubt that James Cameron only worked for 8 hours.

    Warren Spector (founder of Junction Point Studios) thinks crunch is the result of dealing with a lot of unknown factors. According to him, crunch will always exist as long as there are these unknowns.

    We work in an environment of unknowns. We usually start projects with a high-level idea and a release date and rely on others to bring those ideas to life. As we get deeper into the process, we discover that things that look good on paper don’t work in practice. What worked in prototype doesn’t work at a fully textured and lit level.

    According to Spector, the only way to avoid crunch is if you’re working on a clone of another game or a sequel.

    Former 2K Marin creative director Jordan Thomas and Naughty Dog co-founder Jason Rubin agreed with the idea. They believe that crunches have several positive aspects – they bring the team closer together.

    Naughty Dog still follows this harmful practice and "successfully" continued it with The Last Of Us II. There were problems during development at all levels. The worst thing for some Naughty Dog developers was the time when a decision at the highest level could lead to their work being canceled without them even knowing it. An artist may have been working on something without realizing that their scene had been cut or altered. They may not have known about it for days or even weeks, resulting in hours of wasted work—a demoralizing feeling compounded by other stresses of the job. Disagreements among managers also had a negative impact. This was back during the development of Uncharted 4, when Straley and Druckmann disagreed on whether there should be guards in a stealth scene, which led to three weeks of wasted work by 3 people.

    Rockstar employees sometimes worked 100 hours a week while working on Red Dead Redemption 2. This became known from interviews with more than 70 employees. While Rockstar allowed employees to talk to reporters (as long as they notified HR), nearly all of the people interviewed wished to remain anonymous. Some said they feared retaliation for speaking out about their negative experiences at Rockstar.

    Marcin Iwinski, CEO and co-founder of CD Projekt Red, calls crunch a “necessary evil,” adding that “game development is hard work that can ruin your life.”.

    Derek Paxton, a game designer at Stardock, says there’s no point in crunching.

    Crunch makes games worse. Companies struggle to promote a specific game, but in the long run, talented developers, artists, producers and designers burn out and leave the industry.

    The developers of A Plague Tale believe that there is no way without crunch, provided that they are paid for and it does not violate the law. The main thing is that you don’t need to do this in the early stages, because. To. with crunch at the very beginning of development, the team will simply burn out. Reworks are “good at the finish line” when “magic comes into play”.

    And someone not only does not receive compensation, but may also be thrown out onto the street. This was the case with the employees of Sega Studios San Francisco, who were fired when the studio closed a month before the release of Iron Man 2.

    Although creative director of Arkane Studios (Prey, Dishonored) Harvey Smith condemns crunch, he believes that creating video games is a hobby, akin to any creative activity. Like writing a novel, recording music or making a film, he says, the artistic process can be unpredictable; creativity is difficult to plan.

    I have mixed feelings about working overtime. I don’t think any company should ask people to sacrifice their lives or health to maximize shareholder returns or anything like that, but when you truly love what you do..

    In his case, it happened while working on Deus Ex. He worked 100 hours a week. And at first he even liked it, but after that he hated it.

    Rafael Colantonio says that crunches are very useful – they help bring out the best in people.

    It takes incredible effort to do extraordinary things. It’s very unlikely that anyone could create an amazing game without crunch. I would be surprised by this.

    Arkane, like many other studios, exists on the edge. Although they don’t force employees to crunch, in practice it still happens.

    Amid the resounding success of Fortnite, a story has surfaced about terrible reworkings at Epic Games. The studio needed to add content and fix bugs as soon as possible. As a result, people worked 60-70 hours a week. QA department employees complained that someone was working more. But there was no way out. To. if they refused, they were simply fired. Managers called such contract workers “bodies” because they are easy to replace. A company spokesperson confirmed the overtime and said the average contractor overtime at Epic is “less than five hours per week.”.

    Many stayed on weekends so as not to shift their work to others. There was a constant atmosphere of guilt and fear. People even recycled on their own volition, because “if they didn’t do this, then others would look askance”.

    A 2015 survey by the International Game Developers Association (IGDA) found that 62% of employees reported having crunch in their studio. Of these, almost a third meant 50-59 hour work weeks by crunch; another third reported 60-69 hours; and just under a quarter admitted to working more than 70 hours a week.

    Some managers do not explicitly force employees to engage in crunch, but use other forms of pressure.

    Many employers put emotional pressure on their employees, asking them to “make extra efforts”, “do it for the sake of the team”, etc. e, justifying unhealthy work-life balance.

    Kate Edwards Executive Director of IGDA from 2012 to 2017

    For some companies, crunches helped unite their teams and establish friendly connections. But in reality it burns people out, prevents them from continuing to work in the industry and has a very negative impact on physical, mental and social health.

    IGDA statistics confirm all this. A 2014 survey found that the most common reason for developers leaving the video game industry was “poor quality of life.”.

    People don’t mind crunching themselves

    Someone is “sick” about the project and recycles it of their own free will. Often without even receiving any compensation for it. Some people have a martyr complex. A person deliberately drives himself. Such people do not understand themselves, they focus on giving themselves to others. And when they don’t get a return, they burn out.

    There is a category of employees whose vigilance has been lulled by abstract or incommensurate compensation with costs. Witcher 3 developers reportedly received bonuses worth several salaries. For some, this is not even enough for treatment, let alone for employees who are simply burned out and can no longer work either physically or emotionally.

    Some game developers have left the industry for years, like the people who worked on Fable. After 6-7 day work weeks of 12+ hours, by the end of the project, people were simply devastated and turned into zombies. It’s not easy to ignore the harm from something like this, even despite the success of the game.

    Clark Nordhauser, who got a job at a major studio in January 2014 working on a game from a famous franchise, received a hint from the producer on his first day that “it would be wonderful if he stayed after work for a couple of hours.”. Eventually this developed into working on weekends. In the end, he could not stand it and left the studio and the video game industry.

    I’m disappointed in AAA projects with all these reworkings that are not compensated in any way. Until some kind of union is created for game developers, I will not be able to find a place for myself in the industry.

    Statistics show that many are leaving the gaming industry in search of something more stable, profitable and less stressful. Steve Holland, a former QA, admitted that he gave up his dream of developing games after he had to work 60 hours a week on games like Civilization III at Atari.

    From my observations, crunch is not a one-time situation that occurs in the final mile. No, this is a requirement if you want to build a career in the video game industry.

    Some justify crunches due to a bias in the perception of the choice made, a tendency to retroactively attribute positive qualities to the object or activity that the person chose. And here it doesn’t even matter whether the person made the choice himself or, say, his boss. The brain will distort this information to support this choice. If a person chooses option A over option B, he is likely to ignore or downplay the disadvantages of option A, reinforcing or underwriting new negative disadvantages in option B.

    You can also add irrational amplification here. Explained by three elements. Firstly, the situation requires costly resources invested in the project. In our case this is time. This then leads to a point where the project does not live up to expectations. Finally, all these problems force the decision maker to make a choice whether to continue or not.

    Crunches do more harm than possible benefit

    It’s all about productivity, really. Business tries to maximize emissions at lower costs. Experiments on the topic have been carried out since the beginning of the 20th century. The well-known Henry Ford conducted a 13-year study on the impact of working hours on employees. These experiments have been repeated in one form or another many times over the past 100 years, including in the game development industry.

    Longer periods of continuous work sharply reduce cognitive performance and increase the likelihood of a catastrophic error. In both the short and long term, reducing sleep by just one hour can lead to severe cognitive decline.

    Everything has already been invented before us

    More than a century ago, Dr. Ernst Abbe made observations of working hours and productivity at the Zeiss Optical Works in Jena, Germany. As plant director, he reduced the working day from 9 to 8 hours and kept careful records of daily output per worker before and after the change. His experiment confirmed observations from the 19th century: moderate reductions in working hours increased total output.

    Philip Sargeant Florence’s Economies of Fatigue and Unrest and the Efficiency of Labor in English and American Industry summarized the accumulated evidence from the 1920s:

    A decrease from 12 to 10 hours leads to an increase in daily productivity; further reduction to 8 hours results in at least maintenance of this value; further reductions, while increasing hourly productivity, seem to reduce total daily output.

    Productivity is not linear

    What is management trying to achieve by sending employees on death marches?? Achieve maximum output, want to produce a (good) product as cheaply as possible. At the same time, it is desirable to minimize resources that increase the cost of finished products, unless absolutely necessary.

    Let’s imagine a manager who https://rainbow-riches-casino.co.uk/login/ does not understand the issue and thinks in discrete units. Let’s say if an employee produces 16 units in 8 hours, he should produce 18 units in 9 hours and 20 units in 10 hours.

    Where O – total production volume, X – a given volume of production for a control number of hours, designated Y, A t – actual number of hours worked. In this hypothetical situation, increasing the time t – the easiest way to increase output O.

    This assumption may be valid in the limited case where operating hours are extended for a short period. But research and years of experience in other industries have shown that the limits of such surges are reached sooner than most people think.

    A more realistic representation would take into account changes in hourly productivity. These changes occur mainly due to 2 reasons: physical and mental fatigue that occurs in the later hours of a long day, and accumulated physical and mental fatigue that accumulates over a long period of crunching.

    O = P(t1, t2, t3…tn)

    Where O – general output, and P() – changes in hourly productivity that occur over time t1 – tn. In this equation P() is a function, not a constant. P() will vary depending on the employee. P() will also vary depending on the hour, because people are not machines and do not perform the amount of work evenly throughout the day. Finally, P() will vary based on past work days because people, for example, perform worse if they haven’t had enough sleep.

    Sydney J. Chapman in “Hours of Labor” (1909) gave such a diagram.

    Curve height P represents a worker’s productivity (productivity per unit time for a given number of hours worked per day).

    There is a point b, in which more hours do not create more value. In fact, after b Every additional hour worked gives a negative value.

    The Chapman diagram assumes that a workday of a given length is maintained for a significant period of time. Thus, he includes both simple and accumulated fatigue in his model. At first, the decline in productivity per hour simply reflects the effect of fatigue on both the quantity and quality of work performed at the end of a given day. But in the end, daily fatigue is aggravated by cumulative fatigue. That is, any additional output produced during extended hours today will be more than offset by the reduction in hourly productivity tomorrow and the following days.

    Michael White in 1987, drawing on extensive research in the engineering, construction and printing sectors, found that longer work durations tend to lower the long-run equilibrium level of output.

    La Jeunesse in 1999 details a series of studies in the US that provided evidence confirming that longer working hours lead to long-term decline in productivity.

    Even during one extremely long day, production can grind to a halt as an exhausted employee becomes unable to work. Or the outcome may turn negative as tired employees make catastrophic mistakes that destroy previously completed work.

    Essentially, labor productivity declines over time. A worker who creates 10 widgets per hour at the start of a shift may produce only 6 per hour at the end of the shift, peaking at 12 per hour a couple of hours into the workday. Over time, he works slower and makes more mistakes. This combination of slowness and bugs eventually reaches a point of zero performance, where each widget takes a very long time to create, and each subsequent one somehow gets corrupted. When this level of fatigue is reached, the risk of serious accidents leading to large and costly losses increases.

    When developing Call of Juarez: The Cartel, the developers from Techland were full of enthusiasm, but due to fatigue they made mistakes that later had to be corrected. People worked 7 days a week. After finishing crunches, some people’s immune systems simply shut down and they immediately fell ill.

    From a knowledge worker’s perspective, a programmer produces more good code and fewer bugs when well rested. We spend about an hour to enter working mode. The next few hours are usually the most productive. Later in the day, when we are already starting to get tired, productivity drops – it takes more time to fix a simple mistake or add a simple feature that we would have processed in a few minutes at the beginning of the day.

    But management sometimes doesn’t care about employees at all, or they are simply incompetent. During the development of Battle for Middle-earth, developers were forced to work 7 days a week. And if “you are not at work on your day off, then blame yourself – even if you are sick”.

    A study by the Institute of Management (Worral and Cooper, 1999) found that 68% of managers surveyed believed that their long working hours had a negative impact on their productivity. Similarly, a US survey found that 62% of US managers agreed that shorter work hours give workers greater incentive to be more productive (US News, 1997).

    5-day with 8-hour working day as standard

    At one time, after the publication of ea_spouse in LiveJournal, conversations about the quality of life in game development gained new life and relevance. Thousands of people online took part in the discussion.

    In response to that post, the Work Less Institute of Technology published an article “PSYCHOPHYSICS IN CYBERIA”, which referred to the research of Dr. Ernst Abbe.

    Ernst Abbe, the head of one of the largest German factories, wrote many years ago that a reduction from nine to eight hours (by more than 10 percent) does not entail a reduction in productivity. At the same time, with an increase in working hours, there is a decrease. This statement by Abbe seems to remain true after millions of experiments around the world.

    In Prosperity Covenant, Tom Walker writes that output does not rise or fall in direct proportion to the number of hours worked. In 1848, the English Parliament passed a ten-hour workday law, and total output per worker per day increased. In the 1890s, employers experimented widely with the eight-hour workday and repeatedly found that overall output per worker increased.

    In the first decades of the 20th century, Frederick W. Taylor, the founder of scientific labor organization and management, prescribed a reduction in working hours and achieved a significant increase in productivity per worker.

    In the 1920s, Henry Ford experimented with work schedules for several years and finally introduced a five-day, 40-hour workweek with six days’ pay in 1926. For what? Because his experiments showed that the workers in his factories could produce more in five days than in six.

    Increasing working hours only reduces productivity in the long run

    With a 60+ hour week, a small increase is actually noticeable. This works for a few weeks, after which the expected decline occurs.

    Intuitively, many people believe that a worker who produces 1 widget per hour during an 8-hour workday can create 8 to 16 widgets during a 16-hour workday. This is the basic logic behind crunches. But labor productivity largely depends on the past days. From the summary report "Scheduled Overtime Effect on Construction Projects" published by the Business Roundtable in 1980:

    If a work schedule of 60 or more hours per week continues for more than 2 months, the cumulative effect of decreased productivity will cause the project completion date to be delayed beyond what could have been achieved with the same team size in a 40-hour week.

    Productivity drops when working 60 hours a week compared to a 40 hour week. Initially, the extra 20 hours per week compensates for the loss of productivity, and overall output actually increases. But a Business Roundtable study says productivity starts to drop very quickly when moving to a 60-hour week. In about two months, the cumulative loss of productivity had decreased to the point that the project would actually go further if you just stuck to the 40 hour work week all the time.

    The same report cites studies that show overall productivity in an eight-hour workday is 16% or 20% higher than in a nine-hour workday.

    A 2017 study by Marion Collewet and Jan Sauermann on call center workers found that as the number of hours increases, the average call handling time increases, meaning agents become less productive. This result suggests that fatigue may play an important role even in predominantly part-time jobs.

    An impressive analysis on Gamasutra showed that crunch in no way improves the final result of a game project and does not in any way help the project get out of its predicament.

    Effect on the body

    People don’t get enough sleep during crunches; some people sleep right at work. During these periods, a sea of ​​coffee and energy drinks are consumed, which in themselves burden the body, and then there is also stress from overwork and lack of sleep.

    Brett Douville, who worked on Star Wars: Republic Commando and many other games at companies such as Bethesda and LucasArts, said that after a long period of overtime and 70-80 hour weeks, at some point he could not even get out of the car, because. To. he had no strength at all. He sat in the car for almost an hour, not really knowing what to do. At the same time, the only thoughts spinning in my head were that every minute was precious until they released the game. Yes, the first thing he thought about in his situation was the release of the upcoming game, and not a possible heart attack.

    Good sleep is the key to productive work

    Colonel Gregory Belenky, director of neuropsychiatry at the Walter Reed Army Institute of Research, conducts research for the Pentagon on improving the productivity and combat readiness of soldiers in combat environments. In his 1997 article "Sleep, Sleep Deprivation, and Human Performance in Continuous Operations," he writes that mental performance decreases by 25% for every 24 hours of continuous wakefulness. Sleep-deprived people can maintain accuracy on cognitive tasks, but speed decreases as time spent awake increases.

    In the study, FDC [Artillery Fire Control Center – ER] teams from the 82nd Airborne Division were tested in simulated continuous combat operations lasting 36 hours. For 36 hours, their ability to accurately determine range, azimuth, altitude and charge was unimpaired. However, after about 24 hours, they no longer understood where they were relative to friendly and enemy units. They couldn’t understand what they were shooting at. Earlier in the simulation, when there was a request to strike a hospital, the team assessed the situation, the nature of the target and rejected the request. Later in the simulation they begin to fire without hesitation, regardless of the nature of the target.

    Continuous work reduces cognitive function by 25% every 24 hours. Several nights in a row have a serious cumulative effect.

    Lack of sleep impairs complex cognitive abilities, including the ability to understand, adapt, and plan in rapidly changing circumstances. Various sleep deprivation studies indicate that mental operations involving the prefrontal cortex are particularly susceptible to degradation due to sleep deprivation. 36 hours of sleep deprivation resulted in consistent declines in cognitive tests including verbal fluency and nonverbal planning, both of which are tasks with significant involvement of the prefrontal cortex.

    Their model, based on empirical results from laboratory and field studies, suggests that 7-8 hours of sleep each night is needed to maintain high levels of performance over days and weeks. A consequence of sleep deprivation is a decrease in the mental abilities that support situational awareness and tactical acumen.

    Designer Clint Hawking, who worked 70-80 hours a week on Splinter Cell: Chaos Theory, wrote about memory loss as a result of the stress and anxiety associated with developing the game. As a result of stress and lack of sleep, at some point he realized that he had completely lost his memories of some events from the past. Even when his friend, who had visited him 6 months before the conversation, tried to discuss the last visit, Hawking not only did not remember any individual episodes, he had no memories of that trip at all.

    In a study of nearly 6,000 British civil servants followed for about ten years, working 3 or more hours of overtime per day was associated with a 60% increased risk of heart disease, including heart attack, angina and death from heart disease.

    More likely to make mistakes

    During crunch periods, the percentage of errors increases. While most of them will be easy to fix, some may be worth the entire rework. Longer hours and lack of sleep (just 1-2 hours less per night) seriously impair the ability to use the brain productively.

    It has long been known how closely fatigue and accidents at work are interconnected. It can be seen everywhere that in the first hours of work, when fatigue does not play a significant role, the number of accidents is small, and this number decreases again after long pauses.

    Employees suffering from burnout are more likely to make spontaneous and irrational decisions. An analysis by the British Psychological Society found that participants with signs of burnout showed more spontaneous and irrational decision making. They were also more likely to avoid making decisions.

    Moreover, according to a study from the British Medical Journal, employees who work more than 48 hours a week are more likely to drink heavily than those who work a standard week.

    In a study on the effects of sleep deprivation, researchers from the University of Pennsylvania found that subjects who slept 4 to 6 hours a night for 14 consecutive nights showed significant cognitive deficits equivalent to not sleeping for up to 3 days in a row.

    Intern studies have shown that staying awake for 21 hours is as harmful to drivers as having a blood alcohol concentration of 0.08, which is the legal limit for drivers in the United States.

    The report is the latest in a series of studies by researchers at Harvard Medical School and Women’s Hospital in Boston to quantify the dangers associated with long shifts with little rest. Researchers say working more than 24 hours causes trainees to make serious medical errors and poses a threat to public safety.

    Lack of sleep leads to disasters

    On the night of March 24, 1989, the giant oil tanker Exxon Valdez set sail from Valdez, Alaska, into the calm waters of Prince William Sound. In these clearest possible conditions, the ship made a planned turn out of the shipping channel and did not turn on time. A huge tanker ran aground, causing a million gallons of crude oil to spill. In its final report, the National Transportation Safety Board (NTSB) found that sleep deprivation was a direct cause of the crash. The immediate cause of America’s worst oil spill was that the third mate had slept only 6 hours in the previous 48 years.

    The final report of the Rogers Commission (on the Challenger accident) stated that the decision to launch during the critical teleconference was wrong. The Human Factors Analysis section suggests that lack of sleep "could have been a significant contributor".

    Space Transportation System Number 6, Orbiter Challenger, lifts off from Pad 39A carrying astronauts.

    Many studies note that lack of sleep affects mental and physical performance differently. Unlike complex mental abilities, sleep deprivation does not affect simple psychomotor performance, physical strength and endurance. For example, a soldier can fire in just as tight a group at a fixed target after 90 hours without sleep as after a good rest. However, when shooting at targets that appear in random places on the shooting range, the effectiveness drops by 10% of the base level.

    If you are interested in learning how this works on a physiological level, I recommend watching the video from AsapSCIENCE.

    Recovery

    Working more than 40 hours a week, regardless of the breakdown, results in the need for recovery. And the recovery period is usually longer than the crunch period.

    Some people claim that during crunches they are actually more productive and that they get more done. But this is only an imaginary feeling, which for the most part has nothing to do with the real picture. The increase in productivity lasts only for the first time, after which it falls, but at the same time the feeling that a person is doing more does not go away as usual.

    In the midst of crunch, you may be working hard (see. also the sunk cost fallacy). And then you try to convince yourself that it was the right decision. At the end of Indie Game the Movie, reflecting on the past year of depression and isolation, Edmund McMillen, watching the sales of Super Meat Boy skyrocket, says that “it was worth it.”.

    It takes great courage to admit that there is a possibility that you have made a mistake that has cost you hundreds or thousands of hours for no benefit. Instead, especially after the emotional turmoil of launching the game, it’s much easier to believe that all this agony was worthwhile.

    Actual productivity turns out to be much lower than imagined, which neutralizes the whole overwork idea.

    The reason for this is that even if they do more real work, when people work more than 35 hours a week, they come at a cost in productivity. This is because there are too many hours:

    Costing you because of the wrong higher level decisions you make (i.e. what you decide to work on in the first place).

    It costs you a lot because of the opportunities you miss because you are too focused on your work and too stressed.

    Productivity isn’t just about the work you do; it’s the work you do minus the time and energy you spend cleaning up the consequences of your mistakes and bad decisions. Research has shown that after you work more than 35 hours a week, especially when you’re doing something creative, you tend to do more harm than good.

    Ford, after announcing the 5-day work week, gave an interview where he spoke in more detail about why at that moment it was the most favorable time for these changes. He thought about everything globally within the framework of the economy of the entire country.

    Business is the exchange of goods. Products are purchased only as needed. Needs are only satisfied when they are felt. They mostly make themselves known during leisure hours. A person who works 15-16 hours a day ultimately wants only a corner to sleep and a piece of bread. He doesn’t have time to develop new needs.

    People with a five-day work week will consume more goods.

    People with more free time have more clothes. They should have more variety of food. Naturally, they should have more services of various kinds.

    As a result, he notes that a five-day week is not the final solution, nor is an 8-hour workday. Ford assumed the next step would be to shorten the workday rather than the week.

    Fewer hours is better?

    Changes or differences in working hours do not result in the same changes or differences in work efficiency because people tend to work more efficiently during shorter hours.

    Denison (1962) suggested that at the level of working hours in 1929 (when weekly working hours averaged 49 hours over 52 weeks), the reduction in hours would have been fully offset by the increase, which would have left output unchanged. In 1957 (when the average workweek was 40 hours), Denison observed that a ten percent reduction in working hours would result in only a six percent reduction in output.

    La Jeunesse (1999) argues that shorter workweeks lead to higher productivity based on efficiency wage theory (Akerlof and Yellen, 1986), which argues that there are good reasons why higher wages can lead to greater productivity. This is due to the fact that higher wages lead to greater employee motivation, reduce staff turnover (if the offered wages are higher than competitors), and attract higher quality and highly qualified candidates. Reduced staff turnover, in turn, leads to reduced training costs. Evidence supporting this theory comes from Ford Motor Co. in 1914, which achieved increased productivity by significantly increasing wages and reducing working hours.

    La Jeunesse (1999) suggests that a shorter workweek will similarly lead to increased productivity. By working less, employees have more time to improve their health, invest in their training, are more rested and alert during work hours, and therefore make fewer mistakes.

    In 2017, a 23-month experiment in Sweden involved 68 nurses in two groups: one working a regular 40-hour workweek and the other working a 30-hour week. The goal was to determine what impact (if any) fewer hours would have on employee productivity and job quality. Like all research, it has its own criticisms, but the findings can nonetheless be used to inform employee wellbeing and engagement practices around the world.

    Researchers who followed nurses noticed that they worked more efficiently with two fewer hours in their daily schedule. They became more adept at time management and were even able to spend more time with their patients.

    Nurses were also more likely to go above and beyond to provide exceptional care. One researcher noted that "they had more time to sit and listen, read a book, watch the newspaper with them, or comfort those who were not feeling well". This increased standard of care is extremely beneficial for patients, especially the elderly and those suffering from mental illness.

    Shorter work hours not only produced better outcomes for patients, but also improved employee health. It found that nurses who worked six hours a day used 4.7% less sick leave and were absent less frequently than their colleagues who worked eight hours a day. In contrast, nurses working eight-hour shifts increased their use of sick days by more than 60% during the study.

    Stress levels were also significantly reduced during the trial, which contributed to improved mood and energy among staff.

    It is important to note that fewer hours of work did not affect nurses’ wages. Although this made the experiment more expensive in the short term, proponents argue that the reduction in work hours would actually reduce costs in the long term due to significant improvements in employee health, productivity and work quality.

    The study concluded that nurses working six-hour shifts were generally more active, less sick, less stressed, and had less back and neck pain than nurses working eight-hour shifts.

    In New Zealand, a company that tried a four-day work week claims people were more creative, more punctual and more energetic.

    For two months, 240 Perpetual Guardian employees worked 4 days a week (32 hours instead of 40) and received a salary of five.

    Jarrod Haar, professor of human resources at Auckland University of Technology, said employees reported an improved work-life balance.

    What to do?

    Among the current good examples, we can recall Supergiant Games, which recently released Hades. There are no crunches in the company and there are even forced holidays. The secret of the studio is the combination of personalities in the team. Many studios have problems with burnout, layoffs, or other equally detrimental factors. Supergiant – no. 10 years later, all 7 people from Bastion are still working for the company, along with 10 new employees who were hired during other projects. Greg Kasavin, the studio’s game designer, attributes this to a conscious focus on health and personal growth.

    Chad Grenier, game director for Apex Legends, opposes crunch and says Respawn refuses to force the team to do it in order to deliver content faster. Replying on Reddit, Grenier noted that they are against crunches. To keep up with adding content to the game, they expanded the team by 2 times from the launch of the game. However, before this summer, an anonymous employee complained about crunches in the company. At that time, Grenier explained this by quarantine and the difficulty of working remotely.

    Morgan Jaffit, creative director at Defiant Development, which developed Hand of Fate, says the company doesn’t practice crunch at all. The studio management believes that it is counterproductive to force employees to overwork.

    Employees are not our property. We ask them to work no more than 8 hours. It seems to me that if something doesn’t go according to plan, then management should sacrifice time, not ordinary employees. After all, it is precisely this that is to blame for the problems that arise during development.

    The reasons for crunches are usually always the same. Derek Paxton explains that, in general, the gaming industry places little emphasis on management. Many producers either don’t have the experience needed to handle these large and incredibly complex projects, or the company doesn’t give them the authority to do their job. Producers become communicators and assistants rather than team managers, and in some companies they are considered subordinate to game designers (because “the game comes first”!").

    He notes 4 key external forces that cause crunches:

    And instead of discussing problems with the publisher/investors, many studios prefer to remain silent and impose crunch on the team, because. To. otherwise they might lose the contract altogether.

    The industry needs to acknowledge that crunch is harmful. We need to stop taking them for granted and justifying them. It is important to maintain the right culture within the company.

  • Crossout: Video preview

    Flash on the right! Left! Ugh, the wheel fell off!
    This is roughly how carnage occurs in the post-apocalyptic Crossout, which goes into the open spaces of MBT. Thanks to the designer and the damage system, Crossout is not just another free session, but a session with ferocious rides and spare parts flying in all directions.

    Crossout

    Best comments

    This is, of course, meh. When half a review tells how cool it is to assemble your own cars, but in practice it’s quite a funny thing: I put more than two or three parts on a standard template? Insolent catcher, exceeding the maximum number of parts! I decided to rebuild everything from scratch? Why reassemble if the parts are the same??
    Apparently, without long hours of level grinding to increase parts and grinding on the parts themselves, you won’t be able to assemble anything.
    Hmmm.

    What do you mean by this earthling? My translator doesn’t understand

    Until they bring in a drum cascade and a wall of speakers with a guitarist tied to them in order to buff their comrades with music for healing and speed – I’m not interested (just kidding).

    It looks interesting, but I would still like more texture, more raider flavor or something, so that together with the Half-Life brothers we would go out on the road of fury and rush towards Valhalla.

    After this video I wanted to play https://cosmicslot.co.uk/games/ even more. But in WoT promotions, Painkiller was not completed, in CS GO there was an operation, in Gvint MBT the Northern Kingdom was shoveled again, and factorio did not let go for a minute.
    It seems like a session, but still there’s not enough time.

    Welcome to the galactic junk league or robocraft, the number of penis-shaped vehicles is at a high level =)

    So the other day I was fascinated when under the news about this game it was written “press release”. Apparently, this is a rare case when the game is not bad anyway, but it can also be advertised. In principle, I liked the idea with the constructor from the very beginning. Of course, it’s a pity that you have to grind a lot, but maybe everything is not so bad and in cooperation with friends it will be fun and useful, which means time will also fly by unnoticed.

    The parts themselves for the car designer do not take long to assemble. Know and raise the level, for each they will give you a pack. But it takes longer to assemble the equipment.

    P.S. It was different before. The equipment was inexpensive, but had durability, and for each defeat the strength was taken away, and then reassembled.

    They could have stocked up on footage from the CBT. Pressing the LMB with a machine gun is, of course, the main type of gameplay in Crossout, but hitting someone from behind with a two-meter pike with a warhead from invisibility, or taking out enemies with a sniper minigun while going out onto a hill like the heroine of one song is also fun. Yes, and on the harp there you can cut quite quickly. And it’s true that you can extinguish huge leviathans, most often they are you).

    But, to tell the truth, those who played tanks will not discover much new for themselves. The game is a team game, and therefore you will SUFFER regardless of your skill, car and position of the stars in the sky.
    And yes, machine guns are our everything at the moment. The rest is a lot to show off

    I look at the footage and remember Tostya at Igromir 2016, when he stared at the Intel stand, attaching a gun to the cab of a Kamaz and couldn’t help but hit anyone.

    For me, the plus is that Crossout has the main module – the cockpit, if it is destroyed, the whole car explodes, so you think about how you can armor it. Robocraft also used to have a seat with a pilot, but when it was removed, some charm was lost. The setting is post-apocalyptic, there are “native” parts, like the cab of a Kamaz or Gazelle, but the games are similar, you need to grind in both.

    The developers responded to me on Youtube with a project trailer. As it turned out, my instincts did not let me down – Crossout is being developed by the same people who made Ex Machina and the events of the game take place in the same universe as the original project.
    Thus my previous statement

    Although I’ve walked a little further now – it seems to have gotten a little better, but just a little. The limit of parts for a full-fledged gazelle is still not enough, and I also discovered a completely idiotic limit on the number of saved cars.
    Damn, nothing stops me from assembling the car I need every time, but this, damn it, is a waste of my time, what the hell?

  • If you criticize, suggest. I suggest.

    Comments like these lead me into heavy thoughts about the eternal. I would like to fall into the state of a philosopher right now and spend your time thinking about why people love to criticize so much, but don’t like being criticized so much. I’d like to, but I’d rather spend my time apologizing.

    If you thought this was just another blog from someone offended by StopGame blogging and have already stocked up on popcorn and cons, then I apologize for the clickbait. This blog is not about criticism StopGame, and about what appeared thanks to him and the local blogers.

    Long story short (as someone said Andrey Artamokhin): I didn’t like the last part of my favorite series, so I decided to make it myself and show it to you, because I need your opinion (not criticism). Why opinion and not criticism?? I’ll try to explain below.

    BACKGROUND AND PSYCHOLOGICAL TRAUMA

    Criticism can either help or quite the opposite. I gave an example of the latter in a blog about a collapsed community of artists, when, criticizing with good intentions, we all unnoticed turned into toxic cretins.

    Yes, too much criticism allowed us to become perhaps the best representatives of the program in which we worked, but at what cost?? We don’t communicate with each other, and some talented guys have stopped doing it altogether. Could we be better without this very criticism?? "Absolutely"™, it would just take longer.

    For me, this became a kind of psychological block (and maybe even a trauma), which cemented an obsessive thought in my head: “Destroying someone’s creation is much easier (even with the help of words) than doing something yourself, so it’s better not to resort to such a difficult matter from a moral point of view”.

    This idea applies to almost any creative activity, including blogs on StopGame. It seems to me that the approach to writing blogs directly depends on which magazine a person began his journey into the world with "video game journalism".

    For some, they became a guide to the world of video games Game.exe, Gambling addiction, Maybe Great Dragon, and someone was lucky to stumble upon Spire! — a text version of SG before SG himself delved into the gameplay.

    Only in Spiele!, while reading a review of some Devil May Cry 4, you could simultaneously learn about “how the author neutralized an anime fan’s friend with a stack of blanks with the latest releases and how he tried to beat the game in a tent by the sea, but so annoyed his neighbors with loud complaints about the controls that they eventually slipped a gamepad under his mattress (and at the same time a bear from Danganronpa)”.

    IN Spiele! there was no term "bad game", but there was a regular column "Atstoy" which games these games were in. They also showed how to get rid of "Atsoe-bearers" (discs with bad games), sending them flying in a balloon, for example. The authors there were simple players, but they managed to produce such gems that they are remembered ten years later.

    It’s a paradox, but in such a booth the guys managed to talk about games much better than their colleagues – serious gamers from the magazine Gameplay in which, by the way, the chief editor was Sergey Galyonkin.

    However, everything has changed "when I came https://31bets.co.uk/games/ people fireanother different editor-in-chief" and tried to play serious games. This approach sucked out all the fun and creativity, and the magazine itself gradually went into the sunset, changing its slogan along the way "You and I are of the same blood" on "What if we no longer have blood?».

    The magazine was left without blood, but its soul managed to move into StopGame, and judging by the comments on the blog by Beowulf (where there were references to the magazine), I wasn’t the only one who rushed after her and ended up here. Both the site’s authors and blogging members have shown that materials on video games can still entertain, amuse and be educational, and most importantly, you don’t have to pretend to be a critic with the objectivity mode turned on.

    But times, like morals, change..

    WHAT WE FIGHTED FOR, IS WHAT WE FOUND FOR

    I understand why Spire! And StopGame once upon a time they chose such an entertaining format – because previously the games themselves were considered nothing more than entertainment and the lot of nerds and children (in the CIS countries, of course).

    The eSports tournaments that we now have are not lagging behind the world ones (not the one where they wasted a lot of money), used to fit in a small computer club, and the eSports players themselves looked like those guys from the back desk who laughed at jokes about Pythagorean pants. And the prizes were appropriate: gaming peripherals, a certificate and vague prospects of going somewhere to Europe to lose there (of course, exceptions in the form of the same A-Gaming were).

    And it was infuriating. It was infuriating that games were not perceived on an equal basis with books, films, music, cartoons in the end. But time passed, the ice broke, and now we are on par with the rest of the world in terms of perception of video games. Almost everyone plays now. Games have become not only a part of our lives, but also an important part of the entertainment industry, which means they have begun to bring in serious money.

    And where there is serious money there will always be scandals, intrigues and investigations. It’s already 2019 outside the window and the igrozhur has noticeably turned yellow. War on YouTubers, "fight for the rights of the oppressed" (link to every second article Kotaku), standing up for the offended and searching for developers’ dirty laundry have pushed aside a key element of the entertainment industry – entertainment itself. And it will reach us, albeit belatedly. Perhaps there is something wrong with the gamers? But the players themselves are no better.

    It’s enough just to wander through blogs, news and comments to understand that we deserve everything that happens to us. Is it good when a person, after sharing his positive feelings about the game, receives accusations of being a shit eater or lack of critical thinking?? Is it good when developers who released a bad patch receive thousands of threats and insults from disgruntled players (obviously this patch ruined their lives, so now they are threatening the lives of the developers themselves)?

    For example, you publish a blog about visual novels and help Pauli with a choice of novels to stream and even Celebro comes under your blog. Bloggers actively upvote and everything is fine, and then your text is copied to Pikabu and now it turns out that StopGame"strange guys", and the author himself "some kind of stupid" because I didn’t mention a particular user’s favorite novel.

    But the author simply would not have been able to adequately criticize this novel (without descending into throwing poop) and thereby prove that it has no place on the blog, so he chose not to mention it. Is this really worse than if the author "insulted" fans of some novel with their inept criticism?

    The situation is also aggravated by the unequal position of the author and the commentator. The first one spent a lot of time and effort creating a blog, and the second one only spent a small part of his time reading and commenting. BUT, if the second one had not spent his time, then the works of the first one would have no meaning at all. This is an ironic symbiosis without which both cannot exist.

    Sooner or later, reinforced concrete arguments in the form of two folk wisdom begin to come into play: “You don’t have to be a chef to appreciate a dish” And "Peaseranting is not moving bags". Regardless of the attitude towards them, it is foolish to deny that both phrases appeared for a reason and have sufficient reasons for their existence.

    I am more inclined towards the second one and before you hit me with a minus on the head, I ask you to wait until the next section. After all, not only the phrase itself is important, but also the context, yes?

    AND CRITICIZE THE DISH AND ROTATE THE BAGS

    There are people who can fit in two chairs without any problems: they can both criticize well and be able to do what they criticize themselves. These are cool people. I don’t know about you, but, unfortunately, I’m not one of them. The reason is simple – I have a sad experience of criticism and, moreover, I have a sad experience of developing games.

    Having taken part in the development of the game, a person radically changes his attitude towards this sometimes hellish work. It seems to me that 90% of amateur games do not survive to release precisely because of illusions about game development. “Quacked, spat and taped together” according to the behests of the Madagascar penguins, you can’t achieve a good result here, at least Greenlight/Direct sometimes we were not proven otherwise.

    Let’s take for example one of the futuristic Call of Duty (let’s escalate the situation) Infinite Warfare or Black Ops III. For the average player, the changes are practically invisible, for a true fan of the series they are already tangible (regardless of the attitude towards them), but only for the developer they will be what they essentially are – many days of work by dozens of different specialists.

    Even such minor (according to the average player) changes as jetpacks and running along walls radically change the approach to working on the game, and ultimately the game itself. Level designers need to adjust levels to these mechanics, animators need to rework and synchronize a bunch of animations, and programmers also need to make it all work organically. Any mistake in such a connection will lead to a chain reaction.

    Let’s say someone has already done this (Titanfall, for example), but is it so easy to copy other people’s work?? If so, then the poor guys from today Bioware it would have been a worthy answer to Destiny, not Anthem, which is just another confirmation of the phrase “F**k – don’t move bags” (you can read about their relationship to Destiny here)

    This shows how thoughts about games begin to change as soon as you get at least some experience working on them. Especially if he’s sad.

    Like many, for me it all started with map editors in strategies and smoothly flowed into more specific things – RPG Maker‘s on Playstation 2. But over time, the delight from the new opportunities gave way to sadness from numerous artificial restrictions. I had to look for new tools.

    I am infinitely far from the exact sciences, so serious tools were immediately dismissed, but I came to the rescue Java. And so, about 9 years ago, we managed to create the first semblance of our game in the language Action Script. By some miracle I managed to save the swf file, so we have the opportunity now, according to the behests Tonstantin Prokrastenyuk, catch together "a couple of cakes".

    IN Time waits for no ONE (matches with Queen random) the main character woke up in a world without people. Because of this, even places well known from childhood are now perceived differently. The player does not have any global task. He simply moves around places familiar to the hero, studies them and puts together a picture of what happened.