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Let me tell you about the time I almost gave up on South of Midnight - not because the story wasn't compelling or the world wasn't beautiful, but because the combat system felt like hitting a brick wall at 60 miles per hour. I'd been exploring this gorgeous Southern Gothic landscape, completely immersed in Hazel's journey, when suddenly I found myself in one of those clearly marked combat areas. Within seconds, three Haints spawned, and let me just say - they don't mess around. Their attacks come fast and hit like freight trains, creating this whiplash effect that completely shatters the peaceful exploration mood. It's the gaming equivalent of peacefully floating down a river only to suddenly plunge over Niagara Falls.
What really got me frustrated was how underprepared Hazel felt against these spectral threats. She's got this whole set of abilities that sound cool on paper - telekinetic shove, tether pull - but in practice, during those early combat encounters, they might as well not exist. I remember specifically thinking, "This feels like trying to log into 1 Plus Game Casino during peak hours with a weak internet connection - you've got all the right tools, but nothing's working properly." Both situations leave you feeling powerless despite having what should be adequate resources. Hazel's standard melee attacks became my go-to, but they barely made a dent compared to what the Haints were dishing out. I'd estimate her basic attacks do maybe 15-20 damage per hit, while the Haints' standard strikes easily do 40-50. When you're facing three of them simultaneously, that math just doesn't add up in your favor.
The defensive options are where the combat system really falls apart. Dodging is your only real option, but without clear attack indicators for most Haints moves, it becomes this frustrating guessing game. I can't count how many times I dodged at what I thought was the perfect moment, only to get hit by an attack I never saw coming. And don't get me started on the lock-on mechanic - trying to track one enemy while three others are wailing on you from all directions is like trying to follow one specific raindrop in a thunderstorm. I probably experienced around eight completely unfair game-overs in my first two hours of play, each one more frustrating than the last.
Here's what eventually worked for me, after what felt like 50 failed attempts at one particular combat encounter. First, I stopped relying on the lock-on entirely in group fights - free aiming while keeping all enemies in view proved significantly more effective. Second, I learned to watch for that bright yellow glow that signals an incoming devastating attack, treating it as my cue to create distance rather than engage. Most importantly, I started treating combat not as something to power through, but as this careful dance where survival matters more than quick victories. It reminded me of that 1 Plus Game Casino login process - sometimes you need to be patient, wait for the right moment, and approach things methodically rather than rushing headfirst.
What's interesting is how this combat experience mirrors real-world frustrations with systems that should work smoothly. Whether it's struggling through South of Midnight's combat or dealing with a problematic 1 Plus Game Casino login screen, the principle remains the same: when basic functionality becomes an obstacle rather than an aid, user engagement plummets. I'd estimate that about 65% of players who aren't hardcore action game fans will likely drop the difficulty to easy just to get through these sections, which is a shame because the combat does have potential - it just needs better balancing and clearer visual cues.
The turning point came when I finally unlocked some upgrades for those initially useless abilities. That telekinetic shove? With the right upgrades, it can actually create valuable breathing room. The tether pull? Suddenly useful for isolating enemies. But requiring players to suffer through multiple hours of frustrating combat before these tools become viable seems like poor design. It's the gaming equivalent of making someone solve a complex 1 Plus Game Casino login puzzle before they can even access their account - it creates unnecessary friction that drives people away rather than engaging them.
Looking back, I appreciate what the developers were trying to do - create this stark contrast between peaceful exploration and intense combat - but the execution needs work. The transition is too abrupt, the difficulty curve too steep, and the tools too limited in those crucial early hours. Much like how a smooth 1 Plus Game Casino login process sets the tone for a positive user experience, well-balanced introductory combat sequences can make or break a player's engagement with an otherwise excellent game. Here's hoping future patches address some of these issues, because beneath the frustrating combat system lies one of the most compelling worlds I've explored in recent memory.
We are shifting fundamentally from historically being a take, make and dispose organisation to an avoid, reduce, reuse, and recycle organisation whilst regenerating to reduce our environmental impact. We see significant potential in this space for our operations and for our industry, not only to reduce waste and improve resource use efficiency, but to transform our view of the finite resources in our care.
Looking to the Future
By 2022, we will establish a pilot for circularity at our Goonoo feedlot that builds on our current initiatives in water, manure and local sourcing. We will extend these initiatives to reach our full circularity potential at Goonoo feedlot and then draw on this pilot to light a pathway to integrating circularity across our supply chain.
The quality of our product and ongoing health of our business is intrinsically linked to healthy and functioning ecosystems. We recognise our potential to play our part in reversing the decline in biodiversity, building soil health and protecting key ecosystems in our care. This theme extends on the core initiatives and practices already embedded in our business including our sustainable stocking strategy and our long-standing best practice Rangelands Management program, to a more a holistic approach to our landscape.
We are the custodians of a significant natural asset that extends across 6.4 million hectares in some of the most remote parts of Australia. Building a strong foundation of condition assessment will be fundamental to mapping out a successful pathway to improving the health of the landscape and to drive growth in the value of our Natural Capital.
Our Commitment
We will work with Accounting for Nature to develop a scientifically robust and certifiable framework to measure and report on the condition of natural capital, including biodiversity, across AACo’s assets by 2023. We will apply that framework to baseline priority assets by 2024.
Looking to the Future
By 2030 we will improve landscape and soil health by increasing the percentage of our estate achieving greater than 50% persistent groundcover with regional targets of:
– Savannah and Tropics – 90% of land achieving >50% cover
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– Grasslands – 80% of land achieving >50% cover
– Desert country – 60% of land achieving >50% cover