How to Succeed with Binary Options Trading at Home 2020

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The current purpose of this subreddit is to discuss the developments of the placiibo TestFlight and gathering beta feedback.
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Israeli CEO has been sentenced in a US court for defrauding Americans out of millions of dollars. The company specifically targeted the elderly and the vulnerable, one of over 100 Israeli companies perpetrating a scam called “binary options”… Israel permitted the scam for a decade…

submitted by whitemimeticry to PoalFeed [link] [comments]

Are binary options exchanges legal in the US?

I can't tell if hosting a binary exchange is legal in the US. It looks like the government has allowed two to register, but they appear to be broker-dealers. I'm referring specifically hosting an exchange - no brokerage.
Binary options fall under OTC derivatives which used to be completely unregulated pre-Dodd Frank. Now it looks trading is legal but I can't find a straight answer about exchanges.
The binary options community of course makes it seem like nothing has changed and the government seems to have made it particularly find a straight answer buried in legalese. It looks like, depending on the commodity/security, CFTC regulation may be required.
However, what about underlying price drivers that aren't on the list. I.e., weather futures?
I'm located in the United States. This chart might help provide clarity:
https://www.cftc.gov/sites/default/files/idc/groups/public/@newsroom/documents/file/exemptcommoditiesvenues_091207.pdf
And please don't tell me how sketchy they are. I know these exchanges are a bad idea, I just want to find out if "exotics" are regulated in the US.
submitted by econobro to legaladvice [link] [comments]

Reddit K-Pop Census Results 2020

Intro

It almost took us the same amount of time this year as it did last year. We think it's worth the wait. The results are in and we can't wait to share them with you!
This year we've received a tremendous amount of help from u/gates0fdawn. She designed the whole infographic you'll see linked below, we're super grateful she took the time to create this, we think it looks super good.
I would also like to shout out valuable community members who helped us out with both proofreading and giving valuable opinions. One of our Discord Mods: OldWhiskeyGuy from the subreddit discord server helped with proofreading a lot. u/SirBuckeye for valuable input and thoughts as well as industry officials who doesn't want to be named. Super thankful for all the help!
Yet again we kept the age gate, so every account created after August 1st were not allowed to participate in the census.

Click me to view the Census Results!

Breakdown and Comparison

Personal Questions

Where Do You Currently Live?

  • World Region - 56.8% of the participants are based in North America, majority in the US. 22% are in Europe, majority in the UK. 10.3% in Asia, with most users in Philippines, Singapore and India.
  • Time Zones - Check the infographic for a better overview for this one. Majority of users are in UTC-05 and UTC-06.

K-Pop Engagement Questions

  • How were you first exposed to K-pop? - This first segment got divided into two questions this year. Most of our users had their first exposure to K-Pop through a friend, co-worker or classmate. A lot also had their first exposure to K-Pop through Youtube videos and recommendations. 10.6% were exposed to K-Pop through Gangnam Style.
  • What got you into K-pop? - 29.2% said that there were specific artists / groups that made you stay in the genre. 25.7% got into K-Pop from specific songs and MVs. 15.4 were interested in the songs and albums.
  • When did you start listening to K-Pop? - The users who started listening to K-pop 5-3 years ago was the largest % here at 19.5%. Last year, 7.8% of our users started listening to K-Pop less than a year ago, that's now gone down to 5.2%.
  • How do you listen to K-Pop? - Paid streaming rose from 62.2% last year to 63.8% this year. Piracy declined from 18.3% to 14.5%.
  • What other genres do you listen to? - New question this year. The largest three genres were Pop (80.5%), Hip-Hop / Rap (47.1%) and Rock (42.4%)
  • Do you know Korean? - 75.9% know very little to no Korean. This is roughly the same as last years census at 75.9%. 3.3% can speak conversational Korean.
  • Are you learning Korean? - 38.1% wants to learn but haven't taken it seriously yet. 13.5% are actively engaged in learning Korean.
  • Where do you get your K-Pop news? - 98.8% use kpop to get their news. Twitter, group subreddits, Youtube and Instagram also score high.
  • How often do you visit kpop? - 35.5% visit kpop multiple times a day. while 31.2% visit about once a day. 21.4% visit a few times per week.
  • What is your primary way to view kpop? - 44.5% use the official mobile app. This has decreased from last years 60%. 18.1% use Desktop Redesign (me included). This has now overtaken Desktop Old Design at 16.9%.
  • Is this your first kpop census? Not included as a question in the infographic. 50.8% said that this is their first census. 22.5% had their first census last year. 26.7% said that their first census was two or more years ago.

Favourite Artists

Favourite Soloists:

  1. IU (2175 votes)
  2. Chungha (2004 votes)
  3. Sunmi (1782 votes)
  4. Taeyeon (1442 votes)
  5. Taemin (1080 votes)
  6. Agust D / Suga (1046 votes)
  7. Hwasa (1046 votes)
  8. Baekhyun (900 votes)
  9. Hyuna (879 votes)
  10. Zico (700 votes)
IU (1st, 2175) reclaims the 1st place over Chungha (2nd, 2004).
Sunmi (3rd, 1782), Taeyeon (4th, 1442) and Taemin (5th, 1080) keep their same position as last years census.
Agust D (6th, 1046) has moved from last year's 8th place and moved up to a combined 6th place with newcomer Hwasa (6th, 1046) Hwasa was previously voted 17th place at last years census.
Baekhyun (8th, 900) was placed at 16th place at last years census but now climbed up to 8th.
Hyuna (9th, 879) was 7th place at last years census but is now at 9th place. Zico (10th, 700) was voted to 23rd place last year, he's now up to 10th place.
Artists who dropped out of the top 10: RM (12th, 658), Heize (13th, 637), Dean (14th, 620).

Favourite Groups:

  1. Red Velvet (2857 votes)
  2. TWICE (2410 votes)
  3. BTS (1876 votes)
  4. ITZY (1555 votes)
  5. BLACKPINK (1550 votes)
  6. MAMAMOO (1464 votes)
  7. NCT (All Units) (1382 votes)
  8. LOONA (All Units) (1345 votes)
  9. (G)I-DLE (1334 votes)
  10. EXO (1320 votes)
Red Velvet (1st, 2857) retakes their throne over TWICE (2nd, 2410) this year.
BTS (3rd, 1876) is still topping the boy group vote.
ITZY (4th, 1555) was placed 12th place last year. They have now moved up and taken the 4th place, they have pushed Girls' Generation (12th, 1155) out of the top 10.
LOONA (8th, 1345) was 4th last year but has now been overtaken by NCT (7th, 1382), MAMAMOO (6th, 1464) and Blackpink (5th, 1550).
EXO (10th, 1320) went from 8th last year to 10th this year.
Artists who dropped out of the top 10: Girls' Generation (12th, 1155).
I recommend checking the infographic for this one to see the differences in male and female voting in both favourite groups and favourite soloists.

Final Note

Thank you all for participating in this years census! Sorry it took a little while for us to upload it, but we tried to do it as fast as possible. If there are any questions you'd like to see altered or improved for next years census then we're all ears. We think more data is better.
Cheers, and stay safe during this crazy pandemic.
Nish
submitted by NishinosanTV to kpop [link] [comments]

VALORANT Patch Notes 1.09

VALORANT Patch Notes 1.09

Visualization of changes
Riot KOREA official breakdown video w/ English Subtitles

AGENT UPDATES

OMEN

Paranoia
We’re keeping an eye on the overall power level of Paranoia, but as a first step wanted to resolve visual issues where players hit with Paranoia appear outside of its impact on their screen.

JETT

Blade Storm (Burst Fire)
While we continue to investigate some of her outsized strengths, we think the burst fire on her Blade Storm has been over-performing at long ranges. The burst fire is intended to be a close range attack, but we found it frequently getting frags at over 20 meters away. These changes aim to rein in its effective range while retaining its close range potency.

VIPER

Fuel
Now that Viper can place her wall pre-round, we want her to be able to act with her team right at barrier drop without the tension of also trying to maximize her fuel for an initial move.
Snake Bite
Immediately dropping the vulnerable debuff upon exit wasn’t creating the threat we’ve hoped for when we added it. This change should make the Viper (and team) advantage window more realistic, as well as project a unique threat on opponents playing around it.
Viper’s Pit
The combination of a slow placement and re-equip time was resulting in Viper players getting too hurt or killed while casting ults in a situation we felt should be pretty safe. This change should increase the positional options available while casting, and get your weapon up sooner.

REYNA

Empress
At its previous fire rate, we felt Empress was too effective when using heavies/smgs, AND too fast to master the change in spray pattern on rifles. We hope this change allows us to address both issues at once, while also giving us a chance to have a unified fire rate increase (matching Brimstone’s stim below) that players can learn and master.

BRIMSTONE

Stim Beacon
Paired with Reyna’s change (above), we felt Brimstone’s stim could use a little more punch. This also unifies our two fire rate increase buffs, making them easier to learn.

WEAPON UPDATES

Operator

All Weapons

COMPETITIVE UPDATES

This is already a very rare occurrence, but it can happen more often for high rank players—especially in premade groups. We are also doing some tuning behind the scenes to keep high rank matches found after long queue times reasonably balanced and fair.

SOCIAL UPDATES

Players that have been reported for inappropriate Riot IDs will now be reviewed automatically after the match has ended. If their name is flagged as inappropriate, they will be forced to change their Riot ID the next time they log in to the Riot Client.
Some sneaky people were impersonating system messages to troll others into quitting a match. Enough!
Sorting algorithm for the social panel has been updated to make it more intuitive for players as they interact with it.

BUG FIXES

submitted by MentallyStableMan to ValorantCompetitive [link] [comments]

[Feedback] Why are they hiding the dice rolls so much?

This is honestly a big UI complaint which is negatively effecting the enjoyment of the game for me. I still am enjoying myself and the full game will be a blast, but -
What's the point of marketing a game as being based off the 5E tabletop ruleset, then fighting against the visual language of the D20 at most turns?
The obvious example is skillchecks. Having the DC be lowered based on your bonus is a little unintutive - and it's unsatisfying. I don't feel like I came close to a difficult challenge but unfortunately lost when I roll a 8 under a 10, but I do when I rolled a (8 + 2) under a 12 DC.
Imho, the DCs should remain the same - we should see the dice roll, have a moment of tension, THEN apply our skill bonuses! Imagine how cool and tense it would be to see the dice rattle to a 10 on a 12 DC, then have a +4 Persuasion bonus bring us over the top!
This, however, rolls on into so many of the other game's mechanics. Yes, there's a combat log, but you have to mouse over the text to see what the result of your dice rolls are. It's a very binary hit or miss - you don't get that "OOHH, damn, so close!" or "WOAH! I just barely hit that!" feeling you get in regular D&D. The current VATS system for Nat 20s is a GREAT start - very satisfying!
As an idea: Give us a toggle option to show live dice rolls that scroll upwards from our characters, sort of like how MMO damage numbers work. Communicate the information, then show us how it played out. Something like:
HIT!
18 (14 + 4) vs 10 AC
or
FAILED SAVE!
4 (6 - 2) vs 13 DC
- With the most important information (whether we hit or missed) coming up first, then the other info on how close we got being shown clearly to us.
You can even give us an option to extend this to damage rolls! Give us that visual satisfaction of all of the dice that get pumped into a 2nd level Thunderwave spell! Hell, half the fun of casting fireball in the tabletop version is the fact that you get to rattle 8d6 around in a dice tray.
Right now, missing feels like XCOM - "what? I missed with a 94% chance? damnit!" it's both more in the spirit of the game, dramatic, and interesting to know just how close we might have come.
submitted by Kain222 to BaldursGate3 [link] [comments]

Mikasa's Character Arc: What, Where, How, When

Mikasa's Character Arc: What, Where, How, When
There's been some discussion on Mikasa in the sub lately, both positive and negative, and it's led me to think a bit more about her character. In particular, I've been thinking about her character flaw, what it is exactly, and whether or not she's developed past it – and if she has, what that means for her in the final arc.
Isayama once said that Mikasa is a character who 'expresses herself via actions and facial expressions quite a lot'. I sometimes feel that that's why a lot of her personal story gets overlooked – because she's not loud about it, and nor is anyone else. She's one of the most reticent characters in the manga and, more importantly, deliberately written that way. It's intentional on Isayama's part for Mikasa to mostly 'express herself via actions and facial expressions', and so, as difficult as it might be to follow, that's mostly how her personal journey is told.
Because she doesn't say much, talks a lot with her fists, and is the team's natural and aggressive protector, it's easy to assume that there's nothing more happening there. Isayama clearly doesn't mean for readers to overlook her, but some inevitably do because she's not as obvious and outspoken as other characters. She's not like Eren, whose dissatisfaction with the world drives him to continuously push back, or like Armin, whose self-doubt and fear of responsibility constantly battle with his natural intelligence and sense of duty. She doesn't outwardly appear to suffer from the neuroses that afflict a lot of the others in the main cast.
As a result, her development as a character isn't easy to track. Where does it start? Where does it end? What even is it? It's fair to ask, in Mikasa's case, whether she even has a character arc to begin with. What changes about her? Does she actually react in any way to her experiences and evolve as a result of them, or does she remain the same from beginning to end?

Mikasa's Flaw

Fans' opinions on Mikasa's character are often based on her feelings for Eren and the actions she undertakes to protect him. It irks some readers that Eren is Mikasa's priority, and that her life seems to revolve around him. Because they consider this her character flaw, they expect that her character development is going to rectify this flaw; that she'll move away from Eren, whether physically, emotionally, or mentally, and find something else to live for.
In a 2016 interview, Isayama said: 'Mikasa's growth probably involves separation from Eren'. People generally stop at that and go from there – they either believe that Mikasa can't grow as a person unless Eren stops being important to her, or that a Mikasa who isn't separated from Eren (emotionally, mentally, or physically) is inherently a flawed character. Isayama's explanation of the 'separation' he means is never usually discussed, even though he actually does go on to clarify it: 'Mikasa's growth probably involves separation from Eren. By separation, I mean she might be able to return to that ordinary girl that she used to be in childhood'.
If the all-important 'separation' for her growth is about Mikasa returning to the 'ordinary girl' she used to be, it's worth asking what isn't ordinary about the girl Mikasa became, and when that change happened. And once that 'non-ordinary' quality about Mikasa becomes apparent, it can be identified as Mikasa's flaw; the deficiency in her character that we can expect her to overcome.
Mikasa loving someone or wanting to protect them isn't in itself a flaw. It's a fairly ordinary, reasonable thing, and it's something plenty of other characters already display in the story: Franz wants to protect Hanna; Ymir, Historia; Eren, Mikasa; Kenny, Uri; Levi, Erwin, and so on ad infinitum. There's a reason that Mikasa's love for and general protectiveness towards Eren never changes. It's because it's not something she was ever meant to 'grow past' or 'get over'. It was never her flaw.
Her flaw is fear.
Mikasa's overprotectiveness of Eren is what isn't 'ordinary', because it's connected to her deep, abiding fear of loss. Her desire to constantly stay by him is pitiful because, above all else, it represents her fear and her mistrust of the world. And it's why her 'separation' from him is about more than just 'Mikasa finds something else to do apart from care about Eren'; it's a return to her being 'the ordinary girl of her childhood': a normal girl who isn't constantly fixated on how the people she loves can die at any moment:
https://preview.redd.it/gpraaqxt1sq51.jpg?width=750&format=pjpg&auto=webp&s=dbcb1a366ae0b26f287143aa4d7e916d1c7b3c49

Mikasa's Fear

This fear Mikasa has for Eren begins at a very particular point in the story which we build up to from here:
https://preview.redd.it/wew8y69v1sq51.jpg?width=358&format=pjpg&auto=webp&s=a3553545737dfbe82fddbd216d02e9c9012d0d82
Mikasa and Eren's first significant spat is over his wanting to join the SC. She thinks it's too dangerous, and her fear is understandable. Our first view of the SC's return is cuts and blood and gore, and we – and Mikasa – watch a mother receive the paltry remains of her son:
https://preview.redd.it/w0e8lhdw1sq51.jpg?width=385&format=pjpg&auto=webp&s=c1ca4c2324a3f9d937da166bd33a29e40151edd6
Cuts and blood and gore are already how Mikasa lost one family:
https://preview.redd.it/ey7zvf3x1sq51.png?width=2156&format=png&auto=webp&s=37af830088a887a60f13a66438140080be678776
And it's what Eren puts himself in danger of by going out into the world with the SC. Mikasa is afraid of losing him to the violence of the world, and she sees that fear reflected in Carla:
https://preview.redd.it/5kxvb23y1sq51.jpg?width=205&format=pjpg&auto=webp&s=7257c665371ff0f5c86edb1e122bfa449d71a213
Mikasa has already seen how Moses' mother lost her son. And if, like Moses, Eren goes beyond the Walls with the SC, Carla might also eventually find herself holding nothing of her son but a single hand. So Mikasa makes her a promise:
https://preview.redd.it/n192vswy1sq51.jpg?width=550&format=pjpg&auto=webp&s=d29af3c6425155a4b01b7199c9ee3050f30240a8
But it wasn't Eren she needed to worry about after all.
https://preview.redd.it/rhrw60qz1sq51.png?width=754&format=png&auto=webp&s=333ea1b54f2544bff0a8b8f757903dcfa7ee0ff9
This is the point at which Mikasa's fear begins.
Because all she has left from the carnage is Eren, Mikasa will never let happen to him what happened to her parents and to Carla. She is his protector. That is a role that she's chosen, and, to some extent, been given. This protection is built on her love for Eren, but also powerfully informed by her fear of the world; the world which hurts, maims, and kills people. The result of this fear is Mikasa's inability to trust anyone or anything with Eren, not even himself. She believes that she is the only one who can stop bad things from happening to Eren; that if she's not there, he will die.
https://preview.redd.it/i5829j232sq51.jpg?width=550&format=pjpg&auto=webp&s=6404374e9a6239d474f2b01891e194fbd239eb9d
So when Mikasa is pushed into a situation where she thinks Eren will be in danger, she prioritises Eren. Other considerations are pushed aside in favour of her one true goal: making sure she's there to keep him alive.
https://preview.redd.it/myi13tg42sq51.jpg?width=644&format=pjpg&auto=webp&s=ecf0e5cf8e1a25ca2b3c64462006e63d54ad0065
And, in the world of the SC, Mikasa is challenged on that immediately. Not just by Eren, but also by what happens in Trost. Mikasa saves innocent citizens from Reeves' greed and cruelty, and from titans. She gives Reeves a lesson: that his life is not more important than the lives of all the people he's endangering. It's something she had to be reminded of by Eren, and a conclusion she reached herself when she watched her comrades die for the sake of the evacuation.
https://preview.redd.it/1hht9hw52sq51.png?width=1436&format=png&auto=webp&s=1a80931917f4cd81f489a00816e557912723785e
Mikasa being confronted with things that are more important than Eren happens fairly often to her. She also pretty consistently allows space for these 'other things', sometimes to her own surprise. The first time she's made to realise this about herself is in the Female Titan arc, when Levi points out that maybe she had 'selfish desires' for which she wanted to kill Annie.
That whole incident with Levi in Chapter 30 is significant for Mikasa's development in a few different ways.
  1. When Levi says they'll focus on one objective and that won't include outright killing Annie, Mikasa's one objection is: 'How many of our comrades has she murdered?' Mikasa has no problem being straightforward with Levi. If her first and only consideration was Eren, she'd voice it. She'd even get away with it, because they all need Eren at this point. But instead, she reveals that she has a separate, personal desire: avenging their dead. Mikasa wants to kill Annie for her own reasons.
  2. Levi states that their goal is to retrieve Eren. He gives himself the main role of 'slash[ing] away' at the titan, meaning that he will be the one to actually save Eren, who is in the titan's mouth. And he gives Mikasa the job of distracting Annie. Mikasa accepts a secondary role in a plan that is specifically to rescue Eren.
  3. And when she does break from the plan, it's not so she can go and get Eren herself. Mikasa risks the objective of the mission – and Levi, and Eren – by going in for the kill. Mikasa risks the plan to save Eren by acting on her own desire to kill Annie.
Two important shifts take place here for Mikasa. One, she entrusts Eren to someone else, as demonstrated by her action of allowing Levi to take the lead. Two, her focus stops being, even for a short while, Eren – as confirmed by her facial expression when Levi challenges her on it, because she doesn't seem to immediately realise she's even capable of that:
The objective was: Forget killing the Titan. Rescue Eren. And Mikasa, for no matter how short a time, lost sight of that.
The fearful, overprotective aspect of Mikasa's relationship with Eren is beginning to change, because her relationship with the rest of her world is beginning to change. With his rescue of Eren in the forest, Levi proves to Mikasa that other people are just as capable of protecting Eren as she is. And if she happens to take her mind off Eren for a bit, it doesn't mean he'll die.
This is where the 'separation' begins. Mikasa starts to accept distance between herself and Eren; the distance of being able to trust others with him, of not needing to constantly be with him and personally oversee his safety. And it leads to this watershed moment in the Uprising arc:
Mikasa. Whilst Eren has been kidnapped. And all they know is that he's inside a coffin with some random undertaker at some random inn. Maybe.
In Chapter 4, Mikasa couldn't handle Eren being in a different part of the city from her during a mission because of how afraid she was that he'd die without her. In Chapter 30, she let Levi take the lead on getting Eren back, and was shocked when she realised that, even for an instant, she'd prioritised something else over him. In Chapter 57, Eren's been kidnapped, no one's been certain for two days about where he is or what's happening to him, and Mikasa is, well, as pictured above.
The debilitating fear that used to tie Mikasa to Eren is gone for good. She's finally let Eren go, and discovered that it doesn't mean she'll lose him.

Mikasa's Strength

Post-timeskip Mikasa is in a good place, and long past the fear with which she faced the world as a young girl. She's with Eren, working with the Volunteers, and she and Armin are excited about the possibilities of the widening world. Then Eren effectively betrays the SC for reasons they can't fully understand, and, once again, Mikasa's world begins to change in alarming, unpredictable ways.
https://preview.redd.it/y4f97ksi2sq51.png?width=346&format=png&auto=webp&s=a17a0410c8f25e97ee450b57d9636e5fc147b874
For the first time in a long time, she loses someone she loves.
Eren's in jail and Mikasa remains by Sasha's grave, pondering the old words that bind her and Eren together: 'If we don't win, we die. If we win, we live. If we don't fight, we can't win.' Ironically enough, Sasha is the only character in the entire manga to have said those words apart from Eren and Mikasa themselves. And she's now dead as a result of Eren's fight. So what exactly is Eren fighting for, and what does winning that fight entail?
This is the first time in the manga that Mikasa begins to doubt Eren, and the first time their bond has ever really been threatened. And not by the world, titans, or murderous kidnappers, but by Eren himself. The idea that there is beauty where cruelty also exists has informed Mikasa's perspective on the world since Eren wrapped his scarf around her. He showed her that it is possible for the two things to co-exist; for there to be human cruelty as well as human kindness, cold as well as warmth, life as well as death. But Eren is now showcasing the exact cruelty that Mikasa used him as a beacon against. What he's done is undoing what she believes in; it's not just that it's shaken her view of Eren – it threatens to undo Mikasa's whole world-view.
In that same 2016 interview, Isayama spoke of Eren and Mikasa's eventual separation being ideological: 'If I were to draw the separation of Eren and Mikasa . . . Mikasa would have to endure the strain of being stuck between Eren and Armin. Even though she can sympathise with Armin, who considers things from a ''globalism'' perspective, it’s possible that she can't just let the more self-focused Eren go'. This ideological separation begins the moment Eren defects from the SC. It's from this point onwards that EMA's paths truly begin to diverge, and Mikasa in particular is presented with a choice that she's never had to face before. Of the two people she loves most in the world, does she choose the 'self-focused' Eren or the 'globalist' Armin?
The choice she makes will most likely conclude Mikasa's character arc once and for all, and it's a choice that's been building since before the time-skip, represented by her interactions with two characters in particular:
1. Mikasa and Floch
At the award ceremony in Chapter 90, Floch points out something interesting about Mikasa in what is otherwise an easily overlooked moment in the manga. Although multiple people were present on the rooftop during Serumbowl, he is the only one to explicitly draw attention to the fact that Mikasa let go. She resigned herself to losing Armin because Hanji convinced her that Erwin was more important to humanity and Mikasa's grief at losing him was something that would pass.
https://preview.redd.it/oqjfh2gk2sq51.png?width=584&format=png&auto=webp&s=f13d8f9a80608e4ac8a85c30d3ddc79b751ad1dd
Floch sees this as maturity, but the realisation that she was willing to let Armin go for the sake of humanity is something that Mikasa is shocked by. It makes her falter, and let go of Eren. Mikasa has always defined herself as Armin and Eren's protector; she's presented in the story as such, and she styles herself as such. She's the one who keeps Eren and Armin safe. But Floch's words make her realise that, on the rooftop, she was able to step away from that role – because her world has expanded beyond Armin and Eren. It has expanded to include Hanji and Levi and the other Scouts – and humanity.
Mikasa is capable of making choices that hurt her deeply for the sake of a greater cause.
2. Louise and Mikasa
Louise meets Mikasa on three occasions. The first time, Louise tells Mikasa she likes her because Mikasa saved her, and gave her something to strive for: 'You can't save anyone without power. It's okay for us to fight against unjust violence. That's what I learned' (109). In the same way Eren 'gave' Mikasa a motto to live by, Mikasa gave one to Louise.
The second time, Louise tells Mikasa that she's happy to be by her side again, fighting for the same goal. Mikasa is ambivalent towards her. And she leaves her scarf behind, choosing to go and fight the titans without it.
In between the second and third meetings, Mikasa talks to Armin. She asks him if he's really going to tell Connie to give up on his mother and let her remain a titan; Armin says yes, he is. When Mikasa asks what should be done about Eren, Armin replies that there's nothing to be done; he's a lost cause. After Armin leaves, Mikasa notices that the scarf is missing, and goes to retrieve it.
The third and last time they meet, Louise is dying. She tells Mikasa that Eren wanted her to throw the scarf away, but she thought that she could take it to be close to Mikasa. Though she appears to sympathise with Louise's plight, Mikasa demands the scarf back from her. She walks away from Louise even as Louise tells her that she had no regrets, because she chased after Mikasa, devoting her heart.
Each meeting between Louise and Mikasa mirrors, in an abbreviated way, the different stages Eren and Mikasa's relationship has gone through. 1: Louise's initial love and gratitude, and her taking Mikasa as an inspiration; 2: their fighting side by side as equals; and, finally, 3: their literal separation as Mikasa chooses to walk away.
Louise reminds Mikasa of what Eren means to her. Mikasa never seeks to stop Louise from talking about her feelings; instead, she listens. She might not reciprocate, but she does understand. And her understanding Louise's love reminds her of her own. She walks away, but she takes the scarf with her. Despite what Armin said, and what Louise told her about Eren and the scarf, Mikasa chooses to keep a hold of it in the way she keeps a hold of the hope that Eren can still be brought back.
Mikasa is capable of holding on to the person she loves even when he's gone too far.
Mikasa Chooses . . . Mikasa
Despite the apparently binary choice, Mikasa doesn't have to choose to side with Eren (allow the Rumbling to go ahead) or with Armin (kill Eren to stop him). She said it herself: there's a third option. Her way. Eren's wandered so far down his path that he's lost sight of Mikasa and of Armin; of what connects him to the world. Mikasa chooses, not to support him or to believe that he's a lost cause, but to remind him that walking away from his humanity doesn't mean that he can't turn around and walk back.
Kruger said 'Anyone can become a god or a devil. All it takes is for someone to claim it for it to be true' (88). But if there's someone to challenge that belief, then the possibility remains of breaking the facade and setting the story straight – thereby freeing that person from the role they've either taken on out of necessity, or been assigned. It's something we've already seen happen. All it takes is for one person to question it, and the goddess falls apart to reveal an empty, unloved young girl, or the devil's mask cracks open to show the boy still grieving for the world he's lost.
Ymir knows that Historia's faking it; Mikasa knows that Eren is kind. Each of them challenges the story that their loved one is telling in order to keep going: Historia to survive, Eren to achieve his dream.
It took Mikasa years to truly overcome the cruelty she had seen as a child. Despite everything, she did, in the end, go back to being that 'ordinary girl'. She came to acknowledge that cruelty exists, as does death – but life must nevertheless be lived, people loved, experiences had, and faith kept. Seeing the beauty in a world that is inherently cruel is, and always has been, Mikasa's greatest strength. It's something she is capable of offering Eren, who no longer seems to believe in that duality, or in his own humanity. She can show him what he showed her; that the world isn't black or white, cruel or beautiful, dark or light. It's both. And it's possible to live with that.

Conclusion

Mikasa is no longer fighting to protect Eren from the world; she's fighting to protect the world from Eren. She's the person best suited to do that not only because she's his family, but because Eren's despair and anger at the world is what she might have ended up with herself. If any character was dealt a crueller hand by the world than Eren, or could have become as bitter about the world as him, it was Mikasa. But he stopped that from happening because his kindness showed her that the world, as bad as it was, had good in it.
Little by little, Eren's abandoned that view of the world himself. He no longer sees both its beauty and its cruelty, but has confined himself to seeing - and acting on - only one. When they fought Annie in Stohess, Mikasa had to remind Eren that the world was cruel, because Eren had lost sight of that truth. Now, Eren's lost sight of another, equally valid truth; that the world, as cruel as it is, is also beautiful. That he, as inhuman as he thinks he is, is also kind.
If Mikasa manages to 'bring Eren back', she'll have come full circle. She started off as a little girl who was seeking something, anything, to hold on to. She needed a saviour, and she got one in the form of Eren. In this scenario, she'll end as a saviour herself, someone who is now able to pass on the light that she once received. Her fear of the world and of losing her loved ones subsided; she managed to find the warmth she needed to carry on. She doesn't need Eren's scarf anymore – but he might need hers.

Final Thoughts

My perspective on Mikasa is that she's not a very obvious character when it comes to development, and so she sometimes appears static. And because so much of her drive is Eren, a lot of fans look to her relationship with Eren to change for proof that she's somehow developed. But Mikasa's obstacle, her personal flaw, isn't Eren himself, and never has been. Her flaw has always been her deep and debilitating fear about losing the people she loves – Eren and Armin – and her inability to really trust or love anyone apart from them.
Mikasa's separation from Eren = her beginning to trust the rest of the world not to stab him in the chest, almost behead him, or eat him alive whilst she's not there. It's good for her because it means she stops being so terrified that she'll lose Eren, not because it means she'll stop loving him or wanting him to be safe. And she reached that point of separation a long time ago in the manga. It was fully realised the moment she decided to trust Levi during the Uprising arc, despite the fact that Eren was literally gone from her side and she had no way of knowing whether he was dead or alive.
The final confrontation is where Eren and Mikasa's ideological separation, the one discussed by Isayama in the interview, will/won't occur. It – and its finer details – can unfold in a number of ways, and each one could mean something different for Mikasa's character. But her choosing to face Eren in this way is a natural culmination of her development until now. I've no concrete theories on what will actually happen once the Alliance reaches Eren, but I'm fairly certain that Mikasa is central to the resolution of this arc. And what with the way she's been written by Isayama so far, that's no bad thing.
So, to finally end this ramble, I hope that this post at least offers people a different perspective on Mikasa's character and how it's changed over the course of the story. I look forward to reading any other observations/thoughts on Mikasa's development that people might have. Many thanks for giving mine a read!
submitted by lemmesay1stupidthing to titanfolk [link] [comments]

Facebook Connect / Quest 2 - Speculations Megathread

EDIT: MAJOR UPDATE AT BOTTOM
Welcome to the "Speculations" mega thread for the device possibly upcoming in the Oculus Quest line-up. This thread will be a compilation of leaks, speculation & rumors updated as new information comes out.
Let's have some fun and go over some of the leaks, rumors, speculation all upcoming before Facebook Connect, we'll have a full mega thread going during Connect, but this should be a great thread for remembrance afterward.
Facebook Connect is happening September 16th at 10 AM PST, more information can be found here.

Leaks
In March, Facebook’s public Developer Documentation website started displaying a new device called ‘Del Mar’, with a ‘First Access’ program for developers.
In May, we got the speculated specs, based off the May Bloomberg Report (Original Paywall Link)
• “at least 90Hz” refresh rate
• 10% to 15% smaller than the current Quest
• around 20% lighter
• “the removal of the fabric from the sides and replacing it with more plastic”
• “changing the materials used in the straps to be more elastic than the rubber and velcro currently used”
• “a redesigned controller that is more comfortable and fixes a problem with the existing controller”

On top of that, the "Jedi Controller" drivers leaked, which are now assumed to be V3 Touch Controllers for the upcoming device.
The IMUs seem significantly improved & the reference to a 60Hz (vs 30hz) also seems to imply improved tracking.
It's also said to perhaps have improved haptics & analog finger sensing instead of binary/digital.
Now as of more recent months, we had the below leaks.
Render (1), (2)
Walking Cat seems to believe the device is called "Quest 2", unfortunately since then, his twitter has been taken down.
Real-life pre-release model photos
Possible IPD Adjustment
From these photos and details we can discern that:
Further features speculation based on firmware digging (thanks Reggy04 from the VR Discord for quite a few of these), as well as other sources, all linked.

Additional Sources: 1/2/3/4
Headset Codenames
We've seen a few codenames going around at this point, Reggy04 provided this screenshot that shows the following new codenames.
Pricing Rumors
So far, the most prevalent pricing we've seen is 299 for 64gb, and 399 for 256GB
These were shown by a Walmart page for Point Reyes with a release date of September 16 and a Target price leak with a street date of October 13th

Speculation
What is this headset?
Speculation so far is this headset is a Quest S or Quest 2
OR
This is a flat-out cheaper-to-manufacture, small upgrade to the Oculus Quest to keep up with demand and to iterate the design slowly.
Again, This is all speculation, nothing is confirmed or set in stone.
What do you think this is and what we'll see at FB Connect? Let's talk!
Rather chat live? Join us on the VR Discord
EDIT: MAJOR UPDATE - Leaked Videos.
6GB of RAM, XR2 Platform, "almost 4k display" (nearly 2k per eye) Source
I am mirroring all the videos in case they get pulled down.
Mirrors: Oculus Hand Tracking , Oculus Casting, Health and Safety, Quest 2 Instructions, Inside the Upgrade
submitted by charliefrench2oo8 to OculusQuest [link] [comments]

Wasteland 3 - Review Thread

Game Information

Game Title: Wasteland 3
Platforms:
Trailers:
Developer: inXile Entertainment
Publisher: Deep Silver
Review Aggregator:
OpenCritic - 84 average - 97% recommended - 39 reviews

Critic Reviews

33bits - Juanma F. Padilla - Spanish - 95 / 100
After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
ACG - Jeremy Penter - Buy

Video Review - Quote not available

Attack of the Fanboy - Diego Perez - 4.5 / 5 stars
Wasteland 3 is one of the best RPGs I've played in years, and it's one you absolutely should not skip.
CGMagazine - Lane Martin - 9 / 10
Wasteland 3 is a lovely return to the post nuclear apocalypse with fun gameplay and interesting choices at its forefront, though at times it can be a bit clumsy in its implementation.
COGconnected - Tony Bae - 90 / 100
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
Cerealkillerz - Julian Bieder - German - 8.8 / 10
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Chicas Gamers - Adrián de Francisco - Spanish - Unscored
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Cram-Gaming - Robert Cram - 8.5 / 10
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
Digital Trends - Tom Caswell - 4 / 5 stars
Wasteland 3 is a rewarding game that offers unprecedented choice and is a great jumping on point for new players.
DualShockers - Kris Cornelisse - 9 / 10
Improving on its predecessor in almost every way, Wasteland 3 is one of the best and most reactive RPGs I've played in a long time.
EGM - Mollie L Patterson - Unscored
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
Entertainium - Eduardo Rebouças - Unscored
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Eurogamer - Wesley Yin-Poole - Recommended
inXile's old-school RPG is the Fallout game we've been craving.
Fextralife - Castielle - 8.3 / 10
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
GAMES.CH - Nedžad Hurabašić - German - 83 / 100
Wasteland 3 is absolutely worth the money - the RPG brings dozens of hours of fun gameplay to the table. A must-buy for roleplayers.
Game Revolution - Jason Faulkner - 4 / 5 stars
Wasteland 3 is a marvel of a game, especially from a small studio like inExile. It’s not without its flaws, but the excellent writing and enthralling world overshadow those.
GameSkinny - Daniel Hollis - 9 / 10 stars
Wasteland 3 invokes feelings of classic RPGs such as Fallout and manages to nail the feel and tone perfectly in a modernized setting.
GameWatcher - Marcello Perricone - 8.5 / 10
A fantastic RPG that superbly mixes player choice and great combat to something bigger than the sum of its parts.
GamesRadar+ - Andrew King - 4 / 5 stars
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
GamingBolt - Ravi Sinha - 9 / 10
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
Gert Lush Gaming - Jim Smale - 9 / 10
Wasteland 3 is the defacto strategy experience and one that every gamer owes themself the pleasure of playing.
God is a Geek - Mick Fraser - 9.5 / 10
Wasteland 3 is a huge undertaking, marrying deep, choice-driven role play with fast-paced tactical combat and vast areas to explore.
IGN Spain - Álex Pareja - Spanish - 8 / 10
Wasteland 3 knows how to open to new players keeping the old school essence. It's not a revolution on the genre or in the post apocaliptic proposal, but it won't matter to the franchise lovers.
Niche Gamer - Cwb - 3.5 / 10
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
PC Gamer - Jody Macgregor - 84 / 100
A wilfully strange setting explored through a predictable but enjoyable old school RPG thats been streamlined just enough.
PC Invasion - Jason Rodriguez - 8.5 / 10
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
PCGamesN - Gina Lees - 9 / 10
Lurid characters, a deep RPG system, and captivating combat set in an unhinged apocalypse - inXile Entertainment's latest shouldn't be missed.
Player2.net.au - Matt Hewson - A or higher
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
PowerUp! - Leo Stevenson - 9.7 / 10
If you’re an RPG fan, a Fallout fan or even just a videogame fan, do yourself a favour and play one of this year’s very best games; Wasteland 3.
Saving Content - Scott Ellison II - 5 / 5 stars
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Screen Rant - Christopher Teuton - 4 / 5 stars
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Shacknews - Josh Hawkins - 9 / 10
If you’re a big fan of the original Wasteland games, or just an RPG fan in general, then I highly recommend picking up Wasteland 3 and giving it a try.
Spaziogames - Paolo Sirio - Italian - 8.3 / 10
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
The Games Machine - Danilo Dellafrana - Italian - 8.7 / 10
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
TrustedReviews - Alastair Stevenson - 4 / 5 stars
Wasteland 3 is a solid tactical RPG that will keep fans of the genre entertained for hours upon hours. But it doesn't do enough to bring the genre forward to a mainstream audience.
WayTooManyGames - Thomas Medina - 9 / 10
All in all, this is the game I wanted so badly for Wasteland 2 to be. It doesn’t just repeat what came before, but expands upon it all. Not just mechanically, but story wise as well.
Wccftech - Francesco De Meo - 9 / 10
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Windows Central - Jez Corden - 5 / 5 stars
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
XboxEra - Jesse Norris - 9.7 / 10
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
submitted by diogenesl to Games [link] [comments]

Hot Tub Hawk And The Pissed Off Colonel

Well! Here we are again. Everyone is sitting around this internet campfire, anxiously awaiting another Hawk story. Some of you are making S'mores. Others have crammed a stick into a hotdog and are now roasting it. I "Cope" with life and have a fat dip in. The only person I don't see is Hawk. Wait. There he is, and he keeps sticking his fingers into the fire to, "make sure it's still hot." I wonder if there is still a need to detail how mentally deficient or completely oblivious Hawk is? I strongly encourage you to read my previous stories if you have not been formally introduced to Hawk. I suspect you will continue to read anyways, so I offer you this: Hawk is the type of guy that gets into a spelling argument with his tattoo artist and walks out proud of his two-inch sized font forehead tattoo that reads "No Regerts."
We were in beautiful Iraq, a charming vacation destination for thousands of Americans. The vacation was all inclusive. The local women dressed like Pac-Man ghosts or ninjas, and countryside smelled like raw sewage and regret. Most of the locals were very hospitable, but some of the locals had a very strong desire to shout, "Praise Allah" while simultaneously trying to kill us. I am not bothered by much. Every human is entitled to their beliefs. We are also entitled to our own opinions. For example, I don't personally feel "man-dresses" and flip-flops are suitable combat attire, but who am I too judge? The only time I have an issue with people is when they are actively trying to kill me. I don't know why, but it really pisses me off. That and grape jelly.
We worked out of two different locations during this deployment. The majority of my Battalion worked out of a medium-sized Forward Operating Base (FOB), but we also operated out of a smaller FOB. We typically stayed at this other location for about ten days, and would rotate with another Platoon. The location was not horrible, but I personally hated the transient lifestyle. We lived out of our ruck-sacks, and had to find ways to occupy our time when we were not conducting raids or other missions. We didn't have the luxuries we had at "home." There were no gaming systems or large televisions. We simply had find ways to occupy ourselves.
Football was the game of choice for a couple weeks, then it got blacklisted. It had nothing to do with the ball being pigskin either. It was mostly due to poor mission analysis. Football was one of the few things we could all do and actually enjoyed, until it was too dark to play. We had a brilliant and genius idea. We fucking "own the night" with our Night Vision Goggle (NVGs), so why don't we rent it for a couple hours to finish the game? Game on Garth! We thought of everything. We drenched that infidel ball in Infrared (IR) chemlight (Glow Stick) juice. The depth perception problem was immediately evident. House took a fucking laser beam pass to the to the face. Two black eyes builds character though.
We can work through it though. His NVGs were still Fully Mission Capable (FMC), and we all realized that we needed to be a bit quicker. The fourth play from scrimmage was undoubtedly the best, and worst football play in the history of Iraq football. Fuck punting. We were going for it. It would have been easy to confuse Tony, our quarterback for Michael Vick from the shotgun. Tony was a Michael Vick with NVGs, and without the dog fighting felony. Tony evaded numerous rushers and then superbly delivered a fifty yard completion to Ryan. It was beautiful to watch, until it wasn't. NVG's are great, but they don't offer the same Field of View (FOV) your eye-nuggets offer. Ryan thought he was all alone and started a leisurely stroll to the end-zone. The he got fucking nuked from the top and bottom, in fucking reverse directions. Sure, Ryan broke a finger and required "some" stitches. Oh and they broke three sets of NVGs in one play, but damn that was a glorious fucking hit. It was first-and-ten, but our Platoon Sergeant was less than happy. Game off Wayne!
We were now bored again. There was another unit on the FOB with us, but they were not fans of us. The only real interaction we had was when their full-bird Colonel told us to, "stay the fuck away from his Soldiers." I don't know if one of the other Platoons ruined it for us, but the guy was just a complete prick to us.
We did our best to keep our reverse schedule, but it was just so boring during the evenings we were not working. The majority of us resorted to playing Spades or Echure, and others read. Hawk and a handful of others would take nightly showers and then seemed to vanish. "Knowledge is power" and I knew Hawk was utterly powerless. I knew better than to ever let that retarded bird spread his wings and fly solo. I didn't see any reason to worry though. The other people Hawk was with were far smarter than Hawk woud ever be. Furthermore, with football now off the table, there was really no way for anyone to get in trouble at this FOB.
Imagine Hawk in a cattle chute. If I put a box labeled "commonsense" on the opposite end, Hawk would never fucking find it. In a place he literally has no option but to find it, he would NOT FIND IT. EVER. However, if I had a box labeled "worst decision ever" and dropped it in the ocean, Hawk would fucking somehow stumble upon the lost city of Atlantis. I had never really got my ass chewed before I became Hawk's leader, but that trend went out the window when I inherited him.
We lived on the second floor, and my bunk was closest to the door that rotation. Thankfully too. I was woken up when I heard, "I want to talk to one of your leaders." I didn't know "who" was in trouble, but I had Hawk so I knew it was best to simply put my shoes on and assume I was in trouble by proxy. I didn't even wait to see if I would get to sit on the Green Army Weenie, I just spit in my hand and readied my o-ring for maximal insertion. It was too early for the sun to even be out, and I was already willingly walking to my execution. My how things had changed so quickly.
I walk outside and I see five Soldiers, one Hawk, and a fucking pissed of Colonel (COL).
COL: Are you their leader?
OP: I am one of them. How can I help you Sir?
COL: Do you know where I caught them?
This is where I would typically say something stupid, but this guy didn't look happy, and I didn't want to give him a reason to wake up someone who "may" have gave a shit as to why he was irate.
OP: No Sir. I don't.
COL: Above MY SHOWER?
I was now pissed. There was a large shower tent in the middle of large open courtyard. One half was male and the other was female. These fucking morons were spying on naked females? I want to kill them for listening to Hawk. Well, I assumed it was a Hawk idea. Like Hawk's brain, I was putting the cart before the horse. I assume it was Hawk, but I had questions.
OP: How in the fuck did you guys get on top the shower tent?
I was working myself into a frenzy. My brain does not operate like normal people brains. I was pretty pissed considering they violated the privacy of the beautiful ladies at the FOB, but I was actually more pissed they got on top of a fucking tent. They seemingly forgot everything about military tactics and got caught; that was the foremost reason for my anger. The spying on deployment 1's (binary thingy) was second. Considerably a far worse offense, but second at the point in time.
COL: NO. Not the shower tent. On my personal shower.
What? This guy was so special, he had a personal shower. What, he was too good to use the pallet floored showers like the rest of us? So maybe the Romanians (We think anyways) occasionally shit on the pallets and waffle-stomped the poop through the pallets, but the water pressure was phenomenal.
OP: You have a personal shower Sir, and they were on top?
COL: YES. I caught them in my water tank.
Well, back to being puzzled. I don't judge. I personally don't care if penis gazing is your hobby, but there are five of you? Why don't you just unleash your hogs and stare at each others? Anyways, how in the fuck did they all fit into the water tank? What the fuck did they do when they got inside? My god, my brain was running wild with unsightly pictures.
OP: My apologies Sir, but how did they all fit into your water tank?
COL: Come with my Sergeant; so you understand what I am talking about.
OP: You mother fuckers can wait for me in, the front-leaning-rest (Push-up position).
I still wasn't certain I entirely cared, but I thought this would may demonstrate that I showed concern about his fucking one-person shower. COL Prick then lead me around the side of the building and showed me his water tank. It was fucking huge. It was one of the typical hard plastic tanks, but the entire top had been cut off. God knows why, not like it was ever dusty in Iraq, but the top was no-more. It all made sense now. They weren't gay; they were chilling in a makeshift hot tub! Well, the gayness thing is up in the air, but I guess they were too loud while he was showering!?! I apologized profusely, but COL Prick had me locked up at the position of attention for at least ten minutes just dressing me down. I was a "really poor leader, and you're not going to go anywhere in the Army." Jokes on him, they haven't kicked me out yet.
COL: This is why nobody likes "cool guys." Words, words, words. You'd better do something about this, words, words, words. My penis is too small to shower with the big boys, words, words, words. NOW GET THE FUCK OUT OF MY SIGHT.
I returned to the Soldiers, whom were still all in the front-leaning-rest. I screamed, "GET ON THE OTHER SIDE OF THE BUILDING. I DON'T WANT TO GO TO JAIL AFTER PEOPLE SEE ME SMOKE THE FUCKING LIFE FROM YOUR BODY. NOW FUCKING RUN." They fucking scurry, and I stroll to the other side of the building. Out of sight and out of mind.
(I will use "Group" unless Hawk is the person talking. Too many useless names otherwise.)
OP: That fucking dickhead has his own fucking shower! What the fuck?
GROUP: I know right?
OP: What the fuck were you guys thinking? I would expect this from at least one of you, but I won't point elbows. (I then just fucking stare at Hawk.)
GROUP: We didn't think anyone used it. We had never seen anyone go into the room, and the room looked empty. We saw the water tank on top, and just figured we would check it out.
OP: How the fuck did you even get up there?
GROUP: You can walk to it if you exit any second floor window on our building. Well, the courtyard side.
OP: So you guys just sneak out and hang out in this guys shower water?
GROUP: Yes, but we seriously thought nobody used it. We would not have used it otherwise.
OP:You fucking dip-shits think this was just a randomly placed unused water tank? You fucking idiots just stand in this guys shower water for hours?
HAWK: No. We are not dumb Sergeant. We sit on MRE (Meal Ready to Eat) boxes.
OP: HOW LONG HAS THIS BEEN GOING ON?
GROUP: (LaughteGiggles) Every night!?!
OP: We have been here for five days now! NO FUCKING MORE! I will fucking kill you if I get yelled at again over this. The only thing that makes me smile is the fact that he is showering with your ball funk.
Hawk: I have some excellent news then Sergeant
OP: Really? Whats Hawk?
Hawk: (Smirk) We made a promise that, "nobody pisses in the hot tub"...
OP: This is why your mother should have swallowed you Hawk. Why the fuck would that make me happy?
Hawk: (Laughing) Because I broke that rule every night. Most nights more than once!
GROUP: What the fuck Hawk! We have been lounging in your piss? What the fuck dude!
Hawk: I know. (Smiles.) I lied to you though! Cheer up Sergeant. I peed on him for you!
For the record, Hawk did not find the hot tub. He just peed in it, a lot. I don't think any of us paid attention because they came back from wet and with towels. I merely assumed they went to the showers. I suppose I should have kept better track of time. Also, I apologize if this was not as funny as the other Hawk tales. I realized it when I reread it, but it was certainly funny being on-the-ground and witnessing it. Can't laugh at them all I suppose. Remember, next week, "Hawk Walks Home: In Iraq." I don't think it is feasibly possible to not make that one funny. Lastly, some of my stories are a result of me being in the military, but not military. Those stories and others will/are posted at FuckeryUniveristy. I am not ever going to compete with this page, but I do need a place to post other stories and have little fear they will be taken down. The mod may be a huge prick, but at least I know the guy. Man...huge prick!
Cheers!
submitted by SloppyEyeScream to MilitaryStories [link] [comments]

The classic WSB story - lost it all.

Going to keep this simple. EDIT: this isn’t simple and I should write a short story on this.
I am generally risk averse. I hate losing $100 at the casino, I hate paying extra for guac at chipotles, I will return something or price match an item for a few dollars of savings. I am generally frugal.
But, I somehow had no issues losing 10k in options...
How I started
I remember my first trades like they were yesterday. I was trading the first hydrogen run-up in 2014 (FCEL, BLDP, PLUG) and made a few hundred dollars over a couple weeks.
I quickly progressed to penny stocks / biotech binary events and general stock market gambling mid-2014. I was making a few % here and there but the trend was down in total account value. I was the king of buying the peak in run-ups. I managed to make it out of 2014 close to break-even to slightly down.
WSB Era
March 2015 was my first option trade. It was an AXP - American Express - monthly option trade. I saw one of the regular option traders/services post a block of 10,000 calls that had been bought for 1.3 and I followed the trade with 10 call options for a total of $1300.
I woke up the next day to an analyst upgrade on AXP and was up 50% on my position. I was addicted! I day-dreamed for days about my AXP over night success. I think around that time there was some sort of Buffet buyout of Heinz and an option trade that was up a ridiculous amount of %%%. I wanted to hit it BIG.
I came up with the idea that all I needed to reach my goal was a few 100% over night gains/ 1k>2k>4k>8k> etc. I convinced myself that I would have no problems being patient for the exact criteria that I had set and worked on some other trades.
Remember, the first win is always free.
I was trading options pretty regularly from March 2015 until August 2016. During my best week I was up 20k and could feel the milli within reach. I can remember the exact option trade (HTZ) and I was trading weeklies on it.
For those who have been in the market long enough, you will remember the huge drawdown of August 2015.
I lost half my account value on QCOM calls (100 of them) that I followed at the beginning of July and never materialized. I watched them eventually go to 0. It was another 10,000 block that was probably a hedge or sold.
In August 2015 there were some issues with China and all of us woke up to stocks gapping down huge. Unfortunately my idea of buying far dated calls during the following days/weeks after the crash went sideways. I quickly learned that an increase in volatility causes a rise in option prices and I was paying a premium for calls that were going to lose value very quickly (the infamous IV crush).
I kept trading options into the end of 2015 and managed to maintain my account value positive but the trading fees for the year amounted to $30,000+. My broker was loving it.
I tried all the services, all the strategies. I created rules for my option plays: 1. No earnings 2. Only follow the big buys at a discount (10,000 blocks or more). 3. No weekly options 4. Take profit right away 5. Take losses quickly 6. etc.
I had a whole note book of option plays that I was writing down and following. I was paying for option services that all of you know about - remember, they make money on the services and not trading.
I even figured out a loop-hole with my broker: if I didn’t have enough money in my account, I could change my ask price to .01 and then change it to market buy and I would only need to accept a warning ⚠️ for the order to go through. I was able to day trade the option and make money, who cares if I didnt have enough? After a few months of this, I got a call from my broker that told me to stop and that I would be suspended if I continued with this.
By the way, I was always able to satisfy the debit on the account - so it wasn’t an issue of lack of funds.
Lost it all. Started taking money from lines of credits, every penny that I earned and losing it quicker and quicker.
I was a full on gambler but I was convinced that 8 trades would offset all the losses. I kept getting drawn in to the idea that I could hit a homerun and make it out a hero.
I eventually hit rock bottom on some weekly expiring FSLR options that I bought hours before expiration and said to myself - what the f are you doing? I resolved to invest for the long term and stop throwing tendies away.
The feeling was reinforced during the birth of my first born and I thought - what a loser this kid will think of me if he knew how much I was gambling and wasting my life. It was a really powerful moment looking at my kid and reflecting on this idea.
I decided at that point I was going to save every penny I had and invest it on new issues with potential.
Fall 2016
TTD, COUP and NTNX IPO ‘ed I decided I was going to throw every dollar at these and did so for the next few months. I eventually started using margin (up to 215%) and buying these for the next 6 months. They paid out and managed to make it over 100k within the year.
The first 100k was hard but once I crossed it, I never fell below this magic number.
2017 - I did some day trading but it was mostly obsessing over the above issues. I did gamble on a few options here and there but never more than 1k.
2018 - SFIX was my big winner, I bought a gap up in June 2018 and my combined account value had crossed 400k by August 2018. I was really struggling at crossing the 500k account value and experienced 3 x 30-40% drawdowns over the next 2 years before I finally crossed the 500k barrier and have never looked back.
I still made some mistakes over the next few months - AKAO & GSUM come to mind. Both of these resulted in 20k+ losses. Fortunately my winners were much bigger than my losers.
I thought about giving up and moving to index funds - but i was doing well - just experiencing large drawdowns because of leverage.
2019 big winners were CRON SWAV STNE.
2017 / 2018 / 2019 all had six digit capital gains on my tax returns.
At the beginning of 2020 I was still day trading on margin (180-220%) and got a call from my broker that they were tightening up my margin as my account was analyzed by the risk department and deemed too risky. Believe it or not this was right before the covid crash. I brought my margin down to 100-110% of account value and even though the drawdown from covid hit hard, I wasn’t wiped out.
I stayed the course and bought FSLY / RH during the big march drawdown and this resulted in some nice gains over the next few months.
I am constantly changing and testing my investment strategy but let me tell you that obsessing over 1 or 2 ideas and throwing every penny at it and holding for a few years is the best strategy. It may not work at some point but right now it does.
I still day trade but I trade with 10k or less on each individual position. It allows me minimize my losses and my winners are 1-7%. I am able to consistently make between 3-700$/ a day on day trades using the above strategy. I still take losses and still dream about hitting it big with an option trade but dont feel the need to put it all on the line every month / week.
I finally crossed into the two , club. I know people are going to ask for proof or ban but I am not earning anything for posting and the details about some of the trades should be proof enough that I kept a detailed journal of it all. I have way more to write but these are the highlights.
Eventually I will share how I build a position in a story I love. I still sell buy and sell to early but I am working on improving.
TL:DR - I gambled, lost it all and gambled some more lost more. I made it out alive. I have only sold calls/puts lately.
The one common denominator in all successful people is how much they obsess over 1 or 2 ideas. Do the same. All the winners on this sub have gone all in on one idea (FSLY / TSLA ). Stick with new stories or ones that are changing and go all in...wait a second, I didnt learn anything.
submitted by jojo2021 to wallstreetbets [link] [comments]

RESULTS of the State of the Game Survey: September 2020

Hi all,

It’s time for the results!

Thank you to everyone who took the time to respond - we had over 1,750 responses, which is great! These insights wouldn’t be possible without your time and support.

As always, neither myself nor this survey are associated with Intelligent Systems or Nintendo in any way. Please direct feedback about the game itself to the official channels.

Now let’s get into it!
 
Previous Survey Results:
April_2020_State_of_the_Game_Survey

~ Demographics ~

53.8% began playing FE:H in February 2017, with 20.0% more joining during the first year of the game. 12.0% of respondents joined during the second year, 8.7% joined during the third, and 4.0% joined during the fourth year (the last ~7 months).

The age range breakdown of respondents is as follows:

75.8% of respondents identified as Male, 18.4% as Female, and 3.0% as Non-binary.

24.6% of respondents have never missed a daily login, while a further 38.8% have missed less than a month’s worth of logins, 11.7% missed 1-2 months, 9.9% missed 3-6 months, 5.8% missed 7-12 months, and 4.7% missed over a year’s worth.

33.5% report being F2P, while 28.7% have spent less than $100, 18.3% spent between $100 - $499, 7.3% spent between $500 - $999, and 8.7% have spent over $1000.

46.6% last spent money on FE:H during the fourth year of the game (the last 3 months), while 6.6% last spent money during the third year of the game, 5.8% last spent during the second year of the game, and 5.1% last spent money during the first year of the game.

~ Summoning ~

“Which of the following banners have you used orbs on at least once?”
  • (86.8%) A New Future (CYL 4)
  • (60.2%) Overseas Memories (3H Summer)
  • (59.8%) Dark Burdens (Fallen Heroes)
  • (57.9%) Legendary Heroes: Edelgard
  • (55.2%) Legendary Heroes: Corrin
  • (53.1%) Book IV Mid: Mirabilis and More
  • (52.9%) Hero Fest
  • (52.2%) Pirate’s Pride
  • (44.5%) Mythic Heroes: Hel
  • (44.2%) Mythic Heroes: Mila
  • (43.7%) Bridal Beloveds
  • (39.6%) Summer Passing (Sacred Stones Summer (mostly))
  • (37.5%) Legendary Heroes: Seliph
  • (31.1%) Light and Shadow (New Mystery)

“Which of the following banners did you use the most orbs on?”
  • (44.8%) A New Future (CYL 4)
  • (8.6%) Overseas Memories (3H Summer)
  • (5.9%) Legendary Heroes: Corrin
  • (5.8%) Dark Burdens (Fallen Heroes)
  • (5.5%) Pirate’s Pride
  • (4.9%) Legendary Heroes: Edelgard
  • (4.5%) Hero Fest
  • (3.5%) Mythic Heroes: Hel
  • (3.0%) Bridal Beloveds
  • (2.8%) Book IV Mid: Mirabilis and More
  • (2.5%) Summer Passing (Sacred Stones Summer (mostly))
  • (2.5%) Legendary Heroes: Seliph
  • (2.3%) Mythic Heroes: Mila
  • (1.7%) Light and Shadow (New Mystery)

“What was your favorite banner?”
  • (37.4%) A New Future (CYL 4)
  • (10.9%) Dark Burdens (Fallen Heroes)
  • (8.9%) Pirate’s Pride
  • (8.5%) Overseas Memories (3H Summer)
  • (5.7%) Hero Fest
  • (5.4%) Legendary Heroes: Corrin
  • (3.3%) Legendary Heroes: Edelgard
  • (2.9%) Legendary Heroes: Seliph
  • (2.6%) Book IV Mid: Mirabilis and More
  • (2.6%) Bridal Beloveds
  • (2.5%) Summer Passing (Sacred Stones Summer (mostly))
  • (2.3%) Light and Shadow (New Mystery)
  • (1.5%) Mythic Heroes: Hel
  • (1.4%) Mythic Heroes: Mila

“Did you spend money specifically to summon on any of the banners below?”
  • (17.6%) A New Future (CYL 4)
  • (10.3%) Overseas Memories (3H Summer)
  • (8.9%) Legendary Heroes: Corrin
  • (6.8%) Dark Burdens (Fallen Heroes)
  • (6.6%) Pirate’s Pride
  • (6.5%) Legendary Heroes: Edelgard
  • (5.8%) Hero Fest
  • (5.1%) Bridal Beloveds
  • (4.9%) Mythic Heroes: Hel
  • (4.8%) Book IV Mid: Mirabilis and More
  • (4.8%) Mythic Heroes: Mila
  • (4.8%) Summer Passing (Sacred Stones Summer (mostly))
  • (3.4%) Light and Shadow (New Mystery)
  • (3.3%) Legendary Heroes: Seliph

~ Summoning Mechanics ~

33.7% spent orbs on the Hero Fest banner AFTER Intelligent Systems announced how they would be compensating players for the Hero Fest banner glitch, compared to 61.7% who did not.

30.5% say that knowing about the compensation for the Hero Fest banner glitch caused them to spend more orbs on the banner than they would have otherwise, compared to 41.5% who say it did not. 28.0% did not spend orbs on the Hero Fest banner.

34.3% feel positively or very positively about the quality of 4* focuses on regular banners, compared to 26.9% who feel negatively or very negatively.

69.7% feel positively or very positively about the quality of 4* focuses on seasonal banners, compared to 7.8% who feel negatively or very negatively.

53.8% report that the system guaranteeing a free 5* after 40 summons generally makes them summon more, while 5.4% report that it generally makes them summon less and 36.1% report no change in their summoning habits on New Heroes banners.

“If all New Heroes Banners used the permanent 40-summons-for-a-guaranteed-5* system that CYL4 used, how would your orb-spending habits on New Heroes banners change?”
  • (1.8%) I would spend fewer orbs than I did before
  • (22.3%) I would spend the same amount of orbs I usually do
  • (10.3%) I would spend more orbs than I did before
  • (62.2%) My spending would depend more on the Heroes offered

~ Choose Your Legends IV ~

“Which CYL4 Brave Heroes have you summoned, whether from the guaranteed choice banner or the regular banner?”
  • (78.0%) Dimitri
  • (73.4%) Claude
  • (65.7%) Edelgard
  • (56.6%) Lysithea

Of the summoning milestones on the CYL4 banner:
  • (20.2%) did not reach any of these summoning milestones
  • (79.7%) reached 40 summons
  • (41.0%) reached 80 summons
  • (19.8%) reached 120 summons
  • (11.1%) reached 160 summons

45.7% say that the free 5* hero at 40, 80, 120 and 160 summons caused them to spend more on CYL4 than they would have otherwise, while 50.3% say it did not.

22.8% say that the potential use of a new Brave Hero in future F2P Guides for content such as Hero Battles influenced their Brave Heroes summons, compared to 74.0% who say it did not.

“If you could only get ONE of the new Brave Heroes, which one would you choose?”
  • (36.8%) Dimitri
  • (28.9%) Edelgard
  • (22.9%) Claude
  • (7.8%) Lysithea

“Which Brave Hero do you believe is the overall strongest?”
  • (60.7%) Edelgard
  • (21.9%) Dimitri
  • (7.9%) Claude
  • (1.2%) Lysithea

“Which Brave Hero do you believe is the overall weakest?”
  • (61.2%) Lysithea
  • (13.7%) Claude
  • (7.0%) Dimitri
  • (1.7%) Edelgard

“Which Brave Hero do you believe has the best art?”
  • (32.9%) Claude
  • (27.3%) Dimitri
  • (20.1%) Lysithea
  • (13.3%) Edelgard

“Which set of Brave Heroes is your favorite overall?”
  • (24.2%) 1st CYL (Ike, Lucina, Lyn, Roy)
  • (19.4%) 2nd CYL (Ephraim, Celica, Hector, Veronica)
  • (11.2%) 3rd CYL (Alm, Camilla, Eliwood, Micaiah)
  • (39.9%) 4th CYL (Claude, Dimitri, Edelgard, Lysithea)

23.6% feel positively or very positively about the addition of Jorge as the CYL4 GHB hero, compared to 33.0% who feel negatively or very negatively.

86.3% believe CYL5 should add further protections against vote botting, compared to 4.4% who do not.

70.1% believe CYL5 should require Nintendo Account sign-in to vote, compared to 12.6% who do not.

~ Feh Pass and Resplendent Heroes ~

41.2% feel negatively about the addition of the Feh Pass (down 15.8% from the last survey), compared to 11.6% who feel positively (up 1.5% from the last survey). 46.1% are neutral (up 14.3% from the last survey).

40.2% have purchased the Feh Pass, compared to 59.8% who have not. This is a 9.5% increase compared to the last survey, following a 6.7% increase before that.

Of those who have subscribed to Feh Pass, 17.4% have purchased Resplendent Heroes separately (up 12.9% from the last survey), compared to 82.6% who have not.

“Which Resplendent Hero has your favorite art?”
  • (13.4%) Cordelia
  • (12.8%) Eliwood
  • (8.7%) Eirika
  • (8.4%) Olwen
  • (7.5%) Sophia
  • (7.3%) Minerva
  • (6.0%) Azura
  • (5.7%) Lyn
  • (5.2%) Ike
  • (4.1%) Sanaki
  • (4.0%) Roy
  • (3.7%) M!Robin
  • (2.3%) Hector
  • (1.6%) Linde
  • (1.3%) Alm

“Which Resplendent outfit theme is your favorite?”
  • (16.3%) Muspell
  • (15.0%) Askr
  • (14.8%) Nifl
  • (11.5%) Embla
  • (11.5%) Hel
  • (10.3%) Ljosalfheimr

~ Miscellaneous ~

15.8% feel positively about the introduction of Harmonized Heroes, compared to 31.3% who feel negatively.

29.5% have a Harmonized Hero, compared to 70.1% who do not.

14.6% feel positively or very positively about the Resonant Battles game mode, compared to 51.5% who feel negatively or very negatively.

4.6% say that the Resonant Battles game mode influenced them to pull for Harmonized Heroes, compared to 94.5% who say it has not.

34.8% believe the new Arena maps are better than the maps they replaced, while 7.4% believe they are worse, and 36.7% believe they are about the same.

“How often do you use Auto Dispatch in Aether Raids?”
  • (34.3%) All of them, always
  • (0.2%) All of them, in Light Season
  • (3.6%) All of them, in Astra season
  • (24.3%) Only sometimes
  • (37.6%) I never use it

“IV Mango” is the preferred term for Trait Fruit according to 32.2% of respondents, followed by “IVcado” at 28.9%, “Fruit” at 7.6%, and “Dragonfruit” at 6.6%. The remaining 24.7% prefer to just call them Trait Fruit.

39.3% say they will use their first Trait Fruits on a Heroic Grails unit, while 32.9% say they will use them on a Summonable unit, and 1.3% say they will use them on an Askr unit.

58.7% prefer Stat Boosts for Legendary Heroes, compared to 26.3% who prefer Pair-Up.

56.5% generally prefer Regular Duo Heroes, compared to 8.8% who prefer Harmonized Duo Heroes.

1.8% say that the update that raised the minimum hardware/software required to play the game affected their ability to play FE:H, compared to 95.8% who say it did not.

~ Recurring Miscellaneous ~

“Which game do you want a New Heroes banner from the most?”
  • (26.0%) Three Houses (-1.9%)
  • (9.7%) Radiant Dawn (+0.5%)
  • (7.7%) Sacred Stones (+0.2%)
  • (7.5%) Awakening (-3.1%)
  • (6.4%) Genealogy of the Holy War (-1.3%)
  • (6.1%) Path of Radiance (-0.9%)
  • (6.0%) Gaiden / Shadows of Valentia (+2.7%)
  • (5.9%) TMS #FE (+1.9%)
  • (5.4%) Blazing Blade (+1.3%)
  • (5.0%) Fates (+1.0%)
  • (4.2%) Thracia 776 (+0.8%)
  • (2.4%) Binding Blade (+0.6%)
  • (0.8%) Shadow Dragon and the Blade of Light / Shadow Dragon (-1.0%)
  • (0.8%) Mystery of the Emblem / New Mystery of the Emblem (-1.1%)

“How much do you care about your rank in the following modes?”
  • (2.90/5.00 average) Arena
  • (2.82/5.00 average) Aether Raids
  • (2.48/5.00 average) PvE game modes with player ranking boards
  • (1.82/5.00 average) Arena Assault

“How have recent changes to FE:H changed your opinion on the game as a whole?”
  • (39.3%) My opinion was positive and has stayed positive
  • (5.7%) My opinion used to be negative, but has turned positive
  • (40.1%) Neutral
  • (9.9%) My opinion used to be positive, but has turned negative
  • (5.1%) My opinion was negative and has stayed negative

~ Intelligent Systems Approval Ratings ~

The approval ratings are calculated by the proportion of Approve responses compared to the number of both Approve and Disapprove responses.

Percent who approve of the way Intelligent Systems is handling:
  • 74.6% - The addition of new heroes / characters to the game (+11.9)
  • 69.4% - The gacha mechanics and summoning banners (+5.5)
  • 59.2% - The story/plot (+9.4)
  • 85.2% - Unranked PvE game modes (Hero Battles, Forging Bonds, Tactics Drills, Lost Lore, Hall of Forms) (-1.2)
  • 50.7% - Ranked PvE game modes (Voting Gauntlets, Tempest Trials, Grand Conquest, Allegiance Battles, Rokkr Sieges, Mjolnir's Strike) (-2.6)
  • 34.6% - Arena (-6.2)
  • 48.0% - Arena Assault (+6.7)
  • 45.8% - Aether Raids (+12.7)

40.5% believe Intelligent Systems cares about its Free to Play userbase (up 10.1% from the last survey), while 34.7% do not. This continues the upward trend from the previous survey, bringing us to 8.8% down from where we were before the February drop).

42.9% approve of the way Intelligent Systems is handling Fire Emblem: Heroes as a whole (up 14.8% from the last survey), while 16.9% disapprove. This continues the upward trend from the previous survey, bringing us to only 2.5% down from where we were before the February drop).

A NOTE ABOUT METHODOLOGY: The overall approval ratings question above has traditionally been the exact percent of Approve responses, as a proportion with both Neutral and Disapprove responses. Note that this is different than the way approval is calculated for individual modes (the proportion of Approve responses compared to the number of both Approve and Disapprove responses), where Neutral responses are excluded. The difference in calculation has continued this way in order to maintain comparability with previous survey results.
For comparisons sake, the overall approval rating trend going by raw Approval percentage over the last 4 surveys is: 50.6% (Dec) -> 22.9% (Feb) -> 28.1% (Apr) -> 42.9% (Sept)
Whereas the overall approval rating trend going by proportion of Approve/Disapprove with the Neutrals excluded over the last 4 surveys is: 82.2% (Dec) -> 41.0% (Feb) -> 51.3% (Apr) -> 71.7% (Sept).

~ Bonus Questions ~

“Who is your Favorite Hero added since the last survey?”
  • Dimitri (Brave) is the winner, followed by Edelgard (Brave), then Claude (Brave).
  • Full results here: [Graph]

“Who is your Most Wanted Hero added since the last survey?”
  • Tibarn (Pirate) is the winner, followed by Corrin (F, Legendary), then Micaiah (Duo, Bridal).
  • Full results here: [Graph].

“What would be the best Harmonized Hero (a pair of two heroes from different games) and why?”:

Rather than selecting a subset of responses this time, the link below is to a google sheet of almost all unique responses. I cleaned it up a little bit to remove “idk” type answers, duplicates, and partial string duplicates, so don’t worry if you don’t see your exact response in it.

[Full Responses].

~ Feedback ~

As always, I received lots of great feedback, both in your survey responses and in the thread itself. A heartfelt thank you to all participants for your encouragements and criticisms - these surveys wouldn’t be where they are without your feedback. But it’s not all serious; feedback messages also included:

  • #FloofMomGang #GiveLeoAGoodFuckingAltForOnce #NowiRefineWhen #TelliusNewHeroesPlz #ElinciaResplendentWhen #JusticeForDedue #PleaseRemoveLChromInstysIAmBeggingYouICantLiveLikeThisAnymore
  • “There once was a CYL4 banner / That hit my orbs hard like a hammer / The very next day / FloomMom Duo came our way / Now I'm stuck bartering with a loan planner”
  • bonk, go to survey jail”
  • “Am I also allowed to put in "Norne and Azura" for a Harmonized Hero pair? No reason.”
  • “Brace yourself. Winter (armours) are coming!” “Brave Hector's refine has made me so very happy with it's inclusion. Go shove your bow up your butt Legendary Chrom.”
  • “Give me villager alts or give me death”
  • “I expect the next survey to come with +12 to attack, null follow up, and special cooldown reduction.”
  • “The true best Harmonized Hero would be Azura and Roy since it would make me uninstall the game and never want to play a gacha ever again”
  • “My headcanon for the dream storyline is that the evil fairies have the Summoner off picking up pebbles that look like orbs. Fredrickson would be proud.”
  • “Where's the most wanted unit to add to the game question so I can shout my want for Seteth into the void?”
  • “I no longer dab, for Legendary Seliph has finally appeared.”
  • And greetings from Argentina, the Bahamas, Brazil, Chile, Colombia, Finland, Germany, Greece, Hong Kong, Ireland, Russia, South Korea, Sweden, the UK, Vietnam, the Pacific Northwest, Alaska, Toronto, and St. Louis, as well as from many fictional locations!
And some personal/meta comments:
  • “Any chance we end up seeing another Super Serious Survey in the not-so-distant future?” -> I could not believe it’s been over a year since the last one! We’ll have to do one soon!
  • “Feels like the end of an era, not having to count all my five stars” -> I know, right? I may have it return in a side survey for the most hardcore of respondents at some point, since some people are asking about it and it would be good to get data on it every once in a while.
  • “I was looking through your Nornes skills and saw you haven't given her live for bounty yet! It's the best skill for her, what are you doing!?” -> I am a fraud :( I have given her Live for Honor though :P
  • “What do you hope for in FEH?” -> Norne alt, Resplendent Jaffar, and Shamir
  • Multiple people mentioned that they had returned after a long break and were surprised to see Norne instead of Azura! Welcome back!
  • I also missed a bunch of other possible Trait Fruit nicknames, which I knew would inevitably happen. Sorry!

Note: Please don’t ask me to feature your feedback comment; it’s the only guaranteed way to not have your comment added!

Finally, the suggestion to have separate options for serious vs non-serious feedback was a good idea, I’ll try that out on the next survey!

~ Closing Remarks ~

If you missed out on responding to this survey when it was available, consider subscribing to FEHSurveys. This subreddit serves as a place to organize FE:H-related surveys, make new releases more visible, and make it easier for users to see when surveys are active.

Thanks again to everyone who participated! I hope you find the results interesting, and if there’s anything else you think can be discovered from the data, let me know and I’ll do my best to oblige!
 
 
Weekly/Important Megathreads:
Weekly Discussion Megathread
Tempest Trials+: Dancing Affinity Megathread
Forging Bonds: Beyond Blood Rebout Megathread
Limited Hero Battles Megathread
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I'm reading every Hugo, Nebula, Locus, and World Fantasy Award winner. Here's my reviews of the up to 1980 (Vol 4)

It is that time once more, folks.
Links to previous posts at the end, links to full length blog reviews are all in one comment.
Man Plus by Frederik Pohl
Where Late the Sweet Birds Sang by Kate Wilhelm
Doctor Rat by William Kotzwinkle
Gateway by Frederik Pohl
The Silmarillion by J. R. R. Tolkien
Our Lady of Darkness by Fritz Leiber
Dreamsnake by Vonda N. McIntyre
Gloriana, or The Unfulfill'd Queen by Michael Moorcock
The Fountains of Paradise by Arthur C. Clarke
The Riddle-Master Trilogy by Patricia A. McKillip
Watchtower by Elizabeth A. Lynn
Titan by John Varley
If you haven’t seen the others:
Any questions or comments? Fire away!
A truly massive thank you to u/gremdel for mailing me a bunch of books! People like you are what make this endeavor worth the effort.
I’ve been using this spreadsheet, as well as a couple others that kind Redditors have sent. So a huge thanks to u/velzerat and u/BaltSHOWPLACE
At the request of a number of you, I’ve written up extended reviews of everything and made a blog for them. I’ve included the links with the posts for individual books. I try to put up new reviews as fast as I read them. Take a look in the comments for that link!
The Bechdel Test is a simple question: do two named female characters converse about something other than a man. Whether or not a book passes is not a condemnation so much as an observation; it provides an easy binary marker. Seems like a good way to see how writing has evolved over the years. At the suggestion of some folks, I’m loosening it to non-male identified characters to better capture some of the ways that science fiction tackles sex and gender. For a better explanation of why it’s useful, check out this comment from u/Gemmabeta
submitted by RabidFoxz to books [link] [comments]

The Challenges of Designing a Modern Skill, Part 3

Okay, Wendy’s or Walgreens or whoever, I don’t care who you are, you’re listening to the rest.

Introduction to Part 3

Welcome back one last time to “The Challenges of Designing a Modern Skill,” a series where we discuss all aspects of skill design and development. In Part 1, we talked about OSRS’s history with skills, and started the lengthy conversation on Skill Design Philosophy, including the concepts of Core, Expansion, and Integration. This latter topic consumed the entirety of Part 2 as well, which covered Rewards and Motivations, Progression, Buyables, as well as Unconstructive Arguments.
Which brings us to today, the final part of our discussion. In this Part 3, we’ll finish up Section 3 – Skill Design Philosophy, then move on to chat about the design and blog process. One last time, this discussion was intended to be a single post, but its length outgrew the post character limit twice. Therefore, it may be important to look at the previous two parts for clarity and context with certain terms. The final product, in its purest, aesthetic, and unbroken form, can be found here.

3-C – Skill Design Philosophy, Continued

3-12 - Balancing

What follows from the discussion about XP and costs, of course, is balancing: the bane of every developer. A company like Riot knows better than anyone that having too many factors to account for makes good balance impossible. Balancing new ideas appropriately is extremely challenging and requires a great respect for current content as discussed in Section 3-5 – Integration. Thankfully, in OSRS we only have three major balancing factors: Profit, XP Rate, and Intensity, and two minor factors: Risk and Leniency. These metrics must amount to some sense of balance (besides Leniency, which as we’ll see is the definition of anti-balance) in order for a piece of content to feel like it’s not breaking the system or rendering all your previous efforts meaningless. It’s also worthy to note that there is usually a skill-specific limit to the numerical values of these metrics. For example, Runecrafting will never receive a training method that grants 200k xp/hr, while for Construction that’s easily on the lower end of the scale.
A basic model works better than words to describe these factors, and therefore, being the phenomenal artist that I am, I have constructed one, which I’ve dubbed “The Guthix Scale.” But I’ll be cruel and use words anyway.
  • Profit: how much you gain from a task, or how much you lose. Gain or loss can include resources, cosmetics, specialized currencies, good old gold pieces, or anything on that line.
  • XP Rate: how fast you gain XP.
  • Intensity: how much effort (click intensity), attention (reaction intensity), and thought (planning intensity) you need to put into the activity to perform it well.
  • Risk: how likely is the loss of your revenue and/or resource investment into the activity. Note that one must be careful with risk, as players are very good at abusing systems intended to encourage higher risk levels to minimize how much they’re actually risking.
  • Leniency: a measure for how imbalanced a piece of content can be before the public and/or Jagex nerfs it. Leniency serves as a simple modulator to help comprehend when the model breaks or bends in unnatural ways, and is usually determined by how enjoyable and abusable an activity is, such that players don’t want to cause an outrage over it. For example, Slayer has a high level of Leniency; people don’t mind that some Slayer tasks grant amazing XP Rates, great Profits, have middling Intensity, and low Risk. On the other hand, Runecrafting has low levels of Leniency; despite low Risk, many Runecrafting activities demand high Intensity for poor XP Rates and middling Profits.
In the end, don’t worry about applying specific numbers during the conceptual phase of your skill design. However, when describing an activity to your reader, it’s always useful if you give approximations, such as “high intensity” or “low risk,” so that they get an idea of the activity’s design goals as well as to guide the actual development of that activity. Don’t comment on the activity’s Leniency though, as that would be pretty pretentious and isn’t for you to determine anyway.

3-13 - Skill Bloat

What do the arts of weaving, tanning, sowing, spinning, pottery, glassmaking, jewellery, engraving, carving, chiselling, carpentry, and even painting have in common? In real life, there’s only so much crossover between these arts, but in Runescape they’re all simply Crafting.
The distinction between what deserves to be its own skill or instead tagged along to a current skill is often arbitrary; this is the great challenge of skill bloat. The fundamental question for many skill concepts is: does this skill have enough depth to stand on its own? The developers of 2006 felt that there was sufficient depth in Construction to make it something separate from Crafting, even if the latter could have covered the former. While there’s often no clean cut between these skills (why does making birdhouses use Crafting instead of Construction?), it is easy to see that Construction has found its own solid niche that would’ve been much too big to act as yet another Expansion of Crafting.
On the other hand, a skill with extremely limited scope and value perhaps should be thrown under the umbrella of a larger skill. Take Firemaking: it’s often asked why it deserves to be its own skill given how limited its uses are. This is one of those ideas that probably should have just been thrown under Crafting or even Woodcutting. But again, the developers who made early Runescape did not battle with the same ideas as the modern player; they simply felt like Firemaking was a good idea for a skill. Similarly, the number of topics that the Magic skill covers is so often broken down in other games, like Morrowind’s separation between Illusion, Conjuration, Alteration, Destruction, Mysticism, Restoration, Enchant, Alchemy (closer to Herblore), and Unarmored (closer to Strength and Defense). Why does Runescape not break Magic into more skills? The answer is simple: Magic was created with a much more limited scope in Runescape, and there has not been enough content in any specific magical category to justify another skill being born. But perhaps your skill concept seeks to address this; maybe your Enchantment skill takes the enchanting aspects of Magic away, expands the idea to include current imbues and newer content, and fully fleshes the idea out such that the Magic skill alone cannot contain it. Somewhat ironically, Magic used to be separated into Good and Evil Magic skills in Runescape Classic, but that is another topic.
So instead of arguments about what could be thrown under another skill’s umbrella, perhaps we should be asking: is there enough substance to this skill concept for it to stand on its own, outside of its current skill categorization? Of course, this leads to a whole other debate about how much content is enough for a skill idea to deserve individuality, but that would get too deep into specifics and is outside the scope of this discussion.

3-14 - Skill Endgame

Runescape has always been a sandbox MMO, but the original Runescape experience was built more or less with a specific endgame in mind: killing players and monsters. Take the Runescape Classic of 2001: you had all your regular combat skills, but even every other skill had an endgame whose goal was helping combat out. Fishing, Firemaking, and Cooking would provide necessary healing. Smithing and Crafting, along with their associated Gathering skill partners, served to gear you up. Combat was the simple endgame and most mechanics existed to serve that end.
However, since those first days, the changing endgame goals of players have promoted a vast expansion of the endgame goals of new content. For example, hitting a 99 in any non-combat skill is an endgame goal in itself for many players, completely separate from that skill’s combat relationship (if any). These goals have increased to aspects like cosmetic collections, pets, maxed stats, all quests completed, all diaries completed, all music tracks unlocked, a wealthy bank, the collection log, boss killcounts, and more. Whereas skills used to have a distinct part of a system that ultimately served combat, we now have a vast variety of endgame goals that a skill can be directed towards. You can even see a growth in this perspective as new skills were released up to 2007: Thieving mainly nets you valuable (or once valuable) items which have extremely flexible uses, and Construction has a strong emphasis on cosmetics for your POH.
So when designing your new skill, contemplate what the endgame of your skill looks like. For example, if you are proposing a Gathering skill, what is the Production skill tie-in, and what is the endgame goal of that Production skill? Maybe your new skill Spelunking has an endgame in gathering rare collectibles that can be shown off in your POH. Maybe your new skill Necromancy functions like a Support skill, giving you followers that help speed along resource gathering, and letting you move faster to the endgame goal of the respective Production skill. Whatever it is, a proper, clear, and unified view of an endgame goal helps a skill feel like it serves a distinct and valuable purpose. Note that this could mean that you require multiple skills to be released simultaneously for each to feed into each other and form an appropriate endgame. In that case, go for it – don’t make it a repeat of RS3’s Divination, a Gathering skill left hanging without the appropriate Production skill partner of Invention for over 2 years.
A good example of a skill with a direct endgame is… most of them. Combat is a well-accepted endgame, and traditionally, most skills are intended to lend a hand in combat whether by supplies or gear. A skill with a poor endgame would be Hunter: Hunter is so scattered in its ultimate endgame goals, trying to touch on small aspects of everything like combat gear, weight reduction, production, niche skilling tools, and food. There’s a very poor sense of identity to Hunter’s endgame, and it doesn’t help that very few of these rewards are actually viable or interesting in the current day. Similarly, while Slayer has a strong endgame goal it is terrible in its methodology, overshadowing other Production skills in their explicit purpose. A better design for Slayer’s endgame would have been to treat it as a secondary Gathering skill, to work almost like a catalyst for other Gathering-Production skill relationships. In this mindset, Slayer is where you gather valuable monster drops, combine it with traditional Gathering resources like ores from Mining, then use a Production skill like Smithing to meld them into the powerful gear that is present today. This would have kept other Gathering and Production skills at the forefront of their specialities, in contrast to today’s situation where Slayer will give fully assembled gear that’s better than anything you could receive from the appropriate skills (barring a few items that need a Production skill to piece together).

3-15 - Alternate Goals

From a game design perspective, skills are so far reaching that it can be tempting to use them to shift major game mechanics to a more favourable position. Construction is an example of this idea in action: Construction was very intentionally designed to be a massive gold sink to help a hyperinflating economy. Everything about it takes gold out of the game, whether through using a sawmill, buying expensive supplies from stores, adding rooms, or a shameless piece of furniture costing 100m that is skinned as, well, 100m on a shameless piece of furniture.
If you’re clever about it, skills are a legitimately good opportunity for such change. Sure, the gold sink is definitely a controversial feature of Construction, but for the most part it’s organic and makes sense; fancy houses and fancy cosmetics are justifiably expensive. It is notable that the controversy over Construction’s gold sink mechanism is probably levied more against the cost of training, rather than the cost of all its wonderful aesthetics. Perhaps that should have been better accounted for in its design phase, but now it is quite set in stone.
To emphasize that previous point: making large scale changes to the game through a new skill can work, but it must feel organic and secondary to the skill’s main purpose. Some people really disliked Warding because they felt it tried too hard to fix real, underlying game issues with mechanics that didn’t thematically fit or were overshadowing the skill’s Core. While this may or may not be true, if your new skill can improve the game’s integrity without sacrificing its own identity, you could avoid this argument entirely. If your skill Regency has a Core of managing global politics, but also happens to serve as a resource sink to help your failing citizens, then you’ve created a strong Core design while simultaneously improving the profitability of Gathering skills.

3-16 - The Combat No-Touch Rule

So, let’s take a moment to examine the great benefits and rationale of RS2’s Evolution of Combat:
This space has been reserved for unintelligible squabbling.
With that over, it’s obvious that the OSRS playerbase is not a big fan of making major changes to the combat system. If there’s anything that defines the OSRS experience, it has to be the janky and abusable combat system that we love. So, in the past 7 years of OSRS, how many times have you heard someone pitch a new combat skill? Practically no one ever has; a new combat skill, no matter how miniscule, would feel obtrusive to most players, and likely would not even receive 25% of votes in a poll. This goes right back to Section 3-5 – Integration, and the importance of preserving the fundamentals of OSRS’s design.
I know that my intention with this discussion was to be as definitive about skill design as possible, and in that spirit I should be delving into the design philosophy specifically behind combat skills, but I simply don’t see the benefit of me trying, and the conversation really doesn’t interest me that much. It goes without saying that as expansive as this discussion is, it does not cover every facet of skill design, which is a limitation both of my capabilities and desire to do so.

3-17 - Aesthetics

I don’t do aesthetics well. I like them, I want them, but I do not understand them; there are others much better equipped to discuss this topic than I. Nonetheless, here we go.
Since the dawn of OSRS, debates over art style and aesthetics have raged across Gielinor. After all, the OSRS Team is filled with modern day artists while OSRS is an ancient game. What were they supposed to do? Keep making dated graphics? Make content with a modernized and easily digestible style? Something in-between?
While many players shouted for more dated graphics, they were approached by an interesting predicament: which dated graphics did they want? We had a great selection present right from the start of OSRS: 2002, 2003, 2004, 2005, 2006, and 2007. People hungry for nostalgia chose the era that they grew up in, leading to frequent requests for older models like the dragon or imp, most of which were denied by Jagex (except the old Mining rock models). But which era was OSRS supposed to follow?
Jagex elected to carve their own path, but not without heavy criticism especially closer to OSRS’s conception. However, they adapted to player requests and have since gone back and fixed many of the blatant early offenders (like the Kingdom of Kourend) and adopted a more consistent flavour, one that generally respects the art style of 2007. Even though it doesn’t always hit the mark, one has to appreciate the OSRS artists for making their best attempt and listening to feedback, and here’s to hoping that their art style examination mentioned in June 2020’s Gazette bears fruit.
But what exactly is the old school art style? There are simple systems by which most players judge it in OSRS, usually by asking questions like, “Would you believe if this existed in 2007?” More informed artists will start pointing out distinct features that permeated most content from back in the day, such as low quality textures, low poly models, low FPS animations, a “low fantasy” or grounded profile that appeals somewhat to realism, reducing cartoonish exaggerations, and keeping within the lore. Compiled with this, music and sound design help that art style come to life; it can be very hard on immersion when these don’t fit. An AGS would sound jarring if its special attack sounded like a weak dagger stab, and having to endure Country Jig while roaming Hosidius suddenly sweeps you off into a different universe.
But coming back to skill design, the art, models, and sound design tend to be some of the last features, mostly because the design phase doesn’t demand such a complete picture of a skill. However, simple concept art and models can vastly improve how a skill concept is communicated and comfort players who are concerned about maintaining that “old school feel.” This will be touched on again later in this discussion under Section 5-2 – Presentation and Beta Testing.

3-18 - Afterword

Now we’ve set down the modern standards for a new skill, but the statements that started this section bear repeating: the formula we’ve established does not automatically make a good or interesting skill, as hard as we might have tried. Once again, harken back to the First Great Irony: that we are trying to inject the modern interpretation of what defines a skill upon a game that was not necessarily built to contain it. Therefore, one could just as easily deny each of the components described above, as popular or unpopular as the act might be, and their opinion could be equally valid and all this effort meaningless. Don’t take these guidelines with such stringency as to disregard all other views.

5-0 - The OSRS Team and the Design Process

If you’ve followed me all the way here, you’re likely A) exhausted and fed up of any conversation concerning new skills, or B) excited, because you’ve just struck an incredible skill idea (or perhaps one that’s always hung around your head) that happens to tick off all the above checkboxes. But unfortunately for you B types, it’s about to get pretty grim, because we’re going to go through every aspect of skill design that’s exterior to the game itself. We’ll be touching on larger topics like democracy, presentation, player mindsets, effort, and resource consumption. It’ll induce a fantastic bout of depression, so don’t get left behind.

5-1 - Designing a Skill

Thus far, Jagex has offered three potential skills to OSRS, each of which has been denied. This gives us the advantage of understanding how the skill design process works behind the scenes and lets us examine some of the issues Jagex has faced with presenting a skill to the players.
The first problem is the “one strike and you’re out” phenomenon. Simply put, players don’t like applying much effort into reading and learning. They’ll look at a developer blog highlighting a new skill idea, and if you’re lucky they’ll even read the whole thing, but how about the second developer blog? The third? Fourth? Even I find it hard to get that far. In general, people don’t like long detail-heavy essays or blogs, which is why I can invoke the ancient proverb “Ban Emily” into this post and it’ll go (almost) completely unnoticed. No matter how many improvements you make between developer blogs, you will quickly lose players with each new iteration. Similarly, developer blogs don’t have the time to talk about skill design philosophy or meta-analyse their ideas – players would get lost far too fast. This is the Second Great Irony of skill design: the more iterations you have of a lengthy idea, the less players will keep up with you.
This was particularly prominent with Warding: Battle Wards were offered in an early developer blog but were quickly cut when Jagex realized how bad the idea was. Yet people would still cite Battle Wards as the reason they voted against Warding, despite the idea having been dropped several blogs before. Similarly, people would often comment that they hated that Warding was being polled multiple times; it felt to them like Jagex was trying to brute-force it into the game. But Warding was only ever polled once, and only after the fourth developer blog - the confusion was drawn from how many times the skill was reiterated and from the length of the public design process. Sure, there are people for whom this runs the opposite way; they keep a close eye on updates and judge a piece of content on the merits of the latest iteration, but this is much less common. You could argue that one should simply disregard the ignorant people as blind comments don't contribute to the overall discussion, but you should remember that these players are also the ones voting for the respective piece of content. You could also suggest re-educating them, which is exactly what Jagex attempts with each developer blog, and still people won’t get the memo. And when it comes to the players themselves, can the playerbase really be relied on to re-educate itself?
Overall, the Second Great irony really hurts the development process and is practically an unavoidable issue. What’s the alternative? To remove the developer-player interface that leads to valuable reiterations, or does you simply have to get the skill perfect in the first developer blog?
It’s not an optimal idea, but it could help: have a small team of “delegates” – larger names that players can trust, or player influencers – come in to review a new, unannounced skill idea under NDA. If they like it, chances are that other players will too. If they don’t, reiterate or toss out the skill before it’s public. That way, you’ve had a board of experienced players who are willing to share their opinions to the public helping to determine the meat and potatoes of the skill before it is introduced to the casual eye. Now, a more polished and well-accepted product can be presented on the first run of selling a skill to the public, resulting in less reiterations being required, and demanding less effort from the average player to be fully informed over the skill’s final design.

5-2 - Presentation and Beta Testing

So you’ve got a great idea, but how are you going to sell it to the public? Looking at how the OSRS Team has handled it throughout the years, there’s a very obvious learning curve occurring. Artisan had almost nothing but text blogs being thrown to the players, Sailing started introducing some concept art and even a trailer with terrible audio recording, and Warding had concept art, in game models, gifs, and a much fancier trailer with in-game animations. A picture or video is worth a thousand words, and often the only words that players will take out of a developer blog.
You might say that presentation is everything, and that would be more true in OSRS than most games. Most activities in OSRS are extremely basic, involve minimal thought, and are incredibly grindy. Take Fishing: you click every 20 seconds on a fishing spot that is randomly placed along a section of water, get rid of your fish, then keep clicking those fishing spots. Boiling it down further, you click several arbitrary parts of your computer screen every 20 seconds. It’s hardly considered engaging, so why do some people enjoy it? Simply put: presentation. You’re given a peaceful riverside environment to chill in, you’re collecting a bunch of pixels shaped like fish, and a number tracking your xp keeps ticking up and telling you that it matters.
Now imagine coming to the players with a radical new skill idea: Mining. You describe that Mining is where you gather ores that will feed into Smithing and help create gear for players to use. The audience ponders momentarily, but they’re not quite sure it feels right and ask for a demonstration. You show them some gameplay, but your development resources were thin and instead of rocks, you put trees as placeholders. Instead of ores in your inventory, you put logs as placeholders. Instead of a pickaxe, your character is swinging a woodcutting axe as a placeholder. Sure, the mechanics might act like mining instead of woodcutting, but how well is the skill going to sell if you haven’t presented it correctly or respected it contextually?
Again, presentation is everything. Players need to be able to see the task they are to perform, see the tools they’ll use, and see the expected outcomes; otherwise, whatever you’re trying to sell will feel bland and unoriginal. And this leads to the next level of skill presentation that has yet to be employed: Beta Worlds.
Part of getting the feel of an activity is not just watching, it but acting it out as well - you’ll never understand the thrill of skydiving unless you’ve actually been skydiving. Beta Worlds are that chance for players to act out a concept without risking the real game’s health. A successful Beta can inspire confidence in players that the skill has a solid Core and interesting Expansions, while a failed Beta will make them glad that they got to try it and be fully informed before putting the skill to a poll (although that might be a little too optimistic for rage culture). Unfortunately, Betas are not without major disadvantages, the most prominent of which we shall investigate next.

5-3 - Development Effort

If you thought that the previous section on Skill Design Philosophy was lengthy and exhausting, imagine having to know all that information and then put it into practice. Mentally designing a skill in your head can be fun, but putting all that down on paper and making it actually work together, feel fully fleshed out, and following all the modern standards that players expect is extremely heavy work, especially when it’s not guaranteed to pay off in the polls like Quest or Slayer content. That’s not even taking into account the potentially immense cost of developing a new skill should it pass a poll.
Whenever people complain that Jagex is wasting their resources trying to make that specific skill work, Jagex has been very explicit about the costs to pull together a design blog being pretty minimal. Looking at the previous blogs, Jagex is probably telling the truth. It’s all just a bunch of words, a couple art sketches, and maybe a basic in-game model or gif. Not to downplay the time it takes to write well, design good models, or generate concept art, but it’s nothing like the scale of resources that some players make it out to be. Of course, if a Beta was attempted as suggested last section, this conversation would take a completely new turn, and the level of risk to invested resources would exponentially increase. But this conversation calls to mind an important question: how much effort and resources do skills require to feel complete?
Once upon a time, you could release a skill which was more or less unfinished. Take Slayer: it was released in 2005 with a pretty barebones structure. The fundamentals were all there, but the endgame was essentially a couple cool best-in-slot weapons and that was it. Since then, OSRS has updated the skill to include a huge Reward Shop system, feature 50% more monsters to slay, and to become an extremely competitive money-maker. Skills naturally undergo development over time, but it so often comes up during the designing of an OSRS skill that it "doesn't have enough to justify its existence." This was touched on deeply in Section 3-13 – Skill Bloat, but deserves reiterating here. While people recognize that skills continually evolve, the modern standard expects a new skill, upon release, to be fully preassembled before purchase. Whereas once you could get away with releasing just a skill's Core and working on Expansions down the line, that is no longer the case. But perhaps a skill might stand a better chance now than it did last year, given that the OSRS Team has doubled in number since that time.
However, judging from the skill design phases that have previously been attempted (as we’ve yet to see a skill development phase), the heaviest cost has been paid in developer mentality and motivational loss. When a developer is passionate about an idea, they spend their every waking hour pouring their mind into how that idea is going to function, especially while they’re not at work. And then they’re obligated to take player feedback and adapt their ideas, sometimes starting from scratch, particularly over something as controversial as a skill. Even if they have tough enough skin to take the heavy criticism that comes with skill design, having to write and rewrite repeatedly over the same idea to make it “perfect” is mentally exhausting. Eventually, their motivation drains as their labour bears little fruit with the audience, and they simply want to push it to the poll and be done with it. Even once all their cards are down, there’s still no guarantee that their efforts will be rewarded, even less so when it comes to skills.
With such a high mental cost with a low rate of success, you have to ask, “Was it worth it?” And that’s why new skill proposals are far and few between. A new skill used to be exciting for the development team in the actual days of 2007, as they had the developmental freedom to do whatever they wanted, but in the modern day that is not so much the case.

5-4 - The Problems of Democracy

Ever since the conceptualization of democracy in the real world, people have been very aware of its disadvantages. And while I don’t have the talent, knowledge, or time to discuss every one of these factors, there are a few that are very relevant when it comes to the OSRS Team and the polling process.
But first we should recognize the OSRS Team’s relationship with the players. More and more, the Team acts like a government to its citizens, the players, and although this situation was intentionally instated with OSRS’s release, it’s even more prominent now. The Team decides the type of content that gets to go into a poll, and the players get their input over whether that particular piece makes it in. Similarly, players make suggestions to the Team that, in many cases, the Team hadn’t thought of themselves. This synergy is phenomenal and almost unheard of among video games, but the polling system changes the mechanics of this relationship.
Polls were introduced to the burned and scarred population of players at OSRS’s release in 2013. Many of these players had just freshly come off RS2 after a series of disastrous updates or had quit long before from other controversies. The Squeal of Fortune, the Evolution of Combat, even the original Wilderness Removal had forced numerous players out and murdered their trust in Jagex. To try and get players to recommit to Runescape, Jagex offered OSRS a polling system by which the players would determine what went into the game, where the players got to hold all the cards. They also asked the players what threshold should be required for polled items to pass, and among the odd 50% or 55% being shouted out, the vast majority of players wanted 70%, 75%, 80%, or even 85%. There was a massive population in favour of a conservative game that would mostly remain untouched, and therefore kept pure from the corruption RS2 had previously endured.
Right from the start, players started noticing holes in this system. After all, the OSRS Team was still the sole decider of what would actually be polled in the first place. Long-requested changes took forever to be polled (if ever polled at all) if the OSRS Team didn’t want to deal with that particular problem or didn’t like that idea. Similarly, the Team essentially had desk jobs with a noose kept around their neck – they could perform almost nothing without the players, their slave masters, seeing, criticizing, and tearing out every inch of developmental or visionary freedom they had. Ever hear about the controversy of Erin the duck? Take a look at the wiki or do a search through the subreddit history. It’s pretty fantastic, and a good window into the minds of the early OSRS playerbase.
But as the years have gone on, the perspective of the players has shifted. There is now a much healthier and more trusting relationship between them and the Team, much more flexibility in what the players allow the Team to handle, and a much greater tolerance and even love of change.
But the challenges of democracy haven’t just fallen away. Everyone having the right to vote is a fundamental tenet of the democratic system, but unfortunately that also means that everyone has the right to vote. For OSRS, that means that every member, whether it’s their first day in game, their ten thousandth hour played, those who have no idea about what the poll’s about, those who haven’t read a single quest (the worst group), those who RWT and bot, those who scam and lure, and every professional armchair developer like myself get to vote. In short, no one will ever be perfectly informed on every aspect of the game, or at least know when to skip when they should. Similarly, people will almost never vote in favour of making their game harder, even at the cost of game integrity, or at least not enough people would vote in such a fashion to reach a 75% majority.
These issues are well recognized. The adoption of the controversial “integrity updates” was Jagex’s solution to these problems. In this way, Jagex has become even more like a government to the players. The average citizen of a democratic country cannot and will not make major decisions that favour everyone around themselves if it comes at a personal cost. Rather, that’s one of the major roles of a government: to make decisions for changes for the common good that an individual can’t or won’t make on their own. No one’s going to willingly hand over cash to help repave a road on the opposite side of the city – that’s why taxes are a necessary evil. It’s easy to see that the players don’t always know what’s best for their game and sometimes need to rely on that parent to decide for them, even if it results in some personal loss.
But players still generally like the polls, and Jagex still appears to respect them for the most part. Being the government of the game, Jagex could very well choose to ignore them, but would risk the loss of their citizens to other lands. And there are some very strong reasons to keep them: the players still like having at least one hand on the wheel when it comes to new content or ideas. Also, it acts as a nice veto card should Jagex try to push RS3’s abusive tactics on OSRS and therefore prevent such potential damage.
But now we come to the topic of today: the introduction of a new skill. Essentially, a new skill must pass a poll in order to enter the game. While it’s easy to say, “If a skill idea is good enough, it’ll pass the threshold,” that’s not entirely true. The only skill that could really pass the 75% mark is not necessarily a well-designed skill, but rather a crowd-pleasing skill. While the two aren’t mutually exclusive, the latter is far easier to make than the former. Take Dungeoneering: if you were to poll it today as an exact replica of RS2’s version, it would likely be the highest scoring skill yet, perhaps even passing, despite every criticism that’s been previously emphasized describing why it has no respect for the current definition of “skill.” Furthermore, a crowd-pleasing skill can easily fall prey to deindividualization of vision and result in a bland “studio skill” (in the same vein as a “studio film”), one that feels manufactured by a board of soulless machines rather than a director’s unique creation. This draws straight back to the afore-mentioned issues with democracy: that people A) don’t always understand what they’re voting for or against, and B) people will never vote for something that makes their game tougher or results in no benefit to oneself. Again, these were not issues in the old days of RS2, but are the problems we face with our modern standards and decision making systems.
The reality that must be faced is that the polling system is not an engine of creation nor is it a means of constructive feedback – it’s a system of judgement, binary and oversimplified in its methodology. It’s easy to interact with and requires no more than 10 seconds of a player’s time, a mere mindless moment, to decide the fate of an idea made by an individual or team, regardless of their deep or shallow knowledge of game mechanics, strong or weak vision of design philosophy, great or terrible understanding of the game’s history, and their awareness of blindness towards the modern community. It’s a system which disproportionately boils down the quality of discussion that is necessitated by a skill, which gives it the same significance as the question “Should we allow players to recolour the Rocky pet by feeding it berries?” with the only available answers being a dualistic “This idea is perfect and should be implemented exactly as outlined” or “This idea is terrible and should never be spoken of again.”
So what do you do? Let Jagex throw in whatever they want? Reduce the threshold, or reduce it just for skills? Make a poll that lists a bunch of skills and forces the players to choose one of them to enter the game? Simply poll the question, “Should we have a new skill?” then let Jagex decide what it is? Put more options on the scale of “yes” to “no” and weigh each appropriately? All these options sound distasteful because there are obvious weaknesses to each. But that is the Third Great Irony we face: an immense desire for a new skill, but no realistic means to ever get one.

6-0 - Conclusion

I can only imagine that if you’ve truly read everything up to this point, it’s taken you through quite the rollercoaster. We’ve walked through the history of OSRS skill attempts, unconstructive arguments, various aspects of modern skill design philosophy, and the OSRS Team and skill design process. When you take it all together, it’s easy to get overwhelmed by all the thought that needs to go into a modern skill and all the issues that might prevent its success. Complexity, naming conventions, categorizations, integration, rewards and motivations, bankstanding and buyables, the difficulties of skill bloat, balancing, and skill endgames, aesthetics, the design process, public presentation, development effort, democracy and polling - these are the challenges of designing and introducing modern skills. To have to cope with it all is draining and maybe even impossible, and therefore it begs the question: is trying to get a new skill even worth it?
Maybe.
Thanks for reading.
Tl;dr: Designing a modern skill requires acknowledging the vast history of Runescape, understanding why players make certain criticisms and what exactly they’re saying in terms of game mechanics, before finally developing solutions. Only then can you subject your ideas to a polling system that is built to oversimplify them.
submitted by ScreteMonge to 2007scape [link] [comments]

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