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Don't Be A Basic Bench: A Comprehensive Introductory Guide
Hello everyone! In an effort to keep the subreddit and its wiki filled with good and useful information, we are compiling guides for the main lifts (deadlift, squat, bench, potentially others). These guides will be added to the wiki and posted as posts as they are completed. The goal of these guides is to provide basic lift information, descriptions of some common variations, equipment considerations, related and complimentary exercises, additional resources for further reading, and to showcase incredible women (and non-binary folks) performing these lifts. This is the second entry in this lift series. Check out the first entry, The Deadlift Guide in the FAQ! If you have suggestions regarding things that should be added to these guides, or other subjects you'd like to see in the wiki, please message the mods!
The Bench Press
Bench Press Form and Variations
The main muscle group worked by the bench press is the pectoralis major, which is the largest muscle in the chest area. The pectoralis major muscle has two sections that are named for the bones they attach to – the sternal portion attaches to the breast bone and makes up the bulk of the muscle fibers, making up the middle and lower section; the clavicular portion attaches to the collarbone and is the more superior (upper) portion. The bench press also heavily involves the triceps (back of the upper arm), and recruits the deltoid muscles (shoulder), and pectoralis minor to lesser extents. I’ll first be discussing the form for a standard, flat, “neutral/wide” grip bench press. Variations on this will be discussed below it. This guide is written for barbell bench pressing, but all of these variations can be performed with dumbbells as well. Flat bench – the standard/”default” bench press Start out flat on the bench with bar directly over your eyes (with spotter) or over your nose/mouth (without spotter), feet flat, butt and upper back planted firmly on the bench. Arching of the lumbar spine is normal, fine, and absolutely legal in lifting competitions. Scapulas (shoulderblades) should be retracted or “pinched together” to provide both a stable flat surface for your upper back to settle on the bench, and to minimize undue tension on your shoulder joints. Retracting your scapulae will also puff your chest up and put your shoulders in a safer position for the lift. The bar should rest in the heel of your palm so that it is stacked above the wrist, forearm, and elbows through the lift. A slight internal rotation of the hands will help with this positioning and will angle your elbows out slightly. For a standard flat bench press, your hands will be a bit further apart than shoulder width – about 1.5-2x shoulder width is the average position – position your hands so that your forearms will be almost completely perpendicular to the floor at the bottom of the lift. Retract your scapulae (as if you’re trying to pick up a pencil off the bench between them), keep actively pushing your chest up, take in a big belly breath, and hold it before pushing the bar away from the rack and locking out at the elbows. Bring the bar down your torso so that it is directly over the line of your shoulders – this is likely going to be about the level of the middle of your sternum or your nipple line, but may vary depending on your individual anatomy and the degree of arching your back is doing. The bar should be directly above your elbows at all times during the movement of the lift. This not only increases stability during the lift, but also prevents undue stress on your triceps or your shoulders. It also is the most efficient configuration for using the majority of the muscle fibers within the pectoralis major. Speaking of efficiency in recruiting pectoral muscle fibers, let’s talk about arching your back during a bench press. This is a faux controversy like “sumo deadlifting is cheating” – the claim is that an arch will significantly decrease the range of motion for the bar, making the lift “easier”. While the purpose of the arch is to slightly decrease the range of motion, it also makes the lift safer at the bottom of the movement, which is the riskiest for your shoulder joints. It also serves to recruit more of your pectoral muscle fibers to the lift – this should increase the amount of weight one can lift and impact muscle growth when the goal is hypertrophy. Degree of arching is going to be up to personal preference and anatomy, but some degree of arch is natural and normal. Check out the natural position of the spine and you can see that the lumbar spine (lower back) has a natural forward curve (lordosis) which helps with loadbearing since we’re just hairless upright apes. An arch during bench press may be anywhere from your normal lumbar spine position to an exaggeration of your body’s natural lordosis. As you lower the bar, keep tension in your upper body by trying to “break the bar in half” or “rip the bar apart” until it touches your mid-to-lower sternum (depending on anatomy and degree of arch). After a touch (and brief pause, if you’re powerlifting), push the bar back upwards and slightly backwards towards your face to lockout. You can now exhale that big belly breath you’ve been holding for the duration of the rep.
Stronger by Science also has a very in depth How To Bench article. It is more in depth than this guide intends to be, and definitely worth a read. It also covers the anatomy and physics behind the bench press – things you should be interested in if your goal is to move weight safely (even if your goal does not necessarily involve moving a lot of weight).
Dumbbell bench: These are not only great when you aren’t yet able to use the barbell, but also for correcting muscle imbalances and general strength improvements that can translate into a barbell bench press. These also have more flexibility with grip positioning – if a barbell bench press irritates your shoulders, consider trying dumbbell bench press with a neutral grip (the dumbbells will be parallel to your body instead of perpendicular). Dumbbell bench press also allows for an increased range of motion, developing small stabilizer muscles in the upper body, and can be used to correct muscle imbalances.
Incline bench – performed with the bench angled about 15-30 degrees up from parallel to the floor. As you change the bench to a more upright position, the front shoulder muscle (anterior deltoids) will become more involved in the lift compared to lower degrees of incline and flat bench. The purpose of incline benching is to recruit more shoulder involvement and also more of the upper (clavicular) parts of the pectoralis major muscles. Bar will still track to be over your shoulders, about the nipple line/mid sternum. Grip width just wider than shoulder width so forearms will be completely perpendicular to the floor at the lowest point of the press.
Decline bench: There are benches and racks specifically for decline benching. If you only have access to a flat bench, you can potentially “make” your own decline by elevating the foot end of the bench. If you do this, make sure it’s very stable before trying the lift. The benefit of a decline bench is to utilize the lower portions of the sternal portion of the pecs more, and also decrease the amount of involvement of shoulder muscles. If you have a shoulder injury but are still cleared to lift, this can be a better option for you than a flat or incline bench press. In this position, the barbell will be over the lower part of your breast bone (sternum) and will touch the chest lower than in a flat or incline bench press.
Close grip bench: As the name suggests, this bench press variation has a more narrow grip width than standard or wide grip bench press. The purpose for this positioning is to increase the involvement of the triceps muscles during the lift. Proper grip width for this is over the shoulder joints – too narrow of a grip can internally rotate the shoulder joint which can lead to strain and injury. In this variation, the bar will touch your chest even lower than a decline or flat bench press – the bottom of the movement should still have your forearms perpendicular to the floor, with the wrists and bar stacked over the elbows.
Supinated/reverse grip bench: This variation can be very challenging, especially as weights increase. The benefit to supinating your hands so that the palm is facing your chin during the bench press is to reduce strain on the shoulders. It can be challenging to keep the bar in the fleshy part of your hands without dropping the bar on your face. Definitely practice with an empty bar or light dumbbells.
Floor press: Not just an exercise for when the benches are all occupied. Floor press is good in its own right or as an accessory for bench press. Set up is basically the same as a flat bench press, but you’re on the floor. Personally I prefer to have my knees bent and my feet flat, but one could also keep the legs flat out and completely remove lower body involvement/drive. These are especially great with dumbbells for folks with shoulder pain or issues, because you can use a neutral grip. These can help with lockout strength at the top of the bench press as well as if your sticking point on bench press is on the ascent.
Larsen press: The set up for the Larsen press is identical to a standard flat bench press. The biggest difference is that once you unrack the weight and have the bar over your chest, the feet are lifted off the ground, either straight out or resting on something else at the heel (toes up). “This forces athletes to really focus on maintaining their upper back tightness without the feet and legs compensating for poor bar path, set positioning, and inadequate force displacement.” The biggest benefit to this variation is to force the lifter to maintain a tight upper back during the bench press, though it also serves as a way to increase relative intensity/difficulty of the exercise without adding more weight to the bar.
Helpful Bench Press Cues
Try to “break the bar” while pushing it away from you. Imagine it is a big long dry spaghetti noodle and you are trying to turn it into two pieces of spaghetti by snapping it away from you. This will help engage your upper body muscles and ensure that your upper back is tight and flat, promoting a safer and more stable lift.
Grip the bar very hard, with special focus on gripping hard with your pinkies. This can help engage your latissimus dorsi for the lift!
Stack the bar over your wrists over your elbows. This means your forearm will be perpendicular to the floor and the barbell and increases stability, improves form, and reduces undue strain on your shoulders and elbows.
Push yourself away from the bar and push your body down into the bench during the actual press portion (from the bottom back up to the top) of the lift. This will help keep your upper body muscles engaged appropriately and keep you in place on the bench.
For leg drive, plant your feet and apply force down on the floor and towards your head. This will help keep your upper back planted so long as you aren't slick and sweaty and keep optimal form and tightness through the lift.
Push ups –Push ups are basically the body weight exercise version of the bench press – the movement and position is very similar and translate well into bench press gains. Succeeding in bench press will benefit your push ups, and succeeding in push ups will benefit your bench press. The bodyweightfitness subreddit guide for pushups is excellent and goes over a suggested progression program if you are not yet able to do full push ups on your toes. Note also that you can do a narrow width diamond pushup to increase involvement of your triceps.
MegSquats also recently posted a “3 tips for push ups” post that several of our users have already mentioned as being helpful.
Svend/pinch press - a great accessory exercise for pectoral muscle growth, especially right in the middle along the sternum. You’ll be squeezing a plate or other weight between your hands at mid chest level and pushing the weight straight out away from your body – make sure you’re squeezing the weight through the whole motion. This can be done either standing upright or lying flat on your back (supine). The supine version recruits your triceps more, and the standing version recruits your anterior deltoid more.
Chest flies - another favorite chest accessory. These also hit the pectoralis minor, along with pectoralis major. These can help your bench press by increasing the strength of the pectoral muscles, but are also great for changing the aesthetics of your chest muscles. Flys can be performed flat or at an incline – like incline bench press vs flat, increasing the angle away from the ground will increase the involvement of the upper aspect of the pectoral muscles as well as the anterior deltoid muscles.
Cable crossoveiron cross: Very similar to chest flies, but you’re using the cable tower and performing these upright. These engage the core and abdominal muscles more, but are still primarily for strengthening the chest, shoulders, and triceps. The best part about cable flyes or cable crossovers is that you can adjust the height of the cables to target different aspects of your chest muscles – higher cable anchors target the lower pectoral fibers, middle (shoulder-ish) height target the middle fibers, especially along the sternum, and low cable anchor points target the upper pectoral muscle fibers.
Dips are challenging body weight exercises that can have either a chest or triceps focus. Essentially, these are vertical pushups – you will be suspended from a rack or pull up/dip ‘machine’. Start with your arms fully extended while you’re holding onto the handles. Bend your arms to lower your body, leaning forward slightly, until your shoulders are just below your elbows. Lift yourself back up while straightening your arms until you lock out at the top. You can also do bench dips which may be easier on your shoulders. Surprisingly good wikihow guide on bench dips.
Around the Worlds - an exercise for pectoral and shoulder muscle strength and development. Can be done supine or standing – supine will be a chest focus, while upright will be a shoulder focused movement (but don’t worry – both groups are definitely involved in both versions). Hold dumbbells or small weight plates with your palms facing forward throughout the motion. Start with your hands at your sides and, keeping elbows slightly bent, slowly move your arms away from your body like you’re making a snow angel until they are side by side over your head. Do the reverse movement to return to the starting position with the weights by your side – this is one rep.
Triceps Pushdowns are one of many triceps extension exercises that can help you get that stylish horseshoe muscle appearance, and improve your bench press. You can do triceps pushdowns with a cable tower, pull down station, or even resistance bands.
Triceps extensions encompass a wide variety of exercises aimed at isolating the triceps for hypertrophy (size) and strength.
Equipment, Tools, and Other Considerations
These items are not required to be successful in bench pressing, but can be beneficial to lifters that bench press at any skill or weight level.
Wrist wraps can help keep your wrists straight and supported during bench press. They can help keep the weight safely and evenly distributed through your wrist and thus through the entire forearm and elbow.
Slingshot: A device invented by powerlifter Mark Bell who can bench 545lbs without special tools and 854lbs “equipped”. It wraps around your elbows and can allow you to overload your bench press by “10-15%” with the help of elastic tension from the Slingshot. It can also be helpful in taking some of the stress off shoulders and elbows during a bench press but is NOT a substitute for proper form and safe lifting.
Blocks or boards - board pressing uses wooden boards or something like benchblokz between the bar and your chest during a bench press. This decreases the range of motion for the lift and can help lifters work through sticking points (relative weak points in the range of motion), which can lead to improved bench without tools (“raw”). Here’s another article, from elitefts on board pressing and its uses.
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.
Animation Timing for sharpening your edits/overall button pressing
Had to make this since I couldn't see the video anymore or had too much on the other post? https://www.reddit.com/FortniteCompetitive/comments/jr7yl6/character_animation_recognition_to_identify_you Somebody showed me this 14 years ago, which was they key to success in a particular game. and almost/ maybe even/ - nobody is currently using this to increase their skill cap in fortnite. Example: Press gun/pickaxe. do it like you are spam editing. do you ever see the gun come out , or appear that it might come out? it should NOT. it should look like your pickaxe does a swipe . same thing with confirm edit on release, which is tricky to get perfect timing because of how it functions. the trick is to getting the confirm edit on release to go alongside the same timing as edit/select. instead of right after 100% I can guarantee that any pro even the best out there, can utilize this method to raising their skill cap. 100% guarantee with enough practice - the difference will prove itself to be incredible. would you be interested in looking at something if I told you your character animations and which ones occur, speaks volumes about how you press buttons efficiently? This Video Shows when using a pickaxe how to to identify and speed up your ability to press the buttons more effectively/correctly. You may need to re-watch to notice. First notice the pencil - the motion/direction it travels on the first swing is a jabbing/straight motion. the second is a curve upwards motion. there are 6 edits, 4 done correctly and 2 done too slow/bad timing/lost my rhythm. Notice that 3 of the 4 done correctly are consecutively, which is important to note. Had all 6 edits been the same exact upwards curve, this would be about perfect in the overall manner. This animation is similar to having your blueprint out and doing spam edits that way. The reason why it is popular to use builds out is because of the muscle memory for having your buttons pressed ''perfectly together'' which can be discouraging for many people to practice on. Spam edits are a way to practice this precision, consistency, timing, speed, how hard to press the button, how far down the button goes. Your fingers have to learn to work at the same pace so that you can speed up overall, which can be hard to do. Here is the tricky part that doesn't quite make sense though: Notice how many times that the bar changes from 1,298 to 1,277 but both keep the 100,000 right. I find that of little important about the 100,000. However I do want to point out how the 3 edits I did correctly - were in order back-to-back. the numbers change every other time during this clip. 1298 to 1277 to 1298 to 1277 to 1298 to 1277 to 1298. This is because of how input scanning intervals function. So it was 1298 to begin with, which can not be counted out of the 6 edits - this part is from the previous edit that was cut out, its irrelevant to a point. Out of 6 edits, you saw the number change 6 times but in a straight binary form. its the same as 101010 , which is how binary works for sending data. Your computer functions from this binary data transmission and sends it in a certain order. When it scans for that stuff, it has to figure out how to organize the order in which it is sent. When you manipulate your button pressing, you begin to correct yourself to match up to how a computer sends data, so that you yourself will begin to give the hardware inputs at a more computer-like skill level. Video 5 OPTIONAL: I would like to mention 1 method of training this outside of fortnite, which will require you to remap your left click to a letter on the keyboard. Type SAD , pressing sa together will allow the d to show up sooner, which is better. So now you type SAD by using your mouse button as A. This is so you press S (which is hypothetically your edit button, and A is hypothetically your select/confirm edit on release) Remap A to be your left click and your left click to be A. then practice this in the notepad. It isn't as effective, but is an alternative to doing spam edits. You won't actually be able to tell if you are pressing them right but if you use the speed of when D shows up, that is a good start. -- This next video is almost the perfect animation edit speed for a pyramid. The 3rd edit is the best, and is closer to avoiding the sight of blue/grey tile when editing. This means that the timing, precision, and how those buttons are pressed - were almost flawless and perfect similar to how macros can be. https://reddit.com/link/jsa6v8/video/a7ujxwut7oy51/player Look at the best editors in the world and find similar animations, if you don't see consistency then you know that they have room to improve their ability to press buttons.
Subreddit News, Tournaments, and some CCU Mythbusting
Greetings Warriors! Now that the (green) smoke has settled from the Y4S2 and the CCU landing, we thought now would be a good time to do a quick subreddit news post, as there are a few things to catch you up on - before Y4S3 arrives and there is more news to take the sticky post slot!
Next, I’d like to welcome two new mods to the team, u/SenpaiKaplan (SenKa) and u/DaniUsagi. I’m sure regular readers will recognise these two, as they are both frequent contributors to the sub, with many interesting tech posts between them. We’ve been seeing a big increase in viewers and posts since the CCU, and their help and expertise will be much appreciated! Please give them a warm welcome!
Poll Posts have been disabled
Since Reddit added the new Poll option on posts, we have seen a big influx of these posts, and unfortunately 90% of them have been very low effort, normally just a title and a binary choice, which we have had to remove. Adding a “no low-effort polls” clause to rule 6 hasn’t helped with that situation, so we have decided to disable the option entirely. If you do still want to do poll the readers here as part of a discussion post, or want to gather data to find opinions on a specific question, you are welcome to include links to external survey sites (like surveymonkey or google forms) in text posts - we are only trying to cut down on low-effort posts, not genuine use of poll for interesting content.
Info Hub Update
The Info Hub has been updated with all the changes from the CCU and the follow-up patches, including the 3 new executions, new punishes, balance information on each character, and an All Attack Properties sheet which allows you to compare attacks across the cast, and contains lots of data that doesn’t fit on the individual character sheets (like hit reactions for example). We are still in the process of revamping the General Info sheet, and an update to the Viability Tables is also in the works, now that there has been a decent amount of time since the CCU for the meta to stabilise. Also planned is addition of frame advantage sections on some moves for which it is particularly relevant. If you spot any errors, outdated info, or have requests for information you’d like to see included in the hub, please let us know by commenting on the hub itself, messaging me or the mod team as a whole, or contacting one of us on discord.
Some CCU Mythbusting
Since the CCU update, I have seen a few persistent bits of misinformation floating about, and I’d like to take this opportunity to bust a few of these myths:
The CCU did NOT remove delayed attacks. The changes to indicator speeds with the CCU made it so that delaying or buffering attacks do not make a difference to the length of animation + indicator shown to the opponent - but it did not remove the ability to delay attacks. You can still delay an attack within the input window, which can be used to give attacks different parry timings, or to better dodge incoming attacks in the case of dodge attacks. The best way to demonstrate this is to go into the training arena as JJ, and do the light -> light chain, first inputting the attacks as fast as you can, and then leaving as big a gap between the lights as possible.
X Hero’s damage has NOT been “gutted”. In particular, Peacekeeper... In the CCU, attack damage has been mostly standardised - based on the speed of the attack, and its position in chain, and very little else. For example, almost every 800ms opener heavy does 24 damage, almost every 400ms chain light does 9 damage, and so on. This means for some characters that previously had greatly overtuned damage, their damage has come down to the average, and for others, their damage has stayed the same or even gone up in places. The one category of attacks that have not had any changes to their damage are bleed attacks, and so, Peacekeeper’s heavies have been reduced so that combined with the guaranteed 1 + 10 bleed from Deep Gouge, they do the standard damage. Yes, it uses a bit more stamina than a regular heavy, and yes, bleed damage has its own downsides (and upsides) compared to immediate damage, but to say that Peacekeeper’s damage has been disproportionately lowered is just false. The frame advantage on Deep Gouge is considerable, so it behaves almost like it chains anyway. If anything, her damage is higher than average, thanks to her GB triple stab punish being unchanged at 38 total damage, which is way higher than the standard GB punish of 24, and closer to the level of OOS punishes.
You get frame advantage after being hit by chain lights and light chain finishers, NOT all light attacks that do not chain. I have seen many people saying that Warmonger “breaks the rules” of frame advantage by having advantage on her bash follow-up, and the same for Warlord. However those attacks are not part of a normal attack chain, and therefore do not fall under the same frame advantage rules. This also makes sense if you step back and think about it - the changes were implemented specifically to weaken “light spam”, and special bash follow-ups cannot be “light spam” because they cannot be used as part of Light->Light chains. There currently is one character who does break the light attack frame advantage rules - and that is Highlander’s chain lights, which do have frame advantage on hit. As of the patch on the 27th, Shugoki’s light attacks no longer have frame advantage on hit - and your light attack will hit before his next one. But the hyperarmour on them does still allow him to trade with your light attack.
And finally, a mention of “light spam” - no, the CCU did NOT “buff light spam”. The CCU has certainly buffed light attacks, but it has also specifically nerfed light attack spam. To be pedantic - “spam” is when someone repeats the same attack over and over, and this is what the devs have taken from the complaints about “light spam”. The CCU has given more tools to allow you to defend against repeated light attacks: dodging out of Light -> Light chains, and granting frame advantage to the defender after light finishers. Additionally, the damage nerfs, and stamina changes have made it so that you will survive for longer against an opponent who is spamming lights. To be honest, I think it is quite impressive that the devs have managed to improve light attacks in general, whilst still nerfing the specific use-case of “spamming” them. The continuing complaints seem to be because for a significant fraction of the community, “spam” just means “doing anything more than once per fight, especially if I lose to it”. And if that’s what you are actually complaining about, honestly, there are no balance changes the devs could ever make that will make you happy, short of your own personal win button. There is still one thing you can do though: Click here
That’s all Warriors, thanks for reading, and see you on the battlefield!
Character's Code Name 〔Starman〕 Character's Nicknames Dragon / Reach / Tan Character's Colour 〔Blue〕 Character's Birthday 02 / 01 Character's Age 17 Height ◉ Weight 5"2' ✤ 00Ibs Blood Type O Positive Dominant Hand Use 〔✕〕 or 〔✓〕 to Check off 〔✕〕 Left 〔✓〕 Right 〔✕〕 Ambidextrous Optional ╭┈┈┈┈┈┈┈┈┈┈┈┈┈╮ Family Members Father:Miyahira Shin Mother:Teruya Kin Sister:Doi Shigeko Brother:Yasui Tamotsu Cousins: F/Yoneda Aiko _M/Isobe Yuki Aunts:Takeda Madoka Pets:Iggy ╰┈┈┈┈┈┈┈┈┈┈┈┈┈╯ ╭┈┈┈┈┈┈┈┈┈┈┈┈┈╮ OC's Race 〔African American〕 Astrology Sign 〔Aqurius〕 ╰┈┈┈┈┈┈┈┈┈┈┈┈┈╯ ╭┈┈┈┈┈┈┈┈┈┈┈┈┈╮ Sex Use 〔✕〕 or 〔✓〕 to Mark off 〔✓〕 Male 〔✕〕 Female 〔✕〕 Trans Male 〔✕〕 Trans Female 〔✕〕 Non-binary 〔✕〕 They/Them 〔✕〕 It/That/This Sexuality Use 〔✕〕 or 〔✓〕 to Mark off 〔✓〕 Straight 〔✕〕 Lesbian 〔✕〕 Big Gay 〔✕〕 Bi-curious 〔✕〕 Bisexual 〔✕〕 Asexual 〔✕〕 Pansexual 〔✕〕 AllTypes0fSexual 〔✕〕 Or insert here... ╰┈┈┈┈┈┈┈┈┈┈┈┈┈╯ Character's Mind Points ❐ Guts：3.99/5 ❐ Charm：4/5 ❐ Kindness：4/5 ❐ Proficiency：3/5 ❐ Intelligence：?4.6/5 ╭┈┈┈┈┈┈┈┈┈┈┈┈┈╮ Likes
Hanging with Friends
╰┈┈┈┈┈┈┈┈┈┈┈┈┈╯ ╭┈┈┈┈┈┈┈┈┈┈┈┈┈╮ Dislikes
dull or boring situations
╰┈┈┈┈┈┈┈┈┈┈┈┈┈╯ ╭┈┈┈┈┈┈┈┈┈┈┈┈┈╮ Hobbies
Playing Video Games
╰┈┈┈┈┈┈┈┈┈┈┈┈┈╯ ╭┈┈┈┈┈┈┈┈┈┈┈┈┈╮ Fears
Being Cut out of Someone Life
identities that have other thoughts
Dreams / Goals
Getting Rid Of Evil
Helping People, Who Can’t
╰┈┈┈┈┈┈┈┈┈┈┈┈┈╯ ╭┈┈┈┈┈┈┈┈┈┈┈┈┈╮ Personality Traits Mark all Traits that applies Use 〔✕〕 or 〔✓〕 to Check off 〔✓〕 Clever 〔✓〕 Silly 〔✓〕 Clumsy(sometimes 〔✓〕 Aggressive (Sometimes) 〔✓〕 Calm 〔v〕 Mature 〔✓〕 Cold 〔✓〕 Tricky 〔✓〕 Sarcastic 〔✓〕 Savage 〔✓〕 Heroic 〔✓〕 Brave 〔✓〕 Silent 〔✓〕 Sharp 〔✓〕 Thug/Gangsta(SomeTimes) 〔✓〕 Energetic 〔✓〕 Troublemaker ╰┈┈┈┈┈┈┈┈┈┈┈┈┈╯ ╭┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╮ List of Arcanas' Use 〔✕〕 or 〔✓〕 to Check off Choose only 1 Arcana per OC created using this Template 〔✓〕 The Sun ╰┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╯ ╭┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╮ ╰┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╯ Character's Theme 〔https://open.spotify.com/track/0nA51z4UszHDnVihedcPFQ〕 ╭┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╮ OC's Awakening Dialogues 〔I won’t let You Hurt Anyone Anymore〕 ╰┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╯ ╭┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╮ OC's All-out-attack Dialogue 〔Let’s Finish This〕 ╰┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╯ Character's Arcana 📷 .•°\* *°•. Character's Outfit Design 📷 Persona Mask 📷 Character's Persona Name (Mara ) Character's Persona Design 📷 Persona's Ultimate Design📷 Character's Main Weapon 📷 Character's Sub Weapons 📷 Character's Combat Status ❐ Agility - 6/10 ❐ Strength - 7/10 ❐ Tricky - 8/10 ❐ Attk Power - 7.5/10 ❐ Dfns Power - 5.91/10 ❐ SP/Mana Bar - 100/100 ╭┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╮ Character's Skill Element Use 〔✕〕 or 〔✓〕 to Mark off 1 Option 〔✓〕 Curse 〔✓〕 Fire ╰┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╯ Character's Buffs/Skill List ❐ (Devil’s Hell/Fire)- The Persona slams the ground and fire burst from the ground ✤ 20 SP ❐ (Head Spin/Gun)- The User spins around and shoots 4 bullets in the head ✤ 15 SP ❐ (Heat Flash/Curse)- Mara puts a spell on the user or persona and makes them ✤ 13 SP ❐ (Blazing Hell/Fire)- The Persona blasts a beam of fire from there mouth ✤ 54 SP ❐ (Die For Me/Curse)-Die For Me! has a high chance of instantly killing all enemies. It drops their HP to 0 and its accuracy is affected by resistances to Dark. ✤ 44 SP ❐ (Triple Down/Gun)- ✤ ?? SP ❐ (Blade Assault/Sword )_ Chops Up ✤ 18 SP ❐ (Eiha/Curse) ✤ 4 SP ❐ (Sharp Hacker)_ Slice Quicky with the sword ✤ 20 SP ╭┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╮ Elemental Strengths 〔Could Curse People and Burn Them 〕 Elemental Weaknesses 〔Ice〕 ╰┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╯ .•°\* *°•. Character's Occupation(s) 〔Student, Phantom Thief, Janitor〕 Character's School Name 〔Shujin Academy〕 Character's School Year 〔4 Years〕 .•°\* *°•. Character's School Uniform Design 📷 Character's Summer Uniform Design 📷 ∥ Character's Casual Clothe Design 📷 Character's Winter Cloth Design 📷∥ ∥ .•°\* *°•. Character's Current Status ╭┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╮ Use 〔✕〕 or 〔✓〕 to Check off 〔✓〕 Single Route 〔✓〕 Dating Route 〔✓〕 Friendzoned ╰┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╯ .•°\* *°•. ╰┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╯ .•°\* *°•. ╭┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╮ .・✢ .+ ° * • ♔ • * ° +. ✢・. ╰┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈╯ Female Romance Confidants Use 〔✕〕 or 〔✓〕 to Check off 〔 〕 Ann Takamaki 〔✓〕 Makoto Nijima 〔 〕 Futaba Sakura 〔 〕 Haru Okumura 〔 〕 Hifumi Togo 〔 〕 Kasumi Yoshizawa 〔 〕 Chihaya Mifune 〔 〕 Sadayo Kawakami 〔 〕 Tae Takemi 〔 〕 Prosecutor Nijima 〔 〕 Ichiko Ohya 〔 〕 Shiho Suzui 〔 〕 Model Mika 〔 〕 Or insert oc... BackGround____---------- My character is Based on My Life, How's He's Alone and Shy and Doesn't have much friends. We both help people that we can and we try our very best. We both smart too, But, This Character is Usually about what would i do, if I had a persona
APD Statement Regarding Arrest of Rosalinda Nuno Trevino
￼ FOR IMMEDIATE RELEASE July 7, 2020 Contact: Public Information Office, (512) 974-5017 APD Statement Regarding Arrest of Rosalinda Nuno Trevino APD is aware of a video that is circulating involving the arrest of 40-year-old Rosalinda Nuno Trevino for multiple hazardous traffic violations. Regarding Case# 20-1860985, on July 4, 2020, Austin Police Department Motor Unit Officers were riding their motorcycles behind a protest march to keep people safe from vehicular traffic. Ms. Trevino was driving a white SUV behind these motor officers. Ms. Trevino began to follow the officers very closely with her vehicle and honk her horn continuously. She drove through empty parking spaces and attempted to move her vehicle around the officers’ motorcycles. Officers told Ms. Trevino to stay behind their motorcycles to ensure the safety of the people marching. Ms. Trevino then stopped her vehicle, ran up to an officer and requested his badge number, which the officer provided. At the intersection of 2nd Street and Congress Avenue, Ms. Trevino started to honk the vehicle horn a second time and drove through a red light. Ms. Trevino then stopped her vehicle again and approached officers. Ms. Trevino was placed under arrest for the multiple hazardous traffic violations to include, running a red light, failure to yield the right-of-way to pedestrians, improper use of a horn and failure to maintain an assured clear distance. As a crowd began to form, officers moved Ms. Trevino to the front of an officer’s vehicle to conduct a search before transporting her to jail. While conducting the search, he advised Ms. Trevino that a female officer was not available. He conducted the search in front of a police vehicle where a vehicle camera could document and at least one other officer was present, as required by APD policy. Full APD Policy: https://www.austintexas.gov/sites/default/files/files/Police/General%20Orders.pdf APD Frisk/Search Training Video: https://youtu.be/XgdZBwQ-0Og Portions of APD Policy have been copied below with highlighted explanations for your convenience: 306.3.1 SEARCH PROTOCOL Nothing in this order supersedes officer safety tactics. (a) Officers will conduct person searches with dignity and courtesy. (b) Officers will conduct property searches in a manner that returns the condition of the property to its pre-search status as nearly as reasonably practicable. (c) Officers should attempt to acquire keys to locked property when a search is anticipated, and the time and effort required to gain the keys makes it a practicable option. (d) It is the responsibility of each individual officer to search a prisoner for weapons or contraband anytime he gains custody of that prisoner, regardless of whether the prisoner was previously searched by another officer. (e) When safety permits:
Officers should explain to the person being searched the reason for the search and how the search will be conducted.
2. When practical, an officer of the same gender should be called to the scene when officers believe the subject is concealing items in a sensitive area, such as evidence or narcotics in the groin, buttocks, or breast areas. This does not apply to items that pose an immediate threat to officer safety.
If a subject requests a search by an officer of the same gender, an attempt should be made to have a same gender officer conduct the search.
If a same gender officer is unavailable, the search should be conducted in front of a Mobile Audio Video (MAV) recording system, if available, or a second officer should be present.
If the gender of the individual needing to be searched comes into question, officers should respectfully inquire as to whether the individual identifies as transgender. When an individual self-identifies as transgender, officers will not question this identity absent articulable, compelling reasons, nor will an officer inquire about intimate details of an individual's anatomy to determine gender. Officers needing to search a person who has disclosed that, or the officer recognizes by prior knowledge, the individual is Transgender, Intersex, and/or Fender Non-Binary/Gender Non-Conforming (TIGN), should, when practicable, conduct the search based on the gender with which the individual identifies. (For example, a Female-to-Male individual should, when practicable, be searched by a male officer, or by a female officer who conducts an opposite gender search. A Male-to-Female individual should, when practicable, be searched by a female officer, or by a male officer who conducts an opposite gender search).
Officers will use the backside of their hands and fingers to frisk/search sensitive areas of the opposite gender to include the breast, crotch, and buttocks.
306.6 SEARCH INCIDENT TO ARREST The general authority to search incident to a lawful custodial arrest is not qualified or limited by the type of arrest. Objects of the search are weapons, evidence, and/or means of escape. (a) Persons:
When officers make a lawful arrest, they are permitted to conduct a contemporaneous search of the arrestee. Such a search safeguards the arresting officer and others nearby from harm while ensuring that the arrestee will not discard or destroy evidence.
It is entirely reasonable for arresting officers to search the area where the defendant might reach in order to grab a weapon or evidence.
306.9 FRISK (PAT-DOWN) FOR WEAPONS A frisk is a mere pat-down of the outer clothing, area, vehicle or container to which a detained person may have immediate access. The purpose of a limited weapons frisk after an investigatory stop is not to discover crime, but to allow the officer to pursue the investigation without fear of violence. An officer does not need to be absolutely certain that an individual is armed; the issue is whether a reasonably prudent person would justifiably believe that he or others were in danger. (a) Persons:
A frisk is a limited patting of the outer surfaces of a person's clothing in an attempt to find weapons. A frisk can only be used by officers when they justifiably stop someone and have a reasonable fear for their safety, the safety of the public, or when a cautious and prudent officer under the same or similar circumstances would conduct a pat-down.
Normally, officers cannot put their hands under the suspect's outer clothing until they feel something they reasonably believe is a weapon. If the outer clothing is too bulky to allow officers to decide if a weapon is concealed underneath, outer clothing such as overcoats and jackets may be opened to allow a pat down of the inner clothing, such as shirts and trousers.
Packages, purses, briefcases and other containers may be frisked during the stop.
The scope of a protective frisk is limited to persons and places within arm's reach of a concealed weapon or toward which the subject might lunge.
[FO4] After loading a save during combat, cannot save at all anymore, not sure which mod is causing it
For some reason, if I die during combat and load a save up from there, all the save options will be greyed out for the rest of the time I play, and things like exit auto saves or saving on waits will also not work. I'm not sure what mod is causing it. Heres my list: Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm Homemaker.esm Overlays.esm Quick_Modification_Weapon_by_tooun.esl SettlementKeywords.esm VotWMaster.esm VotWSpecialVideos.esl Unofficial Fallout 4 Patch.esp PowerArmorIntercomVoice_Balanced.esl ArmorKeywords.esm PANPC.esm WorkshopFramework.esm SS2.esm Robot Home Defence.esm TrueStormsFO4.esm SavrenXFoodAndFoodware.esp Consistent Power Armor Overhaul.esp CraftableAmmo.esp CraftableAmmo_plus.esp AA_CommonwealthConifersREDUX_SEASONS.esp AES_Renovated Furniture.esp UltraInteriorLighting.esp PlayerComments.esp UnbogusFallout.esp PiperCaitCurieDialogueOverhaul.esp BostonFPSFixAIO.esp SOTS.esp Armorsmith Extended.esp AEWS.esp Binary Speech Checks V.4 Hard.esp dD-Enhanced Blood Basic.esp EasyHacking.esp Eli_Crafting Shiz 9000.esp UnbogusFalloutVIS.esp Extended weapon mods.esp FAR.esp Faster Terminal Displays (20x).esp FlaconOil_BA2_2K_Part3.esp NAC.esp GR123 West Tek Tactical Gloves.esp Homemaker - Streetlights Use Passive Power.esp Homemaker - Unlocked Institute Objects.esp jDS__HP_Skull_Mask.esp LooksMenu.esp LoweredSprintAPDrain.esp Metro Gas Masks.esp Multiple Floors Sandboxing.esp RadiantBirdsv05.esp Reverb and Ambiance Overhaul.esp TrueStormsFO4-FarHarbor.esp NAC-FH.esp NAC-NW.esp Nexus_PMC.esp OCDecorator.esp OCDecorator - No Experience.esp OCDecoratorDLC.esp OCDispenser.esp Passive Camera Shake - Reduced.esp Passthrough.esp RAW INPUT.esp Realistic Roads - Black Asphalt.esp REAPER.esp RightHandedHuntingRifle.esp SettleObjExpandPack.esp SolarPower.esp TFRangerGear.esp TrueGrass.esp USP .45_by_tooun.esp WestTekTacticalOptics.esp WET.esp WheelMenu.esp XM2010_SniperRifle_by_tooun.esp WET NAC Patch.esp Vivid Fallout - All in One - Best Choice.esp UnbogusFallout_LessXP25.esp 3DNPC_FO4.esp OutcastsAndRemnants.esp FALLOUT4WT.esp Mercenary.esp RaiderOverhaul.esp Unique NPCs.esp Unique NPCs - Creatures and Monsters.esp GoodneighborExpanded.esp SuperMutantRedux.esp DeadlierDeathclaws.esp Brotherhood Power Armor Overhaul.esp More Power Armour Mods.esp TrainBar.esp America Rising - A Tale of the Enclave.esp Eli_Armour_Compendium.esp Some Assembly Required.esp CBBE.esp Colt6520.esp def_inv_scrap_en.esp D.E.C.A.Y.esp Ferals After Dark.esp Galac-TactREDUX.esp Glowing Animals Emit Light.esp LOST Audio Tweaks.esp NoLoopingWeaponSounds.esp SuperMutantRedux VIS Patch.esp SuperMutantRedux_ArmorSmithExtended.esp Unique NPCs - Creatures and Monsters_SMR_AE.esp ChaChingTradeSilentXP.esp Synth Overhaul.esp AzarPonytailHairstyles.esp BetterSettlers.esp W.A.T.Minutemen.esp Eli_Faction Housing Overhaul - Prydwen.esp The Sanctuary Bridge.esp USAF_Silo_Beta.esp ProjectHelljumper.esp 3DNPC_FO4Settler.esp MK18.esp SubmersiblePowerArmorRedux.esp Wana_SA58.esp FO4 NPCs Travel.esp AKMnv.esp AK400.esp AkaWaterWorld.esp AtomicRadio.esp AT - Atomic Radio RAO Patch.esp BasementLiving.esp DOOMPumpShotgun.esp HuntingRevolver.esp MP7.esp GIAT_FAMAS.esp HK_MP5.esp SSEX.esp SalvageBeacons.esp Realistic Death Physics - ALL DLC.esp RadioReverbFix.esp Project Reality Footsteps FO4.esp NoTwigs.esp McMillanCS5.esp AT - True Storms and RAO Patch.esp ImmersiveVendors.esp DT_GunnerOutfitPack.esp GruffyddsSignsAndPosters.esp G36Complex.esp FlaconOil_BA2_2K_Part2.esp FlaconOil_BA2_1K_Part1.esp Fallout Suite.esp Factor.esp EPO.esp EasyLockpicking.esp CF_AtomicWarlord.esp chem redux.esp AnimChemRedux.esp UnbogusPatch_AnimChemRedux.esp Ambient Wasteland.esp AlternateSettlements.esp P90.esp P90NPC.esp My_Minutemen.esp Unique NPCs FarHarbor.esp Unique NPCs_SpecialSettlers_Robots_Synths.esp Unique_NPCs_SuperMutantRedux.esp AnS Wearable Backpacks and Pouches.esp BossChestsHaveLegendaries.esp BrighterSettlementLights_LongAndSoft.esp Companion Infinite Ammo.esp CROSS_GoreCrits.esp CROSS_GoreCrits_FarHarborPatch.esp DV-Very Durable Vertibirds.esp FO4Hotkeys.esp FO4LaserBolts.esp KSHairdos.esp LongerPowerLines3x.esp LovingPiper-TrueReporterSE.esp More Where That Came From Diamond City.esp PA-Quick Animations.esp Tactical Flashlights.esp Tactical Flashlights - Settings.esp The Eyes Of Beauty.esp TrueReporter.esp TrueStormsFO4-FarHarborExtraRads.esp TrueStormsFO4-GlowingSeaExtraRads.esp WAYN_CompanionTracking.esp WestTekTacticalOptics-AWKCR.esp BetterSettlersCCAPack2.0.esp DCGuardOutfitOverride.esp Insignificant Object Remover.esp UnbogusPatch_DOOMPumpShotgun.esp NoBlurOnHit.esp PAMAP.esp CPAO - PAMAP 2.0 Patch.esp More Power Armour Mods - Automatron.esp Pip-Boy Flashlight.esp StartMeUp.esp
Just to give you guys a realistic perspective of what a project like Retard Bot really is up against, and the difficulty of printing free money... This shit is really really really realy hard. I've been coding every day non-stop for three (four?) months, spent $4K on data and drives to store backups of it, plus another $3K+ on the beast of a PC you need to process so much data, and I'll need to spend another $8-12K on buying more PCs to basically create a tiny supercompute cluster for RB to process machine learning. I'm 26,000 lines of code into this and probably half way done. You have to be prepared to code your own ultra fast localized GPU accelerated database that outperforms everything else because traditional databases are way too slow to crunch through this much historical data the hundreds of millions of times needed to train the machine. If you hope to have any chance of succeeding "taming the beast" you have to be an actual autist, obsessed with problem solving to the point of doing it months on end without stepping outside. They hire the most glorious cases of asperger genius autist godlords who never leave the basement except when their minifridge runs out of mtn dew and they have to go put more on mom's grocery list. The autists that figure this shit out are the type that squeal REEEE bc they've had too much human interaction when they see the mailman walk past a fucking window. As someone once told me, you're up against companies that blow holes in the sides of mountains to route their fiber optic cables on a little shorter of a path so they can access trades with latency a tiny fraction of a millisecond faster than the next autist. Communication at the speed of light is something these quants get annoyed waiting for. Many of these companies waterboard their quants with mtn dew to force harder work, compiling research and IP over decades. These autists are chained to desks in dungeons with a steady drip of cocaine and coffee driving their little binary crunching brains to squeeze out one more hundredth of a percent yearly return. It's either prove you're a genius or fail with this game. I don't underestimate how unlikely it is that my attempt would work. But I'm crazy enough to try and obsessed enough to follow through. I'm obviously autistic enough to put this much thought into a single post on Reddit... and this is how much I think through everything. Maybe I can pull it off. The results are looking promising right now but it's too early to say for sure. Just know what you guys are getting into if you're going to try something like this. Sure use it as an opportunity to learn to code, but maybe don't sell your mom into slavery to scrape together the $3-5K you need to buy the historical options data for a project like this. I know what you're thinking. "My mom's worth at least $12K" No she's not. Don't lie to yourself autist. And if you succeed in something like this, don't fucking dance. For every one of us who makes it, 99 others just threw away their mom's retirement fund on PRPL calls. https://reddit.com/link/i7ybef/video/uexycvg7dfg51/player
Practicing SR since July 2017; currently have a 3+ month streak
2 accounts got shadowbanned for uploading this post. Spam filter kept on removing it this post. Messaged the moderators, but received no answer. Removed many links, so check post history for full version. First time making a Reddit post. Estimated Reading Time: 15 minutes Brief summary of post:
History of Journey
Using Subliminals (affirmations converted into audio) to reprogram the subconscious, overcome nocturnal emissions, and turbo-charge the Law of Attraction
Experience from meditation retreats
Massive booklist covering psychotherapy, spirituality, and general books such as negotiating and advanced social skills
Fundamental shifts that occurred
Experiences with semen-retention benefits
How I overcame and conquered negative entities
Tantric meditation method that actually works with zero side effects
Experience on speaking Japanese for 1 full hour with native speakers without notes after 3 months of learning
Terminology: Wet dream/WD – sexual dream causing semen emission while sleeping Nocturnal Emission/NE – semen emission occurring while sleeping even without dreaming Semen-retention/SR streak – avoiding porn, masturbation, and ejaculation whether conscious or unconscious Nofap Hardmode – avoiding porn, masturbation, and conscious ejaculation. Unconscious ejaculation/WD is considered fine. As the title suggests, my current streak started in the middle of June 2017. Haven’t watched any porn or masturbated in 3 years. Experienced almost all the benefits such as massive attraction (men, women, children), an aura/energy surrounding me, enhanced charisma, less need for sleep, insane levels of energy, drive, and motivation, zero anxiety or fear, massive confidence occasionally bordering on arrogance, increased manifestation/LOA, people admiring/respecting me for no reason, online attraction, less procrastination, better athletic performance, greater creativity/intelligence, the desire to live a purposeful life, greater emphasis on spirituality, and much much more. Could probably write several posts just on the benefits themselves. Only thing that didn’t improve was my skin, which was later fixed using subliminals. It’s been a long journey, so I’ll start with background information, and later elaborate on how I managed to go from nocturnal emissions every 5 days (avg) to having a perfect SR streak for 3 months. Used to watch anime which led to hentai (2013), and eventually western/japanese porn. Don’t even bother to search these terms on Google. It’s not worth it. Thankfully, those days are long behind me. As a side-note, I discovered the nofap/semen-retention subreddit in November 2017. Didn’t even know about SR before that. I was raised a Catholic in a fairly religious family. Always started various streaks, and eventually broke them due to boredom/emotional coping/curiosity about new videos. Thankfully, I got good grades, read books, and was interested in self-development, but all that time spent on porn was a complete waste. Assuming I spent at least 2 hours everyday for 4 years (1460 days), it amounts to 122 complete days or around 4 months in total. It’s pretty sad on reflection, but at least the experience is now absorbed, and I can write this post. On June 2017, after summer break started and final exams were over, I decided to permanently quit this habit. Downloaded an application called Cold Turkey and completely blocked all websites I used to visit. Now use Leechblock, which is available on most browsers (also use it to block/restrict access to non-NSFW websites which impair productivity like ESPN). Started 30 minutes of daily meditation (mindfulness + metta). Still continue the habits to this day, although the length is increased to 1 hour. Read Mindfulness in Plain English by Bhante Gunaratana and Lovingkindness by Sharon Salzberg for instructions. Have re-read these books multiple times. Mindfulness will allow you to be self-aware of your mental conditioning, while metta (feeling compassion for yourself, a friend, neutral person, and enemy) can remove thoughts of lust and fundamentally alter your mental programming. Compassion is a very powerful exercise. Read “The Mindful Path to Self-Compassion by Christopher Germer” while you’re at it and learn tonglen. All of these books contain zero fluff, and are invaluable reads. Started drinking 16 glasses of water (thought it would help skin, but helped in other ways), and doing 100 pushups + 100 sit-ups everyday. Increased it to 200 pushups + 200 sit-ups after 1 month. After 2 months, I made a decent amount of gains (SR helps), and people started asking me workout tips and what gym I go to. Had a Kindle Paperwhite, which is frankly one of my most valued possessions. Still works perfectly fine after 5 years, and costs only $130. Buy one now. Read a lot of books mostly consisting of biographies/spirituality/practical social skills/800+ page novels for around 6 hours per day. Still try to read for at least 15 minutes/1 chapter even when extremely busy. Will post a small booklist at the end of this post. You can upload books to it for free if you lack money. Visit (gen.lib.rus.ec), download the ebook in epub/mobi format, open it with Calibre (https://calibre-ebook.com/), and send it to Kindle using USB. Knowledge is an investment that produces continuous returns. Warren Buffett spends 80% of his time just reading! and takes action based on that knowledge. Even managed to have the motivation to learn Japanese by joining a foreign language exchange website. People, especially women, accepted and sent a lot of invitations to have a conversation; didn’t realize online attraction was due to SR back then. None of us showed our faces, so my physical appearance had nothing to do with it. From experience, the best way to learn a language was to make a phrase sheet with the most common phrases/questions, such as “okay”, “that’s awesome”, “what is that word in English/Japanese?” Basically a human AI bot. Don’t waste time trying to learn how to write the alphabet, although my primary purpose was to learn how to speak. Google Translate is good enough to understand the pronunciation. I learned Japanese primarily by watching Terrace House. First watched the episode with subtitles, then re-watched it without, while simultaneously writing all the connectives/conversational phrases. You can try unique methods to remember, but brute-force memorization/review worked the best. Never tried Anki since it was cumbersome to use. For the accent, the best way is to watch Japanese people trying to speak English, and try to mirror their accent as much as possible. It honestly helps. After 3 months, I could have a full 1 hour conversation in Japanese with a native speaker without looking at any notes. I wasn’t “fluent” (still stuttered and made mistakes), but it was a huge amount of progress for starting from scratch. Eventually after 6 months, I gave up practicing/speaking the language. I was mainly trying to fulfill a childhood fantasy, and I’m glad I tried since I learned a lot from it and got to talk with interesting people. But in reality, I stopped watching anime, and honestly never needed to speak Japanese in real-life. Now I barely remember any of the words, except a few basic phrases. Could probably last 30 seconds of full conversation at best. So, everything was going great until December 2017. During this time period, I probably had wet dreams/nocturnal emissions every 1 – 2 months. Barely felt much difference since there was a decent time interval between emissions. Drank 2 glasses of water everyday before bed, slept on my stomach, and ate spicy food (practices that cause nocturnal emissions), but was perfectly fine. However in December I started having emissions every 2 weeks. Initially didn’t care about it. In January it started happening every 1 week. Nothing really changed in my life during this time to cause emissions to increase. Then it started happening every 5 days, every 3 days, sometimes even 2 days in a row! Most of you will have no idea how terrible it feels to be on top of the world, and then suddenly crash down. The difference between living life with/without SR benefits is night and day. Even after sleeping 10 hours, I used to feel completely exhausted. People ignored me, or worse started “joking” around me. Complete disrespect by friends, family, and acquaintances. No energy/motivation to do anything. Constant brain fog, could barely concentrate. Felt even worse than my porn days when I ejaculated everyday. Voice completely shot, started feeling anxious about oral presentations for no reason, when I always excelled. Felt like my soul was dying. Those were really dark times. People started saying I “changed”, and started pointing out and constantly magnifying my flaws. It’s strange how people exaggerate our skills/talents on SR, while they completely ignore them post WD/ejaculation, and focus only on your flaws/mistakes. It makes you lose trust in everyone around you, as if all of them are energy vampires who only like you due to SR. I grew desperate. During this whole time I meditated, practiced no lust/no arousal as best as possible since July 2017, yet emissions increased massively in frequency. Some occurred due to sexual dreams, but most were nocturnal emissions. Thought I had a UTI at first, and went to a general practitioner. He didn’t seem very reliable, so I went to a prominent urologist. Did all sorts of tests, paid a good amount of money, and the doctor said everything was fine. Having nocturnal emissions every 5 days was perfectly normal at my age. Encouraged me to masturbate regularly if it became an inconvenience :) So medical science obviously failed. Started following all the tips/methods in this subreddit, and believe me I tried almost everything no matter how uncomfortable or time-consuming. Omad, avoid food/water before bed, vegetarianism, tantric meditation, different diets, various sleeping positions, no/increased meditation before bed, no/more exercise, yogic exercises, qigong, some tips mentioned by Soaring Eagle, prayed to God. None of them worked. The only method I didn’t try extensively were kegels. Initially tried a normal + reverse kegel routine, then found an article by coincidence on this subreddit about someone who permanently damaged their penis from doing kegels. Immediately stopped, thank you to that person for sharing your experience. It’s as if the universe was looking out for me. Best to avoid such risky methods even if you’re desperate. Currently sleep on my back since it avoids any "accidental physical stimulation" from occurring. So this nocturnal emission phenomena continued for over a year. Some methods worked better than others, while for some, I wasn’t sure if it was merely the placebo effect. In mid-2019 I came across subliminal videos (finally the good part!) on YouTube. (https://www.youtube.com/watch?v=P0W5AB1sGr0) This video explains it more thoroughly, but basically you convert affirmations (sentences like “I am happy/smart/handsome”) into audio using text-to-speech software and reprogram your subconscious mind. Tried a beauty subliminal (https://www.youtube.com/watch?v=xEXaAsm-Iys) as a joke, but the next day I noticed changes in my facial structure. Listened for an hour the first day, which was easy given the music. You have no idea how amazing it feels to know that you can control your reality just by using your mind. Completely magical. Supposedly it works due to the Law of Attraction; you can find out more by reading/watching “The Secret” by Rhonda Byrne, and later reading all the books by Neville Goddard. Started using a skin subliminal as well (https://www.youtube.com/watch?v=iqi8Q80pspk and later moved onto https://www.youtube.com/watch?v=COxz8hvl14Y ), and now my skin is completely normal. Visited prominent US dermatologists, tried all sorts of acne medicine including Accutane, and even did SR, yet none of them worked. Skin was pretty terrible, and I was glad it got fixed. Took around 4 months of daily listening although it can be shortelonger depending on your belief, blockages, and levels of positivity. There’s a CIA document on holographic universes, astral projection, time travel, and psychic powers if you need scientific validation: https://www.cia.gov/library/readingroom/docs/CIA-RDP96-00788R001700210016-5.pdf Disclaimer: Although there can be bad subliminal makers, they are very rare, and there has been only 2 of them in the history of the community. Someone named MindPower and Rose subliminals. The vast majority (99%) put positive affirmations. It’s best that you verify by checking all the comments, seeing their subscriber count, general personality, etc, but ultimately there’s no guarantee. The only way to make sure the affirmations are 100% positive and safe are to make them yourself or use a subliminal that blocks negative affirmations. One thing to note is that physical change (biokinesis; search that term)/spiritual subliminals utilize the prana in your body to a certain extent to make changes. It makes sense since physical change is essentially a psychic poweenergy work. So your SR benefits/aura might temporarily decrease. Hydration is also recommended, and you will notice feeling thirsty. Personally drink 20 glasses of water everyday. Obviously, my interest now turned towards using subliminals to cure nocturnal emissions. Unfortunately there’s a huge lack of subliminals regarding semen-retention or those targeted towards nocturnal emissions. Initially bought a subliminal using a paid request (you pay a subliminal maker for a specialized subliminal), but it didn’t work that well. Desired to be permanently free of nocturnal emissions, or at least reduce the frequency to once a month. So I decided to make my own subliminal. The affirmations will be posted below, and this is how I eventually cured my nocturnal emissions. Steps on how to make your own subliminal:
Write all the affirmations in a word document and save it.
Download text-to-speech software like Balabolka and output the audio file in wav format (you want both uncompressed + lossless)
Optional but recommended; download an audio editor like Audacity, and fast-forward the audio as much as possible using the “Change Tempo” effect. Personally I speed the audio to one second and then loop it 1000x. Continue the process as much as possible, but never make the audio length less than 1 second. Some subliminal makers make their subliminals even more powerful by creating multiple audio streams of their affirmations using different voices, merging all the voices together, and speeding them up. It’s called layering. Why super-sped affirmations work better can be somewhat explained by this article (https://www.psychologytoday.com/us/blog/sensorium/201812/experiments-suggest-humans-can-directly-observe-the-quantum), but science still doesn’t have all the answers. Will take time.
Affirmations Link:https://www.reddit.com/pureretention/comments/hg0tjb/practicing_sr_since_july_2017_finally_conquered/ (same content; scroll down to the subliminal section and download the affirmations file from the mega link) Listened to this personal subliminal for 1 hour everyday for an entire month. Still listen just to be safe. Took months of testing and editing affirmations to make it perfect. Experienced massive sexual dreams on certain days, more than normal, and found out that entities could be responsible. Try to avoid this subreddit as well, since reading the posts can trigger memories. More energetically sensitive now, and sometimes there’s a lot of low-vibrational energy. On a side-note, porn cripples your aura and invites negative entities (https://www.awakeningstaryoga.com/blog/expanding-away-from-porn-aura). Non-subliminal solutions:
The entire channel is a gem; these were some of the best. Have used them for a few months and feel much lighter and peaceful; experienced only headaches due to subconscious absorbing the affirmations, but zero negative effects. Advice: Remember to immediately download any subliminal video you find that is useful in wav format (https://www.savethevideo.com/download). Subliminal channels are sometimes deleted by YouTube (spam filter) or the creators themselves. Waited 3 whole months before deciding to make a Reddit post to make sure the method was 100% foolproof. Remember many people offering solutions in the past, yet 1 month later they would have another wd/nocturnal emission. The first month there was a lot of fear. Will I have a wet dream/nocturnal emission tonight? Was so traumatized it was difficult getting to sleep every night. After the 2nd month, I experimented with sleeping on my stomach and eating/drinking before bed. Nothing happened. Stopped recently to stay careful. After 2 years of suffering, this is a method that has worked. Try and see for yourself. Present day: How do you feel now? Some days it’s meh (due to flatline) like today; on other days I feel divine. No idea why flatline still occurs. Have regained all the benefits, feel love and happiness all the time. Experience intense states of bliss in meditation more frequently, although it’s just a distraction. Religiously/Spiritually I’ve moved from Christianity to Buddhism/Advaita Vedanta/parts of New Age. Found them more practical and useful in life. Was inspired to aim for spiritual enlightenment after reading “The 3 pillars of Zen” by Philip Kapleau. Read it, it might change your life. Have attended a number of meditation retreats now, along with 10-day ones. Everyone reading this post should try it. Understood how much our mental programming defined us, and that we aren’t are thoughts. Our childhood traumas define so much of our habitual reactions. Realized its okay to feel bored rather than chasing after constant stimulation. Even attended a Jhana retreat, which is exclusive for people who have attended prior retreats. Entered intense states of meditative absorption, understood the permeability/impermanence of reality, and had all sorts of mystical experiences. Experienced past lives; can confirm my mind did not make it up, since it’s an experience you can constantly replicate using the same methods. Before attempting such methods, you need to have the ability to sit down and meditate continuously for at least 3 hours. If you live in the US, attend IMS (Insight Meditation Society) or any prominent Vipassana/Theravada related retreat. Zen is a valid form of enlightenment, but it personally felt unstructured. Gave up music, took time since I was convinced it was needed for creativity. Instead, it was just a substitute source of dopamine and a way to avoid my emotions. Have much less brain fog after quitting. Only communicate using regular phone calls these days, which no one uses, and Snapchat/WhatsApp for texting. Avoid stories, waste of time. Instagram/TwitteFacebook are a waste of time unless you are using it for business purposes. The only social media you really need is LinkedIn. Women: You’ll learn more about them by reading romantic novels, Korean mangas, and watching Kdramas then reading all that seduction/red pill stuff. Focus on general charisma (men and women) instead of a specific gender. Read “The Charisma Myth” by Olivia Fox Cabane; it’s the most practical book on social skills I have ever read, and possibly the most life-changing as well. Teaches you self-awareness, applies Buddhist psychology to social interaction. Used to train executives in Google, read it now (and do all the exercises). The bibliography sent me on a rabbit hole that made me read ton of books on psychotherapy, meditation, mindfulness, and Buddhism; this was before SR. Inspired me to practice meditation, although the habit only became regular after SR. Read books such as Crucial Conversations by Al Switzer, Difficult Conversations by Douglas Stone, How to Talk so Kids will Listen by Adele Faber (works very well in general since even adults have childhood programming, and can act like children), Never Split the Difference by Chris Voss (FBI's chief international hostage and kidnapping negotiator from 2003 to 2007), Getting More by Stuart Diamond (trains negotiators at Google), and Pitch Anything by Oren Klaff (more theoretical but useful). Also read The Definitive Book of Body Language by Allan Pease and What Every Body is Saying by Joe Navarro. These are all books that will greatly improve your human interactions and contain limited fluff. Have re-read all of these books in difficult times, and they have never let me down. You should read it as well. Even if you become a monk, there’s lots of social infighting even in monasteries. Highly-developed social skills are invaluable whenever you are dealing with individuals. Read “How to make friends and influence people” by Dale Carnegie once in a while, since most forget to apply his “basic” advice. Learned a lot about oral presentations by watching Alan Shore on Boston Legal (TV show). Current position in life? Studying for a bachelor’s degree. My family is financially well-off, and my father is paying for my college tuition and dorm. Scholarships aren’t available for all income levels. Although I come from “privilege”, the above information can help anyone regardless of their financial position. We live in an era where information is accessible to all social classes, so excuses aren’t that relevant. If you’re practicing SR, you are already 20 steps closer to success. The tips above can be applied for free as long as you have a computesmartphone. Read books starting from today, knowledge is a source of power. People spend so much time reading the news, scrolling social media feeds, reacting to comments, chatting about useless things with friends, binging shows on Netflix, browsing YouTube/Reddit, that time quietly passes by. Time is the most valuable commodity you have; don’t waste such a limited resource on things that will contribute nothing towards your purpose in life. Once it’s spent, you can never get it back. Personally, I schedule the next day before going to bed. Leisure, Reading, Schoolwork, Meditation, everything is mapped out perfectly. Try to eliminate habits that just waste time and stick to your schedule perfectly (working on it myself). If you feel tired after work/studying, take a nap or meditate instead of receiving even more stimulation from videogames, YouTube, or other artificial dopamine sources. Try NoSurf.
The End of Your World by Adyashanti (fantastic writer; must-read if you have had an awakening experience or believe you are "enlightened")
How to Attain Enlightenment -> The Essence of Enlightenment by James Swartz (best introduction to Advaita Vedanta I have read so far)
I am That by Sri Nisargadatta Maharaj
In the Buddha's Words by Bhikkhu Bodhi (best introduction to Buddhist scripture)
Why Buddhism is True by Robert Wright (secular perspective but informative; his previous book The Moral Animal is a good introduction to evolutionary psychology. Read this first if you are non-spiritual)
Wisdom Wise and Deep by Shaila Catherine (comprehensive introduction by one of the best Jhana teachers in the US)
Manual of Insight by Mahasi Sayadaw
Emptiness: A Practical Guide by Guy Armstrong (good introduction to the Buddhist version of reality)
Books by Loch Kelly (practical guide to non-dual meditation practices within Buddhism; The Little Book of Being by Diana Winston may be a better introduction)
Seeing that Frees by Rob Burbea (really advanced but profound)
Musashi by Eiji Yoshikawa (Taiko is decent as well, but this one was a masterpiece)
Romance of the Three Kingdoms trans. Moss Roberts
The Dream of the Red Chamber trans. David Hawkes (read it in the summer of 2017, profound but not all may see the deeper meaning)
The Nine Cloud Dream trans. Heinz Insu Fenkl
Atlas Shrugged by Ayn Rand (Inspirational for Entrepreneurs, however don’t start adopting this book as economic philosophy. It’s just a novel!)
The Alchemist by Paulo Coelho (read now if you are experiencing an existential crisis)
Dostoevsky’s Crime and Punishment + The Brothers Karamazov (optional reading; prefer Pevear translation)
Perry Mason and Sherlock Holmes Series (pleasure reading but not useless)
Psychotherapy (never visited a therapist, but found these useful):
Getting Past Your Past by Francine Shapiro (by the founder of EMDR, best practical book on trauma and exercises to resolve it)
Complex PTSD: From Surviving to Thriving (another immensely practical book on recovering from trauma)
Breaking the Cycle by George Collins (best practical workbook on sexual addiction I have read; all should read)
Get out of your mind and into your life by Steven Hayes (Was mentioned in the charisma myth booklist; take control of your thoughts and mind by the founder of ACT)
Mindful Compassion by Paul Gilbert and Choden (prominent researcher on compassion applied to therapy; part one can be boring, but part two on practical exercises is invaluable)
Feeling Book by David Burns (rightfully a classic book on therapy and CBT; read if you are suffering from depression)
Healing Development Trauma by Laurence Heller (best book on the impact of childhood/development trauma but meant for therapists, might explain why we use addiction to cope from childhood memories; google ACE study as well)
The Boy who was raised as a Dog by Bruce Perry (stories about children experiencing trauma. Increases empathy for yourself and others; you realize how childhood trauma affects how a lot of people think and behave)
Whole Again: Healing Your Heart and Rediscovering Your True Self After Toxic Relationships and Emotional Abuse by Jackson MacKenzie (fantastic book on recovering from relationship abuse. Many of us have emotional baggage that fuels coping and addiction loops. Read Healing from Hidden Abuse by Shannon Thomas as well.)
Self-Compassion by Kristen Neff (optional reading, but complimentary)
For biographies, read those of presidents and important leaders. Also about famous/successful individuals. Read all of Ron Chernow’s books. Abuse the Amazon Search Engine and look through their categories. Reading biographies can fundamentally enhance your worldview so you realize that real-life issues are much more nuanced and gray rather than black and white. Also shows how successful people deal with difficult crises and their perspective on life. Especially for public policy. If a President implements an economic policy that has short-term gains, but long-term loss, he has a greater chance of being re-elected. However, short-term loss in favor of long-term gain is the correct policy. Employ critical-thinking! Avoid cable news even if you need to stay informed. Don’t even have a television in my house. Unnecessary. Just read 2 – 3 reputable news sources for 20 minutes max. Sometimes I even avoid the news since there’s too much negativity. https://www.reddit.com/kundalini/comments/1unyph/a_tantric_perspective_on_the_use_of_sexual_energy/ (tantric meditation technique that actually works; you are supposed to do it for 1 hour. Optional.) https://www.reddit.com/kundalini/comments/2zn8ev/grounding_201_two_effective_quick_methods/ (energetic protection + grounding method after doing the tantric meditation) Avoid learning Mantak Chia’s techniques from a book, since some have suffered side-effects to their energetic/biological body. For NEO, Tibetan buddhists practice meditation for 13 years before attempting it (https://en.wikipedia.org/wiki/Karmamudr%C4%81). Not easy. Not sure about women, since SR streak is more important. Don’t pick a partner to fulfill some kind of emotional void, or due to societal programming where women are held to be the ultimate goal. Spiritual Enlightenment is the ultimate goal now, but even enlightened people need money for food and shelter. Youtubers I follow are Graham Stephan, Ryan Serhant, Rupert Spira, and https://www.youtube.com/channel/UCUX1V5UNWP1RUkhLewe77ZQ (cured women objectification for me; wholesome content) although mostly I avoid the website. Easy to loose track of time. Avoid smoking, alcohol, recreational drug use (https://www.elitedaily.com/wellness/drugs-alcohol-aura-damage/1743959), casual sex (https://mywakingpath.wordpress.com/tag/aura/; sensitive images but useful), and fast food. Budget your money, and learn how to save as much as possible. Hope everyone reading this post experiences their definition of success and leads a purposeful life. Will end it by stating two quotes that have inspired and guided me: “You yourself have to change first, or nothing will change for you!” ― Hideaki Sorachi “It is not important to be better than someone else, but to be better than you were yesterday.” ― Jigoro Kano (Founder of Judo) Update 1, 2, 3: Added a post summary and the audio as well in the affirmations link Update 4: https://starseedsunited.com/negative-entities-and-psychic-attacks (basic article on entities) Some solutions are posted above. Updated* daily routine:
Hello Everyone. I recently got both Battlefield Hardline and 1 and played through most of their campaigns. I won't be discussing the Multiplayer. With Hardline, I really enjoyed the campaign. The gameplay was often open ended and I could use whatever combination of weapons and stealth to make my way through levels and they were often wide enough to give me lots of avenues of attack. I had played MW2 Remasted before this and this was a breath of fresh air after how overly linear and restrictive that was. Add in some nice set pieces and this is a pretty solid campaign. The big new gimmick Hardline has is that you play as a cop and can takedown and arrest people. You have a move with L1 that makes you go "hands up" to up to 3 people and as long as you keep your gun trained on all of them they won't retaliate allowing you to go up to them and arrest them by throwing them to the floor and cuffing them. I've seen people complain about this feature, especially as it some point your character is no longer a cop yet can still do it. I'd argue that's not a flaw. Since that's Hardline's new gameplay feature it would be odd if you could only do it for half the game. Especially as it's an alternative to just shooting everyone, it provides a decent playstyle to add variation. Imagine if in Splinter Cell Blacklist, the latter half of the game were all Brigg's missions (i.e FPS only) instead of the stealth and combat approach of Sam's missions. It wouldn't feel fun that this game was no longer a stealth game. It would be the same case for Hardline. You could say "rewrite the story so you're always the cop and therefore can always arrest people" but that limits the story and I did enjoy that part of the story. One issue with this is progression. You earn about 200 xp for completing objectives, 100 xp for knocking out enemies and 250 xp for arresting enemies and 0 xp for killing enemies. As you gain xp, you level up and unlock more equipment (mostly guns). I believe you see the issue. If you play non-lethally, you unlock all the deadly guns you won't be using because of your playstyle. And if you play loud, you unlock stuff at a snail's pace. While this does encourage multiple runs through levels, I feel there are other solutions. I've seen many people suggest a "Splinter Cell Blacklist" style progression system where there's a seperate track for lethal and non-lethal paths and you level up each by playing each individually. But the issue with that is 95% of the unlocks are more guns and attachments. The stuff for non-lethal plays are unlocked almost immeditaly with the tazer and shell casings you can throw for distractions. I'd also love a Killzone Mercenary style system where your actions reward you with cash you can spend instead but most unlocks are interchangable guns so less applicable. Another approach for progression could just be to have regular kills give 25xp and headshots give 75 or something so lethal players get something. As an aside, all this wasn't an issue for me since I arrested or knocked out litterally everyone I came across and hit max level before Chapter 7. Another thing I like was how collectibles were integrated into the game. You have evidence scattered throughout levels you can scan (you have a half useful collectible finder) that reveal more of the lore and background towards plot points which is quite nice. I also wish there was a MW2 cheat code system for finding them as well. Another collectible are select enemies that have a warrant and must be knocked out and arrested if you want it completed. I like these as they're a nice challenge even for lethal players who must show some restraint in a firefight, and for stealthy players who must find a way to get to a target. The story and characters were quite engaging. After playing MW2 where most player characters were silent and swapped around, it's nice to have a more persistent cast and one that talks a fair bit which helps with characterization and getting invested. The characters ended up being quite nice and the overall story was decent for the first 7 chapters. Unlike COD, Hard difficulty isn't an immediate death sentence due to enemy gunfire not being as dangerous and the stealth mechanics. Which makes trophy hunting in the campaign less tedious. One cool mechanic I liked was that you can tilt the controller to make your character lean left and right which can make shooting out of cover and peeking much easier. As you can control how much they lean, it can add more options to combat. I'd love to see more games trying this. I know some other games have L2 or the D-pad used for leaning but those are binary and have the character lean the maximum amount. My biggest fault is that cutscenes aren't skippable which can get grating if you're replaying a mission over and over again to get a trophy. Ok, now for the biggest secret. I didn't actually finish the game. I got hit with a major and common bug where the game freezes during a turrent section in chapter 8 and can't progress from there. It was sad because I was enjoying the game. Still, if you can find it at a decent cost, the first 7 chapters were quite fun and I'd recommend the game based on that. And if you're lucky you might be able to play the remaining chapters as well. As an aside, while Hardline's campaign may be decent, it doesn't really reflect the appeal of Battlefield's multiplayer which is this large sandbox full of vehicles, squads and dynamic shifts in a match. Hardline plays like, well, a standard FPS campaign with a decent story and somewhat open-ended approach to objects with the odd driving segment. Like, Hardline could have been its own seperate game sold as a new IP and I doubt many would tell it was supposed to be a BF game. Still, it's better than BF3 and 4's campaigns which felt like discount COD campaigns. Now onto Battlefield 1. Jumping back a 100 years and a whole continent to the War that Wikipedia tells me was the "6th worst Modern War in human history by Death Toll", Battlefield 1 takes place during WW1. As an aside, I was quite skeptical of the WW1 setting for a BF game. BF games depend on large scale maps and lots of veichles and trenches and war of attrition didn't sound like it found fit their MO. It appears that BF1 circimvented this potential issue by not being set in trenches and having its trademark unrealistic gameplay. That's not a criticism. BF isn't Arma and is more fun because of that. Unlike Hardline. BF1 has 6 mini-campaigns that take place in different locations. From a quick Wikipedia Glance and one Youtube Video, it appears while the background of these campaigns is sorta based on fact while most of the events that happened in them were ficticious. But while their historical accuracy is sketchy, they do a good job at capturing different aspects of the war and depiciting them in ways that are educational and interesting. Stuff like the lives of Tank Crews and Runners during the War and the destruction caused by the war was harrowing and depicted well. I quite enjoyed completing the in-game challenges to unlcock little codexes to read more about what was going on. I won't go too in-depth into the stories since I don't have a lot of knowledge on the war. There are probably tons of Videos and posts that cover them in more detail. However, it does appear that Chapters 1 and 2 got the bulk of development as they have the most individual missions and levels. In terms of gameplay, the different missions tend to be quite varied with some missions offering a good bit of level design for different approaches on foot like the one where you have to sneak to collect Sparkplugs for a tank or that one in a desert where you have to kill 3 commanders and it felt like a demo of a First Person MGSV at times. And the many veichle missions offer a nice change of pace. It's good. Missions often have challenges like "kill x enemies with grenades, complete x objective without being seen or having y number of allies survive, or find collectibles" which unlock codex for reading which can be quite nice. Some of these challenges can be quite tough and require multiple playthroughs. There are some bugs which can prevent some trophies from popping so keep that in mind. The game removes the leaning feature from Hardline which is a shame. I recommend the game for its campaign. It's good. As an aside, I wonder how people from the time would react if we brought back this game to the past? Aside from being stunned at the tech, I wonder if people would find it disrespectful that people 100 years later turned one of the most destructive wars in human history into a virtual playground where people kill each other for kicks in what are some pretty traumatizing scenarios?
ASLAproject - a new empire in the decentralized environment of the cryptocurrency world
Our experts are capable of providing any advises and help to anyone who wants to join the project. We promise that our projects are not only profitable but also breathtaking. We are developing every day, do not miss the opportunity to be part of a grand project with a great future. https://preview.redd.it/82fpaaolx2p51.png?width=977&format=png&auto=webp&s=80e78b1b89549ec3b6dbd60b0a6903c28bb49519 ASLAproject is A decentralized ecosystem of products based on smart contracts of the Tron blockchain project for earning profit and further investing. We, the development team, are working to improve the ecosystem and develop its products. Our main task today is to create the best environment for the users to acquire money. At the same time, we do not conduct ICO and crowdfunding. The goal is to create and implement an ecosystem with constantly updated products for your earnings, develop and implement tools for business and beyond. Much has already been done, but more still needs to be done. Today, tokens cost less than what you want, but prices are already rising due to new product releases and community / project partners that form a solid foundation for future achievements. Tokens and products Our project is based on two coins that focus on all ecosystem products: ASLA and ASLAgame (Aga). 1. ASLAtrade is a binary options trading platform. https://preview.redd.it/ga3pf8cnx2p51.png?width=978&format=png&auto=webp&s=25beb4b77b7ce0a87b9e58cd0f068f9536b6da14 ASLA is a token attached to the ASLAtrade platform, which is extracted through a unique mining system through binary options trading. In the image below, you can see the required amount of TRX spent to get a single token. Every day this amount is increasing. Below is the menu for determining the freezing/withdrawal of tokens:
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By withdrawing tokens to your wallet, the user receives dividends in the form of Aga tokens, which are linked to our products such as messenger, games, etc.
ASLA holders have implemented a feature that allows them to mine Aga tokens when in frozen state: - Purchased ASLA in frozen state gives 20% of Aga tokens; - Mined ASLA on the platform gives 25% of Aga tokens. https://preview.redd.it/d3b543nox2p51.png?width=978&format=png&auto=webp&s=f9045017ce52341529c3b8945c4f5bf170b85135 • Trading on three cryptocurrency pairs: BTC, ETH, BTH with a choice of different transaction duration • Freeze ASLA to receive dividends in the form of TRX/Aga of the total pool platform • Withdrawal of ASLA for trading on exchanges, or receiving dividends in the form of Aga tokens for storing tokens on the wallet https://preview.redd.it/707goinpx2p51.png?width=978&format=png&auto=webp&s=42cebafced5c987417408da564aae35abc72b05c ASLAtrade: https://aslaproject.com/trading?lang=ru 2. ASLAbet is the first cryptocurrency tote with a wide range of functions based on smart contracts. https://preview.redd.it/1gx7p62rx2p51.png?width=1920&format=png&auto=webp&s=bc94767f6223e15b25e84d00242684ca1110c1ec Our team is working on the ecosystem for maximum benefit to the project users. We present the ASLAbet cryptocurrency tote based on betting against people, not against the company! Bets on popular matches and favorite teams, winning percentages are formed automatically depending on the size of the bet and the number of players. We do not limit ourselves to one direction, but also understand the interests of users. For this case, everyone will have the opportunity to create their own event, for which they will eventually receive a reward if it passes a vote among the community. On the example of the recent match between Alexander Emelianenko and Magomed Ismailov, all those who put their bets on Alexander's victory completely lost their funds. With our platform, you would start returning your lost funds the next day, thanks to the Aga coin you received. • Reward for each bet in the form of Aga tokens with an initial turnover of 100 TRX = 1 Aga. The mining difficulty will increase daily by 1 TRX. • Even if you lose your bet when you freeze Aga coins, you will receive 30% of the profit from commissions. • Referral system 15% of the system's profit. Link: aslabet.comOfficial channel:t.me/aslabet 3. ASLA Messenger is a messenger with functionality for earning project tokens. https://preview.redd.it/a6xghlktx2p51.png?width=655&format=png&auto=webp&s=3921b6be7d7f4bda454e1926b46cff91124e2c7d Literally everyone uses messengers and communicates with their loved ones on a regular basis. We have made sure that you get paid for this. Communicate and earn - the perfect combination for the user. At this stage, an alpha version of the app has been released for use with the earnings feature already available. The beta version is expected to include audio and video calls, a more functional interface, chats and channels, and much more. • Complete tasks inside the messenger to get rewards in the form of Aga tokens. • The most convenient and modern design of the app. • Withdrawal of earned tokens to your wallet. Play Market:https://play.google.com/store/apps/details?id=com.aslaproject.messenger&hl=en_US App Store:https://apps.apple.com/ru/app/asla-messengeid1527990589 4. Games based on blockchain technology for earning cryptocurrency https://preview.redd.it/7o74tpoux2p51.png?width=977&format=png&auto=webp&s=83305e57fdca9c312d3d271e35d5a88e08a705f2 Today, games are of great importance, this is a new way of gaming, in which we want to participate. Our main goal is to implement a gaming platform with games for earning money. Play with your friends, compete against the best players and earn cryptocurrency for winning your favorite games. Currently in development are games such as "Heads and Tails", "Rock, paper, scissors", Dice, backgammon, chess, and larger projects – shooters with maximum gameplay, etc. • A set of games of various genres with earnings • Competitions, tournaments and other events with rewards in case of winnings • Maximum decentralization and the ability to view all smart contracts Earn money with us just playing, it's really easy! 5. ASLAbank - is a cryptocurrency bank for users with broad functionality. The project team is developing a unique cryptocurrency bank for the community. The product's idea is that users will be able to borrow cryptocurrency with different priority from ASLA token holders. The user's reputation will grow with the number of completed applications. All permits, lawyers, consulting. Everything is in the legal field of Russia. We aim to cooperate on a long-term basis within the framework of current legislation on the territory of the Russian Federation. 6. ASLAforum - is a project forum for discussing Internet industry projects. There are many developing projects in the digital world that have a place to be known to their users, and these are Russian-language projects. To do this, a forum for reviews, analyses and discussions of these projects will soon be implemented, where users will earn cryptocurrency for this. The main goal of the forum is to provide the community with visibility of all worthy projects, both those that have just started their existence and those that have years of work behind them. Consulting, assistance, training, as well as personal webinars from the project on the topic of earnings will be in one area. Users will be able to discuss, review, and share their thoughts about a particular project so that it can get a well-deserved reputation. Etc: Today, you can buy ASLA coins on two exchanges: Poloni Dex: poloniex.org/exchange?id=392 Nolex:nolex.org/main/ASLATRX.html Our project is open for suggestions and cooperation. If you wish, you can become a partner of ASLAproject and get mutually beneficial opportunities for your goals. To contact us: [aslaproj[email protected]](mailto:[email protected]) Our plans for the future are reflected in the roadmap. Subscribe to our social networks to keep up to date with all the project news, as well as not to miss important information, live broadcasts and interviews with project representatives. Ask the team a question or contact support: https://t.me/aslasprojectrus Official website: aslaproject.com Whitepaper: aslaproject.com/public/white-paper-ru.pdf
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