*These are preliminary Patch Notes and changes may still happen until the launch of Title Update 10.
New Season – Keener’s Legacy
A new season is almost upon us! Starting on June 23rd, Keener’s Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.
New Manhunt tasking you to take on 5 rogue agents over a 12-week period starting June 23rd. Bring down all five to unlock the new Healing Trap skill variant.
New Global Event Hollywood
New Apparel Event Phoenix Down
New Leagues Termite, Luna, Huntsman and Titan.
New Rewards
2 new Exotics
1 new Gear Set
2 new Named Weapons
2 new Named Gear
1 new Brand Set
Participating in the activities above will earn players Season experience contributing to their Season level.
Playing Conflict will contribute XP by gaining Conflict Levels beyond 30.
Playing in the Dark Zone will contribute XP by gaining DZ Levels beyond 30.
New Raid - Operation Iron Horse
The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
New bosses, puzzles and rewards!
Level 40 version available on June 30th, followed the next week by the level 30 version.
Discovery mode will become available at a later date.
Unique Rewards
2 new Exotics
2 new Gear Sets
New cosmetic rewards
Further details will become available closer to the raid’s release in late June.
Balance and Bug Fixes
Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.
Missing Localized Audio
We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized. If you are currently playing with a non-English client, you don’t have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options. As work continues, we will update you on the progress of the integration here on the forums and on State of the Game. Thank you and stay safe!
New Exotics
SRS Sniper Rifle: Mantis
Your scoped view displays additional information about enemies not targeting you
Your scoped view highlights enemy weakpoints
Headshot and weak point damage against enemies not targeting you amplified by 50%
Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active
Mask: Vile
Status effects also apply a damage over time debuff for 10s
Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes
Double Barrel Rifle: The Ravenous (Operation Iron Horse)
On trigger-pull, fire both barrels at once
When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
Hits from one shoulder will detonate all of the opposite shoulder's primers when present
When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
Primer effectiveness is doubled at 10 stacks
Magnum Pistol: Regulus (Operation Iron Horse)
Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
High accuracy and base damage
New Gear Sets
Eclipse Protocol (Season 2)
Core: Skill Tier (Yellow)
2: +15% Status Effects
3: +15% Skill Haste and +30% Hazard Protection
4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%
Foundry Bulwark (Operation Iron Horse)
Core: Armor (Blue)
2: +10% Armor
3: +3% Armor Regeneration
4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s
Future Initiative (Operation Iron Horse)
Core: Skill Tier (Yellow)
2: +30% Repair Skills
3: +30% Skill Duration and +15% Skill Haste
4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%
New Gear Brand
Walker, Harris & Co.
Core: Weapon Damage (Red)
1: +5.0% Weapon Damage
2: +5.0% Damage to Armor
3: +5.0% Damage to Health
New Named Weapons
Mechanical Animal (SIG 556) with Future Perfection
Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
Weapon kills at skill tier 6 grant overcharge for 15s.
Overcharge Cooldown: 90s
Harmony (Resolute MK47) with Perfectly In Sync
Hitting an enemy grants +20% skill damage for 5s.
Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
Damage increases are doubled while both buffs are active at the same time.
New Named Gear
Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
Cooldown: 5s
Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blow’s damage in addition to it.
Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
New Skill Variant
Repair Trap
The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.
New Talents
Weapon Talent: Future Perfect
Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
Weapon kills at skill tier 6 grant overcharge for 15s.
Overcharge Cooldown: 90s
Weapon Talent: In Sync
Hitting an enemy grants +15% skill damage for 5s.
Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
Damage increases are doubled while both buffs are active at the same time.
Backpack Talent: Adrenaline Rush
When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
Cooldown: 5s
Chest Talent: Headhunter
After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
Gameplay Changes
Missions
Reduced how many elites will spawn in the following mission:
Manning National Zoo
Coney Island Ballpark
Coney Island Amusement Park
Camp White Oak
Space Administration HQ
Federal Emergency Bunker
Wall Street
Liberty Island
Pathway Park
Stranded Tanker
The Tombs
Loot
General
Added all new season 2 weapons/gear to general loot pools
Item Power
Updated item power distribution to have a better spread between minimum and maximum for all difficulties
Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
Difficulty Scaling
Regular loot from loot containers in Missions now scale with mission difficulty
Targeted loot from loot containers in Missions now scales with mission difficulty
Loot containers part of living world activities now scale with global difficulty
Targeted loot
Increased targeted loot drop chances for all mission and Control Point difficulties
Added new season 2 brand to targeted loot rotation
Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
Named Items
Increased named item drop chance in regular Dark Zone loot
Increased named item drop chance in targeted loot everywhere
Exotics
Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
Coyote's Mask drop from Coyote no longer has a minimum season level requirement
Control Points
Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
Increased the amount of scaling loot from the big Control Point reward container
Legendary
Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty
Crafting
Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
Vendors
Added Named Items to both Open World and Dark Zone vendors
Increased prices for Named Items
Increased item power for all vendors
Vendors no longer sell Superior quality items at maximum level
SHD Levels
Added Field Proficiency cache to SHD level-up after reaching the maximum season level
Increased crafting material rewards for spending SHD level points in the Scavenging category
Conflict
Added Season/SHD experience gain on Conflict level-up
Rogue Agent Encounters
Every Rogue Agent killed will now drop loot
Rogue Agent encounters no longer occur during time trials
Control Point Officers
Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
Reduced the likelihood of Control Point Officers being downed in combat
Bounties
Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.
Projects
New Season Pass Holder Project Slot.
Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
Weekly SHD Requisition Project Slot
Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
Legendary Mission Project
After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.
RPG Balance
Incoming Repairs
Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.
Weapon Handling
1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
+8% Accuracy
+8% Stability
+8% Swap Speed
+8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.
Talent Changes:
Leadership: Bonus Armor increased to 15% from 12%
Spike: Skill Damage Duration increased to 15s from 8s
Reformation: Skill Repair Duration increased to 15s from 8s
Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.
PvP
Global Damage Modifiers
Reduced all PvP weapon damage by -20%
Additional Damage Modifiers
Increased MMR PvP weapon damage by 12.5%
Reduced Assault Rifle PvP weapon damage by -15%
Reduced Shotgun PvP damage by -12.5%
Reduced SMG PvP damage by -10%
Reduced Pistol PvP damage by -10%
Reduced Rifle PvP damage by -5%
_Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate. Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes._
Specific Damage Modifiers
Increased Double Barrel Shotgun PvP damage by 16.6%
Reduced Pestilence PvP damage by -10%
Reduced Classic M1A damage by -5%
Exotic Modifiers
Merciless/Ruthless: “Binary Trigger” amplified weapon damage and explosion damage reduced by -50% in PvP
Dodge City Gunslinger’s Holster: “Quick Draw” damage bonus gained per stack in PvP lowered from +2% to +1%
Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
Imperial Dynasty:
No longer automatically applies burn status effect to the nearest enemy in range.
Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
* Pestilence * Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
Gear Set Modifiers
Negotiator’s Dilemma
Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
Added visual UI feedback when in range of another marked target.
Talent Modifiers
Efficient: Reduced specialization armor kit bonus from 100% to 50%
Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
Note: UI will still show the old duration, but will be fixed in a later update.
Specialization Modifiers * Firewall * Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
Skill Modifiers
Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
Increased Striker Drone damage by 30%
Increased Assault Turret damage by 55%
Reduced Firestarter Chem Launcher PvP damage by -20%
Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hive’s drone damage to scale higher for dedicated skill builds.
Weapon Balance
Assault Rifles
AK-M – 15.8% damage increase
F2000 – 14.3% damage increase
Military AK-M – 13.2% damage increase
Black Market AK-M – 13.2% damage increase
FAL – 12.0% damage increase
FAL SA-58 – 12.0% damage increase
FAL SA-58 Para – 12.0% damage increase
SOCOM Mk 16 – 11.4% damage increase
Tactical Mk 16 – 11.4% damage increase
Mk 16 – 11.4% damage increase
AUG A3-CQC – 11.2% damage increase
Honey Badger – 10.9% damage increase
FAMAS 2010 – 10.6% damage increase
ACR – 9.7% damage increase
ACR-E – 9.7% damage increase
Military G36 – 9.5% damage increase
G36 C – 9.5% damage increase
G36 Enhanced – 9.5% damage increase
Carbine 7 – 8.7 % damage increase
Military P416 – 7.4% damage increase
Custom P416 G3 - 7.4% damage increase
Police M4 – 6.8% damage increase
CTAR 21 – 8.6% damage increase
LMG
Classic M60 – 12.5% damage increase
Classic RPK-74 – 12.4% damage increase
Military RPK-74 M – 12.4% damage increase
Black Market RPK-74 E – 12.4% damage increase
Military M60 E4 – 9.2% damage increase
Black Market M60 E6 – 9.2% damage increase
Military L86 LSW – 8.5% damage increase
Custom L86 A2 – 8.5% damage increase
IWI NEGEV – 2.6% damage increase
Stoner LMG – 2.0% damage increase
M249 B – No changes
Tactical M249 Para – No changes
Military MK46 – No changes
MG5 – No changes
Infantry MG5 – 3.2% damage decrease
MMR
Model 700 – 14.9% damage increase
Hunting M44 – 13.5% damage increase
Classic M44 Carbine – 12.5% damage increase
G28 – 11.4% damage increase
SOCOM Mk20 SSR – 9.3% damage increase
SR-1 - 8.6% damage increase
Custom M44 – 8.1% damage increase
M700 Tactical – 8.1% damage increase
M700 Carbon – 8.1% damage increase
Covert SRS – 6.0% damage increase
SRS A1 – 6.0% damage increase
Surplus SVD – 2.9% damage decrease
Paratrooper SVD – 2.9% damage decrease
Rifles
UIC15 MOD – 21.6% damage increase
1886 – 21.3% damage increase
LVOA-C – 12.1% damage increase
M1A CQB – 10.7% damage increase
Lightweight M4 – 10.5% damage increase
G 716 CQB – 8.7% damage increase
SIG 716 – 6.7% damage increase
ACR SS – 3.7% damage increase
SOCOM M1A – No changes
M16A2 – No changes
USC .45 ACP - 2.8% damage decrease
Urban MDR – 5.5% damage decrease
Military Mk17 – 11.8% damage decrease
Police Mk17 - 11.8% damage decrease
Classic M1A - 12.6% damage decrease
SMG
Tommy Gun – 38.8% damage increase
PP-19 – 29.6% damage increase
Enhanced PP-19 – 29.6% damage increase
MP7 – 27.5% damage increase
MPX – 17.7% damage increase
M1928 – 20.0% damage increase
P90 – 15.6% damage increase
Converted SMG-9 – 15.8% damage increase
Black Market T821 – 15.4% damage increase
Police T821 – 15.4% damage increase
Vector SBR .45 ACP – 14.7% damage increase
CMMG Banshee – 12.5% damage increase
Police UMP-45 – 12.0% damage increase
Tactical UMP-45 – 12.0% damage increase
AUG A3 Para XS – 11.8% damage increase
Enhanced AUG A3P – 11.8 % damage increase
Tactical AUG A3P – 11.8% damage increase
Converted SMG-9 A2 – 11.6% damage increase
MP5A2 – 10.0% damage increase
MP5-N – 10.0% damage increase
MP5 ST – 10.0% damage increase
Tactical Vector SBR 9mm – 5.9% damage increase
Shotguns
M870 Express – 23.3% damage increase
Military M870 – 23.3% damage increase
Custom M870 MCS – 23.3% damage increase
Super 90 – 23.2% damage increase
Marine Super 90 – 23.2% damage increase
Tactical Super 90 SBS – 23.2% damage increase
SASG-12 – 21.3% damage increase
Tactical SASG-12 K – 21.3% damage increase
Black Market SASG-12 S – 21.3% damage increase
SPAS-12 – 18.6% damage increase
KSG Shotgun – 9.0% damage increase
Sidearms
Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
586 Magnum – 68.8% damage increase
Police 686 Magnum – 68.8% damage increase
Maxim 9 - 23.5% damage increase
D50 – 17.5% damage increase
First Wave PF45 – 13.5% damage increase
Custom PF45 – 9.7% damage increase
Military M9 – 8.7% damage increase
93R - 7.7% damage increase
Snubnosed Diceros – 6.5% damage increase
Officer's M9 A1 – 6.3% damage increase
Diceros – 5.9% damage increase
M45A1 – 9.5% damage decrease
Tactical M1911 – 9.5% damage decrease
M1911 – 7.3% damage decrease
Exotics Changes
Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
The Bighorn
Damage increased by +11.2%
Increased optimal range from 27m to 40m
Optics mod bonus increased from +0% to +30% Headshot Damage
Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
Added functionality that provides additional headshot damage, full talent is now:
When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
(New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
Eagle Bearer
Damage increased by +7.8%
Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
Chameleon
Damage increased by +32.8%
Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
Optimal range increased by 33.3%, from 15m to 20m
Long range effectiveness increased by 19%, from 42m to 50m
Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
Hitting 75 body-shots grant +90% weapon damage for 45s.
Hitting 30 leg-shots grant +150% reload speed for 45s.
(New) Buffs refresh when out of combat.
Bullet King
Damage increased by +2.6%
Nemesis
Damage increased by +11.1%
Optics mod bonus increased from +35% to +45% Headshot Damage
Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
Liberty
Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
(New) Hits grant +2% weapon damage. Stacks up to 30.
Headshots consume all stacks, repairing your shield for 3% per stack.
No longer highlights enemy weakpoints when aiming.
Merciless/Ruthless
Damage increased by +12.5%
Muzzle mod bonus reduced from +20% to +10% Stability
Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
Magazine mod bonus reduced from +15% to +10% Reload Speed
Added functionality to provide extra non-explosive damage as well, full talent is now:
This weapon fires on trigger pull and release.
If both bullets hit the same enemy, gain a stack.
(New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Trigger’s explosion strength has been toned down.
Diamondback
Damage increased by +7.7%
Text updated to clarify a new target isn’t marked until after the 5s buff.
Lullaby/Sweet Dreams
Damage increased by +11.0%
Lady Death
Damage increased by +18.9%
Optics mod bonus increased from +5% to +10% Critical Hit Chance
Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
The Chatterbox
Damage increased by +16.7%
Optics mod bonus increased from +5% to +15% Critical Hit Chance
Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
Magazine base capacity reduced from 60 to 50
Pestilence
Muzzle mod bonus changed from +10% Stability to +10% Accuracy
Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
NinjaBike Messenger Kneepads
Added functionality to add bonus armor, full talent is now:
(New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
Dodge City Gunslinger Holster
Added functionality that makes your hit do headshot damage, full talent is now:
While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
(New) This deals headshot damage to anywhere you hit.
BTSU Datagloves
Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
Added functionality to provide hive skill haste, full talent is now:
(New) Grants +15% Hive skill haste per skill tier.
(Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
Allies receiving this effect are unable to benefit from it again for 120s.
Sawyer's Kneeguards
Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
Cannot be staggered by explosions.
Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
(New) All stacks lost 10s after moving.
Gear Set Changes
Hard Wired
Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
Ongoing Directive
Main Talent
Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
Backpack Talent (New)
“Trauma Specialist”
Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
Increased 3-piece Reload Speed bonus from +20% to +30%
Tip of the Spear
Main Talent (PVE)
Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
Main Talent (PVP)
Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
Backpack Talent (New)
“Signature Moves”
Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
Aces and Eights
Main Talent
"Poker Face" backpack talent is now a baseline effect:
Flip an additional card on headshots
Backpack Talent (New)
“Ace in the Sleeve”
Amplifies 1 extra shot when revealing your hand
3-piece Headshot Damage bonus is now additive, rather than multiplicative
Increased 3-piece Headshot Damage bonus from +20% to +30%
System Corruption
Main Talent
Now repairs 20% of your armor in addition to granting 50% bonus armor
Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
Striker’s Battlegear
Main Talent
Reduced the number of stacks lost on missed shots from 3 to 2
Backpack Talent
No longer reduces number of stacks lost on missed shots
(New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
Negotiators Dilemma
Damage transfers on the initial bullet that marks a new target
Hard Wired
Increased 3-piece Repair Skills bonus from +15% to +30%
Brand Set ChangesAlps Summit Armament
Increased 1-piece Repair Skills bonus from +15% to +20%
Murakami Industries
Increased 2-piece Repair Skills bonus from +15% to +20%
Richter & Kaiser
Increased 3-piece Repair Skills bonus from +15% to +20%
Incoming Repairs brand set bonus increased from +15% to +20%
Providence Defense
Increased 1-piece Headshot Damage bonus from +10% to +15%
Airaldi Holdings
Increased 2-piece Headshot Damage bonus from +10% to +15%
Grupo Sombra S.A
Increased 3-piece Headshot Damage bonus from +10% to +15%
Overlord Armaments
Increased 2-piece Accuracy bonus from +10% to +20%
Douglas & Harding
Increased 2-piece Stability bonus from +10% to +20%
Increased 3-piece Accuracy bonus from +10% to +20%
Fenris Group AB
Increased 2-piece Reload Speed bonus from +10% to +20%
Increased 3-piece Stability bonus from +10% to +20%
Specialization Changes
Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.
Skill Changes
UI
Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
Seeker Mine
Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
Hive
Stinger Hive base damage reduced -20%
Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
Chem Launcher
Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
Firefly
Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
Blinder Firefly base blind duration reduced from 6s to 5s
Pulse
Banshee Pulse cooldown increased from 20s to 30s
Banshee Pulse base confuse duration reduced from 5s to 4s
Jammer Pulse base disrupt duration reduced from 4s to 3s
Shock Trap
Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
Shock Trap base radius increased from 2m to 2.5m
When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.
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[WTB] Red Dot/Holographic, CZ Scorpion Binary Trigger, Surefire Rifle Light with Pressure Switch, or X300 High lumen. (OK)
-After someone already attempted/scammed me for a Scorpion Binary I am back in the market for one under $400 Shipped please. -Red Dot/Holographic can be Holosun micro green/ored, holosun red dot, Eotech Xps(2 or 3) under $600 shipped (open to options). -Surefire scout/or bright pistol light under $350 Shipped. Only using paypal goods and services ill cover fees. Thank you.
The Problem with the Parry Mechanic and How to Fix it.
So i'm going to preface this by saying i'm a fan of the game, and with over 100 hours logged, I have played and enjoyed it for plenty of time. Let me give a roadmap of this post.
1. Parry is always* a gamble.
2. Parry removes incentive for spacing.
3. The game's skew towards attacking.
4. A possible fix.
Fighting games across all genres have always been a battle of positioning, where the player with the positional advantage can gain real benefit and the player who is in a bad position has to either play through the disadvantage or re position. This is obvious to see in slower traditional fighting games, but it applies in the faster platform fighters also. This is apparent from the amount of low commitment movement we see in the game. Games where top players exhibit these levels of non committal movement emphasize the need to secure a positional advantage before poking or making attacks. This is not the case in Rivals of Aether, and in my opinion, this is what is holding the game back. Ill post some sets now to illustrate the problem, but the sets themselves are not proof the problem exists. Ill do that through text. https://www.youtube.com/watch?v=3UaXhe_XPsU - SF4 https://www.youtube.com/watch?v=DEsp996TGak - SSBM https://www.youtube.com/watch?v=a7TSxipTGY8 - ROA You can see in the first two how the two players don't just try to hit each other, that they try to create positional advantage before hand. This isnt to say that Cakeassault and the top rivals of Aether players are worse, they are just executing optimal strategy, which is to only worry about mixing up the timing of their approaches, and not their spacing. First of all, when you parry an attack you not only needed to predict the space where they attack, but also the specific time. This means a parry input that would parry Maypul's short hop nair, would may not parry Maypul's short hop forward air. In scenario's like this, you would not miss the parry because you were outplayed, the opponent didn't bait the parry and punish it, you would loose the exchange because you although you predicted the attack you did not predict the timing correctly. In my opinion, this is why it is an option that's only worth it if you think you really have a read on your opponent, and you do not have a better way to punish what they are doing. There are some things that can be parried on reaction, like projectiles, but in other cases, you should try to parry as little as possible because parrying inserts additional uncertainty. Now why is this a problem? The idea of being forced to make a hard read to get a punish is a pretty good idea on the surface. It adds some risk to defensive options, and creates some more depth for skill expression. Its a problem because it means your only defensive option that doesn't reset the situation to neutral is really bad, meaning that attacking is really really overbearing. Your only other defensive options are rolling, which resets the situation, or running away which has some promise, but with plenty of aerials having as little as 3 frames of endlag, much of the time, a true whiff punish is off the table, meaning its back to neutral, but now you are in the corner. With few options to punish approaches reliably, mindless approaches become the optimal strategy. but it gets worse. Spacing is probably the most impactful mechanic in all of fighting games, and it is not present in Rivals of Aether. For the most part, Spacing manifests itself in two ways. The first way is whiff spacing. This is when you position yourself so that you are out of range of your opponents offenses, allowing you to whiff punish if your opponent attempts to attack your position. This is present to an extent in rivals, but its impact is heavily reduced by the incredibly low endlag of most moves and the presence of really fast movement. The second way is block spacing. This is when you space an attack of yours so that if it is blocked you are hard to punish, but if your opponent does not, they will be hit. This dynamic is really important to fighting games. It helps to create options for expression and mind games through positional advantage and tactical awareness, as well as giving attackers ways to set up attacks safely. There is no point in spacing moves on parry. Normal attacks that are parried can always be punished. That means that not only does it not matter how you are positioned, but also that there is no way to set up safe pressure. This turns a dynamic landscape of approaches and spacing into a binary landscape, you either attack or you don't. I think these are the reasons why you don't see top players jostle for positional advantage, and only seem to use movement to avoid being jumped in on and to mixup the timings for when they jump in. I am tired of griping now. Lets talk about a solution i have been kicking around recently. I think that the parry window should be increased by 7-12 frames (by extension extending the total duration), and i think that the stun you receive when your attack is parried should be a function of the distance between yourself and the attacker to some extent. To top it off i think whiff lag should be increased across the board. The increased active frames on the parry means the uncertainty induced by using it is reduced and promoting actual counterplay and not playing roulette with your c stick. The second change is one i think is way cooler. If you changed the stun duration based on the attack spacing, it allows us to re introduce block spacing into the game, giving options for safe pressure, and increasing the emphasis on positioning. Finally and increase in whifflag makes whiff punishing approaches easier possible which it should be. Fighting games should have major strategic elements. That is what gives them their depth. Rivals of Aether should take steps away from the binary rps state it is in and towards a deeper and more strategic experience. I have seen Dan say in a couple of podcasts that he thinks that Rivals of Aether has reached most of the competitive audience it could reach and that platform fighters should focus more on the casual audience. I disagree. I think the game has a way to go in terms of competitive design before it can compete with other fighting games on the market.
This post has been updated to include some common requests we've received in the comments My team and I were shopping around for a premium Linux laptop, and everywhere we looked (System76, StationX, Slimbook) we found the exact same generic (and frankly quite ugly) design. We realized that there are no really premium devices in the Linux laptop space. What if a Linux user wants to experience something of the same level of quality as a MacBook or a Surface device? Buying one of those devices and installing Linux will bring comparability issues, and even if those are fixed the experience will be sub-par. A possibility is to install Linux in a VM and just use that, but then there is a severe performance hit to the system. There needs to be hardware in this space that is built around Linux, that will work with everything you throw at it, and look sexy while doing it. We got to work on designing a conceptual device, and are curious if the Linux community would be interested in buying such a thing. Hopefully, if we release something compelling, it will be incentive enough for existing "premium" manufacturers to innovate and bring a truly premium hardware market to this platform. Here is our current vision for this device. We will update this post as time progresses and as we receive feedback from the Linux community. Possible Specs:
Keyboard: A chiclet-style mechanical keyboard based on Kalih Choc switches (with choice of exact variant). Possible layout. (Suggested changes: Ctrl key in right side, FN on left, swap volume and brightness)
Build: All-aluminum construction and premium build quality. Our design is blocky in a good way, like the Xiaomi Mi Notebook Pro. Will be machined, not pressed, for higher-quality premium build. Branding will be minimal: probably only on the Super key and on the bottom of the chassis, or something really small in a corner on the rear of the display.
Display: 14 inches, with either a 3:2 or 16:10 aspect ratio (community will vote on this), with a resolution around 1440p. We were thinking to go with an OLED display for better battery life and color reproduction. We would have to do extensive testing on this, and if burn-in becomes an issue, we will fall back to a high-quality IPS display.
Display glass: We were originally going with a glossy glass front to increase the sharpness of the display. Due to community feedback, an option for an anti-glare glass panel will be available. We'll do some more research here, and it might become the only model available if it does not hurt display performance substantially.
Portability/Weight: We really don't have an estimate on weight right now, for it is too early to tell. I'd guess that it will be heavier than existing laptops such as the Surface Laptop and the XPS line due to the mechanical keyboard. It will probably be just outside of the ultrabook range
Battery: We should have a battery that is sufficient for about 10 hours of use.
Software: We'll also provide some binaries for driver installation on almost any Linux distro that will add support for all of the hardware. This way, the user will be able to use any linux-based system they want. As for out-of-the-box, we have yet to decide. We will either ship one distro (which will allow us to focus on really streamlining the system, which is ideal), or give some options at checkout. Either way, we might also give the option of shipping a blank device for a user.
I/O: 2 USB C Ports (for charging, thunderbolt, and DisplayPort. One on each side), two USB 3.1 ports, a headphone jack, ethernet, and HDMI 2.0 (for [email protected])
Trackpad: Large trackpad and (possibly, but unlikely due to limited driver support) a fingerprint scanner
Memory and storage: 16gb of RAM and a choice of capacity on the M.2 NVME SSD. Both components will be user-upgradable. If space permits, we will try to leave a few empty slots for further expansion.
CPU: We are aiming for an 8th gen i5 for a base model and an 8th gen i7 for a faster option. No exact models are known at this moment. [UPDATE] We may choose to go with Ryzen mobile APUs if they manage to impliment Thunderbolt in their second iteration.
Firmware: We need to do some research to figure out how to disable the Intel ME and which open bios alternative (coreboot or libreboot) we should use. This will be decided at some point in the future.
Price: We expect the base model of this laptop to cost anywhere between $800 and $1200 (USD) or more. Exact prices are unknown until we begin talks with manufacturing partners. We would be doing small production runs, so that may also increase cost.
Questions and answers: Will there be a touch screen?
No, since Linux operating systems (generally) don't work too well with them. The hinge would also need much more refining to reduce wobble when touching. This is something we might have trouble with pulling off, so I wouldn't count on it
How will cooling be handled?
Cooling should be beefy enough to keep the device well below throttling. With fans, we'll try to set up a curve that will keep them quiet unless you really put the CPU under load (for things such as when you are compiling something). The fan level shouldn't transition rapidly and jarringly. We plan to work on making this experience as smooth and silent as possible.
What is the difference between "ultra premium" and "premium"?
Well, I used the phrase ultra premium to show that it is really above what premium Linux laptops look like today. If you look at the existing premium Linux laptops today, they do look nice, and the community is excited about them. But then when you compare them to something like the MacBook Pro, they are really lacking. They have giant screen bezels, crappy keyboards, and mediocre displays. Here, we want to address these issues and bring Linux laptops to the level of premium enjoyed by Windows and Apple users. In the Linux world, I've yet to see something of that caliber.
How exactly will this be a "Linux laptop"?
By "Linux laptop" we mean that everything that the hardware can do is guarenteed to be supported in software. Every aspect of the device should just work™ with little-to-no software tweaking (on our end. The user will be able to run it perfectly out of the box). It should be optimized for the longest battery and best performance on the most distros, and we will provide updates to tweak it.
How is this different than a XPS 13 with Ubuntu or System76?
In some ways, it won't be too different. Hardware and software wise, it should be fairly similar. The core idea of this product is to give a much more premium experience than that. This would be almost like running a MacBook or a Surface Laptop on Linux, but without the constant compatibility issues.
How much support will this recieve?
We plan on giving a warranty for the hardware. If something is faulty, we will handle it for you. We should have the facilities for everything from RMAs to refurbishment. Exact time spans and terms of support are not decided yet. Once we begin talks with manufacturing partners we will solve this issue
Where do you expect to sell this?
We will probably be shipping worldwide, but that is subject to change
Our timeline: We have enough of a concept going to ask the community. And here we are. If we get enough of a community interest, we will look for some small investing. This will cover the costs to start talking with manufacturers and to find out their exact abilities. We will also set up a website and better ways to communicate with the people interested. Using the initial investment, we will make a prototype. After some tweaks, if we have enough funds remaining, we will make more prototypes. We will start a Kickstarter for more funding. This should cover the rest of our design process and a manufacturing run. Hopefully, the community is still interested and everything is smooth with our manufacturing partners. More manufacturing runs should happen. If we get here, everything has gone really right! We will begin work on a second revision. Please leave your thoughts on a product like this in the comments, and tell us if you are interested or not. We are open to suggestions Thank you!
Inpart 1of this essay, I outlined 7 game design principles against which I believe games should be measured. Inpart 2, I explored Anthem's adherence to these principles and highlighted its successes and failures In this final section, I put forward a suite of suggestions to address the failures highlighted in part 2, keeping in mind the principles put forward in part 1.
"Resurrecting this turkey"
If you read part 2, you'll discover a long litany of flaws. What on earth can be done to fix this? To a certain extent, it depends on the amount of effort you want expend upon the title. Most of the issues are not surface-level defects they're core design decisions which are exceptionally detrimental to game-play and require significant effort to correct. Still, on the presumption you want to correct as much as possible, here's a way forward. And bear in mind, this is a list which focuses on dealing with Anthem's deep flaws. There's no way these could all be corrected, it'd be overkill. However highlighting these flaws and suggesting corrective action can be useful in pointing the way forward. For future games. Technical The first issue is what appears to be a lack of resource streaming. Anthem's loading times are insane. Given an NVMe SSD can effectively stream 3.5GIGABYTES per second into ram, you could - even if you need to pull resources from multiple places - load data into 16GB of RAM in under 10 seconds. While there's no doubt much of that data will need to be processed, swizzled and downloaded into the graphics card, there is absolutely no justification for Anthem's appalling loading times. Something is wrong here, whether it be the I/O routines or the resource management system. Put simply, this pipeline is not functioning well. It would make a lot of sense to optimize every single aspect of it until it's working properly. Second, create a resource management system which allows pre-preemptive asset loading and prioritization. Texture management might consider optimizing for visible textures using a "light-cone" style approach where the resource management system uses a visibility solution and knowledge of the player's maximum traversal speed to calculate how far away "in seconds" each texture or texture group is and preemptively loads and unloads them based on need. (Provided you have some kind of reasonable hierarchical scene graph in place and can quickly perform coarse visibility determination.) This is the primary technical challenge inherent in creating an open world, so it's mystifying why the development team apparently chose to skip this. Open worlds live and die on their real-time resource management systems. If you can't stream assets dynamically, you just don't have an open world. Going back to our loop cascade, let's address the failures to adhere to the principles in each loop: The Traversal Loop The traversal loop fails on the "choice", "challenge" and "reward" principles. This is because the world architecture is simplistic and the jet-packs devoid of any meaningful restrictions. Introducing challenge into the traversal loop requires a more densely complex world with vastly reduced capabilities for the jet-packs (at least at first). Players need more complex ways of interacting with the environment beyond gazing at it. What's the reward for keeping your jet-pack cool? You get to keep flying. What's the penalty for failing to do so? You crash to the ground and have to wait. Instead of a range of outcomes, you have two. A binary outcome, as it were. No mapping of multiple skill levels to differing outcomes and no real reward or penalty. Traversal carries no risk, contains no reward. It's a milquetoast parody of real game traversal. As a result, the player is a spectator to the world, not an active participant in it. You really want to get an idea of how bad this is? Look up some Youtube videos on "Sekiro: Shadows Die Twice". Look at the traversal, how it enables exploration, how it sets up stealth attacks, how it gives the player options when deciding how to navigate through a scenario. Yes, it's a different style of game, but that's not the point. Anthem has none of this, which is why traversal is boring. So, this is the kind of thing you'd need to do to beef up that traversal loop. A) The return of fall damage. No risk, no reward. Fall damage brings risk to the proceedings. Of course this is meaningless without rearchitecting the damage system in general. There are a number of ways this could be approached, but this is another topic addressed further down. Fall damage allows the world to become more dangerous and provides the players with incentive to look for safe pathways through the world. Of course to make this meaningful you need... B) Risk/reward based traversal. The main problem with Anthem's world is that it's dead. Dead in the sense that it's a picturesque painting which reduces the player to the role of spectator. This elimination of the player's agency is surprisingly consistent. The world has no institutional memory and as a consequence, the player has no lasting impact upon it. The player's jet=pack ruffles the water, but for all his efforts, the world is indifferent to his traversal abilities, his firepower and - most of all - his intent. Traversal should provide opportunities to explore. To pursue reward while risking much. Dark Souls epitomizes the tension between risk and reward and Anthem would do well to add some of its own. Achieving this without rearchitecting the majority of the world would be practically impossible but Anthem is a crystal clear example of the need for your traversal loop to contain challenge and reward. Anthem has none and as a consequence has managed to make flying Iron-man style suits boring. Chew over that for a bit. Classic risk/reward schemes involve the player exploring for rewards and having to take risks in order to chase after the really big ones. The Jet-pack needs to be significantly nerfed and the player needs to be given the opportunity to cling to the environment and plan their next move. An environment which banishes most of the wide open spaces except for vistas which open up when you strive to reach the high points of the map. High points which require risk and reward the player with stunning views and cool loot. Yes - remember earning loot through exploration and skill-based effort? That. All of this requires the world to become a lot more dense. Those wide open spaces are supposed to be vistas, not empty areas you traverse by holding down a button. They'd have to go. C) Choice In terms of traversal, Anthem willfully deprives the player of options. Get a navigation market and blast toward it at maximum speed. Even worse, since Anthem is a cooperative shooter which is absolutely obsessed with tethering players to each other, traversal occurs at the speed of the fastest and most impatient player in the group. Those who might want to appreciate the beauty of the world or try something out are unable to do so because Anthem drags them along to the next objective regardless of their wishes. This is yet another in the long list of bewildering design decisions which reflect a complete unfamiliarity with the essentials of good game-play. Options go hand in hand with risk/reward based traversal, but providing multiple routes to a goal allows the player the opportunity to tailor their approach. This feeds into the scenario loop where the player evaluates the challenge before them and decides how they'll approach it. Unfortunately, Anthem has no scenario loop, so choosing a route to a target (high/low/underwater) is irrelevant. You land. Shoot. Dodge. Hide behind the environment. How you got there is irrelevant. This is because Anthem doesn't want to be anything other than a looter-shooter, so the option for stealth or tactics is completely absent. Shoot the thing. Trigger combos when you can. Rinse. Repeat. It's about as close to pulling a slot-machine handle as it's possible for a 3d game to get - the only difference is that slot machines give you gratification much more quickly. Anthem needs to stop forcing players together. The benefit is questionable and casual matchmaking really is a crap shoot. Sure you can lock other players out of your session, but this isn't the default and the player is penalized for doing so (with lower xp). The Combat Loop Traversal plays almost no role in combat, so combat is pretty boring. The limitless possibility of the Javelin suit often needs to be artificially restricted (with no fly zones) as the designers realize their mistake and try and bring the player back down to earth. Combat is run and gun with a limited suite of options. There's no opportunity to herd enemies and effectively utilize area-of-effect, no way for players to distinguish themselves with smart play, it's mostly just combo-triggering and a war of attrition between your gun's numbers and the shield/health numbers of the enemies. Titans are cheesy as hell. Not only can they fling homing fireballs at you, they can materialize them on top of you. This makes Titans tedious to kill, rather than challenging and entertaining. The environment is practically irrelevant to the combat. It acts as an obstacle and shield, but provides no other possible interactions. A) Damage - combat and otherwise must persist. Without persistent damage, the Javelin is a monster which only fails when temporarily overwhelmed. This partitions each combat encounter into a separate event with no lasting implications and the Javelin is essentially immortal outside combat. Consider the possibilities when persistent damage requires the player to reach specific zones and may require resources to repair. All of a sudden, the world of Anthem becomes more dangerous and has far greater potential for risk/reward scenarios to play out. Consider also a scenario in which the player fights to the top of a mountain through a succession of difficult encounters with damage persistence a factor. Consider further the possibility that the player can lose the valuable items he's carrying if he can't get them back to the fort or to a storehouse. This would help Anthem with its lack of risk and reward. B) Bring tactics into combat. Doing this requires the players to have a more varied suite of abilities. Allowing players to consider tradeoffs and develop a Javelin to suit their own personal style. Shoot, melee, combo setup and combo trigger are not an inspiring suite of options. C) Bring the environment into combat Part of the problem here is that environmental interaction is minimal. Given the opportunity to manipulate the environment, the suite of available tactical options available to players would be expanded, thus increasing their ability to use the environment tactically. EG: Diverting water, tipping rocks, creating pits or utilising the wind. D) Create unique, interesting and challenging enemies. Anthem's enemies are boring and vary between irrelevant fodder and cheesy bosses. The giant spider is the most interesting enemy to fight and this was in the demo. That this represents the high point of the game rather than an indicator of the game's quality is a savage indictment of the combat encounter design. E) Allow the player to employ high-risk/high-reward strategies. One of the key aspects of Dark Souls style games is that the reward justifies the risk. Boss fights results in considerable rewards and the fight itself is often an exercise in choosing between small, safe incremental damage and high-risk/high reward strategies which offer the lure of closing the right out quickly. Balancing risk vs reward is another aspect of player choice - and thus personalization. Anthem's narrow range of combat expression limits the possibility for such strategies, but redesigning the enemies and opening up the player's capabilities would enable this kind of tactical choice on a moment by moment basis. EG: Do I try a risky, high-damaging move and shut an enemy down before he can trigger reinforcements or do I find a good defensive position and chip away at health until everyone - including reinforcements - are dead? (Note that this kind of consideration is not an option in Anthem). F) Increase the player's range of expression in combat One thing about Diablo 3 - the player has a plethora of options in terms of how he'll build his character and optimize the use of high-level loot to cope with the challenges of significantly tougher encounters. Anthem needs to allow the player to do more than shoot and trigger combos. For example - and really just off the top of my head - consider the following possibilities: - Slow time/stasis - Area effect - Mind control - Cloak - Stealth/Backstab - Environmental destruction - Artillery strike - Decoys What's important to realize is that these options must be exercised against challenging enemies. Anthem has too much useless fodder whose only purpose is to die and drop armor and ammunition. (Speaking of which - the ammunition inventory mechanic is the absolute pits.) The Resource Loop The fundamental idea behind the resource loop is to allow the player to accumulate a kind of virtual currency which can then be traded for expanded capabilities, thus allowing the player to customise the game in a way which appeals to them most. This is often experience points, levels, praxis points or some other accumulation. This allows the player to exercise choice over the medium to long term and customise the game to suit his predilections and skill-set. To do so, the player needs a tech tree. And consider the other possibilities: - Discovering an ancient blueprint and going on a quest to retrieve the other blueprints and to find the necessary items to build a new Javelin platform. - Discovering new technologies which can be used to develop a whole new class of abilities - Gaining rare resources which can only be found through skilled exploration of the landscape The Loot Loop This is the most objectionable and least fun aspect of the whole exercise. Destiny and Anthem want to draw the player into an operant conditioning (gambling) loop where pretty colors addict players into repeating a joyless grind as often as humanly possible. It's a cynical exercise to begin with, but if you want to actually make this work, you need to first expand the capabilities of your mechs, throw in a tech tree and then provide a wide range of possible buffs which extend far beyond the classic "more shields/more armobigger guns" paradigm. Anthem's loot sucks because there's not many ways it can buff the mechs, not because the drop rates are rubbish. (Oh, and is there a screen somewhere which shows the accumulated results of all your buffs? Because if there is I can't find the damn thing.) Conclusion To wrap this up: I had high hopes for Anthem and was incredibly disappointed by the result. And this is not an isolated example. I really am increasingly bewildered by an increasing lack of game design chops in some AAA studios. Some people are doing it well, but a fair amount are doing it pretty badly. I don't know what happened with this title, but it feels like Bioware lacks anyone who really understands game-play. A significant correction is needed and the importance of challenge, reward and multi-axial player choice really does need to be reiterated as these founding principles really do seem to have become lost along the way. So if there's three things which I hope this essay is pounding into some people's heads, it's this: Choice! Challenge! Reward! These are the essentials people. (And it's why "Gone Home", "Dear Esther" and "What remains of Edith Finch" are not games.) If Bioware implements even half of what I've outlined here, they've got half a chance of resurrecting this turkey. If they keep tinkering with drop rates and promising minuscule content drops every 3 months, then stick a fork in it - Anthem is done. TL;DR - Anthem is boring. Hey maybe make it fun?
[EotE] Mechanical Breakdown of the Specializations
This is a mechanical breakdown of the specializations in Edge of the Empire. For the sake of brevity and sanity, I'll only be going over what's included in EotE and only EotE; so nothing from AoR, FaD, or any splatbooks.
This was inspired by this post that pointed out that spec descriptions are heavy on fluff, but don't really connect the dots between "what does this class do narratively" and "what these talents do." For experienced players, it's a little more obvious, but someone starting out can be overwhelmed by the 18 Specializations available, each with 20 Talents and a ton of different ways to go through each Talent tree. Not to mention how to decide which career skills to get the free ranks in. Short hand spec = Specialization Chars = Characteristics that are important to this spec Career skills = Career Skills from the base Career spec skills = additional Career Skills from the specilization For Characteristics, you usually want at least 4 in the first one listed, and 3 in the second (if any). If there's no second, then put a 3 in whatever you think is neat or go for 5 in the first! For Key Talents, I mention the ones that define the class, are repeated many times, or are especially strong. I mention Dedication when there is a direct path (only 75XP) to it. For Species, I mention species that are natural for the spec, though you can always just boost any species to fit nearly any spec. The Bounty Hunter: Athletics, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance Bounty Hunter - Assassin Spec career skills: Melee, Ranged (Heavy), Skulduggery, Stealth Key Skills: STEALTH, Ranged (Heavy) Key Talents: Stalker, Lethal Blows, Targeted Blow, Anatomy Lessons, Dedication Chars: Agility, Intellect, Brawn Species: Rodian We start with the relatively straightforward Assassin. The Assassin spec focuses on two main things: stealth and hitting hard. Their stealth is boosted by the many Stalker ranks as well as Master of Shadows in the late game. The Assassin can then keep the advantage using Quick Draw and Quick Strike. Once they're spotted, Dodge keeps them alive. Then a vast majority of the tree is to boost the damage dealt by the Assassin. The Assassin combines lowering defense (Precise Aim), increasing crit severity (Lethal Blows), reducing difficulty (Sniper Shot) or adding Char ranks to damage (Targeted Blow for Agility; Anatomy Lessons for Intellect). This spec is very Agility focused: Stealth, Ranged, and even Piloting all use Agility. But most of the talents don't necessitate a Ranged weapon, but some do. If you do go with a more "Dagger Rogue" build, be sure to read the Talents carefully. This spec tree is very stealth & damage focused. I'd recommend also rounding them out with ranks in skills like Piloting, Streetwise, and Skulduggery. Bounty Hunter - Gadgeteer Spec career skills: Brawl, Coercion, Mechanics, Ranged (Light) Key Skills: Mechanics, Ranged (Light), Ranged (Heavy), Coercion, Brawl Key Talents: Jury Rigged, Intimidating, Natural Enforcer, Stunning Blow, Toughened, Dedication Chars: Brawn, Intellect, Willpower, Agility Species: any The Gadgeteer by name uses tech to hunt their prey, but their tree is much more interesting. She does have some of the tech you would expect with Mechanics, Jury Rigged, and Tinkerer, but her tech only enhances her, it doesn't define her. The tree has some useful Coercion talents with Intimidating and Natural Enforcer. Throughout the tree, there are several ranks that make the Gadgeteer a pretty hardy choice: 2 Toughened, Armor Master, and Improved Armor Master. The right column, separate from the rest of the tree, is some combat focused talents. Stunning Blow and Improved Stunning Blow are particularly useful if you want to go with a Brawn Gadgeteer and want to bring your bounty back alive. This spec is not as linear as I would've thought. There are several different kinds of Gadgeteers that one could build: a modder, intimidator, resilient or brawler or any combination of those. Bounty Hunter - Survivalist Spec career skills: Knowledge(Xenology), Perception, Resilience, Survival Key Skills: SURVIVAL, Resilience, Stealth Key Talents: Expert Tracker, Soft Spot, Natural Outdoorsman, Hunter Chars: Cunning, Brawn Species: Bothan, Rodian, Trandoshan This spec is made to survive and thrive in whatever harsh conditions the planet your party lands on. Nearly all the talents are about boosting their Survival checks, whether it's finding food and shelter with Forager, moving with Outdoorsman, or tracking with Expert Tracker. Hunter is a particularly useful talent IMO. It gives a boost to all interactions with beasts, whether taming or attacking. Soft Spot is a very strong and relatively cheap Talent that lets you add Cunning to damage for a Destiny Point. Highly recommended. Going down the left column of the tree gives you multiple ranks in Toughened and even Enduring. This spec is pretty straightforward. If you're the GM and a PC chooses this spec, be sure to include some sessions where these specialized wilderness talents can come into play and be especially liberal with Setback die. The Colonist: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education), Knowledge (Lore), Leadership, Negotiation, Streetwise Colonist - Doctor Spec career skills: Cool, Knowledge (Education), Medicine, Resilience Key Skills: MEDICINE, Brawl Key Talents: Stim Application (Improved & Supreme), Surgeon, Natural Doctor, Anatomy Lessons, Dedication Chars: Intellect Species: Droid The Doctor is exactly what you expect: a spec that focuses on the Medicine talent and using stimpacks. The most interesting talent in the tree is Stim Application, which lets you boost an ally's characteristic for the encounter, for 4 strain, but it's usually worth it. The Doctor can then go for Improved and Supreme Stim Application to become a great buff-healer. If your Doctor also needs to do damage, the right column provides useful combat skills like Anatomy Lessons to add Intellect to damage. This spec does one important thing and does it well: keep your party alive. Colonist - Politico Spec career skills: Charm, Coercion, Deception, Knowledge (Core Worlds) Key Skills: Charm, Coercion, Leadership Key Talents: Scathing Tirade, Inspiring Rhetoric, Kill with Kindness, Natural Charmer, Intense Presence Chars: Presence, Willpower Species: Twi'lek The Face! The Politico is the textbook Face character meant to excel at social skills like Charm or Coercion. The two pivotal talents are Inspiring Rhetoric and Scathing Tirade. One recovers your teams' strain and the other deals it out to enemies. They can each be upgraded to Improved and Supreme. The rest of the tree further helps your social rolls with talents like Kill with Kindness, Plausible Deniability, and Nobody's Fool. Well Rounded is quite unfortunate since it takes spending a lot of XP on the new skills to make up for the cost of 15XP, but it is required for the upgraded Scathing Tirade. Finally, in the late game, Natural Charmer and Intense Presence are incredibly useful. When making your Politico, be sure to decide ahead of time whether you want to go the Presence+Leadership+Inspiring Rhetoric path or the Willlpower+Coercion+Scathing Tirade path. Doing both is also an option, just plan ahead. Colonist - Scholar Spec career skills: Knowledge (Outer Rim), Knowledge (Underworld), Knowledge (Xenology), Perception Key Skills: Knowledge (any) Key Talents: Researcher, Respected Scholar, Knowledge Specialization, Intense Focus, Natural Scholar, Stroke of Genius Chars: INTELLECT Species: Droid This is the Knowledge and Intellect spec. Most of the tree is about Knowledge checks (see Key Talents) with later talents allowing this character's high Intellect to be universally useful (Stroke of Genius). There's not much more to say about this spec other than to notice that Intellect is used in a lot of very useful non-Knowledge skills: Medicine, Mechanics, and Computers. So, while this spec tree is very focused on one skill, a Scholar is likely to be very handy on any team. The Explorer: Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rim), Knowledge (Xenology), Perception, Piloting (Space), Survival Explorer - Fringer Spec career skills: Astrogation, Coordination, Negotiation, Streetwise Key Skills: Astrogation, Piloting Key Talents: Street Smarts, Galaxy Mapper, Master Starhopper, Rapid Recovery, Grit, Toughened Chars: Intellect, any? Species: any The Fringer focuses on three things: astrogation, streetwise, and durability. The Fringer tree is split into two. The left-top tree focuses on mostly Astrogation checks, with Master Starhopper being the key talent. The right and bottom tree focusing on streetwise and general durability with Rapid Recovery, Grit, Toughened, and, well, Durable. This spec has some focus, but Astrogation alone isn't enough to pick a spec, but the durability Talents make this spec usable for any jack-of-all-trades character. This spec could be seen as a kind of middle-road alternative for a Face, Pilot, and Tank. It doesn't do any especially well but can cover these bases if no one else in your party does. Explorer - Scout Spec career skills: Athletics, Medicine, Piloting (Planetary), Survival Key Skills: Survival, Piloting, Perception, Stealth, Coordination Key Talents: Stalker, Rapid Recovery, Quick Strike, Natural Hunter, Utility Belt Chars: Agility, Cunning Species: Rodian, Bothan While I went over the AoR Spy - Scout and it's mostly the same, the EotE Explorer - Scout is a little different. The Scout's talents focus on catching a target, surviving, and adapting. The career skills also don't overlap, except for Survival of course, which allows for a skill-focused Rogue kind of build. The Scout has several talents that boost durability, though not as much as the Fringer. One thing that this spec does provide that nearly no other does is boost Perception and Vigilance checks with Natural Hunter and Heightened Awareness. These checks can be really critical at times, especially in determining Initiative. The Scout can server as a backup Pilot or Stealthy Rogue. Quick Strike is really key for the later. Finally, I want to mention the very useful Utility Belt talent. I won't list all the items you can product, but here are a few special ones that meet the RAW restrictions (talk to your GM): stun grenade, anesthetic, surveillance tagger, stimpack, binders, restraining bolt, breath mask, climbing gear, extra reload Explorer - Trader Spec career skills: Deception, Knowledge (Core Worlds), Knowledge (Underworld), Negotiation Key Skills: NEGOTIATION, Deception and other social skills Key Talents: Smooth Talker, Wheel and Deal, Nobody's Fool, Know Somebody, Natural Negotiator, Master Merchant Chars: Presence Species: Twi'lek This is the Negotiation spec. Some GMs have the PCs almost never see a market and others have them readily available; if yours is the later, the Trader can stretch your team's credits far. Nearly all the talents deal with either Negotiation and/or buying and selling items. Again, I have to emphasize that this spec's usability varies greatly on how the GM handles purchasing items. If your GM is too liberal or stingy with credits, this spec could really be useless, but if the GM and PC are on the same page with economics, this spec can really shine. This spec can also serve as your team's Face, second only to the Politico. The Hired Gun: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light), Resilience, Vigilance Hired Gun - Bodyguard Spec career skills: Gunnery, Perception, Piloting (Planetary), Ranged (Heavy) Key Skills: Ranged (Heavy), Piloting (Planetary) Key Talents: Body Guard (duh), Barrage, Hard Headed, Side Step, Defensive Stance Chars: Brawn, Agility Species: Wookiee, Trandoshan The Tank. The Bodyguard is made to stand by other PCs and take a beating and keep on taking a beating, with the namesake talent Body Guard being key. The Bodyguard can also dish out extra damage with Barrage. The tree has Side Step and Defensive stance in parallel slots mid-way down, which can make them even harder to hit. Improved Hard Headed allows your character to even go past their Strain Threshold and keep on going. Don't forget to get those 5XP Toughened and Grit talents. Hired Gun - Marauder Spec career skills: Coercion, Melee, Resilience, Survival Key Skills: Brawl, Melee Key Talents: Feral Strength, Frenzied Attack, Natural Brawler Chars: BRAWN Species: TRANDOSHAN, WOOKIEE The Melee Fighter. This spec was made especially for the Trandoshan and Wookies. The Trandoshan has natural claws and the Wookiee have their rage, both giving them naturally strong Brawl. All the talents work for Brawl or Melee, so I'd go with a weapon with the knowledge that even if a Marauder is disarmed, they can still deal a lot of damage. This spec is very focused and that's exactly what you want here. Hired Gun - Mercenary Soldier Spec career skills: Discipline, Gunnery, Leadership, Ranged (Heavy) Key Skills: Leadership, Ranged (either) Key Talents: Second Wind, Field Commander, Natural Marksman, Sniper Shot, True Aim, Strong Arm Chars: Presence, Agility, Willpower Species: Twi'lek, Rodian While not completely split in two, the Mercenary Soldier's tree has two main paths: the commander on the left and the gunner on the right. The commander talents (Command, Field Commander, Improved Field Commander) allow you to act as a buff for your allies. The gunner talents (Point Blank, Side Step, Strong Arm, Natural Marksman, Sniper Shot, True Aim, Deadly Accuracy) make you an outstanding ranged fighter on your own. All of the ranged gun talents are amazing, but I have to call attention to the early talent Strong Arm, which adds a range to thrown weapons. This cannot be understated. It's a must-have talent. Just try to make your GM too mad :) The Smuggler: Coordination, Deception, Knowledge (Underworld), Perception, Piloting (Space), Skulduggery, Streetwise, Vigilance Smuggler - Pilot Spec career skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space) Key Skills: Piloting, Astrogation, Gunnery Key Talents: Dead to Rights, Natural Pilot, Brilliant Evasion, Master Pilot Chars: AGILITY, Willpower Species: Rodian, Gand The first half of the Han Solo package, the Pilot. There's almost nothing that needs to be said: you pilot real good. Some talents worth going for are Dead to Rights and Improved, which increase the damage based on your Agility; Natural Pilot because it's so cheap for a reroll talent; and the ultimate talent: Master Pilot. I put Willpower as a second characteristic because Strain is very important for a Pilot and shouldn't be overlooked. Smuggler - Scoundrel Spec career skills: Charm, Cool, Deception, Ranged (Light) Key Skills: Knowledge (Underworld), Charm, Deception, Skulduggery, Piloting, Ranged (Light) Key Talents: Natural Charmer, Soft Spot, Dedication Chars: Cunning, Agility Species: Bothan The second half of Han Solo, the Scoundrel. We may be awed by Solo's piloting skills, but we fell in love with him because he's a Scoundrel ("I know."). The Scoundrel is kind of an Underground Face with a random assortment of talents for Skulduggery down the left (Black Market Contacts, Convincing Demeanor, Hidden Storage) and quick combat down the right (Rapid Reaction, Quick Strike, Side Step). The main decision to make is whether to go down the left column, which gives semi-mediocre talents but is a fast-path to Dedication and Natural Charmer or going down the right which gives solid Ranged skills and Soft Spot. Either way, you'll be able to reach all the bottom skills, so I'd take into consideration if you party needs another combat PC or not. Besides, you'll always want a good blaster by your side. Remember, as a Smuggler, the Scoundrel can still serve a solid pilot as well. Smuggler - Thief Spec career skills: Computers, Skulduggery, Stealth, Vigilance Key Skills: Skulduggery, Stealth Key Talents: Master of Shadows, Natural Rogue, Dedication Chars: Agility, Cunning, Intellect Species: Rodian The Sneaky Rogue. While this spec isn't completely focused on Stealth and Skullduggery, it's definitely the Thief's strong suit. Looking at the top three rows of this tree, it's a bit anemic, so be sure to invest in your key skills, but Natural Rogue and Master of Shadows later on make you outstanding. The other talents are a wide assortment of things, so be sure to put extra effort into keeping track of them and when they apply. Remember, as a Smuggler, the Thief can still serve a solid pilot as well. The Technician: Astrogation, Computers, Coordination, Discipline, Knowledge (Outer Rim), Mechanics, Perception, Piloting (Planetary) Technician - Mechanic Spec career skills: Brawl, Mechanics, Piloting (Space), Skulduggery Key Skills: MECHANICS Key Talents: Solid Repairs, Bad Motivator, Natural Tinkerer, Contraption, Dedication Chars: Intellect Species: Droid The Mechanic focuses on all mechanics checks: fixing starships (Fine Tuning, Solid Repairs), modding attachments (Gearhead), and even sabotage (with Bad Motivator). Nearly all the late game talents are drool-worthy. Contraption makes you MacGyver and Natural Tinkerer lets you reroll Mechanics. Improved Hard Headed lets you potentially go past your Strain Threshold. While it's not a career skill, I'd highly recommend Ranged (Heavy) for your weapon skill, as larger weapons have more hard points and have more usable attachments. The Mechanic also has an interesting set of career skills outside of just Mechanics: Brawl, Piloting, & Skulduggery, so she doesn't have to be a one-trick pony. Technician - Outlaw Tech Spec career skills: Knowledge (Education), Knowledge (Underworld), Mechanics, Streetwise Key Skills: Mechanics, Knowledge (Education) Key Talents: Utility Belt, Jury Rigged, Tinkerer, Utinni!, Inventor Chars: Intellect Species: Droid While the Mechanic focuses more on repairing ships, the Outlaw Tech is more about making mods (Tinkerer, Jury Rigged, Inventor), scavenging (Utinni!), and working with droids (Speaks Binary). The Outlaw Tech still has one rank of Solid Repairs, so they still know their way around a ship. The Outlaw Tech has Utility Belt at 15XP, which is incredibly versatile, especially if your GM tracks Encumbrance. Known Schematic can be crucial in some campaigns, perhaps like finding a crucial weakness in a particular planet-destroying not-moon space station. Technician - Slicer Spec career skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth Key Skills: COMPUTERS, Stealth, Skulduggery Key Talents: Natural Programmer, Skilled Slicer, Master Slicer Chars: Intellect Species: Droid The Slicer slices, period. This tree is a bit wonky in how incredibly linear it is. You have the usual assortment of 5XP talents, but after those you have to take Codebreaker and go down the left column before you can get to the rest of the tree. If you want to go through the full tree and be the best slicer, and defensive slicer, go for it. However, I'd actually strongly recommend taking a second spec after getting Natural Programmer, or maybe after Skilled Slicer & Master Slicer. Once you're rolling 2 or 3 ability die with 2 proficiency die and can reroll with Natural Programmer and can reduce difficulty with Master Slicer, what's going to stop you?
[15:19:37] Mr Twisty: I'm pretending you've had a four hour boner now [15:19:51] Lulu: that's going in the guide
There's (going to be) a doubloon discount on Saipan on EU. Sorry. other regions who don't actually get the ship because WG's marketing team is just permanently drunk (disclaimer: I dunno where it's available and where it isn't), but consider this guide ''for future reference'' if you can't get it right now. Disclaimer: I am not a unicum CV player, and this guide is aimed at average CV players. SO WITHOUT FURTHER ADOOOOOO HERE'S SOME BAD SHIT (for the best reading experience, I firmly recommend this or this as your soundtrack)
The bad stuff
It's an aircraft carrier so if you hate RTS games, have acrophobia, or hate WoWS' glitchy as fuck UI, I'll just skip ahead a bunch of paragraphs and just tell you not to get it right now.
This is weird I've never done a carrier before but here we go.
Saipan's whole offensive punch is in her planes. This flies (heh) for most carriers, but Saipan literally does not have any guns that can be pointed at ships, so her planes better be good.
Is her air wing good? Eh. It's a mixed bag, kinda, a bit like Tirpitz's guns and horsememes in bed.
The main downside of Saipan's planes is, well, they're high tier planes. I rused you, that's not the downside. The downside is that the F4U Corsair planes it keeps sitting on its deck contain about as much ammo as [dick joke].
I'm serious. My airsoft AKM's hi-cap magazine holds more ammo than these planes do, and because CV mechanics are a mysterious beast Lesta created through the sacrifice of a virgin's blood, several animal species and scores of dissidents, the moment some plane shoots at another plane they become locked in a duel of honour where neither party may leave until the other is struck down.
Yes even when the fucking ammo runs dry. Saipan has a great minigame of ''always watch the ammo counter on your planes so you don't end up losing planes to stupid game mechanics''.
Sometimes, Lesta actually manages to get creative when it comes to balancing things, and to compensate for Saipan having tier 9 planes at tier 7, her fighters come in squads of three. This is generally not a huge issue, but strafing sometimes feels like you might as well be making raspberries at your monitor.
Her torpedo bombers come in squads of three too, which means they have pretty small spreads. You better be good at aiming TB manual drops and fighting the glitchy as fuck UI.
Pressing alt on her dive bombers does nothing. If you enjoy skillshots/making DB RNG less crazy, you're in for a disappointment because alt does nothing but make you miss more. Her autodrop circle is actually the same as the manual drop one. Yeah.
Can we talk about DB RNG? If you thought BB RNG was bad, wait until you drop on a ship, watch all your bombs fall perfectly in the tiny bit of water in the drop circle, then wait for another minute before they're back.
Like a lot of converted CVs in the game, her hangar isn't exactly large. While T9 plane HP versus tier 7 shit is bullshit, a long, protracted fight (or aforementioned fighter mechanics) can steadily eat through your reserves, and Ranger and Hiryu can actually win a war of attrition because lol Ranger and Hiryu actually have half again as many planes in reserve as your bathtub does.
Both of Saipan's flight deck loadouts (3F/0T/1D and 2F/2T/0D) lack alpha, so forget about CV sniping. It's just not worth the downtime while finding the enemy CV.
Saipan's loadouts struggle to inflict DoT damage too, with the gimped CV torp flooding chance makes it difficult for the 2/2/0 to do DoT damage (a large damage source for carriers) while 3/0/1's single dive bomber squad either just alphas, or hangs around waiting for a friendly cruiser or destroyer to set your target on fire.
Let's talk about the tub itself.
Saipan is a conversion of the Baltimore-class cruiser hull. Baltimore, like Cleveland, has a great deep, split citadel (or it should have). What this should mean is that Saipan shouldn't get completely owned by the first gunship that points its gun at you, but hangars count as citadels so good fucking luck.
GAME MECHANICS TIME: IF YOU'RE ON FIRE YOU GET TO DO NOTHING FOR A MINUTE. This is universal to all aircraft carriers but it's frustrating when it happens.
If you thought a Baltimore hull would turn like Baltimore: you're wrong. Saipan is still a carrier, and carriers just turn like shit.
Seriously: she has a 920 meter turning circle. STay in the open oceans because islands attract Saipan's sluggish ass like a fucking magnet. The 15.9 second base rudder shift time doesn't help you stay off the beaches either. The turning circle is still better than those of her T7 peers due to her smaller cruiser hull, but it's PRETTY BAD.
Saipan packs about as much surface-to-surface firepower as horsememes' dong does. It doesn't have any DP or artillery guns. That's the joke. If something gets close to you and your planes are on the other side of the map, you better be real good at ramming things.
Saipan does have some guns. They point up. Like a lot of aircraft carriers, Saipan has an impressive array of AA weaponry, except all of it is made up autocannons. You're bound to shoot something down, though not before whatever it is drops a load of shit on your deck because the range is arse and most people won't build their Saipan for its AA.
Your concealment range is meh. With the permoflage but without CE, you get spotted from 11.9km away from the surface and from 12.7km away by planes (because logic), so Saipan can be difficult to hide.
Saipan doesn't get preferential MM, and getting stuck against higher tier carriers is about as much fun as dangling your naughty bits in a woodchipper, even with Saipan's tier 9 planes.
You don't get defensive fire quite yet. Watch out for prospective CV snipers.
Another great feature of CVs is that the population is low and a lot of CV players have 15 point captains sitting in their Saipans or Hiryus or whatever, and because CV captain skills are super fucking binary (as in you are at an enormous disadvantage against a 15 point CV captain, unlike gunships, so you either get fucked over or you don't), so if you don't have a 15 point captain every game is a coin flip: are you gonna get fucked over or not?
Queue times are long at night because lol what CV population?
Training up fresh captains is fucking annoying because you're at such a massive disadvantage with a fresh one when it comes to CVs.
Saipan is a really annoying word to say. Just repeat it to yourself a lot. It's such an annoying name.
Look at the smokestacks. Why the second smokestack isn't an actual smokestack is beyond me but it BOTHERS ME.
Of course it's not all bad.
The good stuff
Aircraft carrier, so you can sit back behind an island, launch your planes, (alt-)click stuff and make BB captains cry for more carrier nerfs.
Her airwing packs a hell of a punch because they're tier 9 planes.
Her fighters are F4U Corsairs. Ammo pool be damned they'll fucking shit on any other tier 7 fighter, and a lot of tier 8 fighters too. Unless you're up against a sealclubber in a Saipan (provided you're not one), your fighters will pretty likely shit on theirs.
Your bombers are Skyraiders. Both the torpedo and dive bombers. They're tier 9. Enjoy just not losing planes to most tier 6/7 AA suites.
The torpedo bombers have a spread that's narrow as fuck so if you can aim you can absolutely wreck.
The dive bombers carry the USN 1000 pound HE bombs, and because skill is for grommets, you can just click something and lop 10k HP and half their AA suite off if RNG doesn't fuck you over. Saipan is wonderful at making destroyers cry.
Tier 9 planes are fast as fuck, and outrunning pretty much everything with your fighters is great.
Saipan's loadouts are weird... But pretty decent. (I use fighters/torpedo bombers/divers.)
3/0/1 gets 3 fighter squads of 3 planes (before the 5-point AS skill) and 1 dive bomber squad of 8 planes. I'm pretty sure Lesta put this one together using a dart board and some notes, but what it does is make other tier 7 carriers cry (unless they're sealclubbers and you aren't), and clicking destroyers is a dice roll of making them cry or not. For a US AS loadout, the damage potential is actually almost passable.
2/2/0 is a great loadout. I mean, it's essentially Bogue 1/1/0 with tier 9 planes and far more flexibility. The DoT isn't there and the alpha is kind of shitty, but you can cross drop (destroyer tears) and the 2 fighter squads can still do the lure-strafe thing (and they still shit on Ranger's 1/1/1 and 0/1/3 loadouts).
Her fighter and torpedo bomber squadrons, due to their smaller size, rearm very quickly. Saipan can shit out endless waves of fighters and torpedo bombers, and thus keep the pressure on enemy formations and strike formations.
Saipan herself can take a decent beating: she has a fairly large health pool, marginal torpedo protection, and if stuff isn't hitting your citadel, it's still a heavy cruiser hull. If people focus you, you'll die, but you may just be able to take incoming DD or CL fire long enough for your team to save you.
She's fast in a straight line. The joys of higher tier carriers and cruiser hulls. Chasing her down is a difficult task for slower destroyers and cruisers.
I guess the AA DPS is nice? You may actually shoot down a few planes while your friendly neighbourhood Hiryu snipes you.
That said, if you spec for AA, Saipan has a decent bit of self defence capability against CV strikes.
Tier 7 is a decent tier as far as moneymaking goes, and if you're a decent carrier player, Saipan can print a pretty nice amount of credits and XP.
It's the only premium carrier in the game, which automatically makes it a great option for retraining your USN premium captains.
The camo has a pretty cool pattern and it helps break up the excessive blue USN ships tend to have a little bit.
You can mutate the word ''Saipan'' into ''Frying Pan'' or ''Sappy'' or any nickname you like (I'm partial to the former).
USS Saipan, CVL-48, was converted during construction, based on the hull of the Baltimore-class of heavy cruisers. She and her sister ship USS Wright were similar to the Independence-class light aircraft carriers in this regard.
USS Saipan came into service too late to participate in the war, but served during the Cold War instead, participating in rescues and relief work following Hurricane Hazel, putting herself to use as a relief and rescue vessel instead of as a warship.
Saipan was converted in a communications ship during the Cold War and renamed USS Arlington. As Arlington, she saw service fulfilling communication duties during both the Vietnam War and during Apollo spacecraft recoveries.
Saipan, now known as Arlington, was decommissioned in 1970 after a peaceful but no less eventful career and scrapped in 1976.
In summary
Lesta did a decent job at giving Saipan a unique identity, if being the first (and currently only) premium CV in the game wasn't enough yet. First off, Saipan has a very low skill barrier to entry. Her planes have relatively large amounts of HP, she has a potent AS loadout, she's fast enough to escape destroyers, and her dive bombers are incredibly easy to aim with. Secondly, her specialty seems to be vomiting endless waves of planes, due to their fast speed and short service times, letting her keep up the pressure. Ranger and Hiryu have long downtimes, but Saipan can get her planes back into the fight very quick; as a tradeoff, her alpha is low. However, despite being, in theory, very noob friendly, the way CV mechanics (especailly captain skills) work means that a 15 point captain in a Saipan can and will wipe the floor with newer Saipan players (either complete CV novices, or people at RangeLexington), and going up against a sealclubbing Saipan is an absolute exercise in frustration unless you have a 15 point captain on your own Saipan or Hiryu. While the cat and mouse game is part of the fun of playing CVs, it's made so intensely easy for Saipan fighting against them can get incredibly tedious and irritating. tl;dr premium aircraft carrier that shits out tier 9 planes at breakneck speeds but has smaller reserves, low alpha, and a very low required skill level due to bullshit DB autodrops and high tier planes.
Should you buy her?
If you're looking for a good ship: Saipan has a distinct identity and can completely shit on the other two T7 CVs. Carriers as a whole are not in a great place, but among them, Saipan is a pretty decent carrier. Sure.
If you're looking for an XP/credit grinder: Maybe? The problem is that Saipan's alpha damage is low, CVs are susceptible to being countered (stuff like DF, AS loadouts, etc) so unless you're a very good CV player, Saipan doesn't earn credits very consistently. Overall, though, she's a decent silver grinder.
If you're looking for a captain trainer: all your CV captain builds will fit right in, so for retraining, she's great and also your only fucking option. Raising fresh captains is better done on other ships, because putting fresh CV captains on a T7 CV that's not quite as good without the AS skill just isn't fun. A firm ''maybe''.
If you're looking for something silly and/or fun: Saipan is not silly, but if you slot your 15 point Midway captain into her, she becomes borderline OP. Winning is fun. So is making sure someone else isn't having fun. Saipan can be a blast to play if you're an experienced CV player and a fucking chore if you're not as good, so know your skills before you purchase it on this point alone. ''Maybe''.
If you're looking for a challenge: definitely. Carriers are inherently challenging to play, requiring reflexes (manual drops yo), situational and map awareness, tactical insight... Even if you have a 15 point captain, Saipan's fast-servicing planes make for a hectic playstyle that can be lots of fun to those of us who enjoy clicking things a lot. Just watch for the UI glitching out. ''Yes'', if you like CV gameplay.
If you're looking for something historically significant: not... really. Saipan had an active career, but she didn't do anything of real note, and did not participate in WW2.
Ranked Carriers are rare in ranked (afaik) but Saipan is as good a pick as any if you want to take one into T6/7 ranked. Hiryu beats her out in versatility, but Saipan's fast, sturdy planes make her well capable of spotting DDs, and the DBs really fuck them up too. This was a weird guide to write. I really had to write it from the perspective of an average mid-tier CV player, not 15-point-midway-captain-sealclubbers, and I hope I got it right. I haven't done a carrier before, so consider the whole format a test run. I'm open to criticism (in PMs, please, I sometimes don't see comments until I read them back later). I realise those songs are not from the correct time period, but A. US CVs B. the songs are just really fucking good. That movie was good. I should rewatch it. I was going to do the Omaha Trifecta to test run a format for tech tree ships but it'll have to wait for next Friday. Speaking of...
Vaexa's going on vacation
That's right. I live in The Netherlands, but I'm heading down to Italy with my family until mid-august. It's been a hectic time lately between school projects and some very bad news earlier this week, as well as the Arizona thing, and I need (and I think I deserve) a break from it all. However! I'll write a few guides in advance - I've started on that already, actually - and I hope to have four of them ready so that I can keep up the weekly instalments. If my net is too shit up there, horsememes will get them before I leave so he can post them if I can't get on. As for patch change datamines, they may have a slight delay, but I'll try my hardest to get them out in a timely fashion. If Scharnhorst or Dunkerque release while I'm away, I'll try my best to find wifi stable enough to play on. If I can't, replays are super welcome! I'll put up a thread if I need them. My financial situation permitting, there'll be a giveaway when I'm back! I just... Dunno what yet BUT WE'LL SEE. Thanks in advance for understanding. <3 Thanks for reading! As always, if I fucked up any grammar, spelling, formatting or was just plain full of shit on something, feel free to poke me and I'll fix it asap. <3
Hit Paragon 100, high time played, here is my view on D3, pros/cons and what can be improved.
Hey guys, Now that I "beat" the game with that Paragon thing and I got end game stuff (even if I want to change 2 pieces on my gear), I felt that sharing my experience on this game could be useful for some of you, and maybe start a discuss. I'll try to be objectiv. For the record, I play DH. General view: I believe Diablo 3 is a good game. I wasn't expecting something from it at all, to be honest, I bought it because some friends of mine did. They were expecting a lot from this game, and were really disapointed. I played Diablo 2 for 2-3 years when I was younger, I played Torchlight II and Path of Exile. What is better in D3 ? Well, the gameplay part. To me, that is the best point about it. The smoothness, that nervous gamestyle are great. Moreover, when you play with friends and that there are a lot of mobs, you can actually "read" the game. Like, in Torchlight II, just go to a modded map with your mates, it's a fucking mess, you don't see anything, I was badly surprised since the principal quest/maps were great. To close that first paragraph, I'd say that Diablo 3 is missing important key features, in terms of "in depth mechanics". Classes:
DH: To me, the funniest one. Great mobility, great moves, Light balls. But I feel Blizzard wanted to put too much skills diversity whereas they should have focused on the essence of this char. Also, DH has been heavily nerfed, and skill balancing is still led by the Old Nat bonus. Getting a decent stuff for DH is more expansive than any other class whereas it doesn't equal their damage output, worse, it is lower, and getting OS is quite easy.
WD : Underrated. Great DPS, seems funny to play, tanky pets. But its farming speed is really limited because he has no mobility. However, he can be a good support with CC's and co.
Monk/Barb/Wizz: I put these 3 classes together because they have common pros/cons. First of all, they are "build limited". WW barb, Archon/Cm Wizz, and SW monk. That's all. But the big, big big big cons for Barb/Wizz, is that they break the game. Cm Wizz perma frost mobs ? You don't even need to watch your screen when your mate is playing this. As a DH I don't bother taking SS or preparation, that's ridiculous. Same for Barbarian. A 20M geared barbarian will be much more efficient than any other class, because he never dies, and his skill synergy is so good that the DPS associated is huge. Great mobility though.
But Blizzard shouldn't only nerf those builds, they have to give viable options because we already saw what it has done with the DH. "Tentacles OP ? Just nerf it to the ground". Since this, there have never been any other solution as good as Nether tentacles was. (cluster bombs are ridiculously killing your hatred). Maybe they can improve the Archon in order to be viable when playing with a team, or creating a smiting skill for Barbarian with AoE rune or whatever. Plus, shield market would be revived. In Depth:
In terms of a 'grinding PvE game', Diablo 3 is fine regarding Diablo 2. In diablo 2 I was only doing Baal run/Cow level for xp. Then Meph run for item drops. Then PvP. The diversity wasn't that huge, that's why doing the same Act 3 run do not bother me. However, that is, to me, the worst part of Diablo 3 regarding the other games. Diablo 2 has 10 years. PoE and Torchlight II allows you to craft maps with random properties, and this feature HAS to be included in Diablo. Paragon level was a good start, but why can't we have an XP range with weapons ?
Itemization is half bad/good. Good because the dropping system is ok. You can't have only good items, the game needs its bad items. And even if there were only godly items, BiS would be still alive. The bad part is crafting. It's currently pointless. The hellfire ring craft is a good start, but it is a "hard craft". You have to drop keys, they kill 6 uber boss to get sometimes the crafting thing, then you can craft ONE ring with 4 random properties. Come on, let's start with basic craft maybe ? First, remove that stupid cost, it's senseless, then you got the basic crafts: weapon/armogems. Now, we can focus on serious business and "hard craft". Advanced gems, advanced weapon/armor that requires rare materials and cie. Also, as I said, MAP crafting. We need funny dungeon with good rewards (legendaries, crafting materials), hard bosses to kill, but when I say "hard", I don't mean a stupid PV bag boss like Uber Bosses are. I mean an intelligent boss, hard to anticipate, with TP, CC immune and so on.
AH/RMAH: AH is fine imo, however, this game's cancer is RMAH. Due to this, Blizzard won't implement key features, like private lobby. See, if there were only AH and lobby creation, players would have two option: take the time to deal with people, trying to get the best price, or, they could go to the AH, with fees. Moreover, when you have this kind of trading system, different currencies are created. You have gold, and another one, a common rare item, The Witching Hour or SoJ for instance. Now weak up guys, that is a dream. Blizzard will never kill their golden eggs. Giving players an option to trade without using gold will heavily decrease the gold value, meaning RMAH will slowly die. Remember me one of the best part in Diablo 2 ? Yep, the one that you were staying at town, with personnal emote like :O Gaze, N bla bla bla, then you trade and you go outside and you PVP to test you new item. Trading forums are boring, full of gold farmers, people bumping their trades every minutes, d2jsp full of trolls.
MP/Drop: Here is another problem in Diablo 3 imo, and I already know that some of you will flame me for this. I think the game is missing a logical progression. You know, when you don't play the guitar, without talking about skills, it's just that you don't move on. Same for any kind of sports or ANY other activities. Why the hell in diablo, a random guy with 50h gaming time can get a billion valued item ? That's senseless. MP level should have created a progression, with items that cannot be dropped in low level, and obviously, godly items would be on the highest ones. First of all, it would refresh the economy, because even natural legendaries drops would have a value as their rare equivalent. Most important, botting would be killed. You know, it was really easy to find botting forums. The common part ? Every bots is farming on low MP, because it is not smart enough to survive a hard elite pack. And these guys are dropping manticore, mempo's, great jewelry. Remove godly items from low MP's, and botting won't interact with the economy anymore. As always, Blizzard musn't have a binary behavior. Rewards should be in relation with the difficulty in order to allow players to get on higher MP's.
PVP: Duelling system should have been here since the release. Is it this hard to set up a switch outside town to enable PVP ? Come on, it's 2013. However, I don't feel that it is a long term option to bring back people. It's part of it, but the PvE is the one to be focused on.
To finish this summary, I'd like to say that Blizzard had a terrible communication. Announcement/Counter Announcement. When Jay Wilson was explaining the reason why Arena's won't be implemented, I felt like he was laughing right in front of me. "You know, we are doing this for you, dedicated players". You don't say, lol. Apology then gives us other important informations that interests people: crafting, 1.0.7 tease, whatever, he just got flammed because he exposed a failure without giving a good counterpart. I really hope 1.0.7 will change something, because I love playing my char, but I also love rewards, challenge, and funny playtime with friends ... In case of, my profile: http://eu.battle.net/d3/en/profile/Lylli-2390/hero/11588666
New Atlantia: The ruins of Greenway "concept pitch" 01.01.03.1
name of the game: - New Atlantia: The ruins of Greenway --- project pages: - https://docs.google.com/document/d/13PHPZeRcitKKL6JtJd1Aod5JtPcPNMHfHqcG_4jYQQs/edit?usp=sharing --- some descriptive terms: - an open source cross-platform title (also works on mobile), openGL powered and created in conjunction to blender uses Godot Engine and is fully moddable through use of mod.io API (softwares) makes heavy use of procedural generation and uses a random HEX seed that you can enter manually to set the generation environment up persistent sandbox game with fully destructible environment including ablation of the ground and hill/mountain-sides through use of explosives, lasers, and drills/diggers game makes use of other open source projects such as chromium for the integrated web-browser and tox for chat and voice. The game automatically starts an instance of I2P and plays exclusively over the darknet, though exit nodes should be available and darknet can be disabled for censorship related purposes, but games/server instances needs to have exit node enabled to allow censored players to join the I2P network through the exit node the only advertising is the official greenway splash in teh beginning of the game when you start it up that explains a bit about the game and asks you to please join operation greenway and join the effort to create a green and good greenway the game is meant to be played online, but there is a single player offline option as well --- licensing: - open source honestyware https://defuse.ca/honestyware.htm --- funding: - the game will be funded by a 30 second timed monero miner that deposits the crypto into the operation greenway "trustfund". donations in other currency will be accepted and then converted directly into monero deposited into the secured fund for this project. no funds from teh project may be diverted into other government projects, but other relevant government projects may deposit funds into this one if their funding structure supports the transfer of funds to relevant projects. GreenSoft will receive 20%= --- mission: - "to provide the most playable and fun sandbox on the open source market, and make the first fully open source 3D game of its kind, to simulate Greenway up from the ruins, and bring civilization back into outer space. to foster creativity and fun along with promotion of greenway and awareness to issues with various political systems in the civics mode of the game. to gather support for operation greenway through a donate and involvement buttons right on the front loading screen of the game" --- disclaimer and excitement: - this may sound like a coders nightmare with all the parallel integrations and imbedded VMs running linux with open ended compilers within the code, but trust me, in the future, people will look back at this project as one of the most noble software engineering feats ever pulled off for the sake of open source community (and advertising a micronation!). the goal is to blow not only the people but developers themselves away with an entirely new set of in game mechanics based ont only on useability but underlying software paradigms like cloud resource computing and network cluster driven computation acceleration (experimental distant scene rendering over network). I guarantee that after all is said and done and if the project ever gets finished or damn near close, that the payoff will be big and the greatest reward will be hearing all the happy people talking about THE KILLER APP FOR ALL SYSTEMS. one major issue is game overhead, and the fact that the game will need to run either a lot of processes or one large bloated process with an internal task manager to manually adjust game settings to get compatibilities just right and fine tweak the system; the game will be small enough and huge at the same time, with the inclusion of multiple tools and imbedded software releases in each version this is a HUGE PROJECT for a HUGE OPERATION, one for all, and all for one, to promote and secure domestic tranquility, greenway's government will most likely be releasing "New Atlantia: The ruins of Greenway" before the artificial island is built, which will foster a flood of hoestyware payments and donations (honestyware payments disable the 30 second donation and cryptocurrency miner script) don't feel daunted by the task. when you are in doubt, turn to something else on the LONG LIST OF THINGS TO DO or even just make some concept art sketchups on the computer or play the currently progressed version of the alpha/beta game i think that an etherpad based editor for making the game would increase the flow of ideas sharing. more open source collaboration softwares should be researched and discussed for greenway and for the purpose of this document, particularly focusing on the digital side of things such as this game concept !create this decade's killer app, "New Atlantia: The ruins of Greenway" and help support operation greenway's mission to gather attention in the international public's eye and earn free advertising forever! --- plotlines: - based loosely off of ideas found in atlantis (a lost civilization), fallout 3 (video game), ark: survival evolved (video game), eve online (video game), space engineers (video game), half life 1/2 (video game), halo wars (video game), no man's sky (video game), aliens versus predator 2 (video game), metal gear solid 3: snake eater (video game), altered carbon (show on netflix), crysis series (video game), defcon (video game), portal (video game), xxx an alternate universe with some parallel timeline characteristics (E.g. the lost civilization of atlantis, heisenburg {"heisenbohr"}, xxx) antimatter warheads were launched in a global nuclear war on an alien planet in a distant galaxy far far away, star wars, with humanoids called prometheans who had advanced technology all over the planet because of developments in private industry that took off with the freedom in Greenway you start off in the ruins of greenway, everything looks like fallout 3 you are born to parents who lived in the sewers (common spawning story at a random sewer in game) you quickly learn to make fire and weapons from wood and rocks, moving to slingshots and crossbows, and later eventually graduating to ar-15s and plasma casters raid the ruins to find useful items including tools, weapons, and ammunitions you also learn to make a shelter, house, fort, and even an entire city with the blueprints you will discover throughout the game later in the game, you will be able to build a spaceship, spaceport, and even a frigate and mothership, all in the spirit of space mechanics, where you first forge the pieces and then put them together either by template (blueprint) or manually by hand like ark survival evolved, you will need to scavenge and hunt for resources on your own time destroyed objects typically contain scavengeable parts adventure through the ruins of a highly-advanced technological civilization advance from meager sewer person to founder of New Greenway re-create greenway in all its glory and adventure into space to explore and colonize form a clan and play through the game to decide your faction. you can declare a truce with a player of that faction and work with them to earn respect in that faction again, getting to neutral and then friendly again. factions work like a tree with branches, you start in the trunk neutral with everybody and as you progress through the game, you naturally will align with one of the branches and finally a sub-set branch, where your position is indicated by a coloration of each branch (and a "leaf"?) your goal is th befriend bots and real people to help you rebuild civilization and re-establish greenway, from anarchy to law and order. the game has persistent bots with progressively learning AI that will learn from your previous actions and interaction dialogues. you first make a city, then you unlock civics, and then your goal is to rebuild greenway and launch into space to colonize and scavenge for blueprints in engineers manuals and high tech including fully working antimatter powered ships in the holding bay of some ships. game style is all vs all and cooperative through factions and clans, with PvAI and PvP gameplay, such as shooting a friend to steal their blueprints or having your fort attacked by a mob of angry AI. there is a setting to disable PvP in private servers but PvP is enabled in the official servers. there are "quests" you perform like in fallout 3 that progress you further towards colonizing outer space. players and AI can work together to build up civilization again from the ruins. one cooperative element is a donation library where books/blueprints are available from donations by players for checkout for limited periods of time (1 week of in game time). there is a clan management interface greenway was an artificial island mass created in 1200bce relative to the game time by the prometheans as an escape from the authoritarians growing up around and warring among them. greenway eventually fell to the world war and the civilizations surely crashed beneath them. the startup videos show animations of greenway when it was green and good, being nuked with antimatter weapons in the year 1120bce. greenway took off into space but dies out due to an infection of aliens who are still lurking in intact ships within the galaxy waiting for you to discover the horror; by the year 400bce most of the underground cities died out and only the sewer dwellers in between remained; you are spawned in 0ce and the game has its own progression of time from there you must first develop a boat and explore the surrounding islands to find the blueprints needed to create an airplane and fly to the nearby landmass about 250km away from greenway, then from there procedural generation takes place and all is free game, but there you will discover triangle craft blueprints and now you can fly around the world and into outer space once you reach the tech level to build them. players can barter with each other and bot traders will trade with you too based on your disposition towards them; you can eventually find small towns with bazaars and markets to browse; open a store and start a business, evolve into an enterprise including enforcing security and/or mercenary contracts that you can pickup at a local bar or from select bots or any real player players work together to make the civilization thrive again, from anarchy and ruins to a metropolis in outer space, greenway needs you to join the efforts on this game realistic game mechanics where habitable worlds are within the goldilocks zone for their sun. deploy a garrison of bots you employ to terraform and colonze the planet's surface for greenway or your own nation political simulator and sim city / tycoon like overview of your installation/s; Write a constitution for your state and federal government; Machine readable converter automatically marks up your document in AIML to simulate your text as a civilization (experimental); also you can choose the easy version which has templates of various useable texts for your political experiment! the game is the first of its kind with an open universe fully destructible sandbox with persistent bots with deep-learning AI the game also houses several mini games including the ganja seed card trader game (cryptocurrency backed seed growing and collector card game) and new atlantia: pirates which is based off of otys (board game) --- game features and mechanics: - hire private security to protect your installations/bases/forts work jobs to earn items real time strategy war elements for fights like halo wars (video game) imitate the jurassic world evolution game and make it possible to extract dinosaur DNA from fossils/amber and create dinosaurs (requires high tech level); downside is that in the future their could be hella dinosaurs everywhere imitate the alien/predator movies and make it so that you can discover dead xenomorph or predator DNA and resurrect them by incubating in a sea mollusk or embryo, which you can discover the method by finding a journal or random chance realistic DNA editor and genome sequence simulator that uses cloud resources of all gamers to compute and is redirectable to a local cluster computer with optional resource share (all resource sharing is adjustable in game with defaults based on hardware performance ratings versus settings and adjustable system overheads) life on other planets; collect specimens to keep in a panspermic zoo and collect DNA from specimens to create splices jumpgate codes and star maps for foreign systems (requires 0% discovery to have all solar system details) puzzle solving and "hacking" to get into locked down areas, enable power, decode transmissions on your full-spectrum broadband transceiver, and disarm bombs for example panspermia stuff with contagions on ships as a possibility which will form a biofilm in your shuttle and make you sick or cause a zombie plague player ownership is primarily established by dominance but later on in the game there will be private security for hire to protect your shit and also police in the cities and sheriffs on the outskirts until the anarchist nomad zones which are areas that do not have enough established dominance or near enough to a city to be considered claimed territory since claims are too heavily disputed and non-enforced; you respawn naked back in the sewers where you started and need to work your way back up to get into your stashes until you are back in business mining can be done for multiple reasons along with archeological digs to find artifacts and lost underground areas/cities enable craft to dive into the oceans/lakes/rivers/streams for cover and enable underwater cities bug reporting with screenshots and "frapping" (video/audio camera roll) built in and crash reporting directly to the team underground cities and caves that go into pockets of underground water (clean water) bullet time (single player only) fog of knowledge (like fog of war) grow a garden outside or indoors and even inside of your personal cruiser a few plants in a little closet, like cannabihopa plant that is effectively hops and cannabis in one with smokable buds rich in myrcene and thc/cbd/etc... the ruins in space will be the most interesting, with scavenging having big payoff for big danger, like reactors that melted down after the craft were struck by antimatter rockets, and having to pass through a reactor room in your suit and get to the "Detox station" in time before you are fully radiated and your health drops to zero i would also like to have HEV suits you discover in a partial map of the black mesa compound in a desert area on your home planet. the black mesa compound has all sorts of tech you can scavenge but is highly disputed by private military (bots) which also have robots and drones who will chase after you to kill you the space component of the game will have dead highways of jumpgates that require power supplies to be repaired and the correct system and code sequence to be entered to bring you where you want to go. some gates have unlocked systems, but those owned by a foreign nation will have a passport code you will need to have a valid passport for to use or know a skeleton code (skeleton codes only work for their player and are a very rare random thing to find, sometimes the best place to look is a pirate ship or an anarchist lifeboat you can fly all over the planet (flight simulation), but you start off in the ruins of greenway, in new atlantia, where the library of congress is, and you have to discover it among the ruins after you travel to a completely distant part of the map in your country of ruined greenway advanced players will have entire industries under their control, and an "empire manager" is available as a "HUD" in game where micromanagement of your industry can take place all over in outer space and your commands be transmitted at the speed of light through a wormhole (you must create all the necessary infrastructure) realistic solar systems and procedurally generated goldilocks planets that also enable non-goldilocks planets to be used with realistic heat, chill and bio-zones heavy focus on user interface and user experience; futuristic steampunk look other bots and players on the map can start forts and make cities and start their own nations, particularly the bots on other parts of the map who will work with or against you and your fledgeling nation of new civilization. eventually there will be dinosaurs and aliens along with predators running around which will slow down everybody, and we need to try and ensure that the mechanics of the game make reproducing viable offspring require a high tech level to create so there are far less instances of "festering plagues"; aliens/predators and dinosaurs can sneak into your forts, cities, and even ships and come along for a ride to kill you and your crew and screw up everything; this feature will be disabled in at least one of the official servers to prevent infected plagues of servers which you die in 10 seconds every time since the aliens are everywhere since their bots and AI keep reproducing (evolutionary genetic based algorithm for AI traits) discoveries and quest accomplishments along with defeating enemies and hitting certain wealth proportion and empire goals earn you XP which levels you up, building will increase your construction level for example, with no cap on available levels extensive server administration interface with "resource injection" commands and "bot spawning" commands dynamically changing environment with real erosion from water flows and seasons and weather and daytime nighttime, and procedurally generated fauna which are harvestable and actually follow population mechanics and statistics; it is possible to hunt animals down to extinction but unless every part of the animal is used, DNA can be extracted and it can be made again in a lab with high enough tech skill even viable to reproduce in the wild splice dna from different fauna to create new creatures; custom create dna from scratch to make newer creatures with the creature designer tame creatures to work for you and even ride them; use creatures to form a caravan and carry your stuff; creatures will stay loyal to you as long as you do not hit them much and cause damage, otherwise they will flee (some will immediately fight back based off of intrinsic aggression and predatory traits); imprint on creatures created in the lab often like the alien to make them your loyal children and unleash hell upon your enemies your camouflage pattern will hide you when you are in a suit. change camo on the suit in the menu like in metal gear solid 3: snake eater; you will have an alertness indicator on your HUD that shows whether or not you have been seen and from who and what angle; become a master of sneak and sabotage, use your skills to rob installations and build up your stock (no penalty for selling stolen items as long as it is not sold to a narc or undercover who is aware of the theft) there is an ingame internet based on TOR that a user can accumulate through raiding military journals to learn how to build a computer and a mesh-networking router (gigahertz {land/craft} @ 10GB/s & tertrahertz {space} @ 3.333333333333TB/s limited speeds) with b.a.t.m.a.n, which actually runs a simulation of this network protocol and realistic packet failure over wireless networking based on distance and obstruction type drive a plethora of craft and design your own with either blueprints or from scratch, with every level of detail available (complete mechanical diagrams are modifiable and entirely custom designs can be implemented) neural design in AI to solve complex puzzles by trial and error and probability based shortcuts to learn new foes and environments quickly as real life does; use of OpenAI (an e_musk/tesla company) the ship can be set to autopilot either on a set route and defend itself and try to refuel and repair at a nearby station if available (costs items placed in the auto-barter section) dynamic economy simulation and insights once you attain a high enough bartering skill, when greenway is up and running, a metatrader (software) like interface of available tradeable resources and their relative values tied to the closest thing to a credit in the game, a unitoshi which is the base numeric value of all items traded in game and used to compare item's values to one another by the in game engine there is a low light amplifier (like in avp2 video game), and vision modes (like in avp2) along with cyborg enhancements such as a telescoping eye with rangefinder and "FLIRed" (technology name for forward looking infrared) binoculars for the poor men who need to stash their tech dying does not affect your levels and knowledge, because you are re-created as a clone at a cost, including debts where people will come after you after a long enough time has gone by from your last clone, this is from altered carbon (show on netflix), where your new clone body is called a sleeve, and your consciousness is uploaded via satellite and other wireless transmitters to the clone corporation which is always anarcho-capitalist and always has more power than the government because it owns all the "reboots"; rebooting into a sleeve is a phrase in the game; this is equivalent to respawning, but it incurs debt for the bounty to recover your disk. there is always rolling charge to upload your consciousness which is rolling autosaving but on average through an insurance algorithm your rolling update will pay off more than the bounty to recover your disk each time you die, and the charges are lower the less often you die vs the bounty on your disk which only rises each time you die till it is maxed out at like 100,000,000 credits which you have to get by bartering or working for the company collecting disks for bounty; the disk is dropped in a nearby system and you have to go and pick it up for a pittance, or with a high enough tech level and enough contract experience, you can go on deep space missions and travel to distant star systems to collect as many disks as will fit in your cargo bay; disks are a genetically engineered biological computer that stores information quantumly through nanocellulose and diamene coating to make nanotubes that are indestructible and can operate in the tetrahertz microwave range, they are also bioluminescent and ink photovoltaic based, capturing their data through a biological optic cavity system near the pineal gland. they must be inserted as a clone is growing and the pineal gland must have this disk copied into the new biologically formed disk through transcranial magnetic stimulation plenty of maze like portions of procedurally generated dungeon like caverns and interiors of buildings with no labels inside vast underground cities; plenty of dungeon crawling style excitement; use portals like in portal (video game) to cross into difficult areas secured within the black mesa compound puzzle solving will also be an important step in fixing things that you do not have a blueprint for join and exit formations at your leisure and command armies from near and afar form a strategy and create a work team to build your forts and cities global map overview like defcon (video game) has the ability to strategically place your formations around a planet, and a 3d outer space voxel based layout grid allows you to command in space and the air, with the grid center projected from the center of the galaxy build and battle mech suits like the alice combat system (avp2 video game) and iron man (comic book) or animatrix (movie) suits --- game features: - in game DTV broadcast systems project national games and tournaments when they come online in the official servers, and can be hacked to display avi, mkv, and mp4 files of the users desire; smart tv systems that can recognize spoken words from the user mic and follow commands computers in game have access in an in game internet with websites createable by the user and virtual camera phone/tricorder devices that can capture pictures, audio from the mic, and record video; use webcams to create a security surveillance grid (uses ispyconnect and/or ZoneMinder and virtual camera/s in the game); use a laptop in the field to pilot a drone or an army of drones from your cluster computer in your tribe's fort; there is an in game instance of openStack running enabling limited cloud computing for the DNA sequence calculations; create a real life cloud service computer system or order one to gain computing power in the game (can be a profit point for the team to maintain the dedicated server); multiple cameras available to access reminds me of red faction (video game) or even duke nukem 3d (video game); get military security with encrypted computers running veracrypt, prevents computers from being nearly as hackable; KeePass software protects the computer from easy break ins and bruteforcing is required from another computer; each computer running needs a small amount of system resources and there is cluster computing under openstack (software project) within the game as well as cloud servers hosting the game to bruteforce 8-char max passwords; computers store data on cloud servers hosted by "GreenSoft" alongside the dedicated servers and outproxy nodes for "bridging" into the I2P network; experiment in distributed computing to enable network accelerated VMs though virtualbox tweaks and re-writes in game internet is wifi mesh networking over b.a.t.m.a.n with (sharded?) tahoe-lafs storage for each user account on each dedicated server cluster learn to hack in the game using legitimate hacker tools like the kali linux (distro) collection where you collect programs you find in military bases and on holodisks scattered throughout the game the storage of user datas is distributed throughout the network via multiple redundant shards or shard seeders. the network automatically balances the shards based on checksums of data stored locally on their machine within a veracrypt container that only the zero-trust distributed system knows the master key to (the ceremony is a distributed trust system where all peers generate a portion of a master key, the more people contribute the better, this is part of the initialization time for the game and all servers for through a ceremony there is an ingame spoof of cryptocurrency where fake FLOPS are taken from machines you build or find/steal/hack and a monero style cryptocurrency using moneta verde mining schema, you have to collect this greencash source code from the state bank ruins in New Atlantia interstellar mesh networking using lasers as optical network inside the jumpgates which connect to a wormhole device that pipes the signal as UV lasers smartphones in the game are achieved via QEMU in VM running a legitimate version of replicant that can run apps off of the internal flash or holodisk memory make microchips in a lab that the gnu octave engine will simulate outputs for and translate to useable elements in game like outputs in a serial console on an atmega (microchip brand name); specifically the microchips will be simulated down to the assembler level and FPGA language (Verilog) will be used to code the logic circuits audio and video streaming provided via tox and all streams are password protectable the programming studio built into the game computers debian linux mint is eclipse studio (software) for all programming languages comes with compilers for all major human programming languages, enabling people to create homebrew ingame; includes godot, blender, and mod.io api. capable of compiling FPGA Verilog and running an instance of QEMU and virtualbox within itself; antimalware engine in game computer is based on real antivirus definitions for linux (clamav, Chkrootkit, xxx) in game linux has clone mirrors to real versions of the software available to people, with the server administrators manually enabling or disabling separate packages to make available to their users (uses more disk space the more packages are available; repositories point towards the dedicated server and fetch through regular I2P; dedicated server serves as a whitelister and access restriction program that only allows connections to eepsites created using the same server token, effectively creating a sub-darknet because outside access is restricted by token signed in conjunction with the user account public key for that server instance --- program features: - updates implemented through torrents and auto-update scripts and automatic md5 hash checking for integrity with fetch from main server; source code borrowed from qBittorrent; xxx game available over torrent as alternative to synaptic package manager or download from the ftp/http web server (resume supported from server) game music is streamed via TOX to all connected clients via the dedicated servers song tracklist; mp3, oog, and wav are all supported (along with experimental midi + instruments over network); single player server runs an instance of tox signed in as the music stream ande you can select the songs like the server admin sleek interface integrates dedicated server to gameplay and you can play as the mod and spawn items while controlling your server from the same in game UI possible to run in a VM with guest extensions for 3d rendering installed (makes compatibility for other hardware and distributions "complete") can order DVD from "greensoft" that means paying postage and cost of the DVD (lightscribed), that is a live CD (debian linux mint) that has the game installed to run with all necessary dependencies and install distro to disk (for the drafts of the greenux OS); .iso is available for download from "greensoft" website extensive use of procedural generation for textures, landscapes, fauna, in game buildings and crafts, internal mazes, etc... built in chatbots with bot characters are marked up in AIML and become unique based on independent interactions you have with them built in spellcheck! and markup check! (borrowed spellchecking from chromnium) in game console with accessible scripting engine in GDScript (Godot native scripting engine) help includes "cheats" which includes how to enable cheats and each individual cheat with its parameters explained extended options with expert mode including expanded server operator options nginx server running to host friendica page for game social media functions, routes over I2P; web server administration like webmin and ispconfig; web site generator WYSIWYG editor for making a frontpage and complete website in game; in game computers use virtualbox to make a debian linux mint instance run within the game on the player's screen "anon grade" secured against data leaks and tracking, being the first video game known to be used exclusively on the darknet (outproxy nodes are run by the official servers that are made available as "bridges" into the network); defuse passgen code used to generate hexadecimal keys and also used for cryptography in game dedicated physics simulation with GNU Octave code and interpreter for events like craft maneuvering and weapons collisions, is used for the waveform in audio playback and for compiling screens on electronics in game (live textures); an instance of hashcat is included within the game VM to literally bruteforce codes in the game aircrack-ng is included as an instance to run on your in game computer to crack into neighboring networks including ancient military service lines which go into every sector of the known universe extensive support for trainers and "auto-minedefender" bots/scripts which are allowed in the official servers compatible with VR (opens two renders from different vertical positions) video monitor selection in game and 4k support, triple monitor support gnu octave used to simulate circuits for design for your electronics see an electronic simulation software package for GNU octave @ https://github.com/jlmayfield/quantumCircuitSandbox decentralized login server for cross platform gamers using blockchain technology, auto syncronize with gamer profile in the game; credentials stored with KeePass (software) to protect from hackers in game chat using tox has nicks for all server players and also there is a global server chat. experiment with chat rooms including audio and video in tox. chat supports announcements that can be recurring or once with scheduling; hexchat (software) repurposed with TOX for the protocol; password locked chats and openPGP interior text encryption support; alternative to tox.io is the eepsite that the integrated browser seamlessly navigates to and enables you to search for friends ingame online game will run in windows under Cygwin, and all released files are compiled for cygwin cheats in console require server cooperation or they won't enable; private servers can disable individual commands from running or keep their values within ranges hard imbed in the source code of each release the most current draft constitution of greenway and when greenway is finally established, hard code in the constitution into the source code (use commenting on the whole thing, put at very bottom of source code, make non-essential to run game {can be stripped out by compilers on demand}) console versions (xbox one and playstation 4) will run an instance of debian linux mint with no xwindows just the game screen, but it should be hackable re-initialize the desktop of lxde which is available through command switch when you execute the game binary (hold down "control" key combination on controller to enable pre-initialization console and use the console screen of your keyboard to type in the command which is available from the greensoft website), and adds wireless keyboard and mouse support for usb devices, allows people to softmod their system using the game as a side loader instead of the system default dashboard complete forking guide and detailed documentation for all aspects of the game and included programs including the console and a detailed section on "cheats" like god mode and noclip; all lines in source code are commented in a clear and concise fashion that is machine readable --- message to developers: - are you interested in working for this project but not sure if you are up to joining? talk to ghost liberty in operation greenway chat @ https://discord.gg/9RtrTZh or email them at [[email protected]](mailto:[email protected]). make sure to make your subject about "new atlantia game" and we will get back to you about opportunities to join and help foster our project. this game is a much smaller part of a much bigger project to create a new nation for citizens of the world. please understand that you may be paid little to nothing if you work on this game but your name will be legendary for all time amoung the opensource community --- xxx
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