Estratégia Forex online São Gonçalo: February 2018

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The difference between IPv6 and IPv4 is mainly in the number of addresses Unlimited is IPv6 restricted but IPv4 Dr. Wright's latest presentation in Japanese

Dr. Wright's latest presentation in Japanese
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@AP: The most striking part of President Biden’s address to Congress on Wednesday may be the absence - due to coronavirus restrictions - of most Capitol lawmakers. Present or not, it's those same lawmakers who will make or break the Biden agenda.

@AP: The most striking part of President Biden’s address to Congress on Wednesday may be the absence - due to coronavirus restrictions - of most Capitol lawmakers. Present or not, it's those same lawmakers who will make or break the Biden agenda. submitted by -en- to newsbotbot [link] [comments]

What are some ‘progress indicators’ for a healthy relationship - things that, at a certain point, should be present or have been addressed?

I’m 26M and most everyone in my work and social circles are gunning for or at least thinking about marriage. I’ve dated around a lot but have struggled to hold down a long term relationship that is meaningful and healthy, so a large part of me feels like I’m missing out on something or that I’m just not “getting it”.
I’m currently seeing someone with real financial ambitions that I have a feeling will be pretty serious about marriage in a few years’ time and until it absolutely doesn’t work out, I just want to be able to do my part in the relationship until then as best I can.
I just want to know what are some things that are present in your great relationships (or things you wished you had in maybe your not-so-great relationships) that can be worked on and maybe even at what point they should be addressed along the relationship “timeline”?
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Romana Didulo is featured in a report by the Canadian Service Border Agency

Romana Didulo is featured in a report by the Canadian Service Border Agency submitted by ResitanceCats to Qult_Headquarters [link] [comments]

Другие публикации канала Best forex EA. Does it exist? Forex Trading for beginners: What is Forex trading?

Другие публикации канала Best forex EA. Does it exist? Forex Trading for beginners: What is Forex trading?
What is Forex trading?
Forex trading is a term used to describe individuals that are engaged in the active exchange of foreign currencies, often for the purpose of financial benefit or gain. That can take on the form of speculators, who are looking to buy or sell a currency with the goal of profiting from the currency’s price movement; or it can be a hedger that’s looking to protect their accounts in the event of an adverse move against their own currency positions.
The term ‘forex trader’ may describe an individual trader on a retail platform, a bank trader utilizing their institutional platform, or hedgers who may be either managing their own risk or outsourcing that function to a bank or account manager to manage the risk for them.

Forex Trading for beginners: The FX Market

The foreign exchange market, or forex (FX) for short, is a decentralized market place that facilitates the buying and selling of different currencies. This takes place over the counter (OTC) instead of on a centralized exchange.
Without knowing it, you have probably already participated in the foreign exchange market by ordering imported products such as clothing or shoes, or more obviously, buying foreign currency when on vacation. Forex Trader may be drawn to forex for several reasons, including:
  • The size of the FX market
  • A wide variety of currencies to trade
  • Differing levels of volatility
  • Low transaction costs
  • 24 hours a day trading during the week
This article will address traders of all levels. Whether you are brand new to forex trading or looking to build on your existing knowledge, this article seeks to provide a solid foundation to the foreign exchange market.

Two Sides to Every Market

One unique aspect of the Forex market is the manner in which prices are quoted. Because currencies are the base of the financial system, the only way to quote a currency is by using other currencies. This creates a relative valuation metric that may sound confusing at first, but can become more normalized the longer that one works with this two-sided convention.
Forex trading in a pair does offer the trader a bit of additional flexibility, by allowing the trader or investor the ability to voice their trade against the currency that they feel most appropriate.
Let’s take the Euro for example, and let’s say a trader has optimistic projections for the European economy and would thusly like to get long the currency. But – let’s say this investor is also bullish for the US economy, but is bearish for the UK economy. Well, in this example, the investor isn’t forced to buy the Euro against the US Dollar (which would be a long EUUSD trade); and they can, instead, buy the Euro against the British Pound (going long EUGBP).
This affords the investor or trader that extra bit of flexibility, allowing them to avoid ‘going short’ the US Dollar to buy the Euro and, instead, allowing them to buy the Euro while going short the British Pound.

Forex Trading: Base v/s Counter Currencies

One important distinction of a Forex quote is the convention: The first currency listed in the quote is known as the ‘base’ currency of the pair, and this is the asset that’s being quoted. The second currency in the pair is known as the ‘counter’ currency, and this is the convention of the quote, or the currency that’s being used to define the value of the first currency in the pair.

What is Forex trading?

Forex trading is a term used to describe individuals that are engaged in the active exchange of foreign currencies, often for the purpose of financial benefit or gain. That can take on the form of speculators, who are looking to buy or sell a currency with the goal of profiting from the currency’s price movement; or it can be a hedger that’s looking to protect their accounts in the event of an adverse move against their own currency positions.
The term ‘forex trader’ may describe an individual trader on a retail platform, a bank trader utilizing their institutional platform, or hedgers who may be either managing their own risk or outsourcing that function to a bank or account manager to manage the risk for them.

Forex Trading for beginners: The FX Market

The foreign exchange market, or forex (FX) for short, is a decentralized market place that facilitates the buying and selling of different currencies. This takes place over the counter (OTC) instead of on a centralized exchange.
Without knowing it, you have probably already participated in the foreign exchange market by ordering imported products such as clothing or shoes, or more obviously, buying foreign currency when on vacation. Forex Trader may be drawn to forex for several reasons, including:
  • The size of the FX market
  • A wide variety of currencies to trade
  • Differing levels of volatility
  • Low transaction costs
  • 24 hours a day trading during the week
This article will address traders of all levels. Whether you are brand new to forex trading or looking to build on your existing knowledge, this article seeks to provide a solid foundation to the foreign exchange market.

Two Sides to Every Market

One unique aspect of the Forex market is the manner in which prices are quoted. Because currencies are the base of the financial system, the only way to quote a currency is by using other currencies. This creates a relative valuation metric that may sound confusing at first, but can become more normalized the longer that one works with this two-sided convention.
Forex trading in a pair does offer the trader a bit of additional flexibility, by allowing the trader or investor the ability to voice their trade against the currency that they feel most appropriate.
Let’s take the Euro for example, and let’s say a trader has optimistic projections for the European economy and would thusly like to get long the currency. But – let’s say this investor is also bullish for the US economy, but is bearish for the UK economy. Well, in this example, the investor isn’t forced to buy the Euro against the US Dollar (which would be a long EUUSD trade); and they can, instead, buy the Euro against the British Pound (going long EUGBP).
This affords the investor or trader that extra bit of flexibility, allowing them to avoid ‘going short’ the US Dollar to buy the Euro and, instead, allowing them to buy the Euro while going short the British Pound.

Forex Trading: Base v/s Counter Currencies

One important distinction of a Forex quote is the convention: The first currency listed in the quote is known as the ‘base’ currency of the pair, and this is the asset that’s being quoted. The second currency in the pair is known as the ‘counter’ currency, and this is the convention of the quote, or the currency that’s being used to define the value of the first currency in the pair.
So, let’s say that the EUUSD quote is 1.3000. That would mean that 1 Euro is worth $1.30. If the price moves up to $1.35 – then the Euro would have increased in value and, on a relative basis, the US Dollar would’ve decreased in value.
If an investor was bearish the Euro but bullish on the US Dollar, they could choose to ‘short’ the pair, expecting prices to fall; after which they could ‘cover’ the trade by buying it back at a lower price, and pocketing the difference.

The Forex Market Explained

In a nutshell, the foreign exchange market works like many other markets in that it’s driven by supply and demand. Using a very basic example, if there is a strong demand for the US Dollar from European citizens holding Euros, they will exchange their Euros into Dollars. The value of the US Dollar will rise while the value of the Euro will fall. Keep in mind that this transaction only affects the EUUSD currency pair and will not for example, cause the USD to depreciate against the Japanese Yen.

Forex Trading: What Drives the Flows?

In reality, the above example is only one of many factors that can move the FX market. Others include broad macro-economic events like the election of a new president, or country specific factors such as the prevailing interest rate, GDP, unemployment, inflation and the debt to GDP ratio, to name a few. Top traders make use of an economic calendar to stay up to date with these and other important economic releases that can move the market.
On a longer-term basis, one major driver of Forex prices are interest rates from the related economy, as this can have a direct impact of holding a currency either long or short.
drivers of forex market

What Explains the Popularity?

The foreign exchange market allows large institutions, governments, retail traders and private individuals to exchange one currency for another and the ‘core’ of the FX market is what’s known as the interbank market, which is where liquidity providers trade amongst each other.
The benefit of having forex trade between global banks and liquidity providers is that forex can be traded around the clock (during the week). As the trading session in Asia comes to a close, the European and UK banks come online before handing over to the US. The full trading day ends when the US session leads into the Asian session for the following day.
What makes this market even more attractive to traders is The around-the-clock liquidity that is often available. This means that traders can easily enter and exit positions as there are many willing buyers and sellers for foreign exchange.
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This is very similar to other markets: If you think the value of a currency is going to go up (appreciate), you can look to buy the currency. This is known as going “long”. If you feel the currency is going to go down (depreciate), you sell that currency. This is known as going “short”.

Forex Trading: Who are the Major Players?

There are essentially two types of traders in the foreign exchange market: hedgers and speculators. Hedgers are always looking to avoid extreme movements in the exchange rate. Think of big conglomerates like Exxon and how they look to reduce their exposure to foreign currency movements.
Speculators, on the other hand, are risk seeking and always looking for volatility in exchange rates to take advantage of. These include large trading desks at the big banks and retail traders.

forex major players

Reading a Forex Quote

All traders need to understand how to read a forex quote as this is will determine the price you enter and exit the trade. Looking at the currency quote below, the first currency in the EUUSD pair is known as the base currency, which is the Euro, while the second currency in this pair (the USD) is known as the variable or quote currency.
For most FX markets, prices are offered up to five decimals but the first four are the most important. The number to the left of the decimal point indicates one unit of the counter currency, in this example, it is the USD and therefore is $1. The following two digits are the cents, so in this case 13 US cents. The third and fourth digits represent fractions of a cent and are referred to as pips.
It’s key to note that the number in the fourth decimal place is known as a ‘pip’. Should the EUR depreciate against the USD by 100 pips, the new sell price will reflect the lower price of 1.12528 as it will cost less in USD to buy 1 Euro.
Another way of saying the above quoted bid price is: The value of One Euro, in terms of US Dollars, is One Dollar, 13 cents, 52 pips and 8/10th’s of a pip.

Forex trading for beginners. What is a ‘Pip’?

Pip stands for ‘percentage in point,’ and this is the base unit of measurement in a currency pair. The value of a pip will differ based on the counter-currency in the pairing. For currency pairs in which USD is the counter-currency, or listed second in the quote, the pip value or cost will often be $1 for a 10k lot of currency, which would also mean a pip value or cost of 10 cents for a 1k lot and $10.00 for a 100k lot.
So, if an investor buys a 1k lot of EUUSD, each pip gained or lost would be worth 10 cents. If the same investor buys a 10k lot of EUUSD, each pip gained or lost would be worth $1/each. And if the investor buys a 100k lot, the pip value would be $10/per.

what is a pips
Running with this example: Let’s say that the investor that bought EUUSD saw a 50 pip gain. Well, if the investor was using a 1k lot, that 50 pip gain would amount to $5 ($.10 X 50 = 5.00); and an investor using a 10k lot would have a gain of $50 ($1 x 50 = $50). And if the same investor was working with a 100k lot, that gain would be $500 ($10.00 x 50 = $500).
Pip cost or value are extremely important data points for forex traders to be aware of, as this is how spreads are communicated; so its very important for traders to ‘know their pips.’
To learn more about pips in Forex, be sure to check out our article ‘What is a Pip? Using Pips in Forex Trading.’

Forex Trading on Demo Accounts: Gaining Experience without Risking Hard Capital

One of the biggest risks or drawbacks of learning a market or learning to trade is the fact that trading can be a costly endeavor, and the risk of financial loss is ever-present when trading actual hard capital on a trading platform. Whenever one buys or sells a Forex pair, they bear the risk of losing money, and for a new trader that’s just learning their ways, this can be an expensive tuition.
But many Forex brokers offer demo accounts so that new traders or prospective customers can familiarize themselves with the market, the platform, and the dynamics of forex trading before ever depositing a Dollar, Euro or Pound of their own money.
The demo account can offer a simulated environment where a new trader can implement their strategies and manage their trades with fictional capital. This can be an ideal area to learn the dynamics of forex trading – how to trigger positions, how to set stop loss and how to scale out of trades.
Professional traders trade with forex bots. No need to waste time studying theory and trading. We will help you with the installation. Contact us here.

Forex Trading: WHY TRADE FOREX?

Trading forex has many advantages over other markets as explained below:
  1. Low transaction costs: Typically, forex brokers make their money on the spread provided the trade is opened and closed before any overnight funding charges are applied. Therefore, forex trading is cost effective when weighed up against a market like equities, which attracts a commission charge.
  2. Low spreads: Bid/Ask spreads are extremely low for major FX pairs due to their liquidity. When trading, the spread is the initial hurdle that needs to be overcome when the market moves in your favor. Any additional pips that move in your favor is pure profit.
  3. More opportunities to profit: Forex trading allows traders to take speculative positions on currencies going up (appreciating) and going down (depreciating). Furthermore, there are many different forex pairs for traders to spot profitable trades.
  4. Leverage trading: Trading forex involves the use of leverage. This means that a trader need not pay the full cost of the trade but instead only put down a fraction of the cost. This has the potential to magnify your profits but also your losses. We suggest a disciplined approach to risk management by restricting your effective leverage to 10 to one or less.
  5. Automated trading: you can use any forex expert advisors in your trading.


Base currency: This is the first currency that appears when quoting a currency pair. Looking at EUUSD, the Euro is the base currency.
Variable/quote currency: This is the second currency in the quoted currency pair and is the US Dollar in the EUUSD example.
Bid: The bid price is the highest price that a buyer (bidder) is prepared to pay. When you are looking to sell a forex pair this is the price you will see, usually to the left of the quote and is often in red.
Ask: This is the opposite of the bid and represents the lowest price a seller is willing to accept. When you are looking to buy a currency pair, this is the price you will see and is usually to the right and in blue.
Spread: This is the difference between the bid and the ask price which represents the actual spread in the underlying forex market plus the additional spread added by the broker.
Pips/points: A pip or point refers to a one digit move in the 4th decimal place. This is often how traders refer to movements in a currency pair, i.e. GBP/USD rallied 100 points today.
Leverage: Leverage allows traders to trade positions while only putting up a fraction of the full value of the trade. This allows traders to control larger positions with a small amount of capital. Leverage amplifies gains AND losses.
Margin: This is the amount of money needed to open a leveraged position and is the difference between the full value of your position and the funds being lent to you by the broker.
Margin call:When the total capital deposited, plus or minus any profits or losses, dips below a specified level (margin requirement).
Liquidity: A currency pair is considered to be liquid if it can easily be bought and sold due to there being many participants trading the currency pair.
  • If you are just starting out on your trading journey it is essential to understand the basics of forex trading in our free new to forex trading guide.
  • We also offer a range of trading guides to supplement your forex knowledge and strategy development.
  • Our research team analyzed over 30 million live trades to uncover the traits of successful traders. Incorporate these traits to give yourself an edge in the markets.
  • Traders often look to retail client sentiment when trading popular FX markets.
  • The forex market has evolved over centuries. For a summarized account of the most important developments shaping this $5 trillion a day market read our history of forex article.
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@nytimesbusiness: American threats have failed to win new restrictions against Huawei. @satariano writes that a frustration among those who have met with American officials is the lack of evidence indicating how Huawei could present a cybersecurity risk.

@nytimesbusiness: American threats have failed to win new restrictions against Huawei. @satariano writes that a frustration among those who have met with American officials is the lack of evidence indicating how Huawei could present a cybersecurity risk. submitted by -en- to newsbotbot [link] [comments]

This Week at Bungie - 11/03/2022

This week at Bungie, we have a little chat about Guardian abilities and the next step of evolution. With a little side of candy, naturally. It is the last week of Festival of the Lost, after all.
This week, we’re diving deeper into what’s next for abilities with the arrival of Season 19 next month. It’s good to reflect sometimes, but it’s also important to not stay in the past. So come with us on a nifty little journey, if you will, into the world of abilities and where they've been, where they are now, and where they're going in the near future. We’re also teasing a new dungeon that’s ready to rock for next Season, a message to our console players, and another shot at shaping the next weekend of Trials of Osiris.
But before we dive into what’s going on in the world of Destiny, we did want to take a moment to talk about recent events. Both the crowd crush in Seoul, South Korea, and the terrible bridge collapse in Morbi, India, resulted in tragedy and loss of life. Our hearts are heavy for those affected, especially when looking at the scale of such a tragedy.
For any fellow Guardians interested in reinforcing disaster readiness and response efforts worldwide, disaster response workers are moving tirelessly to provide ongoing rescue assistance. In addition, organizations like Direct Relief and Team Rubicon work hard to support affected communities in the form of a large-scale infusion of medical aid and supplies. For those affected, our hearts are with you during such a trying time. Eyes up, Guardian.

To Abilities and Beyond

There’s no doubt that few things feel as satisfying as Thundercrashing through an enemy as a badass Titan, becoming a Tether god as a strategic Hunter, or changing the entire battlefield with an expert Shadebinder Warlock. That being said, the role of abilities has evolved since the start of Destiny, and that evolution is far from over. Going over some of the planned abilities changes coming in the future is our talented Sandbox Team, including reflecting back on the road so far and what awaits in Season 19.
Sandbox Team: Hey folks, Sandbox Team here to talk through some of the changes we have lined up in the abilities sandbox for Season 19’s launch. Before we get into the specific changes, we want to reflect on the last year of abilities changes and talk about our goals for this update.
Last December, we released update 3.4.0 which reduced ability cooldown rates across the game, with a goal of reducing focus on abilities in high-level Crucible modes like Trials and Survival. We also wanted to reduce the number of low-cost abilities that could down a Guardian in one hit. For additional context, prior to update 3.4.0:
  • The Super energy economy at the time promoted extremely passive play in high-level PvP activities to secure guaranteed round wins with the use of roaming Supers.
  • Ability cooldowns within each slot were identical, and cooldowns were not something that could easily be changed to help balance ability potency.
  • TheSubclass 3.0 updates were in the works, and adding build crafting options and additional combinations of perks, abilities, and keywords was unavoidably going to create power spikes that were not present outside of Supers in the preset subclass options.
To address the first point, with the changes to Trials (reduced round timers, the addition of Zone Capture as a Trials variant) and the systemic changes to Super cooldown times, this is no longer something we’re particularly concerned about, though there are some outliers at the very low and very high ends of the recharge tiers we’re looking at. Giving cooldowns independent timers solved what was stated in the second bullet above.
To reiterate the third point, this work was done to give us additional runway for the Subclass 3.0 updates. Without the 30th Anniversary tuning pass, the ability energy economy would not be sustainable in a post-Subclass 3.0 world with additional build crafting options and an enormous combination set of abilities and perks.
Instead, the uptime of neutral game abilities has taken the spotlight as the most vocal pain point for our players, particularly in the Crucible. In the long term, we plan to do another holistic pass on the ability energy economy to bring outliers in line and get our baseline closer to the 60/40 gunplay/abilities goal we have laid out previously for the Crucible, and better enable our PvE activities to challenge players while letting subclass fantasies shine through.
To set expectations now, that is not what the Season 19 abilities update is. Any large-scale ability energy economy tuning would be on a post-Lightfall timeframe so we can include Strand in our holistic review.
For Season 19, our primary goal is to more closely normalize the power of our existing subclasses, giving us a more standard baseline that we can use for future tuning. This is coming in the form of targeted updates to outliers on the high and low ends of the Light subclasses and Stasis. Let’s get into it.


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With Solar 3.0, one of our goals was to get persistent healing in a place where it felt valuable in high-level PvE. However, with the updates to Resilience that released alongside Solar 3.0, Restoration has proved to be too powerful for our current suite of activities and has been a particular pain point in high-level PvP. To that end, we’re making a small adjustment for Restoration x1 and a larger adjustment for Restoration x2 to make sure that a careless player can still be punished by an opposing Guardian or a particularly crafty PvE combatant.
  • Restoration
    • Restoration x1 base healing rate reduced from 25 to 20 health per second (40 health per second in PvE activities, down from 50).
    • Restoration x2 base healing rate reduced from 40 to 32.5 health per second (65 health per second in PvE activities, down from 80).
    • No longer stacks with Healing Rift's healing. The stronger heal-over-time value is prioritized and will stop the weaker heal-over-time from taking effect.
Overall, we’re content with the potency of Radiant and its place in the sandbox, but in its current state, its uptime has no meaningful drawbacks, so we’re making a few changes to the Solar Fragment suite to reduce that uptime.
  • Ember of Torches
    • Radiant base duration reduced from 10 seconds to 8 seconds.
    • Now applies a -10 Discipline penalty while equipped.
  • Ember of Solace
    • Now provides a bonus 50% to Radiant duration, rather than a flat 5 seconds.
      • Note: this is consistent with its behavior with Restoration.
Next up is Knock ‘Em Down. This Aspect does a lot of work, most of it being passive in the background. While we’re happy with its use as a neutral game tool to throw an absurd number of knives in target-rich environments, its benefits to the Gunslinger’s Supers are currently overloaded. In particular, the overlap in benefits between Deadshot and Marksman Golden Gun muddies their identities. The bonus duration on Deadshot resulted in a few too many Seventh, Eighth, and Fourteenth Column videos for our comfort.
We want to cement Deadshot Golden Gun as a tool for a Hunter that wants to dive into the fray, whereas Marksman is for calmer sharpshooters that want to wait for the perfect shot. To that end, we’re splitting Knock ‘Em Down’s benefits more cleanly across the two Golden Gun variants. Deadshot will gain 15% damage resistance but lose its bonus duration, and Marksman will no longer provide bonus damage resistance while Knock ‘Em Down is equipped.
While it has been refreshing to see Blade Barrage topping the PvE DPS charts, the base damage increase it received alongside Solar 3.0’s launch, in combination with Knock ‘Em Down’s bonus knives, have pushed it above where we’re comfortable with a burst-damage Super living, so we’re bringing down the bonus Blade Barrage knife count from 5 to 3 per wave.
  • Knock 'Em Down
    • Golden Gun
      • Now provides 15% bonus damage resistance to Deadshot Golden Gun and no longer provides bonus duration.
      • No longer provides 15% bonus damage resistance to Marksman Golden Gun.
    • Blade Barrage
      • Blade Barrage bonus projectiles reduced from 5 to 3 per group. It now releases a total of 20 knives , down from 24.
With Solar 3.0’s release, we reduced the damage of Celestial Fire against enemy Guardians as a tradeoff for increased long-range consistency. However, that change resulted in close-range melee duels (i.e., both players lunge at each other) failing to end in a trade because a base melee in combination with Celestial Fire only deals 190 damage. We’re making a change to address that here. In cases where the auto-melee control binding activates a projectile melee at close range, our goal is for that damage to be, at minimum, equal to a base melee.
  • Celestial Fire
    • Increased close-range melee damage from 90 to 100. Players using Celestial Fire and the auto-melee option are no longer disadvantaged in close-range melee fights.


Image Linkimgur
While Void has maintained a solid position in PvE since Void 3.0’s release, the survivability benefit of Void overshields didn’t quite land where we intended due to a bug. We’re fixing that bug in Season 19, which should increase overshield’s viability as a protection tool in high-level PvE.
  • Void Overshield
    • Fixed an issue where the overshield was only providing 25% PvE-only damage resistance to the overshield, rather than the intended 50%.
Voidwalker is also in a place we’re pretty comfortable with across all modes, but Vortex Nova Bomb currently doesn’t feel like it provides a meaningful enough benefit with its pull effect to make it a compelling choice over the Cataclysm variant. We’ve also observed that players frequently undershoot their intended target in the Crucible, especially if that target is moving quickly. We’ve made a few targeted changes here to address this, but we'll be keeping an eye on it going forward to make sure it’s hitting the mark.
  • Nova Bomb: Vortex
    • Increased initial projectile speed by 21%.
    • Increased radius of the inward pull on impact by ~17%.
    • Increased strength of the inward pull on impact by ~20%.
For Sentinel Titans, in Season 19, we’re making a change to Shield Bash to make its suppression effect more consistent when the user impacts a fast-moving target in PvP. Its current implementation results in too many whiffs on quick targets, especially while the target is airborne.
  • Shield Bash
    • Improved reliability of applying suppression.
With Void 3.0’s release, we made significant changes to both Shadowshot Super variants. Deadfall Shadowshot received a larger pull on impact, and Moebius Quiver was reworked completely. We’re pretty happy with Moebius Quiver’s hybrid burst/debuff role, but it’s currently too good on one side of that role. We want to push Moebius Quiver further away from Deadfall’s role as the long duration debuff tool by reducing its Tether lifetime, while simultaneously increasing the Tether lifetime of Deadfall Shadowshot.
As we’ve previously announced, in Season 19, the damage bonus provided by Divinity is being reduced, which we hope will make Deadfall Shadowshot a more attractive option for situations like boss damage phases.
  • Shadowshot: Deadfall
    • Increased Tether anchor lifetime when triggered from 8 seconds to 12 seconds.
  • Shadowshot: Moebius Quiver
    • Reduced Tether anchor lifetime when triggered from 8 seconds to 6 seconds.
Let’s take a moment to address the elephant in the room—we know invisibility is currently a severe pain point in high-level PvP. We don’t have any plans to announce today, but we’re looking at longer-term solutions to address the difficulty in countering a full team of invisible Nightstalkers. We made a few changes across Updates and 6.1.0 to make refreshing invisibility more punishing by implementing a radar ping loop to give victims a better understanding of where they may be attacked from, but we don’t believe we addressed the problem strongly enough. We are investigating additional solutions to make invisible players less frustrating to run into without compromising their elusive gameplay style.


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Arc 3.0 is relatively new and we’re still monitoring the feedback and data coming in. We’ve identified some obvious outliers in the Arc ability suite that we’d like to address, the largest of which is currently Touch of Thunder Storm Grenades.
Our intention with this Aspect was to lean hard into Striker as the Titan’s grenade-centric class, echoing Code of the Earthshaker’s role, and for the Storm Grenade to be used to force bunkered players to move when a Storm Grenade was approaching. It’s been pretty clear from feedback in the Crucible that these linger in the world too long and are difficult to read from the target’s perspective.
To address this, we’re reducing the enhanced Storm Grenade’s base lifetime, as well as the benefit it receives from Spark of Magnitude. We’re also making changes to the friend-or-foe ring that travels along the ground to improve its readability during combat and adding a visual layer to the roaming storm to help players identify whether the grenade is friendly or dangerous.
  • Touch of Thunder Storm Grenade
    • Decreased Touch of Thunder's Storm Grenade base roaming duration from 5 seconds to 4 seconds.
  • Decreased the bonus lifetime granted by Spark of Magnitude to the enhanced Storm Grenade from 2 seconds to 1.5 seconds.
  • Updated friend-or-foe visual language.
    • Previously, the friend-or-foe ring surrounding a Touch of Thunder Storm Grenade's lightning strikes blinked on and off between strikes, and there was no indication within the cloud itself of whether it was friend or foe. Now, the ring persists through the life of the storm, and enemy storms have an additional VFX layer in the cloud itself to help differentiate them from those created by allies.
Sticking with Striker, Ballistic Slam is performing very well in the Crucible but is a little short of the mark in PvE, so we’re bumping up its damage against PvE combatants a bit.
  • Ballistic Slam
    • Increased Ballistic Slam damage against PvE combatants by 16%.
One of our primary goals with Arc 3.0 was increasing the viability of Arcstrider in high-levelPvE content, and it’s doing pretty well at the moment. However, the global damage reduction Tempest Strike received with Arc 3.0’s release makes it too difficult to justify slotting over Lethal Current or Flow State, so we’re increasing its damage output in PvE.
  • Tempest Strike
    • Increased Tempest Strike damage against PvE combatants by 30%.
We’ve received a lot of feedback about Stormcaller’s potency across both PvE and PvP since Arc 3.0’s release. Primarily that they don’t have a place in high-level PvE, especially when the tradeoff is giving up Child of the Old Gods, Bleak Watcher, or a Well of Radiance. We agree and are making a series of targeted changes to Stormcaller abilities to increase their potency, some of which will also increase Stormcaller’s viability in PvP modes.
With Arc 3.0’s release, we increased the base damage of Arc Souls against PvE targets from 25 to 35. Since we anticipated the supercharged Arc Soul (granted by becoming Amplified) to be significantly more prevalent, we were fairly conservative with this number. However, that increase wasn’t enough to give Stormcaller a unique role in combat and make it a situational pick. In Season 19, we’re swinging harder on Arc Souls. A lot harder. We’ll be keeping an eye on these once players get their hands on them, but we’re okay if Arc Souls have some time in the sun.
  • Arc Soul
    • Increased base damage vs. PvE combatants from 35 to 60.
We’re also making some updates to Stormcaller’s melee abilities. While being Amplified increases their potency, they also compete with Lightning Surge, which has been a very popular Aspect choice, so we’re making some updates to help them be more competitive in their base forms.
  • Ball Lightning
    • Increased travel range from 27.5 meters to 35 meters.
  • Chain Lightning
    • Increased damage against PvE combatants by 50%.
We’ve also been keeping an eye on conversations around Chaos Reach, which has felt underwhelming across PvE and PvP. The change made last year to Geomag Stabilizers is a contributor, but we were also conservative with Chaos Reach’s base cooldown with the 30th Anniversary tuning pass because it was the source of extremely negative sentiment in the Crucible during Season 15. Now that our ability ecosystem has changed, we’re more comfortable shifting the base cooldown to make this a more competitive option, sitting alongside other one-off options like Blade Barrage and Silence and Squall.
  • Chaos Reach
    • Reduced base cooldown time from 9:16 to 7:35.


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Let’s talk about Stasis. We don’t have any intention of returning Stasis to its original potency at Beyond Light’s launch, but there are elements of Stasis that we swung very hard at with updates and 3.4.0 that have fallen behind our current sandbox power bar. With Season 19 and beyond, we want to reassess the role of Stasis in the sandbox. These are the changes we felt we could make safely right now, but we’ll be continually evaluating as we move forward.
Our first targeted change is to the Slow status effect. In its initial form, Slow did too much and penalized too many facets of the player’s performance, but we aren’t happy with its current form, which just feels like a stepping stone to freezing your target. We’re making a measured change to improve Slow’s primary utility—reducing movement speed—and leaving Slow’s other effects where they are for now.
  • Stasis Slow
    • Increased movement speed penalty while Slowed by 10%.
Coldsnap Grenade has been falling under our reliability target for some time now. While things like Osmiomancy Gloves help solve that problem, Coldsnap fails to find even slow-moving targets often enough that we felt like a change was necessary. We’ll be watching this closely to make sure its potency in PvP doesn’t creep back up above our target.
  • Coldsnap Grenade
    • Coldsnap’s seeker can now adjust its trajectory for 0.5 seconds after creation, rather than immediately finding a target and traveling toward their last known position.
With the Duskfield Grenade, we felt it doesn’t currently punish players in its area of effect (AoE) who fail to relocate quickly enough. We’re slightly increasing the rate at which Duskfield applies Slow stacks to enemy Guardians so that there is a bit more urgency when a player gets caught by a well-aimed grenade.
  • Duskfield Grenade
    • Increased Slow stack application rate on players by 13%.
Due to its potency at launch, Stasis has a significant number of single Fragment slot Aspects, particularly on the Revenant Hunter. We took this opportunity to review the single slot Stasis Aspects across Revenant Hunter and Behemoth Titan and found that a couple of them didn’t make sense in the current sandbox, so we’re bumping these up to two slots each.
  • Revenant Hunter
    • Winter's Shroud
      • Fragment slots increased from 1 to 2.
  • Behemoth Titan
    • Cryoclasm
      • Fragment slots increased from 1 to 2.
Shadebinder is generally in a good place, but while potent, Glacial Harvest felt like a hard choice to make over Iceflare Bolts, Bleak Watcher, and Frostpulse. We believe a portion of that friction comes from Glacial Harvest’s lengthy cooldown after activation, so we’re reducing it by 33%.
  • Shadebinder
    • Glacial Harvest
      • Reduced cooldown on Stasis Shard creation (per six shards) from 15 seconds to 10 seconds.
A piece of feedback we’ve heard a lot since Stasis launched was Shadebinder’s inability to quickly shatter frozen targets with tools like Cryoclasm or Shatterdive. The Whisper of Rending Fragment was intended to be a tool Shadebinders could use to make that conversion easier, but in the current sandbox requiring a Kinetic Primary to be equipped felt too restrictive, so we’re making this work on all Primary weapons.
  • Whisper of Rending
    • Now provides bonus damage to Stasis Crystals and frozen targets for all Primary ammo weapons, rather than just Kinetic Primary ammo weapons.
Phew—that’s it! With the amount of change we’ve made to abilities in the last year, we’re still assessing the current state of the sandbox so we can make broader-scale changes following Strand’s release next year. While we can’t always take action immediately, we’re always listening and digesting your feedback as it comes in.

New Dungeon, Who Dis?

A new dungeon is on the way, and while we do want to keep the details close to the chest so that the day one experience can be exciting and new for all, we did—at the very least—want to share when you can get adventure-ready for Season 19.
The new dungeon will drop on December 9 at 9 AM PDT, the first Friday of the new Season. In this new endgame activity, you’ll be able to...
...Gotta go.

Lighthouse is Haunted

It’s that time again, time to get out there and make Saint-14 proud. For those itching for a specific map to make its way into the next Trials rotation before making that play for the Lighthouse, you’ll have another shot at shaping where the battle will go down. On November 7, players who receive Bungie emails will be able to vote for which map they’d like to see in the upcoming Trials Labs rotation between Anomaly, Cauldron, and Pacifica.
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When you get that email, you’ll see a snazzy little image like the one above. Click on the map you’d like to cast your vote on, and we’ll have those results faster than you can panic-dive away from an errant Duskfield grenade. And by that, we mean that the new map will be set on November 11 with an official announcement in that week’s TWAB.
One last thing: if you want to get in on the voting action, make sure that you have opted into receiving our emails and have logged in to play Season of Plunder.

A Mentor and a Moderator Walk into a Bungie Bounty, Stop Us If You’ve Heard This One

Last week, we shared our first round of mentors and Bungie moderators that are ready to get out there and let you... well, pew-pew them in the face for some sweet, sweet digital loot in a new Bungie Bounty. And by digital loot, we’re talkin’ that coveted emblem. If you need a quick refresher on what Bungie Bounties even are, it’s where you—the players—are tasked with diving headfirst into the world of Destiny 2 once more to find us (or in this case, our highlighted moderators) and kick butt and take names in a specific activity. Do that successfully, and you’ll net yourself this bad boy:
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Below is the latter half of our moderators taking to the streets (Playlists?) to make us proud. To see the first part of the schedule, you can mosey on over to last week’s TWAB to see who is on the roster. You may even recognize some of the names if you hang out in the Bungie forums!
We’ll be taking on PvP and PvE alike for this Bungie Bounty, but our mods will also be running some Haunted Sectors because Halloween is only over if you’re a coward. (I said what I said.)

Friday, November 4

Time (Pacific) Platform Activity Players
3:00 AM Pacific Any Haunted Sectors * PlainBen$2921
07:00 AM Pacific PC Vanguard Ops * Nomad#3001
07:00 AM Pacific PC Crucible * TheVanguardBR#2215
09:00 AM Pacific PC Ketchcrash * TravisSch#1320
11:00 AM Pacific PC Crucible * Hagios#7708
11:00 AM Pacific PC Ketchcrash * Tchakael#3527
1:00 PM Pacific Console Ketchcrash * Patrick#2147* LA 2396#3179
1:00 PM Pacific PC Expedition * Worrein#9138
3:00 PM Pacific Console Crucible * YapperFlapper#6931
3:00 PM Pacific PC Gambit * Tchakael#3527
5:00 PM Pacific Console Ketchcrash * RurounieDante#667
7:00 PM Pacific Console Crucible * RC_Villan#125
-- -- -- --

Saturday, November 5

Time Platform Activity Players
03:00 AM Pacific PC Haunted Sectors * PlainBen#2921
05:00 AM Pacific Console Crucible * Albertcarsan#2495* Pobreloko#9880* Honz#9336
09:00 AM Pacific PC Haunted Sectors * Worrein#9138
09:00 AM Pacific Console Ketchcrash * Tuxydoh#0757
09:00 AM Pacific Console Expedition * Fenibbo#4588
11:00 AM Pacific PC Crucible * Hagios#7708
1 PM Pacific Console Crucible * ZactheRuler#1249* Index#1375* Spawn#0962
1 PM Pacific Any Gambit * RurouniDante#6673* Vasto Lorde#2833
1 PM Pacific Console Expedition * LA 2395#3179* Patrick#2147
3 PM Pacific PC Gambit * Tchakael#3527
5 PM Pacific PC Gambit * YapperFlapper#6931* Suttungur#5282
7 PM Pacific Console Crucible * ZactheRuler#1249

Sunday, November 6

Time Platform Activity Players
05:00 AM Pacific Console Ketchcrash * SonicFusion#0687* GiantSnowflakes#9777
07:00 AM Pacific PC Expedition * Nevbik#1412
09:00 AM Pacific PC Crucible * Hagios#7708
11:00 AM Pacific Console Crucible * Index#1375
11:00 AM Pacific PC Vanguard Ops * Nevbik#1412
1 PM Pacific Console Crucible * Vincenzo#2057
1 PM Pacific Console Haunted Sectors * Vengeance#1405
3 PM Pacific PC Ketchcrash * YapperFlapper#6931* Suttongur#5282* Hometime#3753
3 PM Pacific PC Gambit * Tchakael#3527

Monday, November 7

Time Platform Activity Players
07:00 AM Pacific PC Vanguard Ops * SonicFusion#0687
09:00 AM Pacific Xbox Gambit * Eriena#5864
11:00 AM Pacific PC Ketchcrash * Tchakael#3527
1:00 PM Pacific Xbox Vanguard Ops * Patrick#2147
3:00 PM Pacific Console Crucible * EZ#9920
3:00 PM Pacific Console Haunted Sectors * YapperFlapper#6931

Tuesday, November 8

Time Platform Activity Players
05:00 AM Pacific PC Ketchcrash * Tchakael#3527
1:00 PM Pacific Console Ketchcrash * TheHarraamPolice#4199
3:00 PM Pacific Console Crucible * Pobreloko#9880
5:00 PM Pacific Console Expedition * Times Vengeance#1405
7:00 PM Pacific PC Crucible * Relyks#5610
As a reminder (You know, because we want you to shoot your shot, but we also don’t want you to be disqualified from the goods if there’s no reason to be) here’s what you need to keep in mind:
Players must match with a Bungie Bounty target during their timeslot and win or complete the match.
  • If you are on the same team, you’re tasked with helping our Bounty achieve victory.
  • If you’re matched against them, you’ll need to try your hardest to defeat them in battle.
  • If this is a PvE activity, you must complete the activity to be eligible for the emblem.
Added note from the team: Habitually quitting activities during these Bounty timeframes can result in disqualification. Leaving too many matches can also result in your account being suspended from activities.
We want you to have fun, and we want them to have fun, so please keep it respectful, sassy, and classy. Pwning ain’t easy, but it’s a good time if everybody is cool about it.

Like Stealing Candy from a Space Grandma

Hi, it’s your local Halloween fanatic. How ya doing? Feeling alright? Drinking enough water? Good, good. While we’ve got you here, we did want to go ahead and offer up a reminder to wrap up any unfinished business in the Tower, because it’s the last week of Festival of the Lost before Mariah Carey’s unavoidable takeover and Space Gran... uh, Eva returns with some fresh-baked goods and that holiday cheer.
It’s not too late to get out there and earn (and even gild, if you’re feeling spicy) that spiff-tastic new Ghost Writer title and earn some more goodies for your skills at taking out murderous walking jack-o-lanterns. A completely normal week, so stop asking questions, Glint.
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For those that are still working on their titles and Event Cards, you have from now until next reset on November 8 to make it happen. You can do it. Eva told me so.
Now for the fun part: we art! Masks, pumpkins, and kick-ass Guardians—oh, my!
Ghost-Writer Seal #FOTL art 👻🔥🎃#AOTW #Destiny2Art @DestinyTheGame @Bungie
@DestinyGameUK @DestinyGameFR @destinygameBR
— Σχ şlαy3r (@EX_sLay3r) October 31, 2022
Witness my second pumpkin carving ever. Not fully the result I aimed for, but still kinda happy with how it turned out 😂
Happy spoops! 🎃🧡#FotLPumpkin #Destiny2 #destinythegame #Destiny @Bungie @DestinyTheGame
— Ayanosaur 🇵🇱 (@Ayanosaur) October 29, 2022
“This Week at 𝓑𝓞𝓞ngie, we are getting (witch) crafty…” #Destiny2 #AOTW #FestivalOfTheLost #Destiny2art
My hand-crafted 2022 FOTL mask display, inspired by the 10/20/22 TWAB header. I may or may not be covered in glue and surrounded by crafting debris.
— Seanathûn 👹 Francis (@SeanFrancis) November 1, 2022
Happy Festival of the Lost, Guardians!🎃 I fell in love with the Riven mask so I just had to make it. I don't know why cottagecore Riven makes sense in my head but it does!
Happy Halloween! #fotl #Destiny2Art #Destiny2 #AOTW @DirtyEffinHippy @A_dmg04 @rDESTNYCREATION
— kasiapeia, stealer of wives (@kasiapeia_) October 31, 2022
Happy Festival of the Lost!! 🎃✨
Thank you for organizing this event @D2ArtEvents 💖 Please check out all the awesome submissions at #DAEFOTL2022 🦇#AOTW #FOTL #FOTLArtShow #Destiny2Art @DestinyGameUK
— Strawbaby✨🏳️‍🌈 (@RedStrawbaby) October 31, 2022
My exchange with @Steiiartistic #Destiny2Art #DestinyArt #DAEFOTL2022 @D2ArtEvents
— Henry 🏳️‍🌈🏳️‍⚧️ COMS FECHADAS (@dekutheclod) October 31, 2022
There exists the tale of the Headless Starhorseman, whose steed's dreadful whinny enraptures the stars...#DAEFOTL2022 @D2ArtEvents#Destiny2Art #AOTW
— worms, my Witness (@bioluminosity) October 31, 2022
“Take this and go buy candy yourselves” 💰 🍭 🍬 🎃 #Destiny2Art #daefotl2022
— MokoChoco (@MokoChoco) October 31, 2022
Here 1st Nov is rather contemplative time, less 'party' more - honoring those who are gone.
...Can someone tell Crow that cloaks are flammable? Glint seem too absorbed to notice!
Entry for @D2ArtEvents #Destiny2 #Destiny2Art #AOTW #DAEFOTL2022 @Bungie @A_dmg04 @DestinyTheGame
— Owlcat Kath (@Kathi_Langley) October 31, 2022
🧠Happy Halloween🧠#destinyart #AOTW #DAEFOTL2022 @D2ArtEvents #destinyfanart #Destiny2Art
— Thav_art (COMMS CLOSED) (@Thavane8) October 31, 2022
Decided to try my spooky hand at carving the headless one this year! Happy Halloween!!![@bungie]( @DestinyTheGame#pumpkin #FotLPumpkin #destiny2 #DestinyTheGame #destiny
— CoolBones (@Cool_Bonez) October 31, 2022
Happy Halloween! #gourdthesmollen4life #FotLPumpkin @DestinyTheGame @A_dmg04 [@Cozmo23](
submitted by DTG_Bot to DestinyTheGame [link] [comments]

This Week at Bungie - 10/06/2022

This week at Bungie, we’re talking about some upcoming material changes, diving deep into some player-submitted questions with our Weapons Team, and addressing some of the misinformation floating around regarding recent account bans.
What’s that? That's the sound of some excitable changes on the horizon, but we need to get there first. So, “what about the here and now?” you may be wondering... Glad you did that. The wondering parts. For the immediate future, we’re able to share a closer look at upcoming economic changes coming to Destiny 2 for Season 19 next week. With bigger, more core changes around the corner, there are a few areas that the team is tightening up to prepare. But before we offer a small taste of what’s to come, we want to take a moment and talk about the recent account bans. It’s a sensitive issue, and we want to be transparent and ensure that the information you have is correct.

RE: Account Bans, An Update from Our Security Team

Here to talk about the most recent wave of account bans and restrictions is our Product Security Team.
Security: Before getting into explanations, we apologize to impacted players up front. Our job is to protect our players, and our team unfortunately did the opposite this past week. When mistakes are made, transparency is important. We hope the information below—vague as it may be in order to avoid teaching cheat developers about our systems—provides insight into what happened.
During the development of one of our cheater detections, a combination of requirements was set for banning a particular class of cheaters. We utilize specific signatures that those types of players generate. Early last week, we started seeing an increase in appeals and began investigating. Once we identified the problem with the signature, we immediately unbanned anyone we could identify as impacted. We then began reviewing recent security actions with a fine-toothed comb and continued to unban people based on a review of appeals and our own investigations, where appropriate.
Here are some points to consider when discussing the most recent wave:
  • The number of accounts caught cheating in other ways is much larger than those impacted by the mistake described above. Looking at just this new detection, which itself is a fraction of all security actions that take place, approximately 60 accounts were false positives. This mistake was a result of human error. We worked as quickly as we could to identify and rectify it. We sincerely apologize for the anxiety and uncertainty this caused.
  • Unbans began to occur within 24 hours of the first indication of a problem.
  • Anyone who has appealed against their ban, and subsequently been unbanned, has received a direct response to their appeal indicating that reversal.
  • We have several ways of detecting cheating in Destiny 2, and those unbanned were those affected by the specific error mentioned above. If a player finds themselves banned in the future, they were detected by one of our other methods.
We can confirm that there is a lot of misinformation being passed around regarding why a person may be banned or unbanned. In instances when unbans happen, players who were knowingly cheating insert themselves into these conversations to try to get their own bans overturned. Please utilize our ban appeal process so we can follow up with individual accounts.

"Weapons, I Am Your Father," - Systems Design Team, Probably

Look, there’s no denying that Destiny has some pretty sweet tools for Guardians to kick butt and take names with. From flashy purple magic of awesome to the all-helpful Divinity for support, there's a seemingly endless line of badass gadgets in our Guardian’s arsenal. Our Weapons Team has been talking a lot about different weapon changes and philosophy, and now they are back to tackle some of the most-asked questions we get regarding that pew-pew power.
Here to chat more are a few members of our Weapons Team, including Test Engineer Taylor, Design Intern Alex, Designers Brandon and Vivian, Associate Designer Mercules, Senior Designer George, and Senior Design Lead Chris Proctor. Let's just jump right into those questions, team!

General Questions

When the full auto setting arrives for all weapons, are you still going to keep the Full Auto Trigger System mod as an option? It’s kind of nice to have the flexibility without making every weapon full auto.

Yes, there are no plans to remove it. The Full Auto Trigger System mod isn't going away.

What will replace Full Auto Trigger System on Exotics that have it as a perk when the new accessibility feature goes live?

We don't want to inadvertently make these stronger in PvP, so the goal here was to replace Full Auto with something fun and thematic, but more useful in PvE than PvP.

Here are some examples:
Traveler's Chosen:
  • Replaced Full Auto Trigger System in the catalyst with Surplus.
Vigilance Wing:
  • Replaced Full Auto Trigger System in the catalyst with Ensemble.
No Time to Explain:
  • Replaced Full Auto Trigger System with Feeding Frenzy.
Note that encounters are built around players having access to being able to weaken, as many folks have theorized. We don't believe that Divinity in its current form is actually a balance problem, i.e., it's not necessarily too strong in isolation. That said, Divinity is incredibly dominant in endgame PvE because it trivializes aiming precision weapons and has an extremely high uptime for weaken. The most important issue is that Divinity granting 30% weaken sucks the air out of the room for all other weaken sources (such as Tether and Tractor Cannon), and we don't want to power creep past Divinity to make them interesting.
With this in mind, we've been looking at Divinity for a while now, and have tested a variety of changes in Season 19 over the last few months, landing on reducing Divinity's weaken from 30% to 15%.

Comments on Kinetic weapons (in PvE)

We're looking at Kinetic damage type (as opposed to slot) changes sometime post-Lightfall to make this a more interesting aspect of how weapons feel.

What about Adept raid weapon viability?

As it stands, crafted base raid weapons are flat out better than Adept raid weapons. We're not happy with this current state and have changes coming in Lightfall that give the new Lightfall raid Adept weapons access to enhanced perks (note that this is not going to be full, freeform crafting). It’s a little complex, so please look out for more information to come when we’re a little closer to Lightfall's release.

Future plans for Exotic Champion weapons?

We don't have specific plans to add anti-Champion mechanics to existing Exotic weapons. The goal of recent additions was to address some obvious holes in the options available, and we're happy with how that worked out. That said, we are building anti-Champion functionality into a new Exotic weapon in Season 19 and may revisit other weapons later if we see a need.

King's Fall weapons have unorthodox perk pools. What are the team’s feelings about continuing to do this versus making custom raid perks to differentiate endgame rewards?

We have guidelines for how spicy perk pools can be depending on the difficulty of the source of the weapon. For example, Trials of Osiris and raid weapons get to break our standard perk combination rules. The King’s Fall weapons push this to an extreme, and we're evaluating whether they're an actual balance issue (seems okay so far though).
We intend raid origin traits to make raid weapons feel unique and may still make one or more perks that are exclusive to a new raid. Starting in Season 19, you will see a small number of non-raid weapons get access to perks from older raids.

Does Outbreak Perfected truly have Persistence, or is it simply its recoil settling like any weapon?

Outbreak does not have Persistence. It does have 90 recoil direction where similar weapons are in the 40-60 range, but more importantly it recoils like an Auto Rifle not a Pulse Rifle, which is part of why it feels so unique. This was a Destiny 1 bug that we elected to maintain in the Destiny 2 reprise of the weapon.

The Cold Denial that Xûr sold with the accuracy Masterwork, does that actually improve its accuracy?

Masterworks provide additional weapon stats to a stat already existing on the weapon. Weapons can't benefit from a stat they don't have, and only Bows have an accuracy stat. The short of it is no, an accuracy Masterwork won't have any effect on Cold Denial.

Do stability perks such as Rapid Hit affect the perfect draw window on Bows?

Yes, anything that affects the stability stat on a Bow will affect the perfect draw window.

How was it for the Weapons Team to add subclass verbs like Head Stone, Chill Clip, and Incandescent to weapons? Did you enjoy syncing the two more closely in gameplay and builds?

Subclass 3.0 verbs opened up a huge amount of design space for weapons. The perks we've already made are just the beginning.

Why does only a subset of Exotic weapons tie into Subclass 3.0?

We're not planning to tie every Exotic into Subclass 3.0 verbs, but over time we'll add functionality to several of them, starting with those that are strongly themed around damage types. We're currently looking at Seasons 20 and 21 for passes on this, but we don’t have anything more on this particular topic at this time.

Are we going to be able to have multiple perks in each column on crafted weapons at some point in the future?

We're investigating this for a possible future release, but it's a more complicated task than it appears at first glance. Nothing in the immediate future, but we will continue looking deeper into this.

How do the extra perks on ritual rank resets actually work? Is there a cap to the benefit?

We have a formula that determines the maximum number of alternative perks based on the number of resets. For example, here are the formulae for Valor:
  • Left column: 1+(CLAMP((valor_reset_count+1)/2,0,(10*rand/2)%3))
  • Right column: 1+CLAMP((valor_reset_count)/2,0,(10*rand/3)%3)
Ok, that’s pretty arcane.
What this means is that the left column maximum perk count increases at first and third resets, and the right column increases at the second and fourth resets. The maximum possible is three perks in each column, with the actual number randomized between one and the current maximum.

There has been a lot of discussion on perk drop rates recently. I’d really like to know if all perks are truly weighted equally and randomized, or if certain perks (i.e., newer ones) have drop priority.

Weapon perks are weighted equally under all circumstances. There are zero cases in the game where one perk is more likely to roll than another.

I've heard that you're reworking 20 Exotic weapons in Season 19. Why so many?!

We said we're touching 20 Exotics (both buffs and nerfs), but the extent of that varies quite a bit. From a substantial rework (e.g., Lord of Wolves) to a small but impactful change (e.g., Legend of Acrius), there’s a lot to cover, both big and small.

Also, a small update on that number. 20 is out of date, and it's now 26. We always keep the list of under and overused Exotics in mind and decided to take on a big chunk of them in Season 19.

What are the criteria for reprising Destiny 1 weapons in Destiny 2?

It's important to note that it's impossible to simply copy and paste Destiny 1 content into Destiny 2. Because of engine changes and the significantly higher bar for art quality on current generation hardware, any Destiny 1 content has to be rebuilt from scratch. They're basically the same development cost as brand-new Destiny 2 weapons, and with some exceptions, we believe players significantly prefer new content over reprised.

For raids, we'll always reprise an Exotic weapon associated with a raid when we bring that into Destiny 2. We'll select the six most popular Legendary weapons and reprise those, as well. One other thing, and this hasn't come up yet, but in the event that a raid didn't have an Exotic (or that Exotic has already come back), or there were fewer than five Legendaries, we get to make new weapons to match the raid.

It’s a Numbers Game

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Why does Adagio have to be different on so many weapons?

It's actually not. Adagio is only branched two ways, specifically to prevent it from being too strong on Bows (one-hit kills for getting a single bow kill is way too strong) and Shotguns.
  • Bow plus Shotgun: + 20% damage
  • Everything else: + 30% damage
  • Note that because of damage number rounding, it may be difficult for players to reverse engineer this in-game.
What does Zen Moment actually do?

Each hit grants a stack (max 5) that lowers recoil. Reloading or not hitting for one second clears all stacks. As for what it does, maximum stacks massively reduces recoil.

In your opinion, would you use accuracy perks (e.g., Firmly Planted) on Slug Shotguns? By my testing, they seem to be very accurate by default. I don't observe much spread.

Slug Shotguns are very accurate, so it's likely only worth using accuracy perks if you plan on using them while airborne or in other situations that reduce accuracy.

What are the numbers on enhanced perks? Are there any guidelines or rules of thumb for all? Specifically, how much do the enhanced versions of Firmly Planted and Opening Shot give vs. the base perks?

The guideline is that an enhanced perk should be 5 to 10 percent stronger than a base perk. We do exceed this in some cases though.
Here's an example of the enhanced versions:
  • Enhanced Firmly Planted grants an additional +5 stability and +5 handling compared to the base perk.
  • Enhanced Opening Shot grants an additional +5 range and +5 aim assist compared to the base perk.
I am genuinely curious why the One Quiet Moment origin trait was created. What’s the benefit of having increased reload outside of combat?

The intended loop is to pause after an engagement to see whether you have another enemy to deal with before reloading your weapons (because being caught mid-reload is bad news). This is something that doesn't match everyone's playstyle though, so we'll be updating this in Season 19.

What is the minimum draw time on Bows after the recent changes?

Minimum draw time is 500ms for Lightweight Frames and 540ms for Precision Frames (weapon perks can reduce this even further).

Odds And Ends (And Some Fun With Our Australian Players)

Neighbours or Home and Away?


When is the Nutbush emote coming to the game? >:)

We’ve heard a rumor that there may be a weird Australian-ish dance emote coming shortly after Lightfall.

When do we get truly ocker perk names like drongo, two up, rack off, or strewth?

Weapon names only so far, but there is a fair amount of those, and they're not accidental, such as with Tarrabah, Funnelweb, Redback, and Lunulata.

What favorite weapon perk combinations does the Weapons Team have?

Proctor: Perpetual Motion + Surrounded on Sidearms on Submachine Guns.
Brandon: Heating Up + Rampage on Pulse Rifles.
Vivian: Stats for All + Reservoir Burst on Fusion Rifles.
Alex, Intern: Grave Robber + Golden Tricorn on arc weapons for PvE, Killing Wind + Rangefinder on Submachine Guns for PvP
Mercules: Moving Target/Perpetual Motion + Kill Clip on any primary ammo weapon for PvP
George: Perpetual Motion + Killing Wind, I blame 90s arena shooters
Taylor: Killing Wind + Multikill clip

What replica weapon would each weapons designer want?

Proctor: Dead Man's Tale
Brandon: Lorentz Driver
Vivian: [REDACTED Season 19 Solar Exotic weapon]
Alex: [REDACTED Lightfall raid Exotic weapon], but Tarrabah is a close second.
Mercules: [REDACTED Season 19 Kinetic Exotic weapon]
George: [REDACTED Season 18 Festival of the Lost weapon]
Taylor: Gridskipper

I’d be interested in looking at what perks make “god rolls” on what weapons? What would be recommended for a Scout Rifle, Submachine Gun and Pulse Rifle? What works and why?

Mercules: Depends a lot on what the role of the weapon is going to be. These roles can be broken up into some general areas:
  • PvE: Regardless of the role, generally perks that increase damage, increase magazine size, grant ammo, or improve reload speed are prioritized for add clear, yellow bachamp killer, and DPS weapons.
  • Add clearing: Perks that trigger on final blows are great, like Rampage, Subsistence, Swashbuckler, and Feeding Frenzy.
  • Tanky-target and DPS: Perks that trigger neutrally or from dealing damage like Frenzy, Firing Line, Rapid Hit, and Triple Tap.
  • PvP: Two very different styles of perk preference:
    • Dueling: Perks that increase the consistency of the gun in 1v1 engagements, i.e., Moving Target, Rangefinder, Opening Shot, Eye of the Storm, etc.
    • Kill-chaining: Perks that provide dramatic improvements to weapon performance after a kill, e.g., Kill Clip, Tunnel Vision, Killing Wind, Rampage, etc.
What is your opinion on Rangefinder drastically changing the effective engagement distances on weapons? The zoom benefit already improves damage falloff and effective accuracy, but the aim assist falloff increase feels like... a lot.

We'll be removing the added aim assist falloff in the mid-Season balance pass. The perk is ridiculously strong with just the zoom bonus, it doesn't need to increase aim assist fall off in addition to that.

Is someone going to fix The Fate of All Fools perk on the Jade Rabbit? It's totally inconsistent and sometimes doesn't work at all.

Yes, the perk was having similar issues to what was going on with Cranial Spike on Dead Man’s Tale. The plan is to change it so that rapidly chaining precision hits (effectively the same trigger as Triple Tap) will make your next body shot deal the same damage as a crit, and you will be able to store up to three increased damage body shots at a time. So, if you hit nine crits quickly, you could follow that up and kill someone in PvP with three body shots.

Basically, we want to reward accuracy and then make the gun easier to use instead of the other way around.

How do you feel about Season 17 and Season 18 balance changes now that they have been in the wild for a decent amount of time?

We think most of them landed pretty well, all things considered. High Impact (150 RPM) Scout Rifles probably got overbuffed by a small bit. Auto Rifles probably did not get buffed enough.

We've seen both Precision Frame (180 RPM) Scout Rifles and Hand Cannons come up in usage and effectiveness which is great.

What future balance changes should we be looking forward to?

In the mid-Season balance pass, we'll be making a number of changes to both under and over-performing archetypes:
  • Sizeable stability bump for Auto Rifles and Trace Rifles.
  • Small buff to critical hit damage on Adaptive Frame Pulse Rifles and Precision Frame Auto Rifles.
  • Slightly reduce effective range of Pulse Rifles at low to mid stat values.
  • Nerfs to Jade Rabbit and No Time to Explain ease of use.
  • Continuation of the Lord of Wolves rework.
  • Small Rocket Launcher blast radius buff.
  • Glaive damage resistance nerf.
  • Sidearm aim assist falloff buff.
  • Sniper flinch rework.
  • Very small tweaks to Submachine Guns that are outperforming their intended ranges.
  • Small decrease to High Impact Scout Rifle damage.
  • Some outliers that have zoom levels outside normal parameters are being brought back in line.
  • Riskrunner PvP Arc damage resistance reduction (will still remain ridiculous in PvE).
  • In Season 19, we have an additional list of changes we will be making, including:
    • Removing some Shotgun randomness.
    • Improved hit detection for Glaives.
    • Reworking/changing nearly 20 weapon perks.
    • Reworking/changing over 20 Exotic weapons.

Do Trace Rifles have accuracy bloom as you hold down the trigger?


Is Under Pressure going to be nerfed on Fusion Rifles? How are you going to finally rein in Xûr’s Main Ingredient without diminishing Precision Frames as a whole?

We’re not going to nerf Under Pressure on Fusion Rifles. Most likely thing we will do if Main Ingredient usage doesn't come down naturally is lower its stats. This will allow us to avoid hitting all Precision Frame Fusion Rifles, and give other weapons in the subfamily room to breathe.
That being said, Precision Frame Fusion Rifles as a subfamily outside of Main Ingredient are still very strong, and we are looking at them too.

Are there any plans to add more subclass verbs to more Exotics?

Lots of plans! Nothing concrete to share now, but we’re always on the lookout for places where we can add subclass verbs. We have to be cautious, as some of the intrinsic functionality of the verbs may actually be worse than what is on the Exotic weapon, or the uptime of the verb on the Exotic weapon would cause severe balance issues with subclass interactions.

Will skill-based matchmaking (SBMM) being present in Control have any effect on the way we handle weapon balancing?

We already used Survival and Trials as more indicative game modes for balancing purposes. Survival has had SBMM and Trials has the Flawless pool, which enables us to see what good players use, and what is effective when they are more likely to care about winning.
It will, however, allow us to see what the different skill groups of players that generally avoid Survival or Trials use, and what they are effective with when they are not in skill-pools that are as mixed as Control used to be.
Proctor: If skill-based matchmaking continues to roll out over time, it may give us the option to revisit weapon skill gaps.
What are your plans for Sniper Rifle and Special Linear Fusion Rifle (LFR) flinch?
For Sniper Rifle flinch, we have dramatically increased the time it takes for the reticle to reset back to center after taking damage, which in playtests has seen a marked decrease in the amount of times players are able to shoot through the flinch. (We also greatly decreased PvE flinch to counter this).
This will not prevent players from "trading" with the Sniper Rifle on their first shot, nor will it hurt players using Sniper Rifles who disengage to allow the reticle to reset before peeking again, but it should hopefully address the instances of hitting someone using a Sniper Rifle with multiple crits only to get sniped through it.
If this change plays out successfully in the game itself outside of testing, we will try to migrate it over to the special LFRs.
Any Fusion Rifle changes coming? Like a Rapid Fire Frame buff?
We want to see how the Shotgun changes land before we re-buff Rapid Fire Frames.
What can be done to make Headseeker more interesting?
The plan is to increase the duration the perk is active, have the perk reset on body shots when it is already active, and have it increase aim assist by a very small amount. In playtests it is very good, arguably one of the best neutral perks for Pulse Rifles.
Do Aggressive Frames have High-Caliber Rounds baked in?
No, however, the flinch from a single shot is proportional to damage, so high damage per bullet weapons will flinch more than low damage per bullet weapons.
Dynamic Sway Reduction seems like one of the most misunderstood perks in the game. Can you explain a little bit about how that works?
Dynamic Sway Reduction starts working as soon as you start firing. Each subsequent shot improves its effects (increasing accuracy and stability) until it maxes out (around 20 shots). So, high RPM weapons get maximum benefits more quickly than low RPM weapons.
The perk deactivates as soon as you stop firing.
What exactly does Box Breathing do?
After being ADS for 1.5s without firing, Box Breathing increases the precision damage multiplier of the weapon and increases the aim assist falloff distance by 10%. It resets when you fire the weapon or leave ADS.
Is there a way to estimate how much zoom decreases the effective cone angles?
On most weapons, you can just divide the base cone angle by the zoom: i.e., 3 degrees base / 1.5x zoom = 2 degrees. Zoom reduces the size of both aim assist and accuracy cones, which means you are more accurate at higher zooms but have a smaller aim assist radius. That being said, some weapons have additional scaling applied on top, like Sniper Rifles with aim assist.

At TwitchCon? Come Chill!

The Bungie Foundation is heading to sunny San Diego for TwitchCon 2022 from October 7 to October 9! Located right on the “Purple Carpet” as part of the DonorDrive Charity Arcade, stop by and say, “Hello!” Visitors will have a chance to take home an exclusive Bungie Foundation TwitchCon pin as well as a brand-new Destiny emblem! One thing to note, though, is that these emblems are first-come, first-serve, so be sure to stop on by as soon as you can, if interested!
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Our prize wheel—made famous by Cozmo during last year’s Game2Give stream—will be making the trip to SoCal as well. Complete with a fresh paint job, the Bungie Prize Wheel will give lucky spinners the opportunity to win some great prizes!
Tune in on Saturday, October 8 from 12:30 PM to 2:15 PM PST for a special fundraising event featuring TheLostDrake and P1kaPeach, streaming live from the TwitchCon floor. Head on over to their channels to watch and support them while they raise money for the Bungie Foundation and six other charities involved in this year’s Charity Arcade.

Player Support Report

We're Ruffian for a bruisin'.
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Our Player Support team is back in action once more to give players a look at what the team is currently working on and what the status update is on open investigations into known issues. They do what they do well, so I’m going to go ahead and stop talking and just let them do their thing.
This is their report.
Known Issues List | Help Forums | Bungie Help Twitter
While we have nothing to announce today, we have been in active discussions about the future of Destiny 2 Stadia accounts since Stadia’s announcement last week that they will be shutting down in January 2023.
Once we have a plan of action, we will share more details with in-game Destiny 2 messages, TWAB posts, emails, and tweets from @BungieHelp.
For general questions about Stadia's shutdown, please review their FAQ.
To alleviate performance issues in the Tower, we have temporarily reduced the population cap to 20 players while we investigate the underlying cause.
The first time players focus a Season of Plunder weapon each week with the Double Perk Weapon Spoils Pirate Crew Upgrade active, the focused weapon will now also drop with Deepsight Resonance.
A fix for the Gyrfalcon's Hauberk Hunter Exotic has been identified and is scheduled to be shipped out mid-October.
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum.
  • When focusing the Herod-C Auto Rifle in Drifter’s inventory, it is incorrectly listed as a 600 RPM weapon instead of a 360 RPM weapon.
  • Tower loading times have increased for all players.
  • Players are losing the Brand Claimer buff even when the timer is still active during the Warpriest challenge in the King’s Fall raid.
  • Interacting with the Calus statue buttons too quickly in the Duality dungeon can soft-lock players from progressing forward in the activity.
  • Players are unable to upgrade to The Witch Queen Deluxe Edition on the Epic Games Store. This issue should be resolved by the end of this week.
  • Riven can become invincible in the Last Wish raid with players unable to damage her in certain situations.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

"'Tis But a Scratch"

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Bruno: Not sure if loving the Monty Python movies is going to make you think I am as old as an oak, but I do love them. Silly jokes, great ideas, and some political commentary. Basically, what good comedy should be. I reckon some of their stuff is a bit off nowadays, but there's still lots of good stuff, like this scene that has been really well adapted to Destiny's standards.
Movie of the Week: Sir Titan-a-Lot of Arc 3.0
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Ivan: Who woke this Guardian up? Their opponents would prefer them to keep sleeping.
Great music and editing make this deserving of #MOTW, well done!
Movie of the Week: Don't wake me up
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Dude, Where's My Osiris?

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Hippy: Titan pirates, enough said. Y’all already know, Titans have my heart, so seeing this art of a Titan pirate in all their glory? Yeah, that’s the good stuff. If you listen closely, you might even hear us losing our minds over it. What can we say? Titans make pirates look dope.
Don’t come for me Warlocks and Hunters, we love y’all too!

Art of the Week: Titan pirate go brrt.
CRUSADE - Shouldn’t have taken me this long to get a pirate render for the new season but better late than never 🏴‍☠️🔥#Destiny2 #Destiny2Art #AOTW
— ⚡️ NIGHTFALL ⚡️ (@ThisIsNightfall) September 28, 2022
Sam: We were 100% expecting to only be posting Halloween or scary-themed #AOTW picks this month (the variation of art styles is really highlighted during this time of year), but the second we saw this, there were no questions only, "Yes, this one is very cute, must share." Enjoy!
Art of the Week: Ketchcrash
Ketchcrash![#Destiny2]( #Destiny2Art
— 왈랍 (@wallabthemalang) October 4, 2022
Hippy: OK, we have more...
B-b-b-Bonus Art of the Week: Demon

Kicking off spooky season with some Saint-14! >:)
-#destiny2 #aotw #destiny2art
— AXE (@axelander_art) October 3, 2022
OK, one more bonus, in the spirit of Festival of the Lost coming up: Get that candy, Eido!
"It's a sweet, dear. You unwrap it and eat the candy inside."
day02 "New Allies"#destinytober #destinytober22 #destiny2 #destiny2art #evalevante #caiatl #eido #crow #misraaks #mithrax
— uᴉɹnɐ⅂🦇 (@LaurinofEarth) October 3, 2022
And that’s a wrap on our latest TWABtastic adventure. Hopefully, the update about account bans as the investigation into improved practices has eased some worries. That, and the nifty Q&A with the weapons team has been interesting to see develop. We hope you enjoyed it!
We’re inching closer to Festival of the Lost with all the spookiness that entails! Bring out the masks, Guardians, because it’s almost that time once more! We’ll have more on that in a later TWAB, but for now: drink that water, prioritize that self-care, and remember to always lead with your kindest foot forward. Until next time, friends.
“I should go,”
<3 Hippy
submitted by DTG_Bot to DestinyTheGame [link] [comments]

How can a bill that restricts liberties and freedoms of citizens be legally presented with a title indicating the opposite?

How (or Why) is naming a bill in an obviously misleading way legal? Shouldn't any blatantly misleadingly titled bill automatically be rejected? Why isn't it?
P.S. Please don't downvote me for asking, I'm not ranting, just actually curious.
submitted by MRMiller96 to politics [link] [comments]

Looking for advice my CV please! - Currently a final year student, looking to apply for finance grad schemes soon (UK)

submitted by Drakonson to FinancialCareers [link] [comments]

Measure 114 - An Analysis

I'm putting this together because I've gotten into a lot of conversations about 114 in the last few months and I'm finding myself saying a lot of the same things so I think it would be helpful (for me, at least) to assemble all of these things together into a single reference point and really take a hard look at 114.
To preface, I do own firearms and I do support people's right to own them and I do also oppose 114. That said, I do believe very strongly that 114 is a bad bill regardless of your position on firearm ownership and I think the absolute best way to prove that is to walk through the provisions it proposes. I am also more than happy to talk anyone curious through any aspect of firearms ownership or purchases, I firmly believe that it's vital that people understand what this issue is talking about even if they have no plans to own firearms.
A lot of the "quick facts" of 114 are viewable at Ballotpedia with the full text (PDF warning.)
I'm going to take the big issues one by one
Permit to purchase
This seems like one of the more reasonable propositions but it's quite hollow in terms of what it actually prescribes.
To condense it down somewhat, the requirements of a permit are almost identical to the requirements already in place when purchasing a firearm. In the state of Oregon, all purchases of firearms must go through a licensed FFL (Federal Firearm's License) holder and as part of that process you have to fill out a 4473 (PDF warning) and at that point in time you must present valid identification and undergo a background check. If you fail the background check, the FFL will not transfer the firearm to you.
The permit to purchase is simply repeating this process again once every five years. The requirements are the same and your thumbprints are taken at the time you fill out the 4473. All of your fingerprints are on file with the DMV if you have a driver's license. I seem to remember getting my fingerprints done when I transferred my license but I did also get them done a number of times for work so apparently I'm mixing up those. Regardless, you do supply thumb prints every time you submit a 4473 and if you supply fingerprints for most any other purpose with a public institution, these are accessible to law enforcement in the course of an investigation.
Another part of this section is the training requirement. For this, I think it's important to quote from the actual language of the measure here:
A firearms training course or class required for issuance of a permit-to-purchase must include:
A. Review of federal and state laws in place at the time of the class and other safe practices related to ownership, purchase, transfer, use and transportation of firearms;
B. Review of federal and state safe storage laws in place at the time of the class and other safe practices related to safe storage, including reporting lost and stolen guns;
C. Prevention of abuse or misuse of firearms, including the impact of homicide and suicide on families, communities and the country as a whole
-In-person demonstration of the applicant’s ability to lock, load, unload, fire and store a firearm before an instructor certified by a law enforcement agency. This requirement may be met separately from the other course requirements in subpargagraphs (A), (B) and (C) of paragraph (c), which may be completed in an on-line course, provided the on-line course has been conducted by a trainer certified by law enforcement.
This seems reasonable but let's keep a couple things in mind.
For the A section, this information is already widely known and often reinforced within the firearms community. Despite all the "WE WILL NOT COMPLY" signs, most people aren't willing to risk going to jail for having a shotgun too short or giving someone a gun without doing the paperwork. Furthermore, FFL holders and store clerks are generally quite good about reminding people about relevant laws and are not eager to break the laws themselves, which often carries steep penalties.
The B section is superfluous in that the vast majority of firearm owners are very interested in storing their firearms securely. Theft is one of the chief ways firearms end up in the wrong hands and no one wants their firearms stolen. Safes and other secure containers are one of the first recommended purchases for new gun owners, even before they buy a firearm. Just as much as no one wants their firearms stolen, no one wants to be the one responsible (morally if not legally) for their firearm being stolen and misused because they didn't store it properly.
The C section performs a role that I'm not particularly clear on. Is there a perception that people aren't aware how much these things impact people?
The in-person demonstration is probably the most troubling aspect of this because it requires a person to demonstrate competency with a firearm that they don't yet own or may not be intending to own at all.
For instance, if I'm getting my permit so I can buy a hunting rifle but I have to demonstrate competence with a revolver or a shotgun, that might be a problem. Also, I'm not sure how you demonstrate competence with a weapon you don't yet own and can't legally own. Unless the entities administering the test provide one for you in which case now I'm expected to display competency in handling of a weapon I've never used which is a good way to end up looking like you don't know what you're doing.
So the test either becomes a rubberstamp affair or something that very few people can pass.
The permit to purchase is, after the other requirements are satisfied, at the discretion of local law enforcement to approve or deny. While you can appeal, it means vesting all power for approval or denial in local law enforcement. I struggle to put this in an objective way but considering the current issues that many people have with trust in local law enforcement, we're setting up a situation whereby all power to purchase is vested in an office that is mistrusted by the public.
There's no provisions in 114 to require law enforcement to process these applications. It's entirely possible for the relevant agency to simply sit on these applications or to create criteria for approval that effectively mean only the police and their friends get them. At that point you have a de facto gun ban and while I'd agree that the number of counties that have declared themselves "2A sanctuaries" makes the idea of the police using 114 as a way to just ban buying guns, it's an equally uncomfortable prospect to have law enforcement being the ones with the undefined power to set criteria to allow for ownership.
The largest growing population of gun owners are non-traditional gun owners - women, people of color, queer folks, etc. The permit system establishes a place whereby applications could potentially be denied for having a funny sounding last name. There is an appeals process but it requires going through the courts, a process that is not fast nor is it free.
This is a good transition into my next point
114 represents a potentially enormous outlay of money for the state of Oregon and for Oregonians in general.
Law enforcement will have to now administer and maintain the permitting process which is not going to be cheap. On top of that, 114 is almost guaranteed to be challenged and while I'm not enough of a lawyer to have a meaningful opinion as to if it'll survive a court challenge, it's worth noting that similar laws in other states didn't survive long after passing either.
That represents millions in court costs, taking up time in our legal system, and the outlay of expenses in shutting down the permitting system.
That money has to come from somewhere and it's funding that, frankly, could be better spent addressing the social contributing factors towards gun violence.
Prohibitions on large capacity magazines
For this section, I'm going to use the term "standard" instead of "large" because the vast majority of firearms that use detachable magazines come from the factory with what the measure calls "large capacity" magazines. "Large" capacity in the gun world usually denotes magazines that have been designed to carry more ammunition than the standard capacity, such as a drum or extended magazine.
Effectively this section bans the purchase of new standard capacity magazines and severely restricts where you can utilize them, forcing you to instead use reduced capacity 10 round magazines.
The underlying problem with this there's no underlying purpose to it in terms of a benefit.
The belief seems to be that reduced capacity magazines will help reduce the instances of casualties at mass shootings. Smaller magazines means fewer rounds fired or more time reloading, time to escape or to fight. The issue is the time you're talking about buying is seconds, at best. Even if you aren't that good, swapping magazines can be done quickly enough that you add almost no time to act and this has been tested and demonstrated a number of times.
Simply put, this is a well-intended effort to do something that it won't actually do.
This is a bit of a separate issue but it's one of the scenarios that makes me uncomfortable as a potential consequence of 114.
There's a lot of fear about "ghost guns," home made milled or 3D printed firearms and while it's important to understand that "3D printing a gun" is a lot harder than it seems, it's not that difficult for people who are used to building guns.
What I see as a potential issue, and this has been brought up by others, is the potential surge in interest in 3D printed firearms as a result of not being able to purchase any due to problems with the permitting system I've indicated previously. While most people are not going to think about this, it only takes a few people realizing that they could potentially start selling these less traceable firearms to people who want them and can't legally acquire them.
It's creating a large demand for under the table sales that could be satisfied by someone with a 3D printer and some knowledge. I don't think that's an indictment of 3D printed firearms, I don't think they're superior to factory produced firearms most of the time, but when there's nothing at all available I worry about the prospect of someone getting involved in 3D printing firearms and then recognizing the demand.
So if you've made it this far (awesome if you have, by the way) you might think "Ok, that sounds kind of annoying but not that big a deal" or maybe you support the idea of a ban and the fact that 114 easily can act as one is a selling point for you.
Part of the idea behind the system of ballot initiatives is that we want to convince our fellow citizens to vote in favor of something because we believe there's a problem that needs to be solved. We want our fellow citizens to look at that proposal and say "Ok, that seems reasonable." When these initiatives are loaded down with ideas that are transparently poorly thought out and the people you want to agree with you can see that, they're inclined to vote no on the entire thing.
What's more, consider that these efforts at gun control don't happen in a vacuum. To many gun owners, 114 feels like an end-run around the political unacceptability of a full ban and setting up a system whereby purchase and ownership become so onerous that many people simply can't participate because of these barriers.
This creates feelings of ill-will and it predisposes people to not want to support any potential proposal, even if a sound one does come up for a vote. It's poisoning the electoral well. Solid estimates of gun ownership rates are very hard to get but roughly half of Oregonians own at least one firearm. If you inculcate a culture of mistrust towards efforts at gun control, you are putting those efforts at severe risk in the future.
Furthermore, it risks creating a groundswell of oppositional support for not just repeal of that proposal but potentially of other restrictions as well. We've seen this crescendo in other states where restrictions on concealed carry were challenged in court and resulted in all concealed carry laws being struck down in that state.
On a personal note, I came to Oregon from California (yes, I know, get the boo's out of the way) and one of the things that I noticed immediately was what you might call a sort of truce (for lack of a better term) between gun owners and supporters of gun control. I was used to the California firearm political atmosphere which is incredibly toxic and vitriolic, with both sides more than happy to flex electoral muscle on the other (to the extent that the pro-gun crowd is able to do that) in deliberately antagonistic ways. Oregon wasn't like that. There was a tendency to live and let live and I appreciated that very much. It's one of the trends in Oregon overall that I've really enjoyed since coming here several years ago and that goes beyond just firearms. It's an Oregon quality that I've seen, unfortunately, slipping since I arrived.
That's all I have in terms of analysis of the bill. I do genuinely think it's a bad bill even setting aside my beliefs on firearms. I think it duplicates work unnecessarily while adding on more costs and doesn't provide any clear benefits while risking empowering the electoral success of political reactionaries and extremists. It's incredibly expensive in terms of political capital without providing any clear benefits in return.
I am more than happy to field questions for people who are curious or want more clarification on any part of this or even just on general gun ownership and use in Oregon.
EDIT: Thank you for the mostly positive response and the awards. That said, please save your money. If you really want to show your appreciation in a monetary way, MMIW could always use whatever support you're willing to spare.
submitted by HeloRising to oregon [link] [comments]

[PSA] Allegiance Season - Update Notes

[PSA] Allegiance Season - Update Notes
Hello everyone!
(o dear reddit formatting lord, be gracious with me; and if everything goes well... behold, a wall of text)
Estimated Update Size
  • Xbox One: ~1.2GB
  • Xbox Series S|X: ~1.2GB
  • PS4: ~1.1GB
  • PS5: ~1.1GB

Allegiance Season Launch!

This season’s theme is Allegiance. It’s not just a theme but a statement that we are making to you, the players. We want to make a game that you love, enjoy, and have fun playing and we can think of no better way to show that we hear you than by kicking off this season with long-requested features and improvements!
Allegiance is the longest season yet at ten weeks! To account for the length, we have made adjustments to the following Challenges:
  • Recurring Challenge: XP Required 4,000 -> 4,500
    • Earn XP to earn points
  • Weekly Challenge: Points 5 -> 4 for the following:
    • Damage modules in 40 battles
    • Block 60 shots
    • Penetrate 225 shots
For this season, and for the first time ever, ALL players will be able to skip levels for Gold! That means you can get to your rewards faster, regardless of whether you have a Season Pass or not.
Get all of the season’s details in its feature article.
HUD Improvements
  • Kicking off this season is the feature most requested by players! We are happy to announce that Ribbons have made their return! Ribbons will be displayed in the upper right area of the screen, replacing the XP Tracker element.
  • Ribbons will be awarded for any action that earns XP and will track how many of each Ribbon type you earn during the battle.
Enemy Damaged
Damage an enemy tank
Critical Hit
Damage a component or crew member of an enemy tank
Tank Destroyed
Destroy an enemy tank
Enemy Spotted
Spot an undiscovered enemy tank for your team
Base Captured
Capture the base
Tracked Target Hit
An ally damages a tank you’ve tracked
Spotted Target Hit
An ally damages a tank you’ve spotted that they otherwise wouldn’t be able to see
  • A new Artillery icon has been added to go along with the existing Targeted indicator. Now you will know not only when you are being targeted but by what! In addition, it also has a unique audio alert so even if you miss the icon popping up, you will still hear the audio alert associated with it. Along with this new audio alert, the alert for Sixth Sense was also updated so they work together in a complementary manner.
  • We added turret rotation limits for secondary turrets to the tank display in the lower left corner when they are the currently selected turret. The tank representation displayed in this panel has also been updated to a neutral tank that isn’t specific to any game mode or time period.

Artillery 2.0

On the subject of Artillery 2.0: This has been a long-debated initiative, and we understand that the community has been anticipating updates to fine-tune Artillery balance within the game. Last summer, we introduced changes to the Artillery shell tracers for better visibility, as well as 3D distance-attenuated audio to help players identify and potentially locate where the Artillery is on the map. In addition, we included the Targeted Alert icon to also sound off when an Artillery is actively aiming at you.
Since that time, we’ve been analyzing the data and feedback with the changes in the live game to help inform the next steps. The goal was to find the appropriate compromise that provides benefits for both Artillery and non-Artillery players, ultimately doing the best to maintain Artillery as an enjoyable vehicle class to play on the battlefield.
We have new updates inbound! They’ve been tested both internally and with Supertest, of course, who is always instrumental to helping correct course where necessary. We feel confident that we’re headed in the right direction, but we can’t know for sure unless we test against a broader audience, a larger sample size for data collection.
At the release of the Allegiance season, we will have the following Artillery updates added to the live game. Please consider this a Live Test with these changes in mind, and give us time to gauge community feedback and collect gameplay data to help confirm whether this is the right direction for Artillery 2.0.
We will do our best to provide transparent communication about how the initiative is performing and whether further improvements or changes will be coming.
In any case, here are the following updates to Artillery 2.0 you can expect to see in the new season!
  • Aim time:
    • Reduced by 1 second for all SPG vehicles.
  • Damage:
    • Tier VII to Tier X: Reduced by 40% on a vast majority of guns in this tier range.
    • Tier V and VI: Reduced by 24% for all guns.
    • Tier IV and lower: No changes.
  • Concealment values:
    • Adjusted to be based on height instead of inflated values.
      • This results in an overall reduction in concealment.
  • Accuracy:
    • Reduced by 0.1 for all SPG vehicles.
  • Reload:
    • Adjusted for each vehicle to maintain the current DPM with the updated damage.
  • Shot dispersion during turret rotation:
    • Reduced the penalties by ~45%.
  • Health:
    • Roughly 80% of the same-tier light tanks (with some minor variability).
    • The relative size of the HP pools between SPGs has been maintained (Germany & UK having the highest HP, USA & USSR being midrange for HP, and French having the lowest HP).
  • There are two SPGs with gun-specific changes due to being clip-based weapons:

Garage Improvements

  • We moved the “Plays up to Tier” display to be located at the top of the stats panel.
    • Tanks with special matchmaking have a gold banner behind this display.
  • The Battle button has been moved above the tank reel.
  • The tank reel is now a 2D element and lowered to the bottom of the screen to take up less space in the garage.
  • We lowered the Commander skill display in the garage to be closer to the tank reel in its new position.
  • The button legend has been lowered to match the edge of the screen.
  • The top tabs have been raised to match the edge of the screen.

Cold War RNG Changes

  • We have updated the RNG values for penetration and damage in Multiplayer game mode for all Eras.
    • Post-War (Era 1)
      • Penetration: Reduced the max RNG spread while maintaining a higher chance to roll higher than your base penetration.
      • Damage: Increased the max potential damage and reduced the lowest potential damage for a more consistent outcome.
    • Escalation (Era 2)
      • Penetration: Reduced the max RNG spread while maintaining a higher chance to roll higher than your base penetration.
      • Damage: Increased the max potential damage and reduced the lowest potential damage for a more consistent outcome.
    • Detente (Era 3)
      • Penetration: No changes.
      • Damage: Increased spread of potential damage to allow for more variation of outcomes.

Pairs Matchmaking Improvements

  • Scout Pairing
    • Scout tanks are any light tank Tier V and up.
    • Matchmaking will now enforce symmetry for scouts on both teams, meaning light tanks in a match will match up 1 for 1.
    • There will be no limit to the number of scout tanks a team can have.
  • Increased Pairs
    • Currently, the matchmaker will create pairs to match up to platoons until a 15v15 match is made. This change will create additional pairs to provide more options.
    • Solo tankers now have a greater chance to be pulled into a match if that means they will complete a platoon pairing, i.e. lower queue times.

Map Rotation Changes for New Players

  • New accounts will play all Co-Op matches on a reduced map list. This is to allow players to focus on learning gameplay instead of where to go on the maps.
    • World War II: New players will only play Mines and Ghost Town in Battle Tier 3-4.
    • Cold War: New players will only play Dezful and Cao Bang in Era 1 (Post War).
  • Once a new player joins a Multiplayer match, they will unlock the normal map rotation and no longer be restricted to these maps.

Other Improvements

  • Improved bots’ usage of Smokescreen by adding a delay and a % chance of usage that increases as they lose health.
  • PS4 controllers’ lightbar has been updated to reflect your vehicle’s health status and team color selected.
  • Players can now access the Detailed Stats panel from the Loadout tab.
  • The Detailed Stats panel now supports the “Accuracy during movement” stat.
  • Updated the filter icon for “Favorites.” This icon is now the banner icon instead of the star icon.
  • Commanders are now rendered in the Preview area when viewing the Store bundle contents.
  • Custom game room owners now have the ability to swap the entire team.
  • If a player self-destructs, a message will appear on their screen informing them that the enemy team was given compensation for this action to discourage this behavior.
  • The Post Battle Results Screen now displays the player’s name in the upper-right corner on the Personal tab.
  • We added a specific game mode icon for Training Mode:

Tank-Related Changes

Issues Addressed


  • Added a space in the tank name for the Super Pershing.
  • Added the “new” indicator to the Invite button when the player had a pending invite or friend request.
  • Address the visual issue where an ATGM explosion FX didn’t display.
  • Addressed the snapping movement of the main gun of the O-Ho while using the secondary weapon.
  • ATGM will no longer phase through the ground on occasion.
  • “Players Blocked” list will now update immediately if a player is removed from the list.
  • Contract: After you back out of tank details in a contract, it now correctly displays the contracts again.
  • Corrected the placement of the Magach 5 and Super M48 in the Premium Tech Tree.
  • Custom Games: If the room host changes the name, all players currently in the lobby will now see the updated name.
  • Draw distance of fallen trees has been extended.
  • Filters now work correctly in the Premium Tech Tree.
  • Fixed an issue where research cost in the Tech Tree view was different than in the Upgrades tab.
  • Fixed the alignment on the gamma setup screen.
  • Fixed various tank dolls to reflect the secondary weapons in their correct positions.
  • Garage:
    • Current stage is now displayed in the upper right corner next to the Season Pass information.
    • Platoon member list no longer overlaps the Filter display.
    • Platoon member status no longer says “Ready” when they are still in a match.
    • Still concealment value now updates instantly when applying Camouflage.
  • Kill feed no longer occasionally has a space between entries.
  • Logs now show the Free XP used to purchase a tank using Free XP.
  • Players can now access their owned vehicles’ customization when accessing the tank from the Tech Tree.
  • Repair icon no longer stays on the HUD.
  • Replay:
    • Ammo indicator now updates to show what ammo is currently selected.
    • Crew icons no longer flicker in the target tracker.
  • Shell impact indicator no longer glows forever when shot by an allied SPG.
  • Spectator HUD:
    • Consumables and icons no longer persist and stack on the screen.
    • Correct team color is now shown if the spectator was on Team 1.
    • Match timer is now displayed.
    • Reload timer is now visible in the 3rd/1st person camera when the spectator is viewing a tank.
    • Tank info cards above tanks no longer appear over the other UI elements such as the team list.
    • Team health bar now only highlights the damage lost and not the entire bar when the team takes damage.
    • Vehicles in the Independent affiliation now support their team color skin.
  • Team composition bar and overview map now displays the voice chat indicators.


  • All:
    • Horizontal stabilization now works for all turrets.
    • Secondary turrets now stop moving when you move to the turret to take over manual control.
    • Turret behavior now works correctly upon reconnecting to a match.
    • Turrets will no longer snap to where you are looking at the match start.
  • Hetzer: The skin now gives the correct bonus of 4%.
  • IS-6 Black Edition: Now renders correctly at all distances.
  • M6: Secondary weapon will now apply camouflage.
  • Magach 5: Addressed a visual issue with the destroyed treads.
  • Orochi O-Ni: Purchase price for camouflage is now set to Tier VIII values.
  • Škoda T 50: Removed the double emblem on the Pin-Up skin for the upgraded turret.
  • T34 Heavy: Improved the armor thickness where the spare tracks are mounted to be 147mm thick, both World War II and Cold War versions.
  • Type 4 Heavy: Main gun is now hidden while using the secondary gun so it doesn’t block your visibility.
  • TVP T 50/51 ’51: Rotation speed of the drive wheel now matches the track speed.
  • VK 168.01 (P): Secondary weapon no longer clips into the turret.
  • WZ-111 ’66: Now renders correctly at all distances.


  • Halfaya Pass: Removed the walls from the bunker object at B3.
  • Karelia:
    • Addressed an issue where you could see through some rocks, and removed trees from rocks in various locations on the map.
    • Added rocks to block off access to an unintended area on the mountain at H6.
  • Malinovka: Snow clumps no longer float at A8.
  • Siegfried Line: Fixed the collision size of the barrel sticking from the bunker at E5.
submitted by WG_T33kanne to WorldofTanksConsole [link] [comments]

Wolf reintroduction areas for Colorado

Wolf reintroduction areas for Colorado submitted by skiguy919 to elkhunting [link] [comments]

The annual GCHQ Christmas puzzle is out: I have managed three , with two more maybees and completely lost on two others. Anyone else having a go this morning?

The annual GCHQ Christmas puzzle is out: I have managed three , with two more maybees and completely lost on two others. Anyone else having a go this morning? submitted by mega_ste to CasualUK [link] [comments]

You guys built your dream Magic Kingdom. Here's what it looks like.

I recently posed a question to this and other subreddits: If Bob Iger offered you a blank check to update the Magic Kingdom, what would you change? I thought people might be interested in seeing a “perfect MK” according to what people said - and my own opinions and ideas for combining your suggestions.
Long thread. Enjoy.

Overall Changes

One of the hot-button issues for Disney parks right now is cast member compensation. It’s not too surprising that many people want to see CM get raises and benefits. One user suggested offering incremental raises based on how long a CM works there, something that specifically ties into Disney’s emphasis on legacy. Disney’s CMs work hard, and we need more of them, so if the entire parks budget went into addressing these issues, I don’t think many of us would complain.
On to food. We’ll get to some more specific examples throughout the parks, but food in MK is very generic and forgettable compared to the other parks, and that needs to be fixed. Not everyone loves chicken fingers for every meal. Our new MK will address this while still remaining affordable. Don’t worry, the return of the Disney Dining Plan will make sure you can enjoy it all.
We’re going to add a few more exclusive clubs a la Club 33. In fact, we’re going to call them Club 11, Club 22, Club 44, etc. These could be incentives for various groups like resort guests or pass holders.
It gets hot at the parks. We’d love to see relief from the heat in the form of more indoor seating, water and ice stations, and drinking water that doesn’t smell like sulfur. We’re also bringing in refillable cups, preferably with dedicated stations so the quick service lines are less crowded. Finally, we’re adding a few more locations selling adult beverages. Maybe Joffrey’s could have beer.
In order to help alleviate crowds, especially near the entrance, we’re going to add some new entrances. We’ll put one in Tomorrowland, probably over near the Carousel of Progress, and another in the new Villains Land - more on that later. These could be restricted to resort guests as a special perk.
Speaking of resort guests, we’re bringing back Magic Hours for resort guests. We’re also bringing back the Magical Express, bigger and better than ever. Not only will the fleet be bigger, but we’re converting to all-electric.
We’ll also bring back the Disney World Railroad, but let’s not stop there. A few users suggested adding a new in-park transportation system, like taxis or subterranean transport. You could also take a page out of Disneyland’s book and build a modern take on the Skyliner.
We also need to work on a more inclusive ride system. Unfortunately, the iconic Omnimover system doesn’t handle boarding guests using wheelchairs very well, often bringing the entire ride to a standstill. Even rides that aren’t Omnimovers usually require guests to climb into the seats, making them inaccessible to many guests who would be perfectly comfortable once they were in the seats. A new system would improve ride-boarding efficiency, speeding up lines and including more guests in the Disney experience. I’d bet that Disney Imagineers are already working on this one, actually.
While we’re at it, let’s add an extra one-person bench at the back of every ride train for bigger guests. And for us tall people, I wouldn’t mind some more legroom. Turning my knees sideways into my neighbor isn’t always ideal.
Animatronics are all getting an upgrade to the level of something like the Navi River Shaman - once we can make sure that tech doesn’t break down quite so often.
In order to distribute crowds and maximize space, we’re going to try to use vertical space a little bit more - treehouse walkways in Adventureland, multiple layers for Tomorrowland, and so on. Let’s also add some more lighting throughout the park that comes on after the shows.
Finally, we’ll put in some moving sidewalks near the bus exits to help those sore feet after a long day of walking around.
Throughout this revamp, you’ll see a lot of requests for old classics to return. I wanted to mention an idea from u/Famishus_Famishus that could help address this. They proposed that Disney release a VR program that allows people to experience classic but closed attractions at home. It could be updated in case other shows or rides get cut. Disney is comfortable acknowledging past attractions, and this would be a great tribute to them.
Entertainment: Many people do want a new nighttime parade - not the return of the Electrical Parade, mind you, but something completely new. Maybe this could be a villain-centric parade to celebrate the launch of our new Villains Land.
Fastpass/Genie+: I think everyone who addressed this issue offered a completely different solution. We could bring back paper Fastpasses at the front of each ride, update Genie+ to a virtual but free Fastpass system, or scrap it altogether in favor of virtual queues that would free up space normally used for in-person lines.
This might be controversial, but I’m voting that we keep Genie+ but lower the price. Also, every ride should be available via Genie+ unless it’s still in “we just opened this ride like a week ago” virtual queue mode - no need to lock something like 7 Dwarves behind a paywall. My personal experience with Genie+ was positive on my last visit, but that might be because we went during that period in August ‘22 when almost every ride was available via that service.
Another great suggestion was to add a more practical mapping feature for Genie+ that would chart a route through the park - keeping in mind parade routes and timing, and maybe even crowds - so that you could set up your entire day without needing too much prior park knowledge.
Sorcerers of the Magic Kingdom: We’re bringing it back! Most of these ideas come from u/InStim. All the tech gets an upgrade; screens that can handle the sunlight, more interactive elements along the lines of what we’re seeing from Magicband+, and a website that can track players’ collections and progression through various questline.
One of the big new changes we’re adding is rewards. You can get virtual rewards like customized videos and wallpapers, in-park rewards like food treats or stickers, or even physical prizes like phone cases or pins.

Main Street USA

It probably won’t surprise anyone to learn that this was the land with the least requested changes. We do want to bring back Streetmosphere and increase the number of live shows - throughout the park, but especially in Main Street.
Also, in order to make the most magical show in the most magical place on earth more accessible, let’s add some fireworks seating, maybe even up on top of some of the buildings on Main Street. We also want to eliminate the immersion-breaking backstage travel after the fireworks show, especially with the use of those new entrances.
Finally, we’re getting more benches all over Main Street and the Hub.
Casey’s Corner: This is a fairly popular but small location, so we’ll expand it with more indoor dining space. Also, there should be more hot dog options, particularly themed ones.
The Crystal Palace: We’ll make space outside for kids to play “Pooh Sticks” and some benches for parents to take a break. Great way for families to kill time while the rest of their group shops Main Street.
Le Chapeau Hat Shop: Yeah, it’s coming back. Enough said.
Tony’s Town Square Restaurant: One user asked that we “replace it with literally anything.” Taking suggestions.


As a whole, this land doesn’t need much, just a few touch-ups, particularly when it comes to attractions.
Swiss Family Treehouse: This could go in a lot of directions. Some people want it untouched, others want it rethemed - suggestions included Encanto, Treasure Planet, and Onward. Personally, I think Disneyland’s new version looks very promising.
Magic Carpets of Aladdin: Universally, everyone wants this ride gone. It takes up space, makes the immediate area VERY crowded and VERY unshaded, and is essentially a Dumbo clone. We’re replacing it with covered seating and tables for dining, but mostly just wider sidewalks. And perhaps a little memorial fountain with the spitting camel.
Jungle Cruise: For now, let’s just add a few moments featuring live actors and alternating animatronics so that no journey is ever the same.
Walt Disney’s Enchanted Tiki Room: We all have nostalgia for this, but let’s be honest, it’s a little bit dated. u/littlemarcus91 had the great idea of moving it to the Polynesian Resort so that we can make space for seating or a new show.
Pirates of the Caribbean: Complete overhaul incoming. Everyone who addressed this ride was split into whether we should turn this into the Shanghai version or something completely original Either way, we need more exciting effects that use updated technology in original scenes.
Aloha Isle: Needs more outdoor seating.
Tortuga Tavern: We’re giving this a complete menu overhaul with a focus on Caribbean-inspired food. Jerk bowls, la bandera, seafood fritters, and more. A pirate-themed restaurant shouldn’t be serving chicken strips.
NEW Attraction: We’ve got a few options here, including an Encanto walkthrough attraction, a roller coaster that takes guests through the Cave of Wonders, or a Moana-inspired attraction based on the old “Fire Mountain” plans. It would be built behind the current Pirates building. I’m leaning toward the Cave of Wonders coaster since we’re cutting the Magic Carpets.


Getting right into the attractions.
Splash Mountain: Okay, I’m treading delicate ground here. There’s a portion of the fanbase that doesn’t want this turned into Tiana’s Bayou Adventure. Some of this is nostalgia, some of it is a wish for Princess and the Frog to receive a new attraction rather than just a reskin. Actually, there were great suggestions for such an attraction.
With that in mind, I want to float the idea of removing the Song of the South theming in favor of a new and wholly original theme, something that has nothing to do with any established IP, and giving Tiana her own ride in Liberty Square. Maybe the new Splash Mountain can be tied more into the Wild West theming or connect to Davy Crockett. It could be an extension of Big Thunder Mountain’s story, even. Open to proposals.
Whatever the case, we will also make the uncontroversial decision of installing new boats with more comfortable lap bars.
Big Thunder Mountain: We want the special effects Disneyland has, please!
Tom Sawyer Island: This is getting removed, not because it’s unliked but because it’s prime real estate. The island will be used for the new Tiana ride, while the fort will become the entrance to Villains Land.
Country Bear Jamboree: These animatronics need an update, and some of the humor and jokes are a little dated - in more ways than one.
NEW BBQ Quick Service Restaurant: This would go near the current Splash Mountain store. Ribs, pulled pork, and other classic American barbecue staples. It’s a crowdpleaser and adds variety in an area of the park that desperately needs it; win-win. I’m open to theming suggestions.

Liberty Square

This is a pretty small land right now, so we’re going to be adding a LOT.
The Hall of Presidents: I think this is a classic and pays tribute to one of Walt’s classics, although the pre-animatronic part of the show could be reduced. There’s been a suggestion for Sam the Eagle Presents America, but I’d rather see that at EPCOT and a different Muppets attraction in Liberty Square…
Liberty Square Riverboats: New animatronics, please. This will be also incorporated into a new Villains Land, making this a sort of “Peoplemover on water.”
Haunted Mansion: Disney World deserves the Nightmare Before Christmas overlay, too, even if it’s for fewer nights in the year. Also, amp up those graveyard ghost popups to the point that they’re actually scary.
Sleepy Hollow: More outdoor seating.
NEW Tiana’s Bayou Adventure: Rather than a Splash Mountain reskin, this would be a waterside attraction similar to the Navi River Journey. It would be riddled with atmosphere, including jazz music (hopefully live), firefly effects outdoors, and beautiful glowing swampscapes when the sun goes down.
NEW The Muppets Present… Great Moments in History: Bring this back. Or better yet, give it a show building so that it has a permanent home in Liberty Square with special effects and a stage show.
NEW Tiana’s Restaurant: How has this NOT been announced? Cajun food, beignets, gumbo, and more. It’s literally a crucial plot point in the movie.


If you haven’t noticed, the more we move clockwise around the park, the more work the lands need. Fantasyland definitely needs some love.
The biggest issue is consistency. This land was built in segments over several decades, and it shows. Sure, we need wider sidewalks and more seating, but we also need to have a theme that ties it all together. I’d suggest we go with what’s obvious and make it all seem like an extension of Cinderella castle. I’m not a fan of the fairground aesthetic. Add some of the natural rocks from New Fantasyland throughout old Fantasyland and we’re on the right track.
Cinderella’s Castle: Add more accessible tours of the suite inside the castle. I also would love to have a walkthrough like you see in almost every other castle.
“it’s a small world”: Some people want to just bulldoze it altogether. Realistically, this ride shows a lot of wear and tear that needs to be fixed. We’re also redoing the entrance according to the Fantasyland retheme.
Under the Sea - Journey with the Little Mermaid: All we ask is a little bit of consistency. Fix the stuff that keeps breaking down.
Storybook Circus: We need to change the theming back to Toontown Fair. I also want to make this the permanent location of a Cirque du Soleil show, either Drawn to Life or something else. It’d be a great way to draw crowds out of crowded parts of Fantasyland and give the circus theming some substance.
The Many Adventures of Winnie the Pooh: We’re upgrading this to the Tokyo Disneyland version.
Pinocchio Village Haus: This is also getting a menu overhaul with a focus on German food. Keep it quick service, though.
NEW Mr. Toad’s Wild Ride: Interestingly, no one who suggested we bring back Mr. Toad’s wanted to replace Winnie the Pooh. Instead, they want it to be a wholly new ride at a new location with new technology. I think it might even be a good fit for EPCOT, but we’ll leave it here for now.
NEW Beauty and the Beast Ride: Just like the one in Tokyo Disneyland.
NEW Frozen Ever After: And I really do mean new. New layout that’s not a Maelstrom clone, a nearby area with merch and food themed around Frozen, and the chance to convert Norway’s ride back into Maelstrom.
NEW Tangled Area: Some people are going to want a new Tangled ride, but so far I haven’t seen any suggestions that really caught my eye. I actually think it’d be sufficient to turn the Tangled bathroom area into a brand-new zone, including a Snuggly Duckling Tavern restaurant, a Tower Walkthrough similar to the castle walkthroughs you see at castles in other parts of the world, and a merch store focused on Tangled merchandise. We’ll also add a playground area in the middle so parents can take a break while their kids play with water features and maybe a few Characters.
NEW Be Our Guest Quick Service: This will be indoors near the actual Be Our Guest restaurant using the menu the same restaurant used during the COVID-19 pandemic.


There’s no debate. Tomorrowland needs some love. It doesn’t feel futuristic anymore. We got a few suggestions, including steampunk or the addition of some IPs, but something a lot of people suggested for rides was an emphasis on a sustainable future, and I think we can work that into the overall theme, as well. I’m thinking lots of greenery, solar panels, and more. We’re talking borderline EPCOT territory.
While we’re at it, let’s give Tomorrowland a new sound system and some newly composed music. And more shade.
Also, we’re bringing back PUSH the talking trashcan - and a bunch of little baby PUSHes that follow him around!
Tomorrowland Speedway: I think over half the comments on my posts addressed this attraction. It needs to be gutted and remade. The vehicles need to be electric and run on an induction charging track that uses lane-keeping software.
We’ll also add better theming that ties in with either TRON or the more “sustainable future” vibe we’re going for throughout the land. Have a few drones flying overhead or robots manning various parts of the track. And the Speedway is getting its own theme. Something as catchy as Grim Grinning Ghosts or Soarin’, something you’ll be setting as your ringtone before you even get off the ride, something with some kick to it.
Space Mountain: An absolute classic that is quickly going out of style. The fact that it’s right next to TRON is going to make it look even more outdated than it already does. Plus, Cosmic Rewind exists.
We’re going for a ground-up refurbishment here. We want smoother, safer trains. We want double trains like the ones in Disneyland in order to increase capacity. The rockets should glow. We want a launch at the beginning. The trains should carry onboard audio.
Personally, I easily reached up and touched the top of the tunnel at the beginning of the ride. That’s terrifying. Please change that.
Also, every once in a while, we want to see the Hyperspace Mountain overlay make an appearance.
Astro Orbitor: We’re adding a second elevator and expanding the rockets so that they can comfortably seat two adults. This should help increase capacity.
Tomorrowland Transit Authority Peoplemover: We’re expanding the track so that it goes through Tron. That also allows us to add a few new scenes, and there will be updated animatronics throughout. We’re removing the wall in Space Mountain for better views - maybe with some sort of one-way glass.
The biggest change is that we’re turning the area that used to be Stitch’s Great Escape into a new entrance for this ride. It will be a large station with seating, shops, and maybe even a Quick Service restaurant. It will be heavily themed and allow easier access for persons using wheelchairs or other mobilization devices. (Loved this idea from u/Nostradomusknows)
Walt Disney’s Carousel of Progress: This needs new animatronics and probably a brand new added scene about the present day. How will that fit in the current ride system? It won’t, which is why I propose we tear it down and rebuild it in EPCOT. It fits much better into EPCOT’s concept, in my opinion.
Buzz Lightyear’s Space Ranger Spin: New targets and freehand blasters - like Disneyland. Make the queue more immersive and less “dingy McDonalds playplace.” Most of the scenes and the actual ride are fine, it just needs a hardware update and a fresh coat of paint.
Tron Lightcycle Spin: Finish it. Next.
Cosmic Ray’s Starlight Cafe: We’re keeping Sonny Eclipse, don’t you worry. We are going to update the interior to be a little more modern and fit the sustainable themes of our new Tomorrowland, however.

NEW Villains Land

This is the one we’ve all been waiting for. The most commonly requested new land was a Villains Land, so let’s do it. We’re going to use the space behind Big Thunder Mountain. We’re bulldozing at least the fort on Tom Sawyer Island for one entrance, and the other one will be near Be Our Guest. Gaston’s Tavern is a very appropriate transition from Fantasyland to Villains land, right?
u/Mattyi brought up a great idea of leaning into Descendants-inspired theming. They actually suggested turning it into an entire Descendants-themed land - The Isle of the Lost - but as much as I love their creativity, I’m not sure if there’s enough interest to make every attraction fit into that theme. Instead, let’s use Descendants and its unique town appearance as the way to tie the land together. The colorful fabrics against drab, rundown buildings is a great aesthetic for a land that would otherwise not have a good way to connect such extremely different villains.
Obviously, you would have a ton of villains walking around this area, including classic animated villains, live-action Disney villains, or even Marvel and Star Wars villains. I’m thinking natural walk-arounds like the current characters in Blackspire Outpost. The totally-not-scripted encounters would be amazing.
Let’s get to attractions and locations.
NEW Hades Ride: Please provide ideas for this. We all want a Hades boat/dark ride, but I want to hear some actual concrete concepts for how this would work.
NEW Railroad Station: Since there are only two ways to get into this land, make the Railroad stop here, too. You could even add an extra train that’s been taken over by Disney Villains.
NEW Maleficent’s Flight: This would be a Soarin’ style dark ride featuring the iconic Sleeping Beauty villain. Originally, this was pitched as “Escape from the Isle of the Lost” featuring both Mal and Maleficent and exiting into Fantasyland, but it could be more generically “Maleficent” too.
NEW Tour of Villains: This would be sort of a “villains karaoke” show for younger audiences. It would go through various iconic villain songs like Be Prepared, Poor Unfortunate Souls, and Friends On The Other Side.
NEW Hook’s Inlet: A pirate-themed playplace for kids.
NEW Lady Tremaine’s Curl Up and Dye: A villains-themed salon aimed at kids
NEW Ursula’s Fish and Chips
NEW Shan Yu’s Dim Sun
NEW Frollo’s Creperie
NEW Shere Kahn’s Pawn: Buy your villains-themed merchandise
NEW Jafar’s Junk Shop: More merch, but this one could be the exit shop for a ride or show.
Other suggested attractions include an Yzma-inspired coaster, a “Serpent School” ride featuring Uma and other Descendants characters, and a walkthrough attraction of Captain Hook’s ship.

Honorable Mentions

These are ideas that I didn’t think were a good fit and made the executive decision to cut, but I still wanted to include them in case anyone found them interesting or disagreed with me.
Someone did suggest turning Magic Kingdom into a 24/7 park. Personally, I think the beginning and end of the day are special, but it would help with capacity. You could also just build an entire second copy of Magic Kingdom in order to separate crowds - but let’s be honest, Disney would just fill them both to capacity anyways.
A lot of people want Marvel to come to Disney World, but most people who suggested this indicated that Hollywood Studios would be a better choice than Magic Kingdom, so I’ll leave that discussion for another thread.
Someone suggested that there really isn’t enough merch for movies and shows that were released before the 90s. Personally, I don’t find this to be the case - there’s plenty of stuff around the princesses, the Fab 5, Peter Pan, Alice, and others - but if you can think of something that’s conspicuously missing, mention it in the comments below.
Someone suggested filling in the lagoon with a parking lot. Sure, it’s more convenient for access, but I think I’d miss the aesthetic of the lagoon.
Interestingly, most of the stuff from the blue sky concept art at D23 got ignored, although I did get one request for a Coco musical roller coaster. Saving that for a future EPCOT brainstorming session, I think.
Someone wanted to give the fireworks show a more original story without IPs. I don’t mind moving away from IPs, but I’m not sure that’s the place to do it.
Several people wanted fan-favorite attractions eliminated altogether, including Jungle Cruise, Swiss Family Treehouse, it’s a small world, and Space Mountain. I think the Haunted Mansion may have been the only ride NOT to get that treatment.
A few IPs were suggested for Tomorrowland’s makeover - as in the overall theming of the land - including Wakanda, Coruscant, and Big Hero Six. People also suggested IPs specifically for the Speedway, including Wreck-it-Ralph and Cars, but I don’t know that they fit well with either Tomorrowland or Fantasyland.
Someone suggested we emphasize Imagineers in Tomorrowland, but I actually think that’d be a great centerpiece for the Imagination Pavillion in EPCOT, so I’m saving that idea for a later date.
One suggestion I almost used was a Space Mountain replacement that would be an omnimover attraction in the style of Haunted Mansion or Spaceship Earth. This would be a comedic, fictional journey through various pods of aliens and earthlings living and traveling through space. I love this idea, but I don’t know if I’m willing to part with Space Mountain for it.
Surprised that ExtraTerrorestrial isn’t returning? Me too, but few people actually requested it. Plus, u/VeloriumCamper3 had the great idea of repurposing that idea for a Doctor Strange attraction in a future Marvel land/park.
Someone suggested putting in a Pizza Planet in Tomorrowland. That’s a great idea, but I think it absolutely needs to be in Hollywood Studios, so I’m going to save that idea. I know it wouldn’t necessarily fit the “all toys” aesthetic, but I think you can get away with it being a building kit or putting it right outside the actual land so as not to break “canon.”
Someone just wanted to greenlight everything “Beyond Big Thunder Mountain,” but other than the Villains Land, I didn’t see enough consistent interest in those ideas - probably because they were so vague at D23.
There was a suggestion for a Yesterland with all the abandoned attractions throughout Disney World’s history, but I like the way we reworked and reinvented them for modern audiences.
We could build a Pixar Land for movies that don’t have a presence in the Orlando parks yet, like Inside Out, Onward, or Bugs Life. Not sure how to connect those movies to each other though, so maybe we put them in Holllywood Studios.
And finally, someone asked for an Arlen, Texas Land based on King of the Hill. Go figure.

Redditors who helped with this thing: u/jason2345, u/K3Elisa, u/commentedon, u/medusasfury71, u/athensiah, u/Swas-way, u/ChefMikeDFW, u/Flendarp, u/windog, u/beardedbarnabas, u/batzamakeherdance, u/Seachelle13o, u/DHN_95, u/mhall85, u/littlemarcus91, u/hotscissoringlesbian, u/PampaManda_2021, u/Utter_cockwomble, u/reboog711, u/IowaGulfGuy322, u/Jagermonsta, u/mridlen, u/10pointsforRavenpuff, u/bossbarista22, u/purplemelody, u/TheLastGunslinger, u/jacquette, u/early80, u/Snuffy1717, u/ErebusWasRight94, u/WhatWouldLoisLaneDo, u/Terrible_Tutor, u/tythegeek, u/exjackly, u/Reubachi, u/Front-Counter7249, u/Nostradomusknows, u/BowTie1989, u/Mattyi

I probably missed someone. Sorry.
submitted by Snoop1000 to WaltDisneyWorld [link] [comments]

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