Binäre Optionen Test & Vergleich » Top 10 im Oktober 2020

Is the option for non-binary pronouns a conspiracy from the identity politics cult to make save scumming more inconvenient by one click? r/battletech takes a break from talking about stompy shooty robots to discuss

submitted by KayTeaEll to SubredditDrama [link] [comments]

Got an interesting DM today, Had to show her the way to tendies.

Got an interesting DM today, Had to show her the way to tendies. submitted by smurtinvesterguy to wallstreetbets [link] [comments]

Reddit K-Pop Census Results 2020

Intro

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

Click me to view the Census Results!

Breakdown and Comparison

Personal Questions

Where Do You Currently Live?

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

K-Pop Engagement Questions

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

Favourite Artists

Favourite Soloists:

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

Favourite Groups:

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

Final Note

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

Coming Out and Having Secrets

Hey, it's some weirdo again. Bored on a gloomy day, thought I'd write down some thoughts.
I see a lot of my fellow sissy weirdos having a lot of serious struggles with whether to come out, whether to live full time, and what kinds of secrets to have. It can be a very painful thing to struggle with, and for a lot of people it's what leads a harmless kink into some serious depression and anxiety. So I just wanted to share a bit about what I've learned along the way in the hopes that it could be beneficial to someone reading.
Now just to start with, I have very little judgement and I don't aspire to be a bummer. The last thing I want to do is make you overthink your love of sucking cock, your desire to have your sensitive little sissy nips played with while you're in a pink tutu, or make you feel bad about your secret panty collection. This should be fun, and you should have fun! I don't think sex is inherently something to be ashamed of, nor do I think eschewing normal gender roles is inherently problematic. So don't worry, sweet little sluts, I have you. That said, we do get a little serious towards the end.
I feel like I need to give a disclosure here: I live my life as a cis man, but experience some gender dysphoria and have been having sissy experiences for something like a decade. I'm not a mental health professional, and if you're struggling with serious depression, go find one instead of reading reddit threads. That said, if you want someone to relate to, some of my experiences might help.

Definition of Sissy
So though a million people have done this in the past, I wanted to start by defining what a sissy is. The fact is that nobody can really make a definition that works for everyone as there is no true authority on the matter. But from reading what others have interpreted and from my own personal life experience, I think that a sissy is a person born male who gets sexual gratification out of the idea of being forced/ coerced/ or seduced into acting feminine, dressing feminine, or taking on a feminine role in sex. This is meant to stand in contrast to a trans woman, who is a person assigned male at birth but who identifies distinctly as female. Trans women can certainly still enjoy sissy play, but not all sissies are trans. What's probably the most important thing to take from this definition of sissy is that it sort of has some inherent discord to the definition: "sissy" describes a person who should have had the OPPORTUNITY to be male and masculine, but who instead chooses or is forced to portray a feminine role. The very existence of sissies is thus in a state of inherent disharmony, a disharmony echoed in most sissy porn that frequently expresses coercion or plays off the idea of being degraded to a point of sexual submission. In essence, it's about being one thing AND another, at the same time.
It's no surprise then that the idea of secrets and imbalance are an inherent part of the ideology. You are effectively living your life as one thing and another, so it's normal that people confront this idea of secrets and what to be open with.

The Value of Secrets
In short, everyone has secrets, and secrets can be a fun thing. We all like to act like we're open books, but the fact of the matter is that everyone you know has something they don't share with the world. More of us than not have unique sexual interests or have had unique sexual experiences, and even outside of sex, we all have things we don't want the world to know about. You shouldn't feel like a freak if you have a fun obsession with sexy sissy stuff. If you day dream about having a mouth full of cum all the time, you shouldn't feel bad about that. Gargle away.
Secrets in this case are not inherently a bad thing. By their very nature they express a certain vulnerability: they represent something that you know that you wouldn't want the world to know about, and that can make you feel like there's a moralistic imperative to have less of them. Basically you're afraid of your secret leaking to the world, so you think to yourself that your secret is inherently bad. But it isn't! The way I always think about it is this: does your mom need to know what your favorite sex position is? Does your boss need to know when your first hand job was? These are fundamental experiences we all have that don't need to carry a moral weight to them, but that also don't need to be shared in the world. Your personal fetishes can be the same.
And there are, from my personal experience, some benefits to having secrets. I spent a long time in my 20s being pretty closeted about my sexual endeavors. I'd meet up with guys from craigslist and suck their cocks, I would dress in my girlfriends clothes and have two guys over to double end me, I snuck off to gay sex parties where i'd suck cock and get fucked by strangers, and the world didn't know about it. As much as I did feel some vulnerability that my secrets might be exposed, I also felt an ongoing sense of confidence. When you have secrets like that, certain things in the world can't touch you. insults that people might make about you or assumptions about you just roll off your back: you know that they don't know the real you, so how could their opinion about you really matter? Only you know the real you. They just see what you want them to see. their judgments mean nothing. Additionally, going through some of the real scary and intense sort of stuff--having gay sex in a public restroom or glory hole, or going to a strangers house to fuck--can sort of turn down the volume on other things in life. Stuff that used to be scary simply isn't anymore because you've dealt with some REAL scary shit, and survived.
Even when your secret is that you love taking it in the ass and guzzling piss and cum, it can be empowering to simply have something for YOURSELF. something that you do, because you want to do it, and you aren't afraid of the world's repercussions.

The Cost of Secrets
All of that said, there are certainly costs to being a secretive person, and some of those costs can be pretty serious and a real bummer. Some of them can have a drastic effect on your mental health.
The first thing to confront for sissies of course is whether or not you're expressing internal homophobia or misogyny. Feeling closeted can be an awful feeling. Watching people be out and proud about being gay or being trans and you yourself having impulses that you don't share can make you see yourself as a coward, or a liar, or a fake. You can feel like you're hurting people who are out, or hiding from people who scare you.
There's a lot of nuance in the sissy world about this kind of thing so I won't go at it at length, but I would encourage everyone to try to step away from those classic "is being a sissy gay" or "am i gay if i just wanna suck cock" kind of arguments. These sort of things still put the term "gay" as being this awful, OTHER thing that you don't want to be. It's inherently qualifying gay as being a worst case scenario, something to avoid, something to be afraid of. So i would encourage you to have less fear of it as a sexual identity. maybe you are bisexual, or queer, or curious, or whatever. It doesn't matter. What matters is how you feel about it. If, to you, having a preference to suck cock isn't any different than a slight preference for doggy style, then sure, maybe you don't have an obligation to come out as gay or bi or whatever. Looking at some cock here and there isn't a big deal. But if for you it's causing you to feel ashamed, then consider coming out as queer or bisexual. That's what i did! eventually i started feeling awful about being closeted in a world full of hate and homophobia, so i came out. For me, it was a good decision that ended up having a remarkably small effect on my life, and it separated a lot of the mental baggage i had. I still had my secrets, nobody knew exactly WHAT i was doing with guys, but knowing that the world had an idea made me a lot less afraid to be exposed to the world, a lot less ashamed of who i was as a person. So, to summarize, it's a personal decision, but consider non-binary options. You can identify however you want, to whoever you want. Shades of gray are not only permitted, but inevitable.
(quick note: there's nothing cowardly or shameful about not coming out if you're in a scary situation. if you live with your parents and your dad is an awful homophobe, you don't have to feel an obligation to come out that said, you should start the wheels on doing ANYTHING and EVERYTHING you can to get out of that situation, at your own pace. get a job, save money, make a plan to move out and gain your own independence so you can start being yourself.)
The next risk of being secretive concerns your partners. Many of you are in straight relationships and you might feel like you've got past the point of no return: if you were going to tell your partner that you sometimes suck cock or that you want to wear her clothes or that you look at weird sissy hypno porn, you feel like you should have done it by now. maybe you feel like she won't love you or respect you anymore.
This obviously is going to be very different from relationship to relationship. But I would strongly recommend that you open up to people you're in relationships with, and try to do it early. The longer you're with a person the higher the odds are that they'll somehow find out what you've been up to, and if they find out that you have a whole sexual identity that they weren't aware of when they've been with you for years, this can be a very painful and traumatizing process. It isn't that the things you enjoy are inherently BAD, it's simply that you've shown that you don't trust this person to know the whole you, or to be welcomed in. and that can put a serious dent in a relationship. You certainly don't need to tell your partner every time you jerk off or show them what porn you like (unless you do that in a fun, kinky way). but if it's going to be an increasingly big part of your life, consider opening up to them about your interests. In the end, you deserve to be loved and appreciated for who you really are.
\**incoming, important part****
Which leads into the biggest problem with secrets. Secrets are fun at first; as stated above, you get a thrill out of having these secret parts to you, these things that make you unique and special. you feel excited, horny, thrilled, and you have a good time. But there is a consequence to this, and that is that you'll begin to subconsciously feel that the people in your life don't know the REAL you. You'll come to believe that your friends, family, and partners only love the version of you that you PROJECT into the world, that they only love you because of who you fake you are. And when you're in a dark place in your life and you're trying to convince yourself that you are a good person, a person who's life has meaning and value... then a loved one looking you in your eyes and telling you they love you and think you're a good person will begin to feel hollow. You won't be able to take comfort in it, because you'll know that they don't actually know the REAL you. and you'll resent that part of yourself, and the people who don't know the real you, and you'll convince yourself that if they DID know the real you, they would hate you.
If it isn't clear, I'm talking a bit from experience here.
But fear not, there is a way out. I was a man full of secrets and lies, and eventually i realized that to really enjoy my life the way i wanted to i'd have to just be honest. I worked with my partner to open up about who i am and open up our relationship so that i could get what i needed, i gave my friends loose details about me being into weird kinky stuff (and didn't go into more detail than that) and came out as bisexual. And now, when my partner says she loves me, i can believe it. I know she knows the real me. And I have to tell you, my fellow perverts, having someone know the real you, know your deepest darkest feelings and secrets, and still LOVE you is just... the best feeling there is. Whether it's your partner or your friends or your family, it's a very uplifting feeling.
So it takes work to communicate these things. You'll need to go out of your comfort zone. you'll hurt feelings, you'll have a hard time communicating, you'll stumble, you'll have moments of remorse. But if you get to the end of that road, you'll be happier and more free than you thought you could be.

Whether to go Full Time
Ok again, have to say that I'm not a therapist and i'm not a trans person, so take anything I say here with a grain of salt. But I know that lots and lots of you fine sissies are struggling with whether to go from fantasy to reality and transition. The first and most important thing here is that there isn't anything inherently wrong with being trans! So don't consider it a worst case scenario or anything that you should look at with dread. lots of people transition and live much happier lives, so if that's the path for you, enjoy yourself.
That said! As I stated above, there's this inherent idea of being a "sissy" that means that you know that you're a man but believe you should act like or be treated like a woman. So a lot of the porn that goes along with sissy stuff tends to deliver this tempting, taunting message that you should finally take the plunge, take the leap, give in to your true desires, and transition.
I guess I'd just say that you should jerk off and then think about it, if i'm being straight with you. We all get pretty ... intense, when we're in the heat of a sexual moment. when i'm horny and desperate you can feed me your ass and piss and spit in my face and i'll beg you desperately for more. I've done some shit. And for me personally, it does make me want to fall headlong into sissy play. I want to shave every inch of me, convert my body, throw away all my boxer shorts and be the sissy cock sucker cum dump i was meant to be.
But i guess just keep in mind that real life is, in fact, real life. you can't actually look at the life of a cock sucking sissy as a simple ALTERNATIVE to your hum drum life because the fact is that sissies also need to do things like pay rent, have jobs, see their families on the holidays, raise their kids, see that guy from high school at the mall... all the stuff we have to do every day. The fact is there just aren't all these rich guys who want to pay you to dress pretty and be their slut, and the people who do get close to that, just get a few years out of it before they age out.
So just jerk off. get it all out of your head, then go back and ask yourself how transitioning would effect your life goals, your relationships with people, and everything else you have going on. if it meets your goals, then go talk to a therapist and see if it's a good idea! If not, maybe you should just chill out and enjoy that you have this ever tempting fetish that you can enjoy for the rest of your days.

In the End, Open Your Mind
So that's pretty much it. I'd just want to end on this: a lot of sissies feel anxiety about their personal identity because they're trying to force that identity into boxes other people have defined. Whether you're gay or straight, whether you're a male or female, whether you're full time or part time, passable or not, a slave or a pillow princess, a cum addict or just a fantasizer.... these are all just toys for you to play with. none of them have to define you. none of them have to hurt you. you can use them to build up the identity and routine that gives you a sense of sexual satisfaction while preserving your greater life goals. so have fun with it, and relax. the world is your playground.


note: if you liked reading this, i've written about lots of other sissy stuff on reddit. just click on my page and you'll see more, i think, i dunno i don't really know reddit. also, i love talking about sex and sexuality, so feel free to dm me with any questions if you don't like to comment directly.
submitted by Sp00kyAshl3y to Sissy [link] [comments]

Over-Optimizing for Performance

Recently on the csharp subreddit, the post C# 9.0 records: immutable classes linked to a surprisingly controversial article discussing how C# 9.0's records are, underneath it all, immutable classes. The comments are full of back-&-forth over whether one should use records for ease or structs for performance. The pro-struct argument revolved around the belief that performance should always be a developer's #1 priority, and anything less was the realm of the laggard.
Here is a real-world example that shows with stark clarity why that kind of thinking is wrong.
Consider the following scenario:

1

You're working on a game with dozens, maybe hundreds of people on the team; you don't know because when you were cross with facilities about them removing all the fluorescents, you got accused of being against the new energy saving initiative. Now you swim in a malevolent ocean of darkness that on some very late nights alone in the office, you swear is actively trying to consume you.
 

2

The team that preceded you inherited an engine that is older than OOP, when source repositories were stacks of 8-inch floppies, and it looked as if Jefferson Starship was going to take over the world. One year ago they bequeathed upon the company this nightmare of broken, undocumented GOTO spaghetti & anti-patterns. You're convinced this was their sadistic revenge for all getting fired post-acquisition.
 

3

Management denied your request to get headcount for an additional technical artist, but helpfully supplied you with an overly nervous intern. After several weeks working alongside them, you're beginning to suspect they're pursuing something other than a liberal arts degree.
 

4

Despite the many getting started guides you spent countless evenings writing, the endless brownbags nobody attended, and the daily dozen emails you forward to oppressively inquisitive artists comprised of a single passive-aggressive sentence suggesting they scroll down to the part that begins FW: FW: FW: FW: FW: FW: RE: WE BROKE TOOL NEED WORKAROUND ASAP ...
 
...yes, despite all of that, the engineering team still spent days tracking down why the game kept crashing with Error 107221: У вас ошибка after re-re-re-re-re-throwing an ex_exception when it couldn't (and should never even try to) load a 16K-textured floor mat.
 

5

Despite your many attempts to politely excuse yourself, one blissfully unaware artist exhausts 48 minutes of your lunch break explaining how the Pitchfork review for the latest "dope slab" of this TikTok-Instagram-naphouse artist you never heard of was just sooooo unfair.
 
And then in their hurry to finish up & catch the 2:30 PM bus home, they forget to toggle Compress To CXIFF (Custom Extended Interchange File Format), set the Compression slider 5/6ths of the way between -3 & -2, look to their left, look to their right, click Export As .MA 0.9.3alpha7, and make absolutely, positively, 100% SURE not to be working in prod. And THAT is how the game explodicated.
 

6

You know better than anyone the intermediate file format the main game loop passes to Game.dll, memory mapping it as a reverse top-middle Endian binary structure.
 
You know for 381 of the parameter fields what their 2-7 character names probably mean.
 
YOU know which 147 fields always have to be included, but with a null value, and that the field ah_xlut must ALWAYS be set to 0 unless it's Thursday, in which case that blackbox from hell requires its internal string equivalent: TRUE.
 
YOU know that the two tech artists & one rapidly aging intern that report to you would totally overhaul tooling so artists would never "happen" again, but there just aren't enough winters, springs, summers, falls, July 4ths, Christmas breaks, Presidents Days, and wedding anniversaries in a year to properly do so.
 

7

If you could just find the time between morning standups, after lunch standups, watersprint post-mortems, Milbert's daily wasting of an hour at your desk trying to convince you engineering should just rebuild the engine from the ground up in JavaScript & React, & HR's mandatory EKG Monitor job satisfaction surveys, you might be able to get at least some desperately-needed tooling done.
 
And so somehow you do. A blurry evening or two here. A 3:00 AM there. Sometimes just a solitary lunch hour.
 
Your dog no longer recognizes you.
 
You miss your wife calling to say she's finally cleaning out the hall closet and if you want to keep this box of old cards & something in plastic that says Underground Sea Beta 9.8 Grade, you better call her back immediately.
 
And your Aunt Midge, who doesn't understand how SMS works, bombards you one evening:
your father is...
no longer with us...
they found him...
1 week ago...
in an abandoned Piggly Wiggly...
by an old culvert...
split up...
he was then...
laid down to rest...
sent to St. Peter's...
and your father...
he's in a better place now...
don't worry...
it's totally okay...
we decided we will all go...
up to the mountain
 
You call your sister in a panic and, after a tidal wave of confusion & soul-rending anxiety, learn it was just Hoboken Wireless sending the messages out of order. This causes you to rapidly cycle.
 

8

On your bipolar's upswing, you find yourself more productive than you've ever been. Your mind is aglow with whirling, transient nodes of thought careening through a cosmic vapor of invention. It's like your brain is on 200mg of pure grade Adderall.
 
Your fingers ablaze with records, clean inheritance, beautiful pattern matching, bountiful expression syntax, aircraft carriers of green text that generate the most outstanding CHM for an internal tool the world has ever seen. Readable. PERFECTLY SOLID.
 
After much effort, you gaze upon the completed GUI of your magnum opus with the kind of pride you imagine one would feel if they hadn't missed the birth of their son. Clean, customer-grade WPF; tooltips for every control; sanity checks left & right; support for plugins & light scripting. It's even integrated with source control!
 
THOSE GODDAMNED ARTISTS CAN'T FAIL. YOUR PIPELINE TOOL WON'T LET THEM.
 
All they have to do is drag content into the application window, select an options template or use the one your tool suggests after content analysis, change a few options, click Export, and wait for 3-5 minutes to generate Game.dll-compatible binary.
 
Your optimism shines through the commit summary, your test plan giddy & carefree. With great anticipation, you await code review.
 

9

A week goes by. Then two. Then three. Nothing. The repeated pinging of engineers, unanswered.
 
Two months in you've begun to lose hope. Three months, the pangs of defeat. Four months, you write a blog post about how fatalism isn't an emotion or outlook, but the TRANSCENDENCE of their sum. Two years pass by. You are become apathy, destroyer of wills.
 

10

December 23rd, 2022: the annual Winter Holidays 2-hour work event. The bar is open, the Kokanee & Schmidt's flowing (max: 2 drink tickets). The mood a year-high ambivalent; the social distancing: acceptable. They even have Pabst Blue Ribbon, a beer so good it won an award once.
 
Standing beside you are your direct reports, Dave "Macroman" Thorgletop and wide-eyed The Intern, the 3 of you forming a triumvirate of who gives a shit. Dave is droning on & on about a recent family trip to Myrtle Beach. You pick up something something "can you believe that's when my daughter Beth scooped up a dead jellyfish? Ain't that something? A dead jellyfish," and "they even had a Ron Jons!"
 
You barely hear him, lost as you are in thought: "I wish I had 2 days of vacation." You stare down ruefully at your tallboy.
 
From the corner of your eye you spot Milbert, index finger pointed upward, face a look of pure excitement.
 
"Did I tell you about my OpenWinamp project? It's up on SourceForge", he says as he strides over. It's unsettling how fast this man is.
 
"JAVASCRIPT IS JUST A SUBSET OF JAVA!" you yell behind you, tossing the words at him like a German potato masher as you power walk away. It does its job, stopping Milbert dead in his tracks.
 
Dave snickers. The Intern keeps staring wide-eyed. You position yourself somewhat close to the studio's 3 young receptionists, hoping they serve as a kind of ritual circle of protection.
 
It works... kind of. Milbert is now standing uncomfortably close to The Intern, Dave nowhere to be seen.
 
From across the room you distinctly hear "Think about it, the 1st-person UI could be Lua-driven Electron."
 
The Intern clearly understands that words are being spoken to them, but does not comprehend their meaning.
 
You briefly feel sorry for the sacrificial lamb.
 

11

You slide across the wall, putting even more distance between you & boredom made man. That's when you spot him, arrogantly aloof in the corner: Glen Glengerry. Core engineering's most senior developer.
 
Working his way up from a 16-year old game tester making $4.35 an hour plus free Dr. Shasta, to pulling in a cool $120K just 27-years later, plus benefits & Topo Chicos. His coding style guides catechism, his Slack pronouncements ex cathedra; he might as well be CTO.
 
You feel lucky your team is embedded with the artists. You may have sat through their meetings wondering why the hell you should care about color theory, artistic consistency, & debates about whether HSL or CMYK was the superior color space (spoiler: it's HSL), you were independent and to them, a fucking code wizard, man.
 
And there he stands, this pseudo-legend, so close you could throw a stapler at him. Thinning grey-blonde tendrils hanging down from his CodeWarrior hat, white tee with This Guy VIMs on the back, tucked into light blue jeans. He's staring out into the lobby at everything and yet... nothing all at.
 

12

Maybe it's the 4.8% ABV. Maybe it's the years of crushing down anger into a singularity, waiting for it to undergo rapid fiery expansion, a Big Bang of righteous fury. Maybe it's those sandals with white socks. Maybe it's all three. But whatever it is, it's as if God himself compels you to march over & give him a piece of your mind, seniority be damned.
 
"Listen, you big dumb bastard..."
 
That... is maybe a little too aggressive. But Glen Glengerry barely reacts. Pulling a flask out of his back pocket, he doesn't look over as he passes it to you.
 
Ugh. Apple Pucker.
 

13

"I thought bringing in your own alcohol was against company policy", wiping sticky green sludge from your lips. He turns with a look of pure disdain & snorts.
 
"You think they're going to tell ME what I can & can't bring in?" He grabs the flask back, taking a big swig.
 
For what feels like an eternity, you both stand in silence. You swallow, speaking softly. "None of you even looked at my code. I worked very, very hard on that. My performance review for that year simply read 'recommend performance improvement plan." The words need no further context.
 
"I know", Glen² replies. "That was me."
 

14

Now you're not a weak man, and maybe in some other circumstance you would have punched him in the goddamn lip. But you feel nothing, just a hollowness inside. "Why?", you ask, wondering if the answer would even matter.
 
"Because you don't use Bulgarian notation. Because your method names aren't lower camel case. Because good code doesn't require comments. Because you use classes & records over more performant structs, pointlessly burdening the heapstack. BECAUSE. YOUR CODE. IS. SHIT."
 
You clinch your fists so tightly the knuckles whiten.
 

15

He looks away from you, taking another sip of green goo. "You're not a coder. You're an artist masquerading as one" he speaks, as if it were fact.
 
The only thing artistic about you is the ability to create user-friendly internal tooling using nothing but a UI framework, broken down garbage nobody wants to touch, & sheer willpower. If your son's life depended on you getting accepted into art instruction school, you couldn't even draw a turtle.
 
He doesn't pause. "I'll champion ruthless micro-optimization until the day I die. But buddy, I'm going to let you in on a little secret: you aren't here to improve workflow. You're here to LOOK like you're doing something NOBODY else can."
 
He goes on. "What do you think those artists are going to do when they have to stare at a progress bar for 4, 5 minutes? They're going to complain your tool is slow."
 
"Sure, it may take them 20, 30 minutes to do it the old way, there'll be an error, and either they'll stare at it for 30 minutes before adding that missing semi-colon or they'll come get you. And you'll fix it. And 1 week later, they won't remember how. And you'll stay employed. And every. Body. Wins."
 

16

A little bit of the pride, the caring, wells back up inside from somewhere long forgotten.
 
"You don't think we should care about rapid application development & KISS, quickly getting things out that help our team, instead devoting ourselves to shaving off ticks here & there? What do you think artists are going to do with those 4 minutes you talk about?
 
You don't stop. "I'll tell you what they'll do. They'll 9GAG for 20 minutes straight. They'll listen to podcasts about dialectical materialism vis-a-vis the neo-feudalism that is a natural extension of the modern world's capitalist prison. They'll Reddit."
 
His silence gives you the bravery to push the limits.
 
"Christ, man. Are you only in it for the $120K..."
 
He corrects you: "...$123K."
 
"...only in it for the $123K/year? The free snacks from the microkitchen? The adulation? Have you no sense of comraderie?? No desire to push us to something better?! No integrity?!!!"
 
His eyes sharply narrow, face creases in anger. You clearly have overstepped your bounds.
 

17

"You think I don't have integrity? No sense of teamwork? I'm only in it for the cold cash? You think I don't care about you all?", he roars.
 
A light volley of small green flecks land on your face.
 
"Why do you think they made a 16-year old tester the lead developer of a 1993 Doom clone?! Because my code was clean & painless to work with?! Because I made coding look easy?! No! IT WAS BECAUSE I WAS A GOD TO THEM.
 
And from a God, a PANTHEON. We built monuments to over-engineering! We crafted that of 7 weeks onboarding, that of immortal bugs, demonic hosts spawned by legion from the very loins of a fix. It took 2 years before a developer could BEGIN to feel confident they knew what they were doing. And by that time, they were one of US!
 
You think the team we laid off November '19 was fired because they were bad at their jobs? NO! It was because they worked themselves out of one. They didn't leave us a broken pipeline. They left an internal Wiki, a wealth of tools & example projects, and a completely transparent code base.
 
We couldn't have THAT, now could we? No, we couldn't. So we got rid of it. ALL OF IT. Poof. Gone. Just like that. Before anyone even knew a THING."
 
He leans forward, so close his psoriasis almost touches yours.  
With an intensity that borders on frightening, he whispers "You think they left us Game.dll? I fucking *MADE** Game.dll."*
 
The words hit hard like a freight train.
 

18

And without another word, he turns & leaves. You're left there, alone, coworkers milling about, with only one thought.
     
Were one to get a hobby, should it be cocaine?
 

In Conclusion

It's these kinds of situations that make me believe there are far more important considerations than a ruthless dedication to performance, even in the game industry as my real-world scenario so clearly demonstrates.
 
Like, records are cool & shit.
submitted by form_d_k to shittyprogramming [link] [comments]

No gods, no kings, only NOPE - or divining the future with options flows. [Part 2: A Random Walk and Price Decoherence]

tl;dr -
1) Stock prices move continuously because different market participants end up having different ideas of the future value of a stock.
2) This difference in valuations is part of the reason we have volatility.
3) IV crush happens as a consequence of future possibilities being extinguished at a binary catalyst like earnings very rapidly, as opposed to the normal slow way.
I promise I'm getting to the good parts, but I'm also writing these as a guidebook which I can use later so people never have to talk to me again.
In this part I'm going to start veering a bit into the speculation territory (e.g. ideas I believe or have investigated, but aren't necessary well known) but I'm going to make sure those sections are properly marked as speculative (and you can feel free to ignore/dismiss them). Marked as [Lily's Speculation].
As some commenters have pointed out in prior posts, I do not have formal training in mathematical finance/finance (my background is computer science, discrete math, and biology), so often times I may use terms that I've invented which have analogous/existing terms (e.g. the law of surprise is actually the first law of asset pricing applied to derivatives under risk neutral measure, but I didn't know that until I read the papers later). If I mention something wrong, please do feel free to either PM me (not chat) or post a comment, and we can discuss/I can correct it! As always, buyer beware.
This is the first section also where you do need to be familiar with the topics I've previously discussed, which I'll add links to shortly (my previous posts:
1) https://www.reddit.com/thecorporation/comments/jck2q6/no_gods_no_kings_only_nope_or_divining_the_future/
2) https://www.reddit.com/thecorporation/comments/jbzzq4/why_options_trading_sucks_or_the_law_of_surprise/
---
A Random Walk Down Bankruptcy
A lot of us have probably seen the term random walk, maybe in the context of A Random Walk Down Wall Street, which seems like a great book I'll add to my list of things to read once I figure out how to control my ADD. It seems obvious, then, what a random walk means - when something is moving, it basically means that the next move is random. So if my stock price is $1 and I can move in $0.01 increments, if the stock price is truly randomly walking, there should be roughly a 50% chance it moves up in the next second (to $1.01) or down (to $0.99).
If you've traded for more than a hot minute, this concept should seem obvious, because especially on the intraday, it usually isn't clear why price moves the way it does (despite what chartists want to believe, and I'm sure a ton of people in the comments will tell me why fettucini lines and Batman doji tell them things). For a simple example, we can look at SPY's chart from Friday, Oct 16, 2020:

https://preview.redd.it/jgg3kup9dpt51.png?width=1368&format=png&auto=webp&s=bf8e08402ccef20832c96203126b60c23277ccc2
I'm sure again 7 different people can tell me 7 different things about why the chart shape looks the way it does, or how if I delve deeply enough into it I can find out which man I'm going to marry in 2024, but to a rationalist it isn't exactly apparent at why SPY's price declined from 349 to ~348.5 at around 12:30 PM, or why it picked up until about 3 PM and then went into precipitous decline (although I do have theories why it declined EOD, but that's for another post).
An extremely clever or bored reader from my previous posts could say, "Is this the price formation you mentioned in the law of surprise post?" and the answer is yes. If we relate it back to the individual buyer or seller, we can explain the concept of a stock price's random walk as such:
Most market participants have an idea of an asset's true value (an idealized concept of what an asset is actually worth), which they can derive using models or possibly enough brain damage. However, an asset's value at any given time is not worth one value (usually*), but a spectrum of possible values, usually representing what the asset should be worth in the future. A naive way we can represent this without delving into to much math (because let's face it, most of us fucking hate math) is:
Current value of an asset = sum over all (future possible value multiplied by the likelihood of that value)
In actuality, most models aren't that simple, but it does generalize to a ton of more complicated models which you need more than 7th grade math to understand (Black-Scholes, DCF, blah blah blah).
While in many cases the first term - future possible value - is well defined (Tesla is worth exactly $420.69 billion in 2021, and maybe we all can agree on that by looking at car sales and Musk tweets), where it gets more interesting is the second term - the likelihood of that value occurring. [In actuality, the price of a stock for instance is way more complicated, because a stock can be sold at any point in the future (versus in my example, just the value in 2021), and needs to account for all values of Tesla at any given point in the future.]
How do we estimate the second term - the likelihood of that value occurring? For this class, it actually doesn't matter, because the key concept is this idea: even with all market participants having the same information, we do anticipate that every participant will have a slightly different view of future likelihoods. Why is that? There's many reasons. Some participants may undervalue risk (aka WSB FD/yolos) and therefore weight probabilities of gaining lots of money much more heavily than going bankrupt. Some participants may have alternative data which improves their understanding of what the future values should be, therefore letting them see opportunity. Some participants might overvalue liquidity, and just want to GTFO and thereby accept a haircut on their asset's value to quickly unload it (especially in markets with low liquidity). Some participants may just be yoloing and not even know what Fastly does before putting their account all in weekly puts (god bless you).
In the end, it doesn't matter either the why, but the what: because of these diverging interpretations, over time, we can expect the price of an asset to drift from the current value even with no new information added. In most cases, the calculations that market participants use (which I will, as a Lily-ism, call the future expected payoff function, or FEPF) ends up being quite similar in aggregate, and this is why asset prices likely tend to move slightly up and down for no reason (or rather, this is one interpretation of why).
At this point, I expect the 20% of you who know what I'm talking about or have a finance background to say, "Oh but blah blah efficient market hypothesis contradicts random walk blah blah blah" and you're correct, but it also legitimately doesn't matter here. In the long run, stock prices are clearly not a random walk, because a stock's value is obviously tied to the company's fundamentals (knock on wood I don't regret saying this in the 2020s). However, intraday, in the absence of new, public information, it becomes a close enough approximation.
Also, some of you might wonder what happens when the future expected payoff function (FEPF) I mentioned before ends up wildly diverging for a stock between participants. This could happen because all of us try to short Nikola because it's quite obviously a joke (so our FEPF for Nikola could, let's say, be 0), while the 20 or so remaining bagholders at NikolaCorporation decide that their FEPF of Nikola is $10,000,000 a share). One of the interesting things which intuitively makes sense, is for nearly all stocks, the amount of divergence among market participants in their FEPF increases substantially as you get farther into the future.
This intuitively makes sense, even if you've already quit trying to understand what I'm saying. It's quite easy to say, if at 12:51 PM SPY is worth 350.21 that likely at 12:52 PM SPY will be worth 350.10 or 350.30 in all likelihood. Obviously there are cases this doesn't hold, but more likely than not, prices tend to follow each other, and don't gap up/down hard intraday. However, what if I asked you - given SPY is worth 350.21 at 12:51 PM today, what will it be worth in 2022?
Many people will then try to half ass some DD about interest rates and Trump fleeing to Ecuador to value SPY at 150, while others will assume bull markets will continue indefinitely and SPY will obviously be 7000 by then. The truth is -- no one actually knows, because if you did, you wouldn't be reading a reddit post on this at 2 AM in your jammies.
In fact, if you could somehow figure out the FEPF of all market participants at any given time, assuming no new information occurs, you should be able to roughly predict the true value of an asset infinitely far into the future (hint: this doesn't exactly hold, but again don't @ me).
Now if you do have a finance background, I expect gears will have clicked for some of you, and you may see strong analogies between the FEPF divergence I mentioned, and a concept we're all at least partially familiar with - volatility.
Volatility and Price Decoherence ("IV Crush")
Volatility, just like the Greeks, isn't exactly a real thing. Most of us have some familiarity with implied volatility on options, mostly when we get IV crushed the first time and realize we just lost $3000 on Tesla calls.
If we assume that the current price should represent the weighted likelihoods of all future prices (the random walk), volatility implies the following two things:
  1. Volatility reflects the uncertainty of the current price
  2. Volatility reflects the uncertainty of the future price for every point in the future where the asset has value (up to expiry for options)
[Ignore this section if you aren't pedantic] There's obviously more complex mathematics, because I'm sure some of you will argue in the comments that IV doesn't go up monotonically as option expiry date goes longer and longer into the future, and you're correct (this is because asset pricing reflects drift rate and other factors, as well as certain assets like the VIX end up having cost of carry).
Volatility in options is interesting as well, because in actuality, it isn't something that can be exactly computed -- it arises as a plug between the idealized value of an option (the modeled price) and the real, market value of an option (the spot price). Additionally, because the makeup of market participants in an asset's market changes over time, and new information also comes in (thereby increasing likelihood of some possibilities and reducing it for others), volatility does not remain constant over time, either.
Conceptually, volatility also is pretty easy to understand. But what about our friend, IV crush? I'm sure some of you have bought options to play events, the most common one being earnings reports, which happen quarterly for every company due to regulations. For the more savvy, you might know of expected move, which is a calculation that uses the volatility (and therefore price) increase of at-the-money options about a month out to calculate how much the options market forecasts the underlying stock price to move as a response to ER.
Binary Catalyst Events and Price Decoherence
Remember what I said about price formation being a gradual, continuous process? In the face of special circumstances, in particularly binary catalyst events - events where the outcome is one of two choices, good (1) or bad (0) - the gradual part gets thrown out the window. Earnings in particular is a common and notable case of a binary event, because the price will go down (assuming the company did not meet the market's expectations) or up (assuming the company exceeded the market's expectations) (it will rarely stay flat, so I'm not going to address that case).
Earnings especially is interesting, because unlike other catalytic events, they're pre-scheduled (so the whole market expects them at a certain date/time) and usually have publicly released pre-estimations (guidance, analyst predictions). This separates them from other binary catalysts (e.g. FSLY dipping 30% on guidance update) because the market has ample time to anticipate the event, and participants therefore have time to speculate and hedge on the event.
In most binary catalyst events, we see rapid fluctuations in price, usually called a gap up or gap down, which is caused by participants rapidly intaking new information and changing their FEPF accordingly. This is for the most part an anticipated adjustment to the FEPF based on the expectation that earnings is a Very Big Deal (TM), and is the reason why volatility and therefore option premiums increase so dramatically before earnings.
What makes earnings so interesting in particular is the dramatic effect it can have on all market participants FEPF, as opposed to let's say a Trump tweet, or more people dying of coronavirus. In lots of cases, especially the FEPF of the short term (3-6 months) rapidly changes in response to updated guidance about a company, causing large portions of the future possibility spectrum to rapidly and spectacularly go to zero. In an instant, your Tesla 10/30 800Cs go from "some value" to "not worth the electrons they're printed on".
[Lily's Speculation] This phenomena, I like to call price decoherence, mostly as an analogy to quantum mechanical processes which produce similar results (the collapse of a wavefunction on observation). Price decoherence occurs at a widespread but minor scale continuously, which we normally call price formation (and explains portions of the random walk derivation explained above), but hits a special limit in the face of binary catalyst events, as in an instant rapid portions of the future expected payoff function are extinguished, versus a more gradual process which occurs over time (as an option nears expiration).
Price decoherence, mathematically, ends up being a more generalizable case of the phenomenon we all love to hate - IV crush. Price decoherence during earnings collapses the future expected payoff function of a ticker, leading large portions of the option chain to be effectively worthless (IV crush). It has interesting implications, especially in the case of hedged option sellers, our dear Market Makers. This is because given the expectation that they maintain delta-gamma neutral, and now many of the options they have written are now worthless and have 0 delta, what do they now have to do?
They have to unwind.
[/Lily's Speculation]
- Lily
submitted by the_lilypad to thecorporation [link] [comments]

Make Server Browser Great Again!

One of the main complaints about QC is the lack of a server browser. In DBT we have a server browser but nobody uses it. I wonder what is the reason: is this feature not really needed or is this feature not exposed enough? I would rather lean towards the 2nd option.
I have some random ideas on how to Make Server Browser Great Again:
submitted by lp_kalubec to Diabotical [link] [comments]

BREAKING: Live footage of WSB members trading (Sound on)

BREAKING: Live footage of WSB members trading (Sound on) submitted by swaggymedia to wallstreetbets [link] [comments]

Wait, some people really actually FEEL LIKE their AGAB?

Shortly after realizing you were trans, did you have a moment of "Oh wait... some people really ARE women/men"?
This sounds dumb and I wouldn't have understood what I meant if I read these words like 3 weeks ago. Like, duh, of course. But it never clicked for me that "woman" and "man" really are two different frameworks for BEING in the world. The one I was given fit so poorly I didn't understand how it was supposed to work. And yet it took me 32 years to realize this and actually like, decide to do away with it for myself and try out the other binary option. Just realizing I was Not-Cis was a great step, but trying on the other binary gender and FEELING AT HOME IN IT was a complete surprise.
I never in a million years would have thought I was trans but it makes so much sense now. How could I not have seen this for > 3 decades??
submitted by etherealcerral to asktransgender [link] [comments]

2.9.3 Stable update!

2.9.3 Stable update!
What is up Depthians!
We are back with another monstrous update as this one incorporates five beta test builds, so we have a lot to cover.
If you want to dive straight into the massive changelog/dissertation Click
We should probably start with the biggest change to From The Depths in this update and that is the change of fuel and ammo storage.
Quoting Nick, our lead developer
The change is quite simple: "remove ammo and fuel as separate resources. Weapons will consume materials directly, fuel engines and CJEs will burn materials directly".
Before I dig into why I think this is the right thing for FtD, I'd like to explain a few details.
Energy, fuel and ammo are still needed for your constructs.
We have changed the "ammo barrels (etc)" and "fuel tanks" so they are just alternative material storage containers, but with the following properties:
--"ammo barrels" now increase the maximum possible rate of usage of materials as "ammo" for reloading guns. They still explode.
--"fuel tanks" increase the maximum possible rate of use of materials as "fuel" for fuel engines and CJEs, with the future stretch goal of fuel tanks being flammable.
--So ammo racking is going to remain a feature of the game- vehicles that need to reload a large amount of materials may need additional ammo barrels
Ammo and oil processors are replaced ship-wide with existing material storage containers of the same size. They'll be made decorative blocks so you can still use them decoratively in future if you want to.
The oil refinery will be repurposed (described later in the patch notes)
There are two main reasons why I think this is the right move. Why it's right for the business and why it's right for the player.
Let's start with why I think it's right for the player:
Ammo and fuel containers are currently purchasable as either "empty or full". This is confusing when considered in the context of the campaign, story missions, custom battles, multiplayer matches...how do empty and full tanks behave in these modes? I'd need an hour to study the code and a small essay to explain it. That's not good game design.
Localised resources, when considering just the moving of material (and energy, if you want), becomes infinitely more manageable. The supply group system and the transit fleet system are not intuitive and for a lot of situations, their usage becomes fiddly and too complicated. We've replaced these systems with a new supply system that is much more intuitive for moving materials and energy around.
The UI is less cluttered now that ammo and fuel bars are not shown. This is not a minor point...it'll reduce the amount of data on screen by about 40% in a lot of the different views. It'll be so much easier to know at a glance if a particular fleet is running low on "materials" or doing fine. Is a transport ready to leave, or does it need to pick up more materials? Will a set of vehicles have enough materials for the next fight...this is so much easier with just one main resource type per vehicle.
When you or an enemy run out of ammo or fuel in a battle it's just frustrating. By combining fuel, ammo and materials for repairing you can guarantee that if someone runs out, the fight is going to be over quickly.
I imagine that deep down the majority of players would rather not have to create, stock and resupply fuel and ammo. I know that personally, the requirement to do this puts me off playing the campaign. By using a single material it still focuses the game on making efficient war machines, maintaining supply lines and growing your economy, but without the extra confusion of mat->ammo and mat-> fuel conversion.
Being able to assess weapons, engines and vehicles in terms of material cost and running cost is elegant.
Most grand strategy games and RTS games don't have localised resources, and many don't have more than 2 resource types to handle. Very few combine localised materials with multiple types.
Why it's right for the business:
The ammo and oil processors were created about 8 years ago. Boring single blocks that don't add much to the game. It's been our intention to add something similar to the oil refinery but for ammo creation. That's a lot of work and adds to the complexity of the logistical part of the game, which we feel is already a burden.
Making the localised resource supply system more user friendly to make it easy/natural/pleasant to move ammo, fuel and material around the map would require a lot of effort and, quite frankly, I'm not sure we'd ever manage it.
The complexity of the UI scares off a lot of our customers. The barriers to getting a gun firing or a boat moving will be lowered if a single material container can theoretically get everything working.
Running out of ammo/fuel in combat is a problem for our players. We want to find a solution to that, but it would take a lot of effort to do so. We also want the strategic AI to always enter a battle with enough ammo and fuel for the fight- that's another massive bunch of work.
The campaign's strategic AI has to work hard to get materials where it wants them. It's a bundle of work and added complexity to get NPC fleets to restock ammo and fuel as well.
We had proposed work to make resource dumps (from dead ships) contain ammo and fuel...again, that's more work, more bugs, more testing.
Certain game modes such as story missions, tournament mode, and multiplayer maps should theoretically allow the player to choose the amount of ammo or fuel stocked into their vehicles before the match begins. That's another bundle of work and added complexity we'd like to avoid.
Currently out of play units on the map can run out of fuel and will still continue to move "for free". It's exploitable and we don't have a solution to that...but if all the different out of play movement calculations are burning material, there will be no avoiding the cost.
The development effort can be much better spent polishing up other features that I actually believe in, rather than flogging the dead horse of logistical complexity in an attempt to make it interesting, approachable and fun for everyone (which I fundamentally don't think it would ever be).
Fundamentally I think that by winding back this feature we tie up a large number of loose ends and it results in a far more finished and enjoyable product.
And what's-more everyone on the development team agrees that we enjoy the game for fighting, looting and creating...not staring blankly at dozens of resource bars trying to figure out who needs to head back for more fuel and how long we need to wait for ammunition to process.
We've also simplified the resource transfer system. "Supply groups" and "Transit Fleets" have been replaced with a simple but comprehensive three-tier system. You can mark a vehicle as a "Creator", a "Cargo" or a "User". Creators fill up Cargos (and Users), Cargos give to Users (up to procurement levels). Users equalise their material with their neighbours, so do Creators, and there are a few handy transfers from Users back to Cargo and Creator to make sure they maintain their procurement levels as well. This system covers 95% of the way people were using the resource system and does it all semi-automatically. This simplification is much more possible now that materials are the only resource, as they invariably just need to flow from the resource zones to the front line, with everyone (Creators and Cargo) keeping what they need and passing the rest on. This new resource system also facilitates the long-range transport of materials from refinery to refinery, which is neat. The system also has an option, for Creator and Cargo types, to set their "supply chain index", so if you want to relay materials from output to output in order to accumulate them at a central location you can set the supply chain index to determine which way along the chain the materials will flow. It's all explained in the game.
After spending a lot of time with this new system from adventure to campaign and designer mode, the gameplay feels a little faster to get going and a little simpler for fleet management. As if you didn’t already know, you can shift+right click (with your supply construct selected) on the target construct / flagship of a fleet to keep supplied, keep holding down shift and right-click where you want to pick the resources up from and once again while not letting go of shift, shift+right click on the target construct/flag ship to finish the loop.
This would be done of course after setting up the settings Creator, Cargo and User.
Creator as an example is the harvesting construct, Cargo which would be the supply ship, User which would be a single target construct that uses the mats.
This will keep the supply ship target waypoint updated and therefore your supply ship will always head to the target construct no matter where it has moved to after setting up the loop.
You still need ammo and fuel boxes on your constructs, as these are governing the transfer rate / the speed that stock your turrets and fuel engine with the materials needed for them to run. You can run a construct without fuel or ammo boxes, however, once your APS clips are empty you will see a drop in your rate of fire as the material is not being transferred fast enough, this is the same for fuel engines and CJE.
Another change that goes hand in hand with resource management is the changes to fuel refineries.
In short:
Refineries on a force with greater than 1 million materials on it will begin refining the material into 'commodities' that are stored centrally. Commodities (AKA centralised materials) can be added by the player to any vehicle in allied territory, at any time.
Resource zones have a new feature too, and that is the ability to deactivate a resource zone on your owned tiles and if you own enough territory as you can see from the UI when double-clicking on the resource zone “Zone Deactivation”.
https://preview.redd.it/284w9khtt9t51.jpg?width=1920&format=pjpg&auto=webp&s=9dd61b06b2b6d0431bbb35c44a4d54563b81fbf0
Custom Jet Engines, have had some additional parts and new features.
We have the new ducted air intakes which as you can see have different attachment points
https://preview.redd.it/qaqeplmwt9t51.jpg?width=1920&format=pjpg&auto=webp&s=2ac2019d4b0c908019bf0ef0d53ad3a718fc4f4d
These ducted intakes allow you to have your CJE enclosed inside your construct enabling you to pass ducting through to access airflow outside.
https://preview.redd.it/pge1x43yt9t51.jpg?width=1920&format=pjpg&auto=webp&s=f2ee0cf35276f45feeb7320b29d844fa54776cdf
https://preview.redd.it/scych37zt9t51.jpg?width=1920&format=pjpg&auto=webp&s=1bf7559bc2379b692b7a318ba8f43708f5bba81e
And as you can see in the pic below they are enclosed and making use of the air duct intakes.
https://preview.redd.it/ucidv351u9t51.jpg?width=1920&format=pjpg&auto=webp&s=7d93e0c08d381fcaea2bcfc315c7b676f4006b51
You can also funnel the exhaust of your CJE's that would be under the waterline by using the two new connector blocks, a 90-degree corner and an extension piece which allows them to work as long as you funnel the exhaust out above the waterline.
https://preview.redd.it/aiofdee2u9t51.jpg?width=1920&format=pjpg&auto=webp&s=72c1dd2023195ef2337704d0547904031ad97e6c
PACs have also had a rework and new additions.
We now have the long-range lens which has a circular 10° field of fire, the close-range lens which has a circular 35° field of fire, the scatter lens which has a circular 30° field of fire, and the vertical lens which has a 10° horizontal / 60° vertical field of fire (good for AA). The other differences between them is the percentage of damage drop off at certain ranges, which is marked in their UI.
https://preview.redd.it/zvg2u0c5u9t51.jpg?width=1920&format=pjpg&auto=webp&s=567a2c4e092ea5fef62e67b051a74151e48b58d4
https://preview.redd.it/mboi63c5u9t51.jpg?width=1920&format=pjpg&auto=webp&s=78690d46df1466844cc38ff6b6623a30d910b726
One other awesome change to the PAC system is that melee lenses do not need to be hooked up to the now called long-range lens. Simply setup your melee head and snakey noodle PAC tubes with a terminator on the end, then link up to your other melee lens via Q in the drop-down menu. The scatter lens also deserves some attention here, as it can double up the number of beams if we increase the charge time max x4 at 30 seconds. The PAC system has had many tweaks which you should check up on in the changelogs.
Shields have also had some love. Projector shields reflect and laser scatter modes are now merged and have also had a slight buff to ricochet chance. Ring shields armour bonus has also increased by 50%.
We also have some new additions to APS in terms of coolers.
From left to right we now have an L shape, 4 way and a 5 way cooler.
https://preview.redd.it/lfi937e7u9t51.jpg?width=1920&format=pjpg&auto=webp&s=4ff99ceae914777137262754baa017300c2f4c1f
We now have some new wide wheel additions too for all you land vehicle lovers.
https://preview.redd.it/1ysi7u68u9t51.jpg?width=1920&format=pjpg&auto=webp&s=0760606aa3aebbde24a44fcb7319477453ee3b99
The next biggest change would be steam engines even though other changes will be implemented in this update. We are once again rehashing the whole system, which will be released in the following updates.
I had asked Weng a number of questions as to why the change was needed, why are the parts expensive, when and why would you use steam over fuel, and this is what he had to say:
Reason why steam changes are needed:
  • Steam was previously totally unbalanced and arbitrary. For example, 9 small boilers with 1 small piston was the optimal steam setup, which was more efficient and denser than almost all other engines; and turbine power generation only depended on its pressure, so compact turbines were always optimal.
  • It lacked many critical info in its UI.
  • It was hard to control the usage of steam

What's good with new steam:
  • A bit more of realism and complexity
  • Larger steam now generally have better efficiency and density than equivalent smaller steam
  • More useful info such as total power production, performance over time
  • Possibility to regulate steam usage with valves

Pros of steam compared to injector fuel:
  • Denser and more efficient
  • Even denser with turbines
  • Easier to fit into irregular space
  • Provides a buffer with flywheels or steam tanks
  • More efficient when used for propellers
  • Doesn't require fuel containers, uses material directly from any type of storage
  • Computationally less intensive
Cons of steam compared to fuel:

  • Still hard to regulate, so it's only useful when the power usage is constant or there's a buffer energy storage
  • Turbines waste energy when batteries are full
  • Crankshafts waste energy when reaching speed limit
  • More susceptible to damage (injector engines can often still run fine even when half of it is gone, steam can stop working when a single pipe is destroyed)
Why cost of parts is hilariously high: Steam engines have better efficiency and density (many players seem to forget that one) than injector engines. So a higher initial costs makes it less overpowered.
(In my opinion, the potential waste of energy is a major drawback of steam and justifies for its high potential power. But iirc Draba said that injector engines would be useless on designs that require a lot of power if steam doesn't have higher initial cost, which also makes sense.)
Problem with new steam that can't be fixed:
  • Many old designs are broken due to low power output
  • More complexity
Problems that can probably be fixed but I don't have a solution:
  • Inefficient steam engines are ridiculously bad (a bad steam engine is like 30 PPM and 50 PPV, while a good one is around 600 PPM and 110 PPV) (I tried to fix this and spent like 40 hours on that, but I only managed to make it easier to build a mediocre engine)
  • Cannot be simulated to calculate a stable power output, like fuel engines do (actually it's easy but would take a lot of time to do and I don't think it's necessary)

Another massive change is the detection rework which I also left a few questions for Ian AKA Blothorn to explain the system and how it works.
Why a change was warranted:
  • Different types of detection weren't well balanced--for instance, visual components had better accuracy than IR and vastly better range.
  • Detection autoadjust used an incorrect formula, so optimizing adjustment was both mechanical and tedious.
  • Trackers having much better detection ranges than search sensors meant that detection was very binary--if you could see something at all you could usually get a precise lock (barring ECM, which was only counterable by large numbers of components).
  • Needing both sensors and munitions warners made reactive missile defence difficult on small vehicles.
  • There were a number of other inconsistencies/imbalances, e.g. some visual/IR sensors working through water, steam engines producing no heat, etc.
Overview of the new system:
On the offensive side, each sensor type now has a role in which it is optimal, and large vehicles are best using a variety to cover their weaknesses. Visual probably remains the default for above-water detection--it remains impossible to reduce visual signature other than reducing size. IR is better against fast vehicles, as they have trouble avoiding high IR signatures from thrust and drag. Both visual and IR are weak in rangefinding (although coincidence rangefinders are adequate for most purposes); radar is correspondingly strong in range and weak in bearing, although it often offers better detection chances against vehicles that don't pay attention to radar stealth.
On the defensive side, there are two approaches. Most obvious is signature reduction--while it is deliberately difficult to avoid detection entirely, reducing signature reduces detection chances and thus degrades opposing accuracy. At short ranges, however, this doesn't work well--detection chances are likely high regardless, and low errors at short range mean even sparse detections can give a good fix. Smoke and chaff can be useful here: they increase detection chance while adding a distance-independent error to opponent's visual and radar sensors, respectively.
ECM, buoys, and radar guidance have also been reworked. Buoys are more powerful, becoming more accurate as they get closer to the target. While their base error is high, at long ranges a buoy at close range can beat the accuracy of any onboard sensor. If you worry about opponents’ buoys, ECM can now intermittently jam them--except if they are connected to their parent vehicle by a harpoon cable, in which case they don't need the vulnerable wireless connection.
Most blueprints should need no modifications under the new system, although a few may want a few more or less GPP cards. The one exception is water interactions--IR cameras, laser rangefinders, and retroreflection sensors can no longer work through water, so submarines that used them underwater or vehicles that used them to detect submarines will need to replace them (likely with buoys). Vehicles that predominantly used visual detection should also consider adding a greater variety of sensors--in particular, visual camera trackers tied to AA mainframes should likely be replaced with IR cameras. Also, radars and cameras can take over missile and projectile detection (radar is required for projectile detection), so munitions warners can be removed/replaced with additional sensors.
Last but not least a sweet little addition to our build menu prefabs.
https://preview.redd.it/iqw1ymabu9t51.png?width=1920&format=png&auto=webp&s=aa1e3cdba6e1d62e07aef83caf0acad2a39249ed
Please do make sure you go through the changelog as a hell of a lot has changed!
submitted by BaconsTV to FromTheDepths [link] [comments]

The Challenges of Designing a Modern Skill, Part 3

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

Introduction to Part 3

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

3-C – Skill Design Philosophy, Continued

3-12 - Balancing

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

3-13 - Skill Bloat

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

3-14 - Skill Endgame

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

3-15 - Alternate Goals

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

3-16 - The Combat No-Touch Rule

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

3-17 - Aesthetics

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

3-18 - Afterword

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

5-0 - The OSRS Team and the Design Process

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

5-1 - Designing a Skill

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

5-2 - Presentation and Beta Testing

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

5-3 - Development Effort

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

5-4 - The Problems of Democracy

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

6-0 - Conclusion

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

Animation Timing for sharpening your edits/overall button pressing

Had to make this since I couldn't see the video anymore or had too much on the other post?
https://www.reddit.com/FortniteCompetitive/comments/jr7yl6/character_animation_recognition_to_identify_you
Somebody showed me this 14 years ago, which was they key to success in a particular game. and almost/ maybe even/ - nobody is currently using this to increase their skill cap in fortnite.

Example:
Press gun/pickaxe. do it like you are spam editing. do you ever see the gun come out , or appear that it might come out? it should NOT. it should look like your pickaxe does a swipe
. same thing with confirm edit on release, which is tricky to get perfect timing because of how it functions. the trick is to getting the confirm edit on release to go alongside the same timing as edit/select. instead of right after

100% I can guarantee that any pro even the best out there, can utilize this method to raising their skill cap. 100% guarantee with enough practice - the difference will prove itself to be incredible.
would you be interested in looking at something if I told you your character animations and which ones occur, speaks volumes about how you press buttons efficiently?
This Video Shows when using a pickaxe how to to identify and speed up your ability to press the buttons more effectively/correctly.
You may need to re-watch to notice. First notice the pencil - the motion/direction it travels on the first swing is a jabbing/straight motion. the second is a curve upwards motion. there are 6 edits, 4 done correctly and 2 done too slow/bad timing/lost my rhythm. Notice that 3 of the 4 done correctly are consecutively, which is important to note. Had all 6 edits been the same exact upwards curve, this would be about perfect in the overall manner. This animation is similar to having your blueprint out and doing spam edits that way. The reason why it is popular to use builds out is because of the muscle memory for having your buttons pressed ''perfectly together'' which can be discouraging for many people to practice on. Spam edits are a way to practice this precision, consistency, timing, speed, how hard to press the button, how far down the button goes. Your fingers have to learn to work at the same pace so that you can speed up overall, which can be hard to do.
Here is the tricky part that doesn't quite make sense though: Notice how many times that the bar changes from 1,298 to 1,277 but both keep the 100,000 right. I find that of little important about the 100,000. However I do want to point out how the 3 edits I did correctly - were in order back-to-back. the numbers change every other time during this clip. 1298 to 1277 to 1298 to 1277 to 1298 to 1277 to 1298. This is because of how input scanning intervals function. So it was 1298 to begin with, which can not be counted out of the 6 edits - this part is from the previous edit that was cut out, its irrelevant to a point. Out of 6 edits, you saw the number change 6 times but in a straight binary form. its the same as 101010 , which is how binary works for sending data. Your computer functions from this binary data transmission and sends it in a certain order. When it scans for that stuff, it has to figure out how to organize the order in which it is sent. When you manipulate your button pressing, you begin to correct yourself to match up to how a computer sends data, so that you yourself will begin to give the hardware inputs at a more computer-like skill level.
Video 5

OPTIONAL: I would like to mention 1 method of training this outside of fortnite, which will require you to remap your left click to a letter on the keyboard.
Type SAD , pressing sa together will allow the d to show up sooner, which is better. So now you type SAD by using your mouse button as A. This is so you press S (which is hypothetically your edit button, and A is hypothetically your select/confirm edit on release)
Remap A to be your left click and your left click to be A. then practice this in the notepad. It isn't as effective, but is an alternative to doing spam edits. You won't actually be able to tell if you are pressing them right but if you use the speed of when D shows up, that is a good start.

--
This next video is almost the perfect animation edit speed for a pyramid. The 3rd edit is the best, and is closer to avoiding the sight of blue/grey tile when editing. This means that the timing, precision, and how those buttons are pressed - were almost flawless and perfect similar to how macros can be.

https://reddit.com/link/jsa6v8/video/a7ujxwut7oy51/player

Look at the best editors in the world and find similar animations, if you don't see consistency then you know that they have room to improve their ability to press buttons.
submitted by SkidWard2 to FortniteCompetitive [link] [comments]

Settings and Tweaks for increasing (CPU) Performance

Hi Hunters!
After upgrading my GPU to a used RTX 2080 TI, I noticed my game being severely bottlenecked by my old and trusty i7 6700k (even when playing 1440p).
I noticed this by looking at the detailed performance statistics and the CPU/GPU usage throughout various locations on the map.
To optimize this I read through a guide here on reddit by u/MitchDangus (https://www.reddit.com/HuntShowdown/comments/cxldde/a_few_tweaks_to_boost_fps_by_1540_frames/) and I would like to share my findings.
Mitch suggested to turn all graphic settings down to the minimum and adjust them later.
I personally still want the game to look good, so I tested all the settings individually by looking at their impact on average FPS, CPU/GPU frame times and overall CPU/GPU usage.

Settings to consider

Window Mode: Fullscreen
Little difference between windowed, fullscreen windowed und borderless. Had about 2-4 more fps in fullscreen
Object Quality: Medium
Biggest change in performance, got about 10-15 additional fps when setting from "High" to "Low", cpu usage decreased by about 10 percent. Will have an impact on how far objects will be rendered in high quality. Some objects might only appear when you are < 50 meters away. "Medium" might be a good compromise between quality and performance (5-7 additional fps).
Texture Quality: High
Small impact on VRAM usage and minimal impact on average fps. No noticable toll on the CPU, should therefore be set to "High" for better quality.
Lighting Quality & Shadow Quality: Low
These two settings had a noticable impact on GPU usage when set to "High" instead of "Low" (about 25% increase in GPU usage). This might not be noticable while you are being CPU bottlenecked. However, when you reach an area in the game which has less toll on CPU performance, you might now be limited by your GPU. I set both to "Low" because the visual quality was still very good (IMHO).
Performance Stats: None or Basic
Interestingly, having Performance Stats on "Detailed" reduced my average performance by about 5 fps. Would therefore use detailed statistics only for debugging.
V-Sync: Off
With V-Sync enabled, my average game performance decreased by about 5 fps. If you are using a G-Sync or FreeSync monitor you should disable V-Sync anyways.
Apparently, the last part is outdated advice:
https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/14/
Thanks u/Duudurhrhdhwsjjd !
All other settings did not have an observable impact on my game's performance. But feel free to experiment. I for myself went into the Trials mode and spawned at Port Reeker (first map, 3rd mission). I chose this sport because there are a lot of structures tightly packed which had a strong impact on my CPU performance. Make sure to find a location with a viewing angle that you can find and reproduce again and again.

Windows Shenanigans

Fullscreen Optimizations
I also applied Mitch's recommendation to disable fullscreen optimizations and noticed that it did indeed increase my performance by about 10-12 fps. Mitch has a detailed description on how to disable this option. To summarize it quickly: Locate the HuntGame.exe binary in "PATH_TO_STEAM_LIBRARY\steamapps\common\Hunt Showdown\bin\win_x64\HuntGame.exe", right click, "Properties", "Compatibility" and select the checkbox "Disable fullscreen optimizations".
Administrator Mode
For fun I tried running Hunt in Administrator Mode to see what happens and - I shit you not - increased my average performance by about 20 frames per second! Honestly, I don't know why this increased CPU performance by such a remarkable margin, but it definitely did. Of course there are always security considerations that come to mind when running programs in Administrator Mode. But I for myself don't fear this having any consequences in case of Hunt Showdown.
If you want to always run Hunt in Administrator Mode, you can repeat the previous steps and additionally to selecting the checkbox "Disable fullscreen optimizations", also enable the flag for running the program as administrator.
Interestingly enough, when running Hunt as Administrator, disabling fullscreen optimizations did not seem to have any further impact on performance. But this might also be because I am now hitting a GPU limit in some cases.
Before:
CPU usage: 90-95%
GPU usage: 65-70%
Performance in cpu intensive scene: 123 fps
After:
CPU usage: 80-85%
GPU usage: 80-85%
Performance in cpu intensive scene: 160 fps

Hope this helps!
submitted by Pathmissing to HuntShowdown [link] [comments]

SteamTinkerLaunch (stl) v2.2.2 - major. Proton Select and Download, Steam Compatibility Mode and much more

Another major release with tons of new features:
https://github.com/frostworx/steamtinkerlaunch/releases/tag/v2.2.3
(fixed a bug from 2.2.2)
submitted by frostworx to linux_gaming [link] [comments]

How to Safely Flash Official One UI 2.5 (DBT) on SM-N960F

Hey Guys!
https://youtu.be/hzHzSk5KPUE
I will be showing you how to flash Official One UI 2.5 Germany DBT ROM on your device without deleting any data (if OEM is enabled otherwise you will have to backup).
3 Main Requirements before you start.
  1. Make sure your chipset is Exynos (you can find out using CPU-Z app).
  2. Model number must be either SM-N960F or SM-N960F/DS.
  3. Binary Version should be either 6 or lower. (see the video below for better understanding)
1.1. On Phone > Goto Settings > Scroll Down > About Device > Software Information > Tap Build number 7 times > Go back to settings main page > scroll down > you will find new option called Developer options. Click on it > You will than find OEM unlocking (if OEM unlocking is not visible or is already enabled than you can skip to section *1.2*. If OEM unlocking is disabled, make sure you backup your device using SmartSwitch.
1.2. Download the necessary files from the video description. (Odin, Stock ROM (DBT), SmartSwitch, Samsung USB Drivers).
1.3. If you have SmartSwitch and USB Drivers already skip to *1.4*, disconnect cable to your device if connected than once you have installed both software/drivers make sure you reboot your PC. Launch SmartSwitch and simply press backup.
1.5. Once you are done now run Odin as administrator, click BL, AP, CP and CSC one by one and click on file that matches the starting letters located in your stock rom folder. NOTE: You will have 2 CSC files, Home_CSC is to keep data and not to format, CSC is to format the device. Pick the one you desire.
1.6. On your device, power it off, than plug in a usb cable to your PC, hold volume down + bixby button and power button simultaneously once it vibrates leave the power button but keep holding volume down + bixby button until you see warning screen, press volume up once to enter download mode.
1.7. Now you should see a blue highlighted ID:COM on Odin, you can simply press Start and it will do its job.
1.8. After it shows the PASS sign, you may close the odin and enjoy the One UI 2.5! :) If you get to know that your region released the One UI 2.5 you can follow the same step and flash your region rom and you will get the OTA updates with no issues.
I also made a video since there isn't a video that explains step by step, I hope you enjoyed and thanks!
submitted by technogenuine to GalaxyNote9 [link] [comments]

Please help me make sense of all this.

Sorry in advance for the following absolutely massive wall of text...
Preface: I am a cis male (?) in a long term (14 year) hetero relationship. I'm trying to keep certain of these details vague to keep this post sfw since the story wouldn't really make sense with them completely omitted, so sorry if I do cross that line.
A week ago I was absolutely certain that 100% straight. I had a few kinks that I just chalked up to being secure enough with my self to ignore whatever gendeorientation stereotypes are attached to them and enjoy them for what they were.
The following is kinda the story / (admittedly very short) journey I've been on realizing that can't be true.
My wife and I were having a discussion before bed and trying to give perspective about something she's feeling, she says something to the effect of, "... it's like how I truly think you'd enjoy sex with a real guy," (as opposed to using toys). I immediately shot her a look of incredulity and gave her a skeptical, "Uh... Huh..." She went on into detail that's not appropriate here. The important part is that when she was done, I couldn't argue, she was right—that sounded pretty incredible actually (though I couldn't fully admit that in the moment).
A bit later in the night, she's fallen asleep and I'm wide awake trying to process this revelation. Up to that point I'd never thought of another guy as sexually attractive (as far as I could think), but there was no denying I now had a strong desire for what she described.
Immediately, the analytical part of my brain starts trying to rationalize these thoughts. It's likely not actually direct attraction to guys so much as wanting the sensations that that would come from the sex. But then it's like if I want that feeling and being with a guy is the only way to get that feeling, then wouldn't that mean that I do want to be with a guy? Transitive property of desire or something lol.
I did up fantasizing about being it that night, but had a lot of trouble fully imagining a person. I figured if I can't imagine it, maybe I don't want it? Or maybe I won't let myself. Or maybe I don't know what I like yet? Then I thought about it another way; if I were to go through with being with a guy, what would I want him to look like? With no effort, I was able to rattle off a list of what I'm into.
Finally getting that out feels like I must have given myself permission to feel this way because it was like something clicked in my head and quite suddenly a floodgate of repressed thoughts / emotions I never even knew I was holding back let loose.
Since the, I just been tring to allow myself to actually experience these feelings and attempt to internalize them. It's now clear that these thoughts go back pretty far (funny how that works). I've also noticed the occasional guy catches my eye the same way a woman might. I've continued to indulge in my fantasies, though at this point picturing a whole person is easier. What's more is the fantasies evolved from having things done to me to being a more active participant with a desire to return the favor to this imaginary partner. In this context, many of my kinks aren't kinks but just normal sex, which feels strangely validating.
It's been a few days since that initial chat with my wife. I explain all this to her. She gets this bemused smirk (I think she liked being right), but tries to comfort me. Being the awesome person she is, she tells me how none of that changes how she feels about me, if anything, the openness made me more attractive in her eyes (I really am lucky). She seems pretty convinced I'm actually bi. Seeing that I'm still struggling to internalize it, she puts it this way... "What if I suddenly I was a guy, would you still want to stay with me? Would you still be attracted to me?" To which I reply, "Me back when we got together woulda been very confused. Me now, yeah of course I'd stay with you, it's you the person I'm attracted to." She shrugged, "Maybe that's your answer then. Sounds like bi or pan to me."
I'm at the point where I'm really confused about what this all means, what it says about me, my identity etc. So, again analytical me starts trying to research all these feelings and such. Which is how I found this little corner of reddit actually. I found a bunch of random quizzes (some seem to have science behind them) hoping if not for an answer, at least something to help me understand what I'm feeling. I'm still struggling to internalize everything and even just organize my thoughts. I feel like I'm having a massive identity crisis. I mean, who knows you better than you know yourself? Yet here I am 30 years old knowing something as a core fact of who I am as long as I can remember, only to realize I was wrong. There's just so much swirling around in my head at the moment that I feel like I'm in a bit of a fog. I can't help but wonder maybe I actually was right and maybe these feelings are some sort of of fabrication I've felt compelled to come up with for some unknown reason. I dono, I just feel like a tourist if that makes sense. Then again, I can't fathom getting this far down the rabbit hole if there wasn't some validity. And if there is validity, what does that make me? Judging by how I feel about my wife, I know I'm not gay, but after all this there's no way I'm straight either. Beyond that I'm lost. Bi? Pan? Just curious? Actually a tourist? Looking for attention?
On top of all this, in immersing myself in this topic and trying to find people with similar experiences, it made me start to question my gender too. I mean if I got my sexuality wrong for so long, who's to say I didn't get my gender wrong too? I mean I've always thought of myself as purely a cis male, but there's also always been these desires/feelings to be more feminine (and rarely female) that would almost instinctively get filed away.
When shopping for clothes I often can't help but to envy the options/selection of women's clothing it feels; it often feels more my style. I wish it were more acceptable to mix and match men's and women's clothes as the mood struck. In high school I used to wear eyeliner and paint my nails, but I was an emokid, that was just part of the scene, so I'm not really sure if that factors in. I did put on some eyeliner again today for the first time in years (though I did avoid the raccoon eyes look of high school). It felt nice. Or, a month or so ago, I started shaving my legs (it's a cardinal sin to not have clean shaven legs as a cyclist (rule 33)). After doing so, I felt so much more comfortable (fuck being hairy in the FL heat) that I went and trimmed most of my body hair down to almost nothing. When I was done I felt like I was somehow bettemore content/more correct. Softer. I didn't think much of it at the time past the initial reaction, but now, with context, it feels like maybe it's another piece of this puzzle. Trying to articulate all this I found this post and it resonated deep. I'm satisfied with the bits I've got, I like my hipster beard, but I also want to feel pretty and cute and be "girly" and soft and wear a bit of makeup. Following the advice given to the OP in that thread I took a "cogiati" test. I scored a -155, which is "feminine male" which and summarized as
your internal gender identity to be mostly masculine, [...] There is, however, some indication of a strong feminine side to your being, and this is intrinsic to your constitution.
I guess that's right? Seems like decent summary the above. I mean I could get behind that; and guess that's really the important part isn't it. But then again I lack the familiarity / knowledge to recognize much beyond the binary genders, so I don't know.
I just want to feel like I know myself again. As dumb as it may sound, I think a label might help.
submitted by notQuiteAThrowaway6 to AskLGBT [link] [comments]

OneClickBinary to trade binary options with your MT4 platform BINARY ALPHA - YouTube Binary Options MetaTrader 4/5 Auto Connector: How To Setup ... Binary Options Trading At Broker Pocket Option  30 second ... Binary Options Strategy 2020  100% WIN GUARANTEED ... Binary Options Trade With 100% Accuracy How to Hack! - YouTube

Binary Options vs. Vanilla Options . A vanilla American option gives the holder the right to buy or sell an underlying asset at a specified price on or before the expiration date of the option. A ... OptionsClick use the same binary options trading platform that is adopted by leading binary options such as 24Option and OptionFair, provided by Tech Financials. Hence, traders shouldn’t be surprised that there are similairities between the platforms of these 3 brokers. Nevertheless, OptionsClick traders can be assured of the same reliability in performance that both 24Option and OptionFair ... Max. Rendite: 85% Weiter zum Broker CySec reguliert Binäre Optionen sind strukturierte Finanzderivate die nur zwei vorher fest vorgegebene Ergebnisse liefern können. Lange Zeit war der Handel mit Ihnen den Profis vorbehalten doch seit einigen Jahren sind sie auch für Privatanleger verfügbar und der Markt für Binäre Optionen explodierte. 7 Binary Options – IQ Option Kritik. Ich denke, es ist das Beste, was ich seit langem gesehen habe. Ihr Kapital kann in Gefahr sein. Ich habe es 5 von 5 binary Rückgaben gegeben. Ich werde später in der Binary über digitale Optionen sprechen. Wenn Sie sich mit technischer Analyse und Trendverfolgung beschäftigen, können Sie go verschiedenen Zeichenwerkzeugen wie options Trendlinie ... Binary Option Types: High/Low, One Touch, Range (Boundary), 60 Seconds: Customer Support Types: Live chat, email, phone: Education Offered : Online tutorial, eBook, webinar, glossary, FAQ, how-to pages: Tools Offered: Early close, trading signals, enhanced returns: Commission: The first withdrawal of the month is free; subsequent withdrawals carry a $30 fee. Dormant accounts are charged $5 per ... Click To Open Free Demo Account Click To Get Real Account In $10 (April 2020) Binary options are a form of financial trading that involves a fixed amount of pay-off or nothing. That’s why it is called binary options anyway. It is either a 1/0 or Yes/No. There is no other option between. The trading is normally carried out online. The online trade is enabled by binary options traders. The ... Binary.com IQ Option llll Aktueller und unabhängiger Binäre Optionen Test bzw. Vergleich 2020: Auf Vergleich.org finden Sie die besten Modelle in einer übersichtlichen Vergleichstabelle inkl. Vergleichssieger, Preis-Leistungs-Sieger uvm. Jetzt alle Bewertungen im Binäre Optionen Test bzw. Vergleich ansehen und Top-Modelle günstig online bestellen! If we wanted to take a look at an example that involved actual option pricing, let’s say that you wanted to enter a GPB/JPY binary CALL option with expiry in 2 hours. The strike price of the option (K) is at 140.50 and the current GBP/JPY level is at 142. This implies that the option is more likely than not to expire in the money and hence it will demand a price above 50.

[index] [16208] [5026] [4226] [18789] [2830] [7671] [19835] [2773] [14394] [5193]

OneClickBinary to trade binary options with your MT4 platform

Binary Options Trading At Broker Pocket Option 30 second Trades With Zig Zag Registration link for Pocket option klick link bellow https://pocketoption.com... ~Binary ALPHA Made For Binary Options Trading Strategy Tutorial, A Profitable 60 Second Logical Trading System for Binary Options Trading! Binary ALPHA was d... Your real way to EARN BIG PROFIT - ITS EASY! I EARN 975 in week HERE))) http://goo.gl/AzaS9q /// You will earn more at 1 minutes binary options Strategy Earn... NEW! Web Clicker Forex Binary Option Bot: Auto Trading https://westernpips.com Using its years of experience Westernpips Group company has developed a comple... Hello everybody! Hope you are having a great day. Today we bring you a new tutorial video. This time, we show you how to setup and use the Auto Connector our... The road to success through trading IQ option Best Bot Reviews Iq Option 2020 ,We make videos using this softwhere bot which aims to make it easier for you t... With OneClickBinary no need to install a binary options plugin. Just place the expert advisor to your MT4 broker platform and start trading. OneClickBinary can also be used for people trading with ...

http://binary-optiontrade.inaniska.gq