What’s the point of forcing a full kitana team? Implying to have at least one diamond kit. Isn’t weekly challenge card supposed to help newer and mid players? no diamond kitana u can buy in the store, none in fw rewards, only way to have her is through tiny chance in casino packs; this really sucks
What's the point of making casino jobs coop if you force players to host them to get a reward?
No one joins anyone and everyone tries to leave as soon as they join. The few randoms who stay tell you to join them and that they'll do the same for you "after". Right. But if you ask them to do it the other way around they call you an asshole and leave. Edit: If you read this right now, I'm still looking for someone to do the missions(PS4), all 6 in a row if you trust me to do yours after.
Sky Casino has a rewards program called Players Club. The club has 4 regular levels plus a Priority Level. Players earn one comp point for every £10 they wager and points are needed in order to advance up the Players Club levels.
It’s Thuursdaaayy! ...and itsss Cooooolin! What all did everyone get up to today!? Let me knooww, down belooww!! Here’s the new cards for today!
Fantasy Hockey Event
For Skaters - • + 1 to All Att. (0.5 for Speed and Accel.) for every goal scored in Reg. Season • Syn Points doubled if player reaches 95 OVR • Max UPGRADE - 99 • Reg. Season NHL counts
Jacob Slavin - 85 OVR - CAR / LD - (1) BAL , SH Brent Burns - 84 OVR - SJS / RD - (1) H and S , SH Neal Pionk - *84 OVR - WPJ / C - (1) DIS , WH Charlie Coyle - 82 OVR - BOS / C - (1) BAR , LTL Filip Hronek - 82 OVR - DET / RD - (1) BAR , WH Rickard Rakell - 82 OVR - ANA / LW - (1) SPA , GLA Jake Allen - 81 OVR - MTL / G - 6’2” / 203 lbs - (1) SPA , BAL Jeff Carter - 81 OVR - LAK / C - (1) SWA , HOW Clayton Keller - 81 OVR - COY / C - (1) SWA , SH Wayne Simmonds - 81 OVR - TOR / RW - (1) DIS , PP Sam Bennett - 79 OVR - CGY / C - (1) H and S , WM Jack Eichel - 74 OVR - BUF / C - (1) BAL , MAG .... no Ottawa? :(
Patrice Bergeron - 88 OVR - BOS / C - (1) T ... 98 FOs with Thief active, woah Oliver Bjorkstrand - 87 OVR - CBJ / RW - (1) PP ... * Nate Schmidt - 84 OVR - VAN / LD - (1) SH ... * Noel Acciari - 83 OVR - FLA / C - (1) WM ... * Chris Tierney - 82 OVR - OTT / C - (1) GLA ... * Brian Dumolin - 80 OVR - PEN / LD - (1) H and S , HOW ... * Justin Holl - 79 OVR - TOR / RD - (1) SWA , WH ... * Eeli Tolivanen - 79 OVR - NAS / LW - (1) SPA , LTL ... *
(I’ll post these later) Carson Focht - 78 OVR - HIT / C - (1) BAR , SH ... * Miro-Pekka Saarelainen - 78 OVR - PEL / C - (1) MAG , SPA ... * Tyler Brennan - 77 OVR - COU / G - 6’3” / 181 lbs (1) DIS , BAL ... * Miguel Tourigny - 77 OVR - ARM / RD - (1) SPE , SWA ... * • • • • • • • • • • - - - - - - - - - • • • • • • • • • • • •
23H Remaining. • Jumbo Elite Pack - 50k C / 1k P 20 items, with atleast 11 80+ OVR Players. • NHL Players Packs - 30k C / 500 P 10 items, all Gold NHL Players with atleast 4 80+ OVR Players. • Players Pack - 15k C / 300 P 10 items, all Players, at least 5 Gold Players and 1 80+ OVR Player.
• New Season of RUSH! • Squad Battles Rewards Today - 5pm EST • Fantasy Hockey Event • 1.8 M Reward RUSH - Icon Collect • Does Sami Vatanen stay on the Devils? • Cooolin’s Birthday ——————
What’s to Come?
• New Event - Tomorrowww at 5pm EST! • 2nd Weeeeekenddd of 2021! —————
Summary of the day
Quick Read Best Forward of the Day - PT - is PAATRICEEE BEERGEREONN OVR 88 with the syn THIIEFF Best Defence of the Day - PT - is NAATEEE SCHMIDTTT OVR 84 with the syn SHUUTT DOWNN ———- ———- Cooolin ——-
As you get older, you start to realize more and more its not what you look like or what you own... it’s really about what you’ve become. You can’t help getting older — duh , duuh - but you don’t have to get old. Just because you might be an adult, doesn’t mean you can’t have fun, and do something you wanted to do as a kid, that you’ve never done before. Remember to just have fun! Go with the flow, and be yourself! I promise you, it will take you far. ——-
Interested in Stocks?
EA’s Stock Price, after hours - Jan. 7 $ 140.74 (usd) —- Currency Converter we looked at the stock at $137.54 usd —— That is a difference of ( $3.20 / 2.33% ) — Daily EA Stock News Disclaimer - I am not a financial advisor. It is your money, please do your own due diligence. I am not responsible for your money. This is *not** advice. I added this section for an added educational purposes only. Thanks* —— —— —— —-
NEED A SOUNDTRACK TO LISTEN TO?
I made this for everyone. I’ll update it whenever I feel like it, but its been often!
WE’RE ALMOST AT 1000 SONGS! Comment songs to add, and please give feedback! It’s much appreciated!! I currently have “Birthday” by “Selena Gomez” stuck in my head, hahaha... honestly, I don’t know about you... but I’m feelin 22 How do you guys like the playlist!? I have a friend who makes music, if you guys wanna check his music out, feel free, click Here!! ———-
Stream Hockey Games
If you click here you will be redirected to bilasport. Bilasport is a streaming site for all your Sport needs! You can stream; NHL , NFL , NBA , MLB , Boxing / MMA , and NCAAF. With the NHL season coming up, this is a great resource if you want to watch a game! Bookmark it today! I am not affiliated with Bilasport. This is just a recommendation for your entertainment needs. ——- —— —— —— —— —— —— —— —- —— —-
Fighting a Gambling Addiction?
Don’t feel scared to click here. Winning is SO much louder than losing. Know that you are NEVER alone. We are all here for eachother, and it is never too late to get help. I am here for you. This is a VERY important thread, especially if you are new to HUT. Here! ——- 7 / 365 —— —— —— —- —- ——- —- —— —— Thanks for reading. I’m always welcome to feedback, please let me know what I can improve on. If there’s anything missing, please let me know! Take care, happy gaming! WOW! Today is my birthday. I don’t feel any older, lol .... also 6 DAYS TIL HOCKEY COMES!WHO IS EXCITEDD? I am not affiliated with EA. Please don’t message me about your problems about the game, even though I find them rather entertaining. You still can, just I might not be able to help!! • Coolin Killin It (Life is like a puzzle, you just have to find the right piece.)
List of Known Bugs In The Cayo Perico Heist DLC + GTA Online:
To avoid multiple, repetitive post on all the bugs in GTA online, especially since the latest DLC release, this post will contain all the common bugs and will be updated as more are discovered and workarounds are found. Please leave any other bugs you've encountered in the comments below and they may be added to the above list, but please note that this is not meant to be a discussion thread, it's meant to list common bugs so players who encounter them know they are not the only ones experiencing them. Any comments/replies beyond simply listing a bug will be removed, and the user may be temporarily banned from the sub. Before leaving a comment, please review the above list, and the comments below to see if what you're about to post has already been listed or commented on. If you see a comment with the same bug you've experienced, please upvote it so we can see how many others are also experiencing that issue. Posts about any of these bugs will be removed. ​
Bugs related to the Cayo Perico Heist DLC:
Not being able to join friends / error message displaying prompt declaring a certain player hasn’t finished the GTA Online tutorial.
Not being able to deliver various pieces of heist equipment to the Kosatka during missions.
During the Plasma Cutters mission, taking a picture of the heist prep board in the safe house won’t register and you can’t send it too Pavel to progress the mission.
During the RO-86 Alkonost Plane delivery mission and the Velum delivery mission, the delivery checkpoint will be stationed at the casino, either the garage, front door, or music locker enterances will be highlighted.
During the Longfin boat delivery mission the delivery checkpoint will not register the Longfin once it has reached it destination.
When poisoning the water tower on Cayo Perico, players have reported either themselves or other players dying randomly.
When hacking into El Rubio’s compound, players have reported being stuck on a static as the game loads the cameras in the compound.
When quitting GTA Online after doing a Cayo Perico Heist mission prep, the game won’t save your last prep, requiring you to do it again.
The Cayo Perico primary target value will sometimes not display correctly and there as issue the incorrect amount of money for stealing the primary target on hard mode.
In the Cayo Perico heist finale, selecting the drainage point as your entrance into the compound won’t register correctly on your map, with the highlighted icon being the main entrance rather than the back.
All of the Pariah’s spoilers won’t display visually for any player.
When using the track pad to open the interaction menu on the PS5, the game soft locks you out of using your interaction menu again.
When escaping the compound, sometimes the boats at both the main dock and north dock won’t spawn.
Killing the juggernuat may cause the alarms to go off in the compound, even if done stealthy.
Both the Tom Conners missions and the English Dave missions sometimes bug up and don't allow you to deliver an objective to the yellow circle.
When entering the compound, plyers are reporting disconnects, either the host of the heist leaves the game or another team member will leave randomly.
When leaving the compound, the game will not give you a way to escape, leaving you softlocked in the compound.
In the heist finale screen, platers report not being able to buy a heist support crew.
When completing the Cayo Peico heist, players report that they discount from the game as soon as the heist is finished, leaving them without their payment.
Some players report that the payouts are incorrect when being divided out to players, as an example, a 30/70 payout will change to a 15/85 payout when the heist ends.
Some players report losing their payout as soon a they reset the game.
Prep missions for the Cayo Perico heist will not start randomly.
During the Alkonost setup mission the laptop needed to progress the prep mission will not spawn.
During the Alkonost setup mission the plane will start smoking instantly when leaving the hanger, causing the plane to prematurely blow up before the mission ends.
When scoping out Cayo Perico for the second time, (steal the plane from the drug dealers,) the yellow dot mission marker will not display, not allowing the player to fly to Cayo Perico.
During the scope-out mission for Cayo Perico, players report the supply truck not spawning in.
When collecting the Chakra Stones for English Dave, collecting all he stones will not prompt the next mission objective.
When trying to obtain the safe codes from the head of security the casino penthouse, players report the main target not spawning, effectivly softlocking the player in the penthouse.
"Invisible guards" patrol the compound after you rob it, resulting in your player character getting caught.
Guards will sometimes not show up on the radar when on the Cayo Perico heist finale.
Players report different weapon loadouts, entry points, and exit points on the final heist rather than what they choose on the finale screen.
Players report that when entering the drainage pipe and surfacing into the compound, the game breaks stealth and puts you into combat.
The Madrazo files will sometimes get replaced with an entirely different target all together on a first run of the Cayo Perico heist.
Delivering anything to the Music Locker will sometimes not work.
Bugs related to the Casino Heist DLC and GTA Online Broadly:
Cannot deliver heist prep equipment: The vehicle will enter the yellow circle and nothing will happen.
Cannot deliver product from businesses: The drop/delivery won't register, or you enter the delivery circle and it won't register.
Cannot deliver Business Battle goods: Will not register when entering the yellow circle.
Falling through the map.
Getting stuck in the man trap or spawning under the map during the Casino Heist, or being disconnected.
Oppressor MKI, or any car floating in the air.
Flying over the water and respawning on the beach.
Changing lobbies but being put back into the same one.
Not receiving Elite bonuses after completing the Casino Heist.
Starting a Casino Heist and having no objective point on the map, causing players to have to leave the lobby.
Having to setup the Arcade again after previously doing the setup mission.
Vehicles/aircraft not spawning after being requested either from the mechanic, Ms. Baker, or through the interaction menu.
Nightclub technicians will stop producing certain products.
Certain vehicles losing their resistance to rockets/explosives. MOC, Avenger, etc...
Infinite loading screens
White screening during the Casino Heist end screens.
Heist cuts not being properly distributed after completing Heists.
Casino Heist being stuck once you leave the arcade: Can't move, etc...
Rewards in Arena Wars, or other jobs, not being properly calculated for the person in first place.
Trade prices not unlocking after completing the Casino Heist.
When searching for a casino heist through quick job in your cellphone, there's a chance it bugs out and upon joining the room, you're unable to see the finale board where you'd normally see the percentages and ready status.
On silent and sneaky, there's a chance the guards that are supposed to be moving around and patrolling stand completely still. This is both helpful and annoying in different parts of the heist and if you haven't got duggan shipments completed, you're pretty much fucked or forced to get creative.
On Big Con, sometimes the exit disguises don't spawn even though the run was done completely undetected (I've experienced this with gruppe sechs entry).
When collecting daily vault, sometimes it might happen that you get stuck in the animation without being able to stop.
The stockade sometimes spawns in the wrong arcade.
Getting stuck in an endless dancing loop during the Casino Heist setup for the level 2 keycards.
Incorrect getaway vehicles will spawn for the Casino Heist.
In Sumo(Remix) the wrong team will be awarded the win.
Mechanic will sometimes not spawn and the player will not be able to modify their vehicles.
MC business raids not sending message to players.
Dying during the explosives prep mission for the Casino heist can lead to a long, or infinite respawn.
During the Prison Break Heist Rashkovsky will not move, be invisible, or die after parachuting from the plane at the end of the Heist.
Hello There, with the Cayo Perico Heist being some days old already, I feel like I've gained enough experience to share my method of doing it as fast as I can with you. I'll only cover the missions neccessary for this method and approach, as covering every mission would turn this into a novel. With this approach, you're looking at $~1,3m every 1:00-1:30hrs, depending on how well the finale goes. Ironically, you get a higher payout when playing solo. Some pretty effective solo grinding.
Right, so what do you need to grind the Cayo Perico Heist? Not a lot, surprisingly. Obviously you'll need a Kosatka, however, all the extra additions like sonar or missiles are not needed. However, the onboard Sparrow is insanely useful, it's easily worth spending the $2,1m to buy it and upgrade it with homing rockets, you'll get the money back in 1-2 heists anyway. If you get the Sparrow, you can forget about all other vehicles like other Helis, Oppressors or jets, the Sparrow is all you'll ever need. About the position of the Kosatka, I'd try to leave it at Vespucci Beach, however, you can and probably will use it to fast travel to far away locations for missions. After starting a mission, turn around from the heist screen and hop directly into your Sparrow (except if you want to fast travel first). When returning from a mission, feel free to jump out of the Sparrow and parachute to the sub, you won't have to pay any insurance and the Sparrow will instantly be returned to the Kosatka, ready to be used for the next mission. Additionally, a saved outfit with a scuba suit is also useful for some prep missions.
2. Prep missions
2.1 Gather Intel The most lengthy mission. If you've already completed the heist as a leader, you'll have to steal a Velum to fly directly to Cayo Perico. This is where the fast travel of the Kosatka comes in useful. After flying off with the Velum, don't forget to return your Kosatka to storage so you can call it back later when returning. Now, what do you actually need to find? Luckily, all the random POI are not needed at all (Uniforms, Grappling Hooks, Bolt Cutters). I'm sure you've seen this post with the map of all the intel. Surprisingly, all you need to photograph is these fours spots, one of them being the sewage tunnel underwater, which only has to be scouted once, you won't have to scout it every heist. For the mission itself, just grab the nearest bike and jump over the hill on the left side of the checkpoint next to the party and drive to the comms tower. There, hack the security box (box can spawn on ground floor or on one of the 3 tower levels). The hack is fairly complicated, however you can use your training keypad in your Arcade to get familiar with it, you'll have more than enough time at the tower to figure it out anyway. If playing solo, just scope out the main reward and move on to scouting the main docks for additional loot to fill you bags, as you will not be able to open the houses inside the compound for the loot there as they require 2 keycards simultaneously. At the main docks, scope out the 2 places for additional loot and then let yourself be caught by the guards to be thrown back to the airport instantly and leave. Thats it, no more intel neccessary, only takes you about 15 minutes. 2.2 Kosatka For the approach vehicle, you'll want to use your Kosatka, so start the mission, fast travel to the mission and use your Sparrow to deal with the Heli + 3 boats. You can then just dump your heli in the water and request a Dinghy to drive back to the Kosatka to save you the hassle of landing the heli and swimming to the sub. Inside the sub, go right down the hatch and fight through the lower deck until you find the device, leave up throught the hatch ladder and leave the sub. Outside, hop into a Dinghy and drive back to your Kosatka and the mission is done. 2.3 Cutting torch Only 3 of the 4 equipment preps are mandatory, you can completely ignore the explosives as you will be using the cutting torch for any locks you encounter. The mission is very simple, fast travel back to Vespucci beach, fly to the construction site, either kill everyone and grab the drill or do it sneaky and fly back to the Kosatka, nothing huge here. 2.4 Fingerprint cloner Another pretty simple mission, fly to the warehouse, go in and be prepared to fight instantly, its unneccessary to cut the power, the guards will spot you insantly anyways. Then hack the computer, fly to the Archives, shoot the 2 cameras, get the cloner, fly back to the sub, done. 2.5 Safe codes / plasma cutter This mission depends on the main loot, you either have to go to the casino, kill a lot of people and greab some codes off the head of security, no major ways to improve here other than to shoot, as this can't be done in stealth reliably either, and fly back to the sub. For the plasma cutters, (Actually can't remember the mission right now, must not have been hard then, just do the usual Sparrow, pewpew, grab, Sparrow stuff) 2.6 Weapons FOr weapon loadouts, you have multiple choices, I suggest either going for the Conspirator or AP Pistol loadouts, they are both very viable and neither has a distinct advantage, use whichever you prefer. This mission has 2 variants, you either just do the usual "Land on office, enter office, shoot guys, hack computer, get weapons, return to sub" stuff, or you'll have to follow a Merryweather heli, kill some goons, enter an Avenger, get the weapons, jump out of the Avenger and fly back to the sub. Both aren't that hard or complicated, just some standard "get this stuff" missions. Do not forget to buy supressors for your weapons, they're only $5k 2.7 Armor For the 3 optional preps, you only need to do the armor, as the other 2 are only beneficial for going loud, which we won't do. Again, pretty simple stuff, fly to a warehouse, blow up stuff, blow up more stuff inside the warehouse, blow up a boat, done. The Sparrow is absolutely your best friend for these kind of missions, just beware that is lacks any sort of armor, so when taking off you may get shot a bit too much at times.
Right, finale ,big money. Here's how the planning screen should look Haven't tested other times of day, but night is the obvious choice for stealth WHen the mission starts, you'll be instantly thrown underwater, right next to the compound. Just dive to the sewage tunnel, cuzt the grate and boom, you're in. Inside, try to deal with all the guards before going upstairs to the office elevator. Standard stealth rules apply, kill guards outside of camera view, kill facing guards in quick succession with well placed headshots (not headshotting can cause the alarm to go off ~3s after bodyshotting them to death). Chances are, you will fail the first couple of tries until you get a feel for it. Here's the path I use: Looks complicated, but you'll get used to it When reaching the vault room, you cutting torch can make quick work of the lock, then grab the main loot and get out via the exit to the right of the main vault, turn right again and you're basically next to the compound gate. Just confirm that route and you're out. Once you're out, there will be 4 guards to deal with, not a huge issue, kill them and move on. There are bikes by the checkpoint, grab one and leave. Once you are outside the compound, a heli will be sent to search you. Have a look at what direction it flies, it will always fly straight until reaching the end of the island. Evade him once and you're good for 5-10 minutes, plenty of time to leave. Path outside the compound, at green circle, evade helicopter Drive to the docks, careful of the guards that only appear on the map once you're close to them, luckily at this point you're free to kill anyone you meet, so blast away. Grab the 2 warehouses worth of secondary loot, kill the guards by the docks and leave, even if you get spotted now, just make a dash for the open sea and get as far away from the island as possible until the mission finishes and you're done, $1,3m reward. And that's it, pretty simple heist, finale is made super easy by the sewage tunnel and the prep missions are already easy as piss
This year I started playing Fifa again. My last fut experience was FUT 13, I’ll say here what I think changed and didn’t, what is positive or not. 1) Meta players impact As far as I remember, meta players in FUT 13 was not as impactful as meta players are now. Of course we had also players that were OP (like David Luiz Ogbonna Wellington...) but I feel like the gap was not as important as actual meta players. The defense Mendy Varane Gomez Walker is used by almost everybody I’m going against. I remember more versatility because even if some players where OP, the gap was not as huge as today. This result in more versatility. Nowadays I feel like playing the same 8 players every games. I think this is a negative change that affect the happiness of playing. 2) Rewards / Promo This is a huge positive change. Back in FUT 13, rewards didn’t exist. Neither was WL. To get enough money to play players you liked would take you so much time and games. There was no pack rewards. I didn’t open a single pack in FUT 13 as I don’t put money in the game. Now in FUT 21 you have rewards, packs to open, and this every week. It’s a great addition and I could build me team of non meta players really quickly. The only thing I think could improve is the time you need to spend in the game to get those rewards, 30 games every week-end, Squad Battles games that are boring and take too much time. But this is a huge positive change and there are actually lot of versatility, WL, Rivals, Squad Battle, Friendlies. That’s a huge W, and rewards are good even if the time required is a bit too much. The downside is that there are so many promo cards that are so powerful to make your cards weaker to keep you grinding. Promos can be good, not when the sole purpose is to make your cards irrelevant and make you splash money to get better cards. 3) Untradable cards - SBC This is a neutral change. Their addition in the game is a great thing for players who just want to play with any good players. Pros : you get double rewards. Cons : you’re limited to players you get and SBC EA choose to give us. If you’re a player that just want to play with any good players, this is a good thing, just open untradable and play with the best players you get out of it, splash the rest in SBC to try to get even better players -> repeat. For players that want specific players (like me) it’s not that great as it locks you into SBC and players you pick. That’s why I recommend choosing tradable rewards of you want specific players. SBC are really cool and a great thing as this makes players you get in packs keep some of their value throughout the year. The only negative point is when the rewards are untradable (for SBC I understand, but for packs you get from objectives it’s not that great). Positive thing. 4) Gameplay (skill moves) The gameplay changed a lot but one thing didn’t, how Pace is important. This will probably last forever. The gameplay improved a lot, positively, except for one huge negative thing : skill moves. Skill moves where already a thing back in FUT 13, but it wasn’t OP, it was great. Nowadays, roll balls and step overs are too game defining and are overused. Andres Verjgang for exemple is doing them at every single touch, either ball rolls, either step overs. And this is really bad because it makes the game completely unreal. In real life, you don’t make ball rolls and step overs every time you touch the ball, and this shouldn’t be a thing either in FIFA, it’s like salt, without it it’s tasteless, but with too much it’s inedible. 5) Hidden casinos This is something that didn’t change and is a huge L. This game is a casinos when you want to put money into. And this is really bad. No control about packs odds, thousands of money can be put into the game without having the best cards out of packs, etc. This is something really important that EA needs to address, even more when you’re client are vastly youngster (12 - 22 Years old). Casinos are forbidden for them for a reasons addictiveness is a thing that’s real and shouldn’t be hidden in games that are meant to be fun. If you go to a casinos, you know where you’re putting you foot in, when your mums buys you fifa when your 14, you don’t (neither she does). 6) Objectives and season pas Good content that were added on, makes the game less boring. 7) A feeling that it’s more about the money than the game When playing to other games, even if money is involved, it doesn’t feel as if the only reasons they made the game was to take money from you. You can feel that they are passionate about it. Don’t take me wrong, trying to make money isn’t a problem. But with EA, it feels like they aren’t playing their own game, because some things are so infuriating that it’s not good. I would gladly put some money into the game if I felt that they were passionate and they tried to make the game better for their player base. But that’s not how it is with FIFA. It’s seems like every move they are doing is to make you spend money one way or another. And that’s a huge L. In conclusion, a lot of things improved the game, but EA’s will to take all of our money is still present and won’t change. I wish this licence was bought by a better company that cares about the actual game and only about the money it makes would be great. What’s your opinion about all these? I have probably forgotten things, what can you add? Feel free to comment and thanks for reading.
Robinhood can be a gambling platform, but it's not and removing it or regulating it will exacerbate the divide between the wealthy and the rest of the U.S.
Hi everyone, Lately I've been reading and watching on the news about Robinhood and I just wanted to give my two cents as somebody who actually researches Gambling disorder in the United States. My goal in this post is to hopefully encourage people on WSB to become politically active in preventing the regulations or removal of certain aspects that Robinhood allows on its investing platform. First, let me define some terms from the Gambling disorder field:
Gambling- placing something of value on a random outcome in order to achieve a desired result or profit (this last part is added by me as I think it gives a better explanation of why an individual gambles in the first place);
Gambling disorder: A psychological disorder where an individual is unable to control their gambling to the point that they are experiencing consequences from the behavior. The behavior also has to occur without the presence of Mania, other biological co-morbidity, or under the influence of a psychoactive substance.
In this post I will address a few arguments at Robinhood. The first is regarding the "gambling" nature of investment that Robinhood purportedly encourages. The second is that the average investor needs to be "protected" because they lack the information and knowledge to participate on the app. When I first downloaded Robinhood, I was skeptical at first and proceeded to uninstall and reinstall it multiple times before I deposited $350 to invest in stock. The app provided me a "scratch-off" with my first deposit that rewarded me with my first stock (some medical company). That was the only time that event occurred. If we look at my prior definition of gambling, technically that is not a form of gambling. I placed nothing of value on this random outcome. If the actual act of investing in stock is gambling this leads to an interesting analogy regarding trading platforms, not just Robinhood. Stocks are the game (roulette, blackjack, craps), Robinhood and trading platforms are the dealers (giving information on the rules of the game and how much it costs to place a bet), and the liberal market is the casino. In this analogy everybody is in the Casino, and if you don't play the game you stand to lose regardless as your money loses value to inflation. Even worse, if the casino folds the people that didn't cash out or were fully invested in the casino never collapsing (The Great Depression, the recession of 2008 the coronavirus recession) can stand to lose everything even if they didn't participate (regular person that was laid off) or were placing safe bets (ETF's Blue chip stocks etc). The Massachusetts Secretary of the Commonwealth, William Galvin, is addressing the wrong issue by suing Robinhood. What should be addressed is the reasons that people even participate in Robinhood or in any trading platform. The average individual doesn't understand the market and the United States does not address this ignorance by providing information on how to properly invest for retirement or provide a welfare structure that protects against poverty as individuals become unable to participate fully in the economy due to injury, developmental disability, age, discrimination or lack of access to the "free" market. To claim that people on Robinhood "gamble" for excitement or risk is reductive. People invest their money on Robinhood for the potential accumulate life changing "tendies" that will protect them from the eventuality that they will be unable to participate in the economy and the government will not insulate them from the fiscal impact an individual will (not if) have to deal with in regards rising medical cost for their healthcare and any other services they would require in order to lead a normal life. If William Galvin is actually concerned about the "gamefying" of investment, he should focus on regulating Wall Street and the Banking sector, because last time I checked investors on Robinhood invest with their own money, not the money of other people. The argument that the average investor isn't informed also leads to more issues that I guarantee the government doesn't want to address or even ask because it would require an expansion of the welfare state and higher taxes on companies and individuals. If the average American is too dumb to invest using Robinhood that what is the solution? The U.S. government has always fought any sort of government guaranteed income or services to insulate an individual against against insolvency from the free market as can be seen by the desire to privatize almost all forms of government programs such as Social Security, Medicare, Food Stamps and Medicaid. This has already occurred with certain programs at the federal level such as HUD which doesn't do anything to help people get affordable housing and the drastic reduction in funding for colleges and universities especially after boomers were done getting their degrees for essentially free. So lets examine what the average person has to understand in the American economy,
they have to be able to plan and invest for their retirement,
understand loans (including all the fine print such as interest) to pay for college, and purchasing of necessary items for certain areas such as housing or a car;
Navigate a Byzantine like medical industry that can easily bankrupt the average American even with insurance;
So the average American is suppose to navigate all of the aforementioned areas with little to no government assistance. But Robinhood should be regulated, makes sense. Let's not even talk about that most Americans read at about an 8th grade level and have a tough time understanding that a quarter pounder is less than a one third hamburger... "Why the third pound hamburger failed: One of the most vivid arithmetic failings displayed by Americans occurred in the early 1980s, when the A&W restaurant chain released a new hamburger to rival the McDonald’s Quarter Pounder. With a third-pound of beef, the A&W burger had more meat than the Quarter Pounder; in taste tests, customers preferred A&W’s burger. And it was less expensive. A lavish A&W television and radio marketing campaign cited these benefits. Yet instead of leaping at the great value, customers snubbed it. Only when the company held customer focus groups did it become clear why. The Third Pounder presented the American public with a test in fractions. And we failed. Misunderstanding the value of one-third, customers believed they were being overcharged. Why, they asked the researchers, should they pay the same amount for a third of a pound of meat as they did for a quarter-pound of meat at McDonald’s. The “4” in “¼,” larger than the “3” in “⅓,” led them astray. --Elizabeth Green, NYT Magazine, on losing money by overestimating the American Public Intelligence." The REAL QUESTION is what responsibility does the government have to insulate the average American from an economy that by its very nature is predatory, especially when the argument set forth by William Galvinson is that the public doesn't understand how to invest on Robinhood. Especially since the government has told the public from day one to take care of themselves as they get older through investing instead of expecting the government to provide assistance. By removing or regulating Robinhood, the fungibility of the average American's dollar will drop in value because they are prevented from another avenue of wealth accumulation, which research shows (at least for those in poverty) they turn to gambling as a means of wealth accumulation because even though the return on a gamble is less it is technically even since their dollar is also worth less. I think I may have gone on a rant, sorry. TL; DR, Please buy me some tendies William Galvin, because I like to be wined and dined before I GET FUCKED! Robinhood isn't gambling. Robinhood just provides a service to investing on Wall Street, the actual gambling is our devotion to supply side economics which is the original, STONKS ONLY GO UP 🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀 Also, if we are going to start regulating Robinhood because of the actions of a minority (WSB) then we should start regulating other industries that are WAY more predatory and impact a larger amount of the U.S. such as, payday loans, guns, pharma industry, surprise medical bills from emergency rooms, childcare, prison industry, bail industry etc. I bet you the cost to the U.S. economy from those industries is way more than anything Robinhood has done. Positions: SAVE at 18.45 67 shares; and TQQQ 5 shares at 174.71
It’s Coooolin ! Hey there! Are you new to HUT? About to fire it up for the first time? Here’s a guide for you! ... and tips at the verrryyyy end!!
Knowing the Menus
There’s a bunch of things to do in HUT under different categories they are ... • HUT Central • Solo Play • Online • Auction House - sets • Team Each of these have various things underneath them, so let’s talk about them. HUT CENTRAL First off we have a scroll-through menu on what new content is out. New content; packs, and players gets released every week day at 5pm EST , unless it’s a Holiday - then we’ll get the content a day earlier. You will see when the content is out of packs by the timer and the date on the banner shown - Winterinternational Players released Monday were a week long to pull. We will see new events come into HUT bi-weekly. This event ends soon, so we will see a new Event next Friday at 5pm EST. Team of the Weeks are Wednesdays at 5pm EST. Available for the Week. HUT RUSH What else is there on HUT Central? You can go directly to HUT RUSH game mode by going to the banner using the left stick, highlighting it and clicking “X” or “A”. HUT Rush is 2 game modes , normally one is Traditional Hockey gamestyle, and other is Arcade Hockey gamestyle with “moneypuck” attached. Play games, win, get points, rank up in tiers. Get rewards - instantly. You can net 18.5k in coins, and 2 and a half gold collectables normally — or 100 Gold Players for 3 Gold Collectables, once. — willl talk about later. This is a limited time set, ending Tuesday @5pm EST. Objectives / Milestones You will also be available to see what Objectives / Milestones are close to completion. Click on this, and you will be shown the “Daily” Objectives. If you do all these, you get a Monthly Collectable, and 1,250 coins for the day. Weekly Objectives are the same thing, finish all those up within a weeks time (Friday at 5pm EST - Friday at 5pm EST) and get a cool 5k, plus an Untradable Premium Pack - worth 7,500 coins. Milestones have infinite time, do those for coins, players, packs. Do them all? Get yourself an Icon or Gold Collectable. — I’ll talk about these later.
Under Solo Play there is Squad Battles , and Challenges. What is Squad Battles? Squad Battles is playing your team against the A.I. for points. The higher difficulty; rookie, semi-pro, pro, all-star, superstar - and opponents OVR - i.e., 77 or 88 - the more points you can obtain. To get max points, score 5 goals, and have 20 shots on net. Points will increase as more people play, and get updated weekday, 5pm EST. The more games you play, and win the higher the rank you will get. Aim for at least Pro 2 , which is 4-5 games.** Squad Battles resets on Wednesday - 5pm EST and you will receive your rewards on Thursday at 5pm EST. —- some people still don’t know this, so have that memorized and you’ll know more than some people. Squad Battles affects your win-loss ratio, and Players Stats Squad Battles rewards you in Tradable Packs, Coins, and HUT Sweats CHAMPS points Challenges Challenges are a great way to earn a coin stack, and receive free packs - usually earned at the second last - last challenge in the “Event Challenges”. You will also receive Monthly Collectables throughout doing the Event Challenges.
Whats unique about this event is that by getting 3 stars, you will earn a Winterinternational collectable!! - will talk about later!
If you opt not to do these Event Challenges, there are “offline” challenges to do - Starting at Rookie, and ending in Superstar you can net a free 200k for doing them all!! It is time consuming, but it’s 200k worth! Challenge Coin Tiered
Rivals Mode What is Rivals? Rivals is playing against people online. PS+ or Xbox Membership is required in order to play online. Play your first 5 games, get entered into a Division. Do well - win lots in a row, and you’ll be able to go up in Divisions. This gives yourself better, and bigger rewards. Want to get those rewards in a higher tier, but you’re afraid you’ll lose the division? Hold off, and don’t play. Rivals resets Tuesdays at 5pm EST, Rewards available Wednesday at 5pm EST. Each game gives you points, as well. You get more points winning than losing, duh. More points will net you better rewards for the week. I normally just aim for Gold. You can choose from Tradable packs, Untradable packs (2 times the amount as tradable) or coins. Play a friend You can play your friend in HUT. They will obviously use their HUT team, and you’ll use yours. You can use expired loan players in this. Make up your own rules, and have fun!
Buy players, jerseys, logos, coaches, arenas, cellys, jersey numbers, goalie masks in the Auction House. You can also sell your own, as well. Simply click on the “Auction House” . You can change the category by clicking “X/A” and scroll over to your designated category you want to buy. - Also filter out the things if you want a specific player, or event. You will have the option to click down and sell players, view them in the next tab and see how much time is left, and also see what price they go for at the very end at the “Sell Transactions” - it will show you what you’ve sold, and by clicking “R2/RT” you will have a timestamp, going back a week, month, year, or all-time. Clicking “L2/LT” you will see your sold items, and expired items — if they didnt sell they’ll go here. • Since you are new?? There is a “Market Crash” happening right now. Load yourself up with “Base” 84+ cards for cheap - Mackinnon, Kane, McDavid - best Base player - Hedman, Vasilevskiy, etc., —- Tall goalies are “meta” , as well as “speedy” players. — I would also suggest buying TOTW Players, they will rebound in price. Sets Do your re-rolls what even is a “re-roll” ? A reroll is trading in 8 of a specific “level” to 2 of the “next level” players. For example 8 Bronze Players to 2 Silver Players. 8 Silver Players to 2 Gold Players. Lastly, we have 8 Gold Players to 2 Gold Players with one being an 80+ Player. I would not suggest doing the Gold -> Gold reroll You can also trade in Monthly Collectables you get from the Daily login for a Free Gold Collect / Icon. This costs 30 Monthly Collectables. You can also get packs, or a 80-82 player. You can get 2 per day - Daily Pack you get every 24hrs, plus doing the Daily Challenges. When a player gets 50 Gold Players, you can lock those into a Gold or Icon Collectable. Each will help your team in various ways, lets look at it. There is a set right now under “Winterinternational” where you trade in 100 Gold Players to 3 Gold Collectables, I highly suggest this, especially as a new player - redeemable twice —- The Winterinternational Collectables from the Event Challenges gives you a free Gold Collectable or helps with building a 91/92 random player, or specific player. For the free Gold Collectable you need 21 Winterinternational Collectables. — Icon Collectable - Untradable Master Icons. 1 Icon Collectable is an 85 Master Icon. There’s 84-89 OVR Master Icons available. Each one requires more and more Icon Collectables. —- Master Icons will eventually go to 99 OVR. Will require more Icons. Lower OVR Icons will need more Icons to get to Max OVR - 99. Higher Icons - Gretz / Lem. will require less. To get Lemieux / Gretzy it is 7? Icon Collectables. Gold Collectables - Tradable / Untradable Event Master Set Players (MsPs). Less Gold Collectables will net you an Untradable MSP , More Gold Collectables will net you a Tradable MSP. You can also get yourself specific 92 MsPs this event by doing their tasks. — They are Untradable. — Normally I go Tradable, and sell them for more coins. This allows you to build your favourite team the fastest.
Store Also under this is “Store” . Right now until Tuesday at 5pm EST you can get a free 90 OVR player! What a great way to start! Just pick your favourite one - THERE IS NO WRONG CHOICE!! Seriously grinds my gears seeing a post “what 90 is the best” “who should I choose?” It is YOUR GAME! What works for others , may not work for you. Pick YOUR FAVOURITE! Base & Premium Packs are always there. Base packs are 5k coins, Premium Packs are 7.5k coins. Every other weekday we will see a new pack enter the store. New Events bring more packs, containing specific stuff. One guarantees a Gold Collectable, and a Winterinternational Player. Since Boxing Day is today, there are packs out for it!! These packs end on Monday at 5pm EST. A player can also buy packs by purchasing “points” to purchase points, click the Triangle or Y button in the store. To see how much a pack is in “points” it is the Green Circle “Pucks” besides the coins. Currently the guaranteed Winterinternational and Gold Collectable pack is $25. Team Change your team players, lineups, goalies, coaches, add better players, etc., You can change your strategies by going to “Manage Lineups” and “Strategies”. Also there is the “Settings” to fix your camera, puck size, visual / audio, and controls. —- My Collection — Click on this, see every possible card you will be able to buy, and collect. Click “Triangle” to view all your players, jerseys, arenas, etc.,
Free Beginning Tips
HUT is not a race. Be patient. Better cards will be out every month , OVRs will increase.
PLAY THE GAME YOUR WAY!! BUILD YOUR OWN TEAM!! Use your favourite players for maximum fun, happiness, and enjoyment. So what if no one else uses “said player” its your team - not theres. What works for you may not work for them, vice versa.
Before hitting into a game, click R3? This pops up what Ping you wanna use. It’ll try and find a game below or at the ping you set. If you dont find an opponent within 30 seconds, you’ll be finding an opponent out of this ping zone range.
Use your 100 Gold Players for the 3 Gold Collectables.
Play up on RUSH to try and get Max Tier for the free 84 for your team. This will give you 18.5k , and the 100 Gold players needed for the 3 Gold Collectables.
If you can, try and do the 100 for 3 Gold Collectables, again. This will give you 6 Gold Collectables.
Play Squad Battles, and Rivals. Take UT (second option) for Rivals. This will ensure lots of Gold Players for Gold Collectables. (I always choose UT, even if my team is stacked. You can’t change my mind on doing anything different.)
DONT go for Lemieux or Gretzky. Yes, it is your HUT Team, but don’t go for it off the bat. I’d suggest a tradable MSP - then you can use the coins to play the market, and buy your Master Icons that you want.
Buy Base Speedy players - Doughty, Duchene, Mackinnon, Kane, etc., whoever floats your boat. All are cheap nown
Buy TOTWs for Profit.
Save on Gold Collectables. Have enough to get your first tradable MSP and sell for your coinage.
Save up coinage. Try and do Daily’s every day.
Spend coinage everywhere, one “Star Player” will not help your team.
World of Chel also gives you HUT items, every 10 items if you feel burned out.
Cross - Creases are so normal way of scoring, its no need to get mad about em now, use em to score if theyre open if you wanna play that way, too.
———————- This is my HUT Guide to you, new HUT player, or Old HUT Player reading this for fun. I hope you enjoy HUT. If you get frustrated or run down? I would suggest playing a different game-mode, game, or simply taking a break from the gaming system in general. That way you will be fired up to play again, and have fun! See you guys when new content gets released for another post! Comment down anything a new player would need to know to get their game started, and tips! • Coolin Killin It (Life is like a puzzle, you just have to find the right piece.)
Why you’re not just shooting pixel botes but instead are spending your time in an online casino..
Let me take the recent christmas loot box debacle as a pretense to maybe attract some attention to the matter and explain to you why I think some light should be shown on the design philosophy behind WoWs: My personal background is in psychology (degree comparable to a masters) so I would like to invite you to have a look at the game through the lense of cognitive-behavioral mindset. Another background of mine is that of a veteran WoWs player who quit once more than a year ago, came back and did so again. This time it’s probably forever. What is this guy talking about? Well, I will try to keep it short because I don’t know how many people actually care and I am aware that I am preaching old news. Anyway.. Imagine two scenarios: A: you got a mouse in a cage that can pull a lever and get sugacocaine/pick a drug everytime it does. B: you got another mouse in another cage that can pull a lever and get it’s drug not everytime it does. This reward is unpredictable. Reinforcing the new behaviour is called conditioning. So which of the mice you think will become addicted quicker? It’s mouse B. It’s widely found that an unpredictable reinforcement is more effective at getting the mouse to learn the target behavior. At this point you probably start wondering how this is all tied to addiction in general and yes, that’s something to talk about too, but let’s stay with the basics for a moment longer. You and I we’re the mouse in cage B, except our personal skinner box is more pretty (insert praise fort he art department here) and made for humans, but in regards of conditioning new behavior, learning and such our minds work remarkebly alike. Everything in WoWs is unpredictable reinforcement. Many people are already aware of this, but let me just give you guys some food for thought:
match making. The spread of 3 tiers exist to randomly give everybody the opportunity to b in a hugely favorable position (MM is complex and there are other factors at play, they want to have people still playing lower tiers for instance, etc)
detonations (nuff said)
look at all the build-in randomness and unpredictability from my point of view for a second. I mean intransparent lootboxes are pretty obvious by now, but how about the 3 daily containers? You ever wondered why the progress bar showing the progress to the third daily container in-game might be intentionably not to scale? Yes, it looks like it is three-times the distance to reach the third container, when it’s actually a lot more XP needed. (don’t have it installed, can’t check exact number) Edit: thx for the gold thing. now I feel I should have spent some time on it to make an elaborate argument :D So what’s my deal? When I saw the christmas crate fiasco repeat for another year with people literally spending over thousand euros/dollars for the chance of getting a single, otherwise unavailable pixel boat I atleast wanna rant a bit on reddit: you’re being exploited. these mechanics are designed to use your brain against you. this is intentionally trying to turn you into an addict. WG is not the only game company applying these predatory industry standards to make bank. As a 33 y/o guy it saddens me to see how games have turned into cash machines when big money got involved in the last 10-15 years or so. I feel lucky to still have grown up as a kid that just spend way too much time playing playstation and counterstrike 1.3 instead of these evil contraptions with their real world money in-game stores, skins, loot boxes, etc. So if you’re still with me and think what is this guy on about I am not addicted. Then atleast ask yourself if you want to support that other people are being exploited, that minors are falling prey to a big corporation which keeps pumping out stellar numbers for share-holders while saving their taxes happily on cyprus. Last time I checked minors were not allowed in casinos. To protect them. Atleast in the real world.
We’re close to getting Christmas spoilers. Remember, historically CNY in February is a bit better. That doesn’t mean to skip Christmas, but rather, see if it’s worth it to you. If you need a punisher staff (or a second or third one) to throw on Tix for Aspen and that’s a reward for 2,000 scrolls, then that might be a huge progress for you and make it worth it no matter what CNY holds. Another thing to remember- it’s not 2,000 scrolls to do 4 loops. You get 3 a day for 7 days during the event, and each reward tier for scrolls returns some back. You only need 1859 to complete 4 loops. I personally have 3100 scrolls right now and should be able to complete both Christmas and CNY. Which brings me to another point, CNY is TWO weeks long, not one. There will most likely be a scroll event and a PO event which gives the same event currency. Don’t be baited into some New Years PO event and blow 320 orbs if you won’t have another 320 in February. I believe late game players get ~80 (one loop) every month? It’s not JUST scrolls you should be hoarding for CNY. I have been buying cores as well. I have 40 right now. It would not surprise me at all if CNY has a section for “use 50 cores” to achieve the max prize in addition to 2,000 scrolls. And they can still say “it’s possible as F2P!” TL;DR, unless the Christmas event will get you a P2W artifact or great progress, be sure to have 1859 scrolls by Mid February and 320 orbs. For the extra cautious, hoard 100 super casino coins and as many cores as you can get.
The Pretty Idiot's Guide to Human Space: Rugen (part 1)
The salvo of coilgun shells smashes into the complex of bunkers on the opposite riverbank, sending a spray of charred dirt, sandbags, and timber flying into the air. A sloped bastion caves in, burying the rifle pits at its base. One leg of a watchtower is blasted away and the whole thing sways drunkenly before twisting and collapsing across the trenches, the flagpole on its roof somehow landing upright and leaving the enemy's blue-and-gold standard waving in the debris-laden breeze. The Human artillerymen beside me let out a cheer and jump up and down, slapping each other's outstretched hands. The army of Humans watching from beyond the battery all jump around and cheer, too, their yells loud even compared to a half-dozen high explosive shells. And... so do the Human gunners on the hillside across the river, and the army behind them. They all cheer and applaud. Even though they are, in fact, the enemy whose defenses are getting blasted into pieces the size of a poet's paycheck by the aforementioned coilguns. So... I cheer my lovely green head off right along with them, because things are exploding and stuff is burning and apparently the Humans on this planet just generally approve of that sort of thing. My name is Solontha reValthinna, and I'm the Felra who goes to the places nobody else wants to and learns about them the hard way so you can learn about them the easy way. That's my angle as an author, and that's why I'm the Pretty Idiot. ---- "Solontha, darling, I've got just the destination for your next Pretty Idiot's Guide!" My business agent only sounds that chirpy when she's found some new way to try to get me killed. I'd like to think it's because the more trouble I get into, the better the resulting books turn out. That, or she still hasn't forgiven me for that topless dance I did at the Publishers' Guild dinner party she took me to. In my defense, they provided the liquor. I just happened to drink a lot of it. Also in my defense, my topless dancing is godlike. "Not back to the Tarq Imperium, I hope? They said they'd shoot me if they ever caught me inside their borders again." My agent clucked at me. "They said no such thing. They just heavily implied it. And that was only because you wrote that they were a bunch of pointlessly brutal totalitarian fuckwads." I snorted. "That's right. And it was the 'fuckwad' part that they objected to." "Nobody likes being called a fuckwad, Solontha. Fuckwads least of all. But, no, I'm thinking we send you to write about a Human planet this time." Humans? Interesting... The few I've known, I've mostly liked. Well, I don't hate them, anyway. And they look kind of like us Felra, at least a little bit. If you took a Felra and eliminated everything behind her forelegs -- and kept her from dying from lack of some important organs, obviously -- you would have something that still doesn't look particularly like a Human. So, dye her green skin an earthier color, replace her beautiful tresses of feathery-branching tvan with coarser, single-stranded hair, remove one pair of breasts, and take a digit from each hand. She still doesn't look quite Human. Make her face a bit rounder and flatter, thicken her bone structure, and Congratulations! You've surgically converted a Felra into something that could possibly maybe pass for a Human in really poor lighting. Also, you're a sick fuck for doing such a thing. Point being, Humans are sufficiently similar enough to us that they can be cute, in a goofy bipedal sort of way. And immersing yourself in an alien culture can be more rewarding if you can also immerse yourself in some attractive alien nookie along the way. Any aspiring travel writers who are reading this can consider that a pro-tip from the Pretty Idiot. "So, any particular Human world? Somewhere with casinos, maybe? Or some place run by the Church of Giving Money, Liquor, and Carnal Pleasure to Sexy Alien Visitors?" That last bit caught my agent off-guard. "Is that an actual religion?" "If it was, do you think I'd still be working?" "Of course you would. You love travel, trouble, and remunerated smart-assery too much to just quit." Ah, I'm such a lucky Felra. Most agents charge extra for that kind of quality banter. "The place I've got in mind for you is Rugen, a frontier-level colony world well off the outer fringe of the Arm." "The tail-tip of nowhere, in other words. And what's the attraction for a Pretty Idiot to play tourist there? Societal collapse? Rampaging Felra-eating predators? Pandemic-level clown outbreak?" "How about the longest-running ongoing war in the Known Galaxy? Two hundred eighty-seven common years and no end in sight." Yow. I'm passingly familiar with war, having wandered through five or six of varying size and awfulness while sightseeing -- and writing about said sightseeing -- and three centuries is a lot of war, especially confined to one planet. I could only imagine how that could twist and scar a world and its people. The devastation. The tragedy of wasted lives and resources. The sheer dysfunctionality of societies raised for generation after generation on bitter vengeance and the never-ending march towards victory and a peace they can no longer even properly conceptualize. A world of bloodlust, paranoia, and the threat of sudden brutal death staining every moment of every day. Why, the possibilities for misery were endless. It sounded perfect for a vacation getaway. ---- I took regular commercial liners as far as Thielbarra, but had to buy passage from there to Rugen on an independent freighter that was slightly more reputable than a spaceport prostitute, just not as hygienic. There were only three other passengers headed to my destination, including a Kreevin botanical researcher who ignored everybody and a not-very-sober Zharg who worked for one of the big interstellar communications providers and who must have fucked up his job just badly enough to get sent to an isolated hole-in-the-void posting, but not quite badly enough to be fired. I ended up sharing a cabin with the only other quadruped, an adorably optimistic Iraitrian missionary who was going to Rugen to set up a temple to the Harmonious Gods and try to get a congregation going. Being the cynical agnostic wretch that I am, I just had to ask how much demand she thought there would be for a doctrine of cooperative religious pacifism in the middle of a war zone. "You offer food to the starving, not to those with bellies already full," she told me. "Our beliefs are meant to be applied in the world, not just agreed with in the temple." And did she expect to end the war all by herself? "I hope to make a difference to someone. Whether it's by teaching the Way, by being an example, or just by offering a person who needs it a roof, a meal, and a sympathetic ear. If even one person considers their life to be better for having known me, my mission will be worthwhile." Damn. I had been entertaining myself with the idea of flirting mercilessly with her for the whole trip, but all that earnestness. All that simple, undeniable goodness. Even my cynicism and libido combined couldn't look that in the face. So I flirted with the ship's captain, instead. Not that there was any real challenge in it, as despite Felra not being four-armed lizard people, Jixavan males are completely enamored of our tails, which are both more voluptuous and generally more exposed than those of their own females. Pro-tip from the Pretty Idiot: if you're a Felra and need to manipulate a Jixavan guy, buy one of those tail-stockings their women wear. Even the biggest ones will be too tight and short for you, so cut a bunch of slashes in it and pull it as far up your tail as it will go. Then wear a skirt short enough to expose the top hem of the tail-stocking and enjoy your newfound powers of persuasion. I ended up getting twenty percent off my fare and three marriage proposals. Captain Akothin had made a few runs to Rugen before, so I was able to ask him some questions about the place. If you've never read one of my Pretty Idiot's Guides before, part of my schtick, if you will, is lack of prior research regarding the places I go. My self-imposed limitation is that I can only obtain information by seeing for myself or asking someone with firsthand experience. No encyclopedias or hyperweb research. That media stuff is, at best, quarter-truths and agenda-driven grazershit, anyway. By going into a place without 'knowledge' of it, I go with fewer preconceptions. That's the 'Idiot' part of the title. The 'Pretty' part is because I am. And if you have to face life as an idiot, it really does help to be a pretty one. The good captain had never actually made planetfall on Rugen, always conducting business from orbit. Sensible. Boring, but sensible. I therefore confined my inquiries to spacers' matters. Like, were we going to have any issues with pirates or paramilitaries on our way in-system? "No pirates. Not enough shipping in or out for those guys to make a living raiding it and too far from any active lanes to make a useful base. Pirates operating across star systems have to really watch their fuel expenditures." Captain Akothin then proceeded to give a suspiciously well-considered dissertation on how to turn a profit in space piracy, which I will not share here but have filed away for future reference should too many of my books bomb on the market. And as for paramilitary ships affiliated with the warring factions? "I've never seen any." What about orbital defenses? Would there be minefields to be tensely navigated? Would we be subject to stop-and-search by military patrol craft? "Rugen's a frontier-level system." The captain looked at me like I was a moron, albeit a moron with an incredibly sexy and distracting tail. "There ain't even a transshipment station, just a few cheapo weather and comm satellites. I just put the ship in a parking orbit and they send shuttles up. But it's not like the shipments are ever so big you'd need an orbital dock anyway, and shuttles are fine for passengers. Of course, that also means no orbital repair yard and no fuel depot, but that's not much worry since Rugen is just a long detour off our Thielbarra-to-Rialto route and I always do a refuel and refit at Thielbarra for safety's sake and, um, will you marry me?" ---- The shuttle ride down was as uneventful as such things generally are and afforded a chance to take in the view of Rugen from medium-high orbit. It was not a particularly exciting planet seen from 18,000 miles above its equator -- under the sparse clouds, some smallish seas, broad smears of iron-red in the right places to be deserts, accented by patches and streamers of an odd green that was almost an indecisive blue, and some blink-and-you'd-miss-them polar caps. But the thing is, it doesn't make a damn bit of difference how many planets you've seen out the porthole, or how much of an undifferentiated dirtball the one below you is. There is no such thing as 'ordinary' when it comes to the sight of a whole damn world suspended in space right in front of you. It's a moment of magic, every single time, and anybody who says otherwise is lying, or is a soulless shithead. Or, since those aren't mutually exclusive, they could be both, like a corporate journalist or a Rybathi. I used the flight time to mentally review what firsthand knowledge of Humans I possessed. Pro-tip-slash-caveat: members of a species often behave very differently in their own polities than they do in foreign or more cosmopolitan settings. Expatriates or visitors to your world are typically trying to get along in your society and tend to adjust their behavior accordingly. Their behavior when they are in the majority and they get to decide what's normal may be radically different. That said, there were a few truths I felt comfortable in ascribing to Humans in general based on experience. For starters, sexual dimorphism. Humans born biologically male or female remain that sex, unless medically altered. Females are usually smaller and are the ones with slightly inadequate breasts. Males tend to be bigger, stronger, and coarser-looking and, like most mammaloid males, have completely inadequate breasts. This dimorphism leads to the most basic social structures being built around male-female pairings and their offspring -- family -- rather than the looser pack-based structure of Felra. These family structures appear to have a relationship similar to, though vastly more complicated than, the Felra mother-daughter bond. Basically, if you wrong a Human, you may face retribution not just from her, but from her entire bloodline. Except sometimes you won't, because, like I said, complicated. Second, though many Galactics tend to use the terms 'Human' and 'Terran' as synonyms, Humans emphatically do not. Among Humans, the word 'Terran' refers specifically to an inhabitant of the Terran Commonwealth, the oldest, largest, and apparently most detested Human stellar nation. Humans who are not Commonwealth natives tend to have negative reactions to being called 'Terrans'. In this context, the term 'negative reactions' seems to cover a range from 'cold and profane verbal correction' to 'assault with a power-nailer'. Maybe this trip would offer a chance to find out why that might be? I'd also been told that actual Terrans react poorly to being called 'Human', though I've never met any Commonwealth Terrans and can't say for sure if that's true. Third, Humans tend to be territorial, and therefore possessive. They have a strong impulse to guard things they have laid claim to. Don't try to make use of anything a Human regards as their own without asking permission first, even if you intend to give it right back. This impulse extends quite strongly to their romantic or sexual partners as well and attempting to bed, or even flirt with, a Human who has been claimed by another will tend to be met with hostility. You could try asking for permission, I guess, but that just seems to lead to socially awkward hostility. And if you don't know why socially awkward hostility is worse than the regular kind, then obviously you've never been in a fistfight with a drunken Dahu who was sporting a clingy wet kilt and a massive erection. next **** More Known Galaxy stories
[TRADING PSYCHOLOGY] Nobody ever takes a trade thinking it's going to be a loser
I spent several hours this past week coaching traders at my prop firm. And something caught my attention… Every single one of these traders needed help with the same thing. It has to do with what I call the “reverse” gambler’s fallacy. And it’s something many traders struggle with. Today, I’ll show you how to get this common obstacle under control… and start earning more consistent returns year after year… What Most New Traders Get Wrong The obstacle I’m talking about is trading psychology. It’s a very broad term used to describe the emotional side of trading. Almost all new traders believe the most important part of trading is being able to analyze markets like a pro. On the surface, this logic makes sense. After all, if you can reliably forecast which direction to take on a trade, the money should take care of itself… right? What these novices don’t yet understand is that something special happens the moment you commit your money to a trade… You start feeling things. Whether it’s fear, excitement, anxiety, or a mix of all three, no one is immune to these emotions. And they can wreak havoc on even the best planned trades. You may be able to call the direction, the timing, and the target price to perfection… But it can all be for nothing if you are unable to stick to your trade plan. I can’t tell you how many times I’ve seen traders plan out a great trade… But then ended up somehow losing money, or not being in the market when the move they’d forecast played out. So how do you beat your emotions to become a better, more consistent trader? It comes down to the three key parts of trading. Let me explain… The Three-Legged Stool of Trading I think of trading as a three-legged stool. Your methodology/strategy for picking trades is the first leg. Your risk- and trade-management strategy is the second leg. And the third leg is your trading psychology. In my experience, most traders focus on the first leg (strategy and methodology), and they neglect the other two legs. But the stool needs all three legs to stand on its own. Over the years, I’ve honed my own proprietary method to develop well-rounded traders. Here’s what I’ve learned… The first fundamental building block of a profitable trader is to establish a proven strategy/methodology you can use to identify good trades. In my experience, everything follows from this foundation. How you manage your risk and your trades should be determined by the strategies you employ. Your trading psychology likewise will be influenced by your approach to risk and trade management. I’ve seen other trading instructors assign arbitrary percentage values to the three legs of the trading stool. Usually these values are divided up like this: 30% to the level of importance on the analytical strategy, 30% to risk and trade management, and 40% to trading psychology. But I don’t believe that any one leg is more important than the other. And yet I’ve found that, more often than not, traders neglect risk/trade management and psychology. So how do you stop neglecting these two important areas to become a more well-rounded trader? That’s where our reverse gambler’s fallacy comes in… Time to Ditch the Casino Mentality There is one block that seems to stop traders from progressing to working on the other two legs. That is, they don’t know how to flip the switch from thinking about their trades as individual trades in a vacuum… to thinking about them as a collection that relies on a statistical edge to net a profit. Most traders run into this problem at some point in their careers. And if you’re frustrated with your trading right now, chances are you may be struggling with this, too. It’s known as the casino mentality. And it’s the same mindset that amateur gamblers will take with them into Caesars Palace or the Bellagio. It doesn’t matter if they’re seated at the blackjack table or standing over the roulette wheel. Most gamblers believe that the hand or spin they are about to play is the opportunity to hit a winner. After all, if the roulette wheel has landed four black spins in a row, the next one surely must be red, right? In reality, the chances of the roulette ball landing on black or red is even, at about 47.4% each. This means each spin is independent of the last. This is also known as the gambler’s fallacy. What’s interesting is that I’ve observed a kind of reverse gambler’s fallacy from many traders… This occurs when a trader, who does in fact have a statistically proven strategy, goes on a losing streak… And then instead of continuing to trust their strategy, they abandon it altogether. How to Avoid the “Reverse” Gambler’s Fallacy I saw this logical fallacy in effect this past week during one of my coaching calls. The trader I was coaching had recently taken a technical setup that simply did not work. He was convinced he had done something wrong and wanted my help in improving his analysis. But his analysis was great. He didn’t do anything wrong in identifying the setup, which was textbook in nature. But the setup looked so good that, when it resulted in a loss, the trader was convinced that he was the problem… That he did something wrong. The lesson I imparted to him, which I now want to pass on to you, is this very simple truth… Nobody, and I mean nobody, ever takes a trade thinking it is going to be a loser. Every single trade you take will be because you thought it would make you money. Despite this feeling of confidence, out of 100 trades, you’d be lucky to win 50% of them. That’s why a great trader is not defined by what percentage of their trades end up as winners or losers. A great trader is defined by whether or not they are net profitable after taking 100 trades. If you win roughly as many trades as you lose, but your winners make you 2x or 3x the amount of money you give back on your losers, you will end up with a nice profit at the end of the year. Remember, nobody ever takes a trade thinking it is not going to work out. This is why it is absolutely crucial to abandon the idea of thinking about your trades as individual trades. Instead, start taking a more data-driven, statistical approach to your trading. What do I mean by that? Keeping a longer-term perspective on your trading is the key to longevity in this business. What your numbers look like over the next 100, 200, or 300 trades is far more relevant and important than losing your cool because you lost a handful of trades in a row. Of course, to be able to make it to 300 trades, you must have a rock-solid risk management plan in place. I don’t see gamblers at the casino take a professional approach very often. It’s rare to see someone bet small and stick to the odds on every play. It’s far more common for gamblers to be all over the place with the size of their bets. They may start off betting small, but after winning a couple of hands of blackjack, they get overconfident and take an outsized bet. Sure enough, on that next hand they go bust while the house just happens to hit blackjack. This is how casinos make money from gamblers. And it’s how the market parts amateur traders from their capital. No doubt, it takes a lot of hard work and discipline to make the transition from amateur to professional. But, I promise you, the rewards make it all worthwhile. Until next time. Regards,
Over 90hrs in. Some opinions. And recommendations. TLDR, its worth playing and its got a lot of potential.
Is it worth the money?. That's subjective. Is there €69.99 worth of gameplay, fun and hijinks?. Yes there is. Its not what many believed it would be. But i came in to this with zero expectations and only seeing the reveal trailer all that time back. Every games marketing PR goes into overdrive these days and every year the PR cycle gets a little worse. And the userbases expectations become just as inflated as the pre-release gameplay claims. Its a vicious cycle. The city is a joy to explore. Its like a open world mirrors edge for climbing and finding unique ways into objectives or just to explore. There are definite optimizations that need to be implemented as some parts of town are just FPS killer regardless of your system. You can see even coming in relatively expectation free that they where striving to hit some high notes in gameplay and character development. It falls short in many areas.
Honestly i am not that far into the main story line. I wanted to save it and do the side stuff. Which has been fun, Some gigs are better than others. And its a worthwhile time sink in my opinion. But speaking only of Act 1. Please restore the obviously deleted content here. That was too quick and a waste of potential. You cannot expect us to be emotionally invested when things are moving so quick. Respect the characters and story you are trying to tell.
So so dumb. Great filler for busy streets but they really do not have any random goals or interactions. You can scan them down. But to this day i have never had one come up as wanted or one decide to get angry and try to fight me.
A lot has been said on this topic. I won't add much. Only that the police should NOT shoot on sight or become angered by passing them. Thats stupid. They do not even react to dropping a dead body in front of them or robbing a car. They only hate being stared at. There is a sort of bounty system for enemies to see what they are worth and their threat level. We should also have this as the player. We should be (Through our actions) attaining a bounty on our heads. That increases based on our actions. And wither a fixer or the ncpd should be putting hits out on us. To keep us on edge in nightcity and have us watching over our shoulders. It would be a great way to have unique random encounters with mercs. We should have had more elite units at high levels of NCPD alert. They tend to show them hanging around or in cutscenes as part of side gigs but rarely deployed on the street against you.
General enemy AI.
They are not smart, they will usually only be a threat from power snipers that you do not see immediately. Its not balanced at all. But it is chaotic and fun. Unlike most open world Action RPG's i found myself doing all the side gigs and the NCPD callouts and whatever randomness i stumbled on. -Gangs. The gangs are underwhelming and not threatening. We should see more random gang activity in the city like stalls, shops and resturaunts being held up. Or procedurally generated gang fights. We should have a affiliation rank for each gang that is constantly in flux dependant on the services we provide for a gang and a negative impact depending on the services we render to another gang. There should be gang specific rewards for helping them. And something of a territory system. It feels weird not to have that in this game.
Bars, Casinos, clubs.
You can do better than this. The atmosphere is there but the functionality is not. We should be able to have some minigames. Cards, slots, or maybe even some BD style puzzle games with rewards at various tiers. There is a lot of room to expand on this.
This should have been a skill tree. That was a wasted opportunity and the lack of customisation for any car is a damn shame. These cars are beautiful and we should have been able to make them our own on some level.
We are supposed to want to become legends. Build a name and be remembered. We should have been able to rise to the point of being a fixer ourselves. Having information drop to us directly either via hints in the world or by talking to characters and unlocking missions that raised our Fixer rep and the ability to open an office that hosts our fixer service. Something like that. And seriously where are the dang flying cars, even if we cannot fly them there should be a taxi service we can avail of on the fly for a nice view of the city. And the police should use them more. Or hell even their own damn cars to chase us. Seriously. Fix the police.
They are good, they are fun, crafting is interesting. But really we should have had more attachments than scopes and silencers. Different mag types, round types. Just to invest you more in crafting and developing various weapon skills.
Yeah its a city, this is low priority but still. Fix the water please. If you throw a body in, it acts like there is no water there at all. No spash, nothing dynamic about it. You would expect at least SOME boats on the rivers which would have added a lot to the general atmosphere.
Seriously, that is a lot of item variation with little to no effect difference between them. Kind of a shame given your history in the Witcher series and varied unique items and consumables.
The clothes items are mostly, well.... not good from an aesthetic POV. You will have some funky funky characters walking around before you get something that makes you feel badass. Crafting schematics are a pain to collect. Genuinely few and far between. And the shops will restock ones you already have and will not tell you that you own them already. Which is frustrating.
Really underrealized. We should have had far more control over the city and its assets via hacking. Maybe they did not want to be criticised for copying watchdogs or something but honestly. Hacking cars to force them to move or crash. Changing signal lights, hacking pedestrian implants to make them act out as a distraction. Or hacking a enemy to make them go berserk on their own guys. Enemies should have visible grenades on their person that we can hack to set off while its attached to them. Or hack a enemy mech robot to fight for us. Or hack a turret to fight for us for a limited time and then overload. There is so much room to expand and improve this game. But it is a joy to play as is, you just see where they started to push certain areas and then moved on. Never reaching something truly special. It is in my eyes worth the money. There is plenty of content to chew on and out of my circles everyone's playstyle is different and builds are unique from one another. So it has enough RPG elements to tweak and play with. I do hope they keep developing updating and fixing the title in the coming months. There is a real diamond here just waiting to be uncovered. They need to in order to have a hope of selling Cyberpunk 2078.
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Price will contain the U.S. PlayStation Store link to the game. 1. Hayfever
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I don't expect everyone to love this game, but I have to agree with the one other guy who played it that gave it a 9/10. After putting 25+ hours into it, I am still eager to replay it soon.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your trophy completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observation skills and take a little more digging to find. The platinum trophy is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. Getting the platinum trophy is somewhat difficult.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's a trophy for completing New Game+ and some other fun trophies. Unfortunately, like many early generation indie games, this one has no platinum trophy.
Description: This game revolves around using two square characters who fling themselves from one end of the room to the other to reach an exit. You must position yourself in such a way that you use each character's body to get around the level. Each world introduces a new mechanic to keep things fresh. The whole game is played only using the two analog sticks (the d-pad and face buttons work, but the two analog sticks are best, in my opinion). It can also be played in local co-op, however with how often you have to fling yourself around, coordinating the correct movements to the other player would be exhausting, and it is easier to experiment yourself.
Completion Time: ~3.5 Hours
Extra Content: There's really no extra content, but $4 for what's almost a 4 hour game isn't bad. There is an easy platinum trophy however.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. The few trophies are relatively easy to obtain. There is no platinum trophy for this game.
Description: Daggerhood's main hook is the use of its sword teleportation mechanic. You throw your sword with a button, and you press the same button again to teleport to where the sword is. While this is a mechanic that has been seen in some Metroidvanias, I haven't seen a tight, linear 2D platformer make use of this mechanic before. Each level has a number of collectibles and some small side sections as well, but for the most part the path to the finish is clear - it's just the execution that's the tricky part. Add in teleportation portals to make things even trickier.
Completion Time: ~2.5 Hours
Extra Content: As this is a Ratalaika Games published game, the platinum trophy only takes about 1-1.5 hours to achieve. You can get it well before you even finish the game, which is a shame because the game had all the makings for a fun platinum trophy. There are tons of collectibles in each level, and each level records your time. So there is a lot here to extend to the playtime.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the trophies give fun challenges to extend the life of the game. Unfortunately there is no platinum trophy for this game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting the platinum trophy can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy, with the second one due later this year.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. Unfortunately there is no platinum trophy for this game, and you'll probably get most of the trophies - if not all, except the collectibles one - on your first playthrough.
Description: Reverie is a mix between Zelda’s gameplay, Earthbound’s aesthetic and humor, and a New Zealand folktale – the legend of Maui and the Giant Fish. Instead of the more traditional sword and shield style fantasy, Reverie instead opts for items and tools a modern boy is more likely to find in his possession, like a cricket bat, a yoyo, and a nerf gun. Similarly, the first dungeon is grandpa’s basement, where you’ll square off against a giant hedgehog and a tumble dryer. That said, the game does get more fantastical with the last two locations, particularly the last one. It’s a relatively easy game overall, though the fourth and especially fifth dungeon offer up a moderate challenge. The indie scene has produced a lot of Zelda-like games in recent years, but this is the only one I know of that isn’t your standard medieval fantasy.
Completion Time: ~5 Hours
Extra Content: There are feathers to collect, mini games to play, and a combat focused bonus dungeon to beat. That said, a lot of this stuff is easy to stumble upon in the main quest, so you’re probably looking at about two or three hours’ worth of content after beating the game to complete everything and get the platinum trophy.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting the platinum trophy is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of trophies. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. As far as trophies are concerned, the platinum trophy is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The trophies are very difficult, and many ask you to beat a boss without taking a single hit.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. The platinum trophy requires every ending and a few other things but is pretty easy to get if you use a guide.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting the platinum trophy is fairly easy.
Description: A Tale of Paper takes direct inspiration from Little Nightmares, sporting the same sideview camera angle and minimalist narrative. It’s a little less creepy and has the interesting twist of transforming into a variety of different origamis on the fly: from a little alien creature, to a frog, to a ball, to a paper airplane, etc., all with the push of a button. You’ll use a combination of different origami shapes to overcome the obstacles in the area, and you’ll be accompanied by some gorgeous sceneries in the process. The gameplay is pretty easy in both its platforming and puzzles, making it an easygoing, movie-esque kind of game. While the story is minimalist, it results in a satisfying conclusion, and it really feels like you’ve been through quite a journey even with the short runtime. The game evokes the feeling of being a tiny specimen in a larger-than-life world – Toy Story 2 is probably the most apt comparison I can make. Outside of Little Nightmares, I haven’t played another game quite like this.
Completion Time: ~1.5 Hours
Extra Content: I got seven of the eight origami collectibles in my first run-through. The trophies also only offer a few extra things to do, but I’d recommend reading the list of trophies before you play the game if you want to get the relatively easy platinum trophy.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. There is a platinum trophy, and I only got 4 out of 21 of the trophies on my first playthrough. There are a number of different routes to take with the game.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The trophies task you with a few things you have to pull off in battles, and the platinum trophy is pretty easy to obtain.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting the platinum trophy is extremely hard and I believe is at 0.1% completion.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The trophies are very hard to get, and there is no platinum trophy.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Bleep Bloop. Have you played any of these games? What are some other overlooked single player indie games? If you’re looking for more indie games to play, see my post here:
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