I'm going to let you guys in on a bit of a secret. This is from someone that has been in this Forex game for over 8 years now, and has traded professionally at financial institutions for short stints. What you know about risk reward is probably why you've been losing money. The common knowledge is this. Use a 2:1 or higher risk reward because that way you'll make twice the profit when your right and half the loss, thus you only need to be right 33% of the time to make a profit! It SOUNDS good, but actually there's a fatal flaw. It has everything to do with market noise. Market noise is generally a lot larger than most people realise. I'm willing to say anything less than a multi-day time frame is almost dictated by market noise most of the days. Market noise can either be your greatest ally, or worst enemy. You can never predict if the market is going to go up, or down.. but you can almost be 99% sure that the market is going to by noisy. Most of the time VERY noisy, up down. Here is the kicker: When you setup a 2:1 trade. You are effectively making this bet: "I bet you that the price will hit X.. BEFORE it hits Y." By making X twice as far away as Y.. you are effectively betting against the STRONGEST and MOST PROBABLE force on the market.. market noise. In order to win a 2:1 R:R trade.. you not ONLY have to be right about your underlying trade idea. You actually have to HOPE that the market noise won't cuck you out of a profit. i;e You are betting AGAINST market noise. So how can we thwart this demonic force? I'm going to say something controversial: 1:1 Risk:Reward trades are hands down the BEST ratio to use on anything less than the daily timeframe Why? because your just as likely to get fluctuated into a profit, as you are into a loss. Over time this cancels out and what your left with is purely whether or not your strategy is profitable. Most strategies ARE in fact profitable. Fibs, cup and handles, all this junk. They are >50% win rate. The problem is people use greater than 1:1 R;R and end up getting fluctuated out of 70% of the trades. So moral of the story: Use 1:1 Risk:Reward. The reason why most people dont make money in Forex is because most of the marketing and educational material spew crap about 2:1 R;R or 4:1 R;R. There is a place for that kinda R;R and it's the monthly timeframe. '
1.09 Survival isnt that bad. A freshies experiences
Disclaimer: I try to correct all typos before posting, the dayz community seem particularly fond of pointing them out. I have a disorder of my nervous system that affects my hands making typos very likely as its new thing(the disorder) for me... So I keep seeing these posts on how hard 1.09 is, and i keep saying "its easy durr durr" but then i thought, i play community servers so i decided to join official servers to see for myself...(i am a new player, few weeks 140 ish hours). This will prolly be long and a bit if a guide, ignore, read, up to you :) My experience on official: Its "somewhat" easy. There isnt as much food laying about from the get go. If its dark and raining when you spawn you are going to have a bad time. After a few goes i started to find it as easy as any other sever really. Except for that insane thing where you can server hop to a low population server if things get hard which lets you keep your gear and teleport? Crazy. This game is about adapting a few strategies, if you do, you will live. There is no "Just do A, B and C"... The game isnt kind and you have to survive until it begrudgingly gives you what you need... My tips, combined will see you succeed in survival nearly every time. •Always get some basic clothes from houses, doesnt matter if your guy is rocking a collar dress. You can also tear some clothes into rags with your bare hands, do it. •If you hang about an area, things start to spawn, within about 50-100meters. •Run the beach you will find food in the boats, fishing rods and hooks. You also find the dry backpacks that can be burried, these are big and you can put matches, bark in them so they dont get wet. You will specifcally find hooks in the big boathouse buildings. Ofcourse you need a knife, axe or other tool to dig worms but the beach spawns tins of food that DO NOT need a tool to open.. sardines etc. •Food tins are one of the best hand to hand weapons in the game.. seriously. Cant open that tin of beans? Put it in you hand and you will 3 shot zombies. Use them until damaged. Eat later. •You can open tins with virtually every tool, hammer, axe etc. This wasnt clear to me at first (i know you get less depending on tool). •Dont focus too hard on knives, try to survive near some fruit trees for 5 to 10mins and they will spawn , as will mushrooms in forests. Head inland and you will find knives on the hunting stands, or check barns and industrial buildings and you will find a sledge hammer or pick eventually. Can then smash stone and make knives(the very moment you can make them you can bet you will start finding them everywhere). •Every house has a fireplace or stove, approach it with a stick in hand and you will get the option to attach. It costs less than making a fireplace, makes much less light and in the daytime is hard to spot. Fire needs matches or bark (knife), if you dont have a fire making item, skip this for now. •Bottled water you find will kill you (usually). But its great for washing hands. If i cant get to the fountain i will fill a bottle with "dirty" water for washing hands if ive not got gloves. If you get to a fountain, hold the bottle, look down and you can empty it and fill with clean water. If safe take like 40 gulps from the fountain(the bar shows thirst, not capacity, you can go wayyyy overboard). •Eat every dry and raw fruit or mushroom you can. Your food bar only shows about 10-20 % of your capacity. Eat eat eat eat everything. Dont waste bag space, eaattt. The more full you are the less prone to cold, wet and illnesses. Side note.. if you find vitamins its safe to run in the cold rain(burns more cals but less people out so safer), take one vitamin every few mins and you usually wont get a cold (they can prevent but do not cure it). •Keep dry/warm... in the rain, particualrly when a freshie you will get cold fast. Keep ducking inside, take clothes to hands and click then hold to remove water. If you have enough food in you, run, running uses callories but also warms you up. Warm hint... heat dry fruit, mushrooms and place them in your coat, they will keep you warm until eaten. Edible heatpacks. Same with a cooking pot of water. •Baked food gives more callories and less water. Boiled food does the opposite. •Camping gas canisters are big... as are the stove attachments but... combine them and they take the room of just the gas canister... now put a cookingpot full of hotwater on that or a frying pan... takes the same room still! And you can put items in the pot/pan..note, the heavier you get the less stamina you have for running but you can always drop packs in a forest to go fight/loot •Fire wood and sticks, bark and rag... take loads of room yeah? Make a fire place with 1 stick and a rag. Stick 6 firewood, 8 bark, 6 rags and 10 sicks in it.. pick it up, place in bag. Takes 9 slots... •Backpacks. They are vital but quite rare in houses etc. Look for zombies areyimf backpacks, you can go shopping. Beat the shits to their second death with your trusty tin of beans... i try to get 2 and double carry if i start running low of space(carry second pack in your arms, fill it up. Practice dropping it fast with G so you can defend self if needed. Head to a low teir military spawn and you will quickly find a zom wearing a field vest.. lots more room. •Addition to the above... maximising carry space is important. Some storage containers can be carried when they are full. Fireplace(fuelonly), cooking pots, pans, wood boxes. If you find nails and a saw, get to a plank pile and make a box, fill it and place in your mountain backpack(carried in backpack there is no movement speed penalty). If you have 2 mountain packs you can then carry 2 boxes everywhere. Drop them in the woods when you go loot a town. These can also be buried. •You can rotate items bumy tapping spacebar when in hand, many people dont seem to know this. •Back to keeping dry. I was told that rain coats are great. They are .. ok. Crap capacity though. I like to find a fire station if its quiet enough. Firefighter top, bottoms and helmet coupled with wellies you can get from many barns and you can run about all day and barley notice the rain. Stick a drysack on your back and your good. I play pc so maybe its easier? That or coming from rust where its the expectation to die a lot and lose eberything often. I really enjoy the surivial aspects of the game. Sometimes though you are shit out of luck like when night came and i had hooks, bait, a fire and just needed 2 more rags to make the rope for my fishing rod... took off clothes, picked best, knife nearly broken.. needed for gutting fish.. 1 chance.. 1 fecking rag lol.
A lot of players dont like the new items icons design this is not my oppinion but it is 80% of players opinion so that I hope animators make anothe new design for the items icon and make them look more realistic and epic instead of colorful and childish.
Reply: We have optimised some of the icon designs and will release another survey to collect players' feedback regarding the new designs. Thank you for your suggestion. Feedback:
i think that moonton should add a proper player report system that can allow you to report others outside of matches , players are becoming more toxic , and more cheaters are showing up , i think there should be a reporting system we can do outside of matches that would help us report more in depth about a player , be more specific about their actions , in and out of matches , also maybe add a feature to show screenshots of what the player had done / proper proof .
Reply: You can contact customer service from the main page, located at the top left corner. Please provide screenshots and description of the ill behaviours. Our team will take action based on the report. Feedback:
Make Blood Wings more useful, or atleast Holy Crystal more expensive so that Blood Wings can actually compete with it.
Reply: We recognised that Blood Wings is not very cost efficient. We will consider making adjustments. Feedback:
"Minshitar has so much potential as a Tank or Tank/Support. The fighter role just doesn't suit him, his wave clear isn't good, his early game damage is crap, he can't clear jungle fast and his late game sustane is decent and damage is fine too but not good enough. So just make him a Tank/Support. Improve his passive maybe? Skill 1 and Skill 2 are good, just need a few changes in his ultimate, increase the AoE or increase the slow (or both), increase the defence stats he gets inside his ultimate and add a heal whenever units/soldiers of his ultimate hit an enemy."
Reply: Thank you for your suggestion. Minsitthar is part of the list of heroes we will be adjusting. Please wait patiently for the day he becomes strong again. Feedback:
"Give belerick's passive a heal for 1% of max/lost hp whenever it triggers,change the% chance to trigger for a 0,7s cooldown and increase his mana regen. Give alice some physical defense and magical resistance from her passive now that she's partially a tank, maybe 3 every 10 stacks. Increase the traveling speed of vexana's first skill by 15%, increase the radius of her second skill by 10% and reduce its mana cost. Make enemies currently chained to faramis deal 10-15% less damage."
Reply: Thank you for your suggestion. These heroes are already part of the list of heroes we plan to adjust. Please stay tuned for the adjustments! Adjustments on Alice has already been released in Advanced Server. Feedback:
imAldric: Player has stated that Terizla has become very weak and is suggesting that he needs a complete rework to get him back uptop.
Reply: Terizila's ability to absorb damage is still considered high as a tank. There will be optimisation to his ultimate which is already available on the advanced server. Feedback:
Please increase Gatotkaca's HP. He is too squishy now.
Reply: Gatotkaca is currently a tank/fighter. Therefore, we increased his damage output and adjusted his HP as well. Feedback:
Buff the following heroes: Roger, Karina, Faramis, Hanabi
Reply: Thank you for your suggestion. Karina and Faramis are part of a list of old heroes that we will adjust. Please wait patiently for the day he becomes strong again. Hanabi appears to perform well according to in-game data, therefore we will not be making adjustments for now. Roger is performing very well in high ranks, we will observe and consider if adjustments are needed. Feedback:
Revamp some old tanks like Johsnon, Akai and Lolita
Reply: Lolita is also a part of the list of old heroes that we will adjust. There are no plans to adjust Akai and Johnson for now. Feedback:
Revamp Aldous, Argus, Dyrroth
Reply: Argus is also a part of the list of old heroes that we will adjust. Additionally, based on in-game statistics, Aldous and Dyrroth are performing well most of the time. Therefore, they will not be adjusted for now. Feedback:
Please buff Harith, Argus, Gusion
Reply: Argus is also on the list of old heroes that we will adjust. There won't be changes to Gusion and Harith for now. However, there will be a bug fix on Harith's passive, which might be a buff for him. Feedback:
Please reduce the mana consumption of Roger
Reply: Roger is performing very well in high ranks. We will continue to observe and consider if there is a need for any adjustments. Feedback:
There is a bug on Ling, looks transparent when using the combo skill 1,3,2
Reply: Thank you for the heads up! We will review this. Can you possibly send us some videos about this as well? Feedback:
Additional skin updates for premium skin fragments (blue)
Reply: Yep! This will be updated in Version 08. Feedback:
Bug on Chou on his ult. Where it can be used on jungle monsters.
Reply: Oh wow. Thanks for telling us! We will review this. It would be great if you guys can give us some videos of this happening as well. Feedback:
Bug on Guinevere of the animation of the Ult. Where they take the affect of it but they don't show up in the air. Guinevere's Ultimate is bug or you nerfed her without any details in patchnote?
Reply: We have noticed this issue too and will provide a fix for this as soon as possible. Feedback:
Wait.. I just tank for my team so I get most Death but game detected me as Intentional Feeding. Why don't you look at my assist? Moreover than this, I was playing along 16.23 mins but game punished me as AFK and banned me for 1320 mins. What a logic!
Reply: We will optimise this in the upcoming patch 08. Feedback:
Player wish to increase the severity of punishments towards cheating players.
Reply: We have been optimising the punishment recently. Please look forward to some changes soon! Feedback:
Bug in the draft pick, the player doesn't type a message but a message appears and when the S1 player types a message that appears not in the S1 player, but instead appears in S3 or other players
Reply: Yep! We have noticed this issue too. A fix will be provided for this in the upcoming patch 08. Feedback:
:the second eudora skill could take longer or give her an acceleration to escape
Reply: Thank you for your suggestion. We will consider increasing the casting speed of Eudora's Ultimate. Feedback:
Hello ML I liked the hero Eudora since I start this game I try the new test project update and play the new Eudora she is great but I think there is something not right about the second skill the attack area is so short than before I see this is a problem since she is a mage and have nothing else to protect her except this stun if she gets so close hard for her to escape then why the hole changes if she still has the same problem I like playing Eudora even before the changes so I ask you to look again at the second skill form my opinion, I think you should make the area attack longer thank you. Also, the way she walks now is so weird I hope you return the old one I think she has long hands. Thank you
Reply: Previously, the targeted stun has a very long range that makes it hard for the enemy to respond. The current range is based on the data from advanced server, while considering the range of other similar heroes. Feedback:
Miya's Revamped attack speed is too overpowered. Reduce its passive to 4% gain.
Reply: We have plans to adjust the attack speed of Miya, but not necessarily adjust the passive. Feedback:
Hey and thank you for inviting me to project 'next' test! I'm enjoying the new stuff but i would like to suggest somethings: Alucard: is indeed a good hero in team fights however in solo he's skill dmg with the help of his passive are very bursty and can easily kill enemies without giving them a chance to react since he gets a lot of lifesteal i suggest to reduce his dmg on early levels and to reduce the rang of the next basic attack after using a skill bye a bit and to add an interesting thing to his 2nd skill since cc is very important in team fight because what about makeing some demon smoke after he uses his 2nd skill and after a delay enemies will be immobilized . So he could be more effective in team fight because cc is very important. saber: he's revamp is very impressive and he's amazing at everything however his skill have enough dmg to melt enemies squishy heroes but his passive reduce a lot of enemies physical defense and faster since his first skill have 5 swards now which could be a trouble for tank user and besides that saber's teammates can get advantage of his passive against enemies to balance that reduce his passive physical defense reduced from 7 to 5 which means 25 points of physical defense Lowered which is good for none tank heroes Miya: her 2nd skill is hard to use since it have a long delay and enemies can walk away . Miya doesn't have that much advantage of using that skill since the maximum rang cant cover that much area.so how about making miya able to move/walk while using that skill it would be much better to give her an advantage and in exchange for balance remove the slow effect after immobilize Zilong: to be honest I'm a bit disappointed with zilong's revamp he's almost the same so what about taking two steps forward and trying something more unique like what about making him a none mana hero? since his skills are a bit weak and he depends on basic attack dmg but if you wanna add something cool to him what about making his ultimate reduce dmg taking so he would have a balanced survivability? and to give him more physical damage for his basic attack to make him more effective"
Reply: Thank you for your suggestion. We will adjust the heroes based on the data from advance server. Feedback:
The new revamp of heroes was definitely awesome! But it would be much better if all the original heroes including Cyclops, Vexana, Lapu, etc. Will also be revamped so that there will be various heroes to choose from and more excitement in new rotations! Let's make use of what we have instead of keep on adding heroes :)
Reply: We have such plans in place. Please stay tuned! Feedback:
:I suggest to lower the damage of the new Miya because her damage is massive if you compare it to Granger whose like an assassin,she has a almost full offense.But overall,good job moonton great revamp I hope that the revamped heroes will become meta.Thank you for giving me a tester to test the new heroes.That's all thank you!
Reply: Thank you for your suggestion. We will consider making adjustments based on the in-game data. For now, we would like to see how the new Miya will perform. Feedback:
Hello Mlbb, Today I tested the new Alucard for the N.E.X.T project. I really love his new design, his second skill looks a lot nicer like that. But, I preferred the old design of his first skill with the seal on the floor. Now I find that Alucard looks like Ling, The only problem is that he is very strong and he would need a nerf:
increase the cooldown of his first and second skills
reduce the range of his ulti
reduce his life theft
Thank you for taking the time to read my suggestions and I hope they will be heard. Have a good day.
Reply: Thank you for your reaching out to us, your feedback is well-received and appreciated. We will adjust him based on the data from advance server. Feedback:
Mia has become very weak, she cannot even kill 1 on 1, because there is no def at all, and the damage has decreased. There is also a wish for Saber - make 1 skill, so that when you press it again, you can pull the surekens back to you, this will also improve the gameplay
Reply: Thank you for your suggestion. The damage of revamped Miya is reduced when the passive is not stacked. However, the damage is largely increased when the passive is fully stacked. For revamped Saber, learning how to maximise the damage from recalling his flying blades is the fundamental playing style. I believe you will uncover the heroes' potential as you practice with them. Feedback:
Hi Thanks for invite me for project next test .This project next revamps are good for me the best things I like are Alucard ultimate and Zilong ultimate. Now their ultimates are more smoothly and Alucard skill 1 is more damage and new miya is become second Claude and will be one of best marksman.But I think Alucard skills animations are not very well (I test with viscount skin)and saber skill need more damage .Please make sure game ux system get more for more smoothly gameplay and lack of lagging. Thanks for bring us Mobiles legends bang bang😊😊😊. (sorry for my bad English)
Reply: Yep! The movements of various skins are still being adjusted. Feedback:
please dont change basic attack for miya legend skin i like it more than new one after update😔💔+I have a suggestion for Layla The sound of the basic attack has become very annoying. I hope you make it like before the update
Reply: Thank you for your suggestion. The skill effects of Miya's legend skin will be optimised. Layla's voicelines will also be optimised further. Feedback:
I think what can be done so that the SMART CHOICE OF TARGETS WITH SKILLS is fixed on the heroes when you point at him! Since, without this, it is difficult to direct the hero to the need in the crowd! (Project NEXT)
Reply: We will try and implement this feature in the original server as soon as possible. Feedback:
Bring back summoner in magic chess.. So many player just use asassin to win.when i play. I cannot play until round 8 or 7 finish end....
Reply: The balance of Magic Chess has been adjusted in the latest patch. Players can experience the new adjustments. Feedback:
Hai Simadam, i am writing this form actually to complain about the new version of the CHESS GAME.. May i add that i have been playing the chess really really quite often.. and i”m really dispointed after you changed to this version.. from my deep inner self to have fun have slowly going down because of this new version.. before i’ve always played this CHESS GAME and that version (THE OLD VERSION) had made me enjoyed soo soo much about the game.. and i bet a lot of people had felt the same way as i do.. this NEW VERSION IS ACTUALLY MAKING THE GAME MORE COMPLICATED.. if its hard or something i dont mind because i love challenge but this version is JUST PLAIN COMPLICATED AND NONSENSE.. i hope u consider this.. and hope to get the old FUN CHESS GAME AS BEFORE! Thank you have a nice day hopefully better then the day i have today playing this NONSENSE CHESS!
Reply: Thank you for your feedback regarding Magic Chess. We will discuss this issue and hopefully provide players with the best Magic Chess experience. Feedback:
The magic chess update sucks! There is no balance, again the same problem with super-strong combinations that everyone collects and there is no way to implement an interesting combination of heroes. No variety, boring. The drops of heroes in shops are too random. And the game is like pure randomness, no matter how much you try, it all depends on how the store decides. I will pray to the store and go play, maybe he will be supportive this time!
Reply: There has been many balancing adjustments to Magic Chess in the newest update. Players can now experience these changes in game. Feedback:
chess tournament always in the midnight or early morning in Eastern standard time. People in Canada never have the chance to involve.
Reply: Sorry for the inconvenience. This will be fixed in the coming patch 08. Feedback:
Undo button when selling heroes in Magic Chess to avoid accidentally selling a hero
Reply: Yes! This sounds brilliant. We will consider your suggestion. Feedback:
:in magic chess pls doing statistics overall season and current season plsss.
Reply: A lot of players are enjoying the game mode and have been giving serious time to play the game. Thank you for your suggestion, we will consider it. Feedback:
Please change the basic attack of protti. I suggest that make his basic attack like benedetta wherein it hold the basic attack button and charge it. It was may better to protti if his basic attack is like that. Its difficult during team fight to attack opponent because sometimes it was so slow. And assasins will easily kill this new hero. By basic attack like benedetta protti will have a higher chance to commit in teamfight or even he is in solo lane
Reply: Thank you for your suggestion. Slow attack speed is the signature of Protti. However, we will further optimise the game play experience of using him. Feedback:
:I would like Alice Queen of Apocalypse to have revamp on her skill effect like in the survey
Reply: We will implement this on the Original Server as soon as possible. Feedback:
Can you optimize the size of the male character.Or reduced the size of Alucard model to make it look equal. Thank you
Reply: Our heroes have different sizes and shapes. Therefore there will be differences to the size and height of various heroes. Feedback:
Remove helcurt from mayhem mirror. Can't play against him at all. Can't see, can't move, can't fight. It's a literal on sided-match. Black screen one time, half the team dead.
Reply: The winrate of Helcurt is not very high. However, we will have a discussion regarding this issue. Thank you for your suggestion. Feedback:
I suggest that you should put synergies in 5 versus 5 battles. And also for the items in battle, put some new features where you can upgrade the items to make heroes unpredictable and less boring to use so that meta won't matter anymore so even non meta heroes will be often used also in ranked games
Reply: Yes. We can add this as an Easter Egg. Feedback:
Please improve the Angela 'Summer Vibes' skin.. Comparing it with her 'Scream Doll' skin, and their prices. The 'Scream Doll' effects are better But the Summer Vibes skin is so pretty.
Reply: Thank you for stating your opinion about this. We will review this.
04/08/2020
Feedback:
There is no exit button in new arrival... Just draw more, which draws more and use now...
Reply: We will be changing the rewards pop-up window design in September. The redesign will fix such issues. Feedback:
Let us edit our emblems and change the talents in game during draft pick
Reply: We are discussing how we can revamp the emblem system. We will put this into consideration when reworking the emblem system. Thank you for your suggestion. Feedback:
Reasons sea halberd sucks:
Not every physical hero can make good use of the 25% attack speed
The antiheal only procs on basic attacks unlike Necklace of Durance so it has worse spread
It costs too much for what it gives. +80 physical attack and +25% attack speed for 2350 gold. Compare this to necklace which is 2110 gold and gives +65 magic power, +10% cd reduction, and +10% magic lifesteal. Yes you can buy deadly blade first for the antiheal in the early game and finish halberd later but it doesn't mean that the halberd stats are good enough especially for the price.
Buff suggestion
Reduce sea halberd full price to 2100-2200 gold
Increase antiheal duration from 3s to 5s for both deadly blade and sea halberd. Since it cannot be spread on multiple targets using skills like necklace, it should at least last longer since it's single target.
Reduced deadly blade price to 1000 gold and adjust the crafting price of sea halberd accordingly
OPTIONAL buff if price is not reduced : Add +15 physical penetration, an additional stat that's useful for most physical heroes. If you won't lower the price then adding this will at least make it more worth it"
Reply: Thank you for your suggestion. This item is intended for auto attack based heroes to equip. That is why this item also provides some attack speed stats for these heroes. As this item largely counters all heal and shield based heroes, we would not want it to have the same damage as other damage items of the same price. However, the antiheal effect is relatively weaker than Necklace of Durance. We will consider making adjustments to improve its passive effect. Feedback:
I would like the devs to censor the words "nazi" and "Hitler". Every 10th game (I'm from Germany and have the flag ingame) I'm getting called a nazi just because some people are waaayyy too toxic. It's bugging me for the past 3 years and still nothing happened.
Reply: Thank you for your suggestion. We're very sorry to hear that you experienced such harassment. We will collect and censor these words as soon as possible. Feedback:
Devs should really focus nerfing this strategy instead of just nerfing the heroes used in this strategy. Nerfing claude, karrie, kimmy and granger has done a great impact in this strategy, but there are other heroes capable of using this strategy, fighters especially. This strategy is fun for ranking up but it kinda feels boring because that's making the game just like MMORPG where the whole team goes to one lane and fight with the enemies most of the time instead of a MOBA... Devs should really nerf the strategy instead of the heroes used, considering u have so many heroes in this game, after nerfing one there are always more options who can be used as a hyper carry, let's not even talk about the old hero revamps yet. Even if you nerf the current fighters being used as a hyper carry, at that time those revamped heroes will be another alternative and this cycle just goes on and on. Many people might not like nerfing roam item but the whole point is to elimante hyper. Please nerf roam's sharing gold duration from 9 minutes to lesser, in such a way that the tank users will not be affected but carry will be affected. The only way you can eliminate this strategy is do an impactful nerf, remove lithowanderer or revert the old buff system. Ever since the release of two buffs, the game has not been balanced for quite some time. The mage meta long time ago where Esme Lunox Harith were top picks have more fun compared to now, at least not that boring. Devs are less likely to revert the 2 buff system, but devs please really eliminate this strategy entirely. MMs now can be late game heroes like what they are supposed to be, but still the enemies can play hyper fighters which make you stand no chance to drag late game. MMs are greatly affected by this update."
Reply: Thank you for your suggestion. We would not like to see the game having only one strategy. We are in the midst of making battlefield adjustments and hope this will introduce more strategies to the game. These adjustments will be implemented in the next season update. We will also continue to observe the strategies used and collect feedback regarding the gameplay to make necessary adjustments. Feedback:
An option aside from mmr,local and world rank. To be able to display current season WR instead of just overall WR or both. I can have a 90% WR of a hero in the current season but 51% in overall matches which doesn't really reflect how good im with the said hero currently
Reply: Thank you for your suggestion. We will add in this feature in upcoming patches. This feature is in its design phase, please stay tuned! Hope you can continue to give us your high quality feedback. Feedback:
This may be very minor, but please work on your hero randomization in brawl mode. I got Yu Zhong 4 games in a row, and the other choices I simply did not know how to use. I kept losing because I suck at using Yu Zhong, though I really tried holding out, and my teammates all hated me. I know I'll basically have to practice more, and I have no problem with that. I have zero background in games like MLBB, and I'm at Master rank so I'm really just starting out. I just feel like I wasn't given enough options
Reply: Brawl mode randomly picks heroes from the players' hero pool and free heroes available. The chances of getting the same hero multiple times will reduce if the player purchases more heroes. Feedback:
Can you nerf Esmeralda's shield? Imagine this getting full shield. Even though you have necklace of durance, it's nothing
Reply: Thank you for your suggestion. We have reduced Esmeralda's shield in the previous patch. Current in-game statistics indicates that she is relatively balanced. We understand that many players have been critical about the shield of Esmeralda. We are discussing different proposals to adjust the hero so that players are more satisfied. Feedback:
error chat while draft pick when we switch place with other players.
Reply: We have adjusted this previously. We will review this again. Thank you for informing us. Feedback:
Bug on draft pick where the hero UI doesn't show up. Players can't ban nor pick heroes of it.
Reply: Sorry about that. We have adjusted this previously as well, we will review this once again. Feedback:
Player asking for Female Tank Hero
Reply: Yes, it's been too long since a female tank was released. Thank you for your suggestion, we will consider it. Feedback:
A player suggested to add a female support hero whose ability is to restore mana with HP to allies.
Reply: Please stay tuned! ;) Feedback:
Bugs when Granger uses the ultimate and get an airbone or knockup effect from lord, resulting in the game display being a drone map.
Reply: We will review this. Thank you for informing us. Feedback:
The number of players complaining about not being able to change their avatar in the game is increasing
Reply: This will be fixed in the upcoming patch. Sorry for the inconvenience. Feedback:
Too much negative player said n look down to team or enemy team with their national words and shortcut ENG words
Reply: Thank you for your suggestion. Having a positive chat environment for players has always been our aim over the years. We will increase the collection of curse words to censor in-game. We will continue to optimise this area of the game. Feedback:
Player felt that matchmaking is unfair, where low rank players are matched with very high rank players. The new Rank system in Project NEXT is worse than ever. Almost every mythic is being matched up with mythics. Players shared their experiences and are still asking that the matchmaking system of MLBB be improved/fixed. Players are still complaining about the matchmaking system
Reply: In the upcoming update, we will optimise the matchmaking algorithm, such as increasing the weightage of rank, adjust the calculation of the overall ability of the team, and take into account the in-game performance of each player. Please stay tuned. We will continue to explore the balance between fair matchmaking and matchmaking time. This is to provide the best possible matchup for all players. Feedback:
Players ask for more vouge skin style
Reply: This is limited to the hero's design. There are plans to design such skins. So we hope you look forward to it! Feedback:
Bring back boots in magic chess.
Reply: We will consider adding this back. Please stay tuned! Feedback:
Magic Chess TD, Survivor, should open everywhere, that what player want. Players are asking when survival mode will be made available again in arcade mode. Please open Chess-TD mode soonly
Reply: Please stay tuned! ;) Feedback:
Many players agree that systema shouldn't detect them or ban them with feeder behavior because sometime they just have lower skill than opponent and be killed easily so should let teammate report them and then punish
Reply: We are optimising the detection of intentional feeding. This will greatly reduce the chances of misjudgement. Feedback:
stricter measures for players who are defrauding the global ranking!!!!
Reply: We will review all reports and systems in order to punish players who are fraudulent in gaining hero winrate. We will increase the punishment towards these players in the future and display their profiles publicly to denounce them. Feedback:
Player hope to have stricter punishments towards cheating players.
Reply: We have been optimising the punishments for different violations. There will be an update in the near future to implement the new punishments. Feedback:
Add a charging/channeling time indicator for Brody’s basic attacks. for the hero protti if you could put a bar for its basic attact so their would be an idea of how long is the casting time of its basic attack just like benedetta thanks
Reply: Thank you for your suggestion. We will design an indicator that best suits Brody. Feedback:
Pls bring back the old Pharaa wherein she only has 7 seconds Ultimate CD, I kinda miss the old Pharsa. it really makes her unique in that way, She can zone/protect her allies from far a mile away because of her old ultimate but the new revamp Pharsa kinda OP but its not fun anymore to use Pharsa since her Ult CD is now longer. plsss Anything I would do just to bring the old Pharsa. please hear me out. This is the only and last thing I could wish for?
Reply: Thank you for your suggestion. The revamped Pharsa is relatively popular at the moment so we will have to observe a bit more and see if necessary adjustments are needed. Feedback:
Please change the entarance stance of freya. Let her body face straight. It shows deatil of her wonderful body.Its much better than her current entrance stance.
Reply: Thank you for your suggestion, we will review this. Feedback:
Hi Moontoon, I just checked out Barats new ultimate skill. The first thing that comes in my mind is ""Tham Kench"". His skill looks almost similar to one of the League of Legends (LoL) hero called Tham Kench, especially the part when Barats use his tongue to devour enemies. Tham Kench also does the same thing. Even though I'm MLBB fan. I must agree with them that the skill is copied and no originality. You need to modify/change it ASAP before LoL fan bash you. Here my suggestion for his ultimate. -Instead of use tongue to devour enemy. Barats lock and charge towards enemy and devour him/her. Then give Barats movement speed bonus which allow him to escape. -Duration of digestion depends on Barats current size -Damage also depends on Barats size -After digestion, restore Barats health. If enemy not die yet, then spit it Thats all for my feedback and critiques Regards, MLBB Fan
Reply: Thank you for your in-depth suggestion and your care for the game, this has been fixed. Feedback:
Make minsitthar skill more damage. Because it's too hard to play solo
Reply: We have plans to revamp Minsitthar in September, please stay tuned! Feedback:
khaleed is to much, he can damage all enemies and tank their damage im suggesting that it should be nerfed, he can 1 shot enemies and escape like nothing happen and the cooldown is very low
Reply: Khaleed has many strengths such as high damage, sustain and tankiness. However, he can still be beaten. His first skill requires it to hit every time to maximise the damage. His second skill can be cancelled by crowd control. Players can focus on him with a crowd control skill in order to easily kill him. We will continue to observe the performance of the hero, and make necessary adjustments based on in-game statistics and players' feedback. Feedback:
"Mirror mayhem: Popol and kupa needs to be nerfed the damage or the CC
Reply: This has been adjusted. Sorry for that and thank you for the feedback. Feedback:
I would like for mlbb to add a custom emblem setting features while in draft pick in ranked or when picking hero in classic, what I mean is you can custom your own emblem while picking hero and not just in a lobby. This will make it easier for player to set up their emblem base on the situation that they are gonna face. This is because some player will not have a right emblem and talent that are suitable for the hero that they pick, and they can't change the emblem because it can only change in lobby. So by adding this feature, player will have a great opportunity to adjust their situation. My other suggestion is that you can remove the emblem page to make it more balance since you can already change the emblem while selecting hero.
Reply: We have plans to revamp the emblem system. We will consider your suggestions when revamping it. Thank you for your suggestion. Feedback:
You made me play in your next project test I could not play with who I want and then you just give me rewards that only new player need it I do not actually use it why? Why always your rewards are the same .I do not need tickets I do not need a battle point I have more than enough give me something I can actually use my account with high level I do not need all your rewards .I am not a new player thank you
Reply: Update rewards are intended for the large player base. Therefore we will prioritise items that are more common. However, we will consider adding some extra update rewards for large updates in the future. Feedback:
1st : miya's passive should change depending on the color of her skills effects. Example : Suzuhime should be pink not blue. 2nd : Eudora conductor effects colors should be according also to the effect of the skin. Her ultimate wwith the conducter effect is a little bit slow so i think you should make it a little bit faster. 3rd: Saber is a little bit powerful in late game. You should make the skin effect better because the legend skin and epic skinbof saber is like the basic skin. 4th: The new Alucard is balance. You should also make the skin of him better because it looks like the basic skin also. 5th: Layla is super weak in the early game, she could be easily kill by a fighter, mage, and assasin. I think you should improve her skill to make her easily able to escape to cc skills of meta heroes right 6th: Zilong is super weak in both early game and late game you she could be easily killed you should improve his 1st skill and ulti. Hope you do well.
Reply: Miya: Thank you for your suggestion, we will design skill effects that are in line with her various skins. Layla: Thank you for your suggestion, we will make adjustments based on her in-game statistics. Feedback:
In my opinion, AI is unuseful, because even when he is trying to help he only interrupted the rest of the team. An iteresting solution would be the command bar for bots, where we could select what the bot should do like stay in base, defend the tower or attack. Awards in Heavenly Tasks don't motivate players to do them. In my opinion for the awards in these tasks should be mechanism like in the Lucky Spin. I mean in the prize pool should be statues and skins that are hard to get and things that helps us to take part in lottery. The prize pool should be changed every month. Nice for the players would be a chance to play more in the Arcade Mode. In my opinion for one season should be 3 modes. That will encourage new players.
Reply: We are continuously improving the performance of AI. We believe in the future, AI can provide the much needed assistance to get the win. Feedback:
The minimap displays the mid tower on the river. I think it is a bug. Also, is it really OK that you gain daily quest on AI games? Thanks
Reply:
We will review this.
This is to cater for players who like to play AI games. Therefore, we will not make changes.
Feedback:
About Zilong: I noticed two strange behaviours
When Zilong has the Golden Staff the item's Passiv Unique-Endless Strike makes Zilong trigger the new passive after 2 strikes instead of 3.
When Zilong gets 14% of Cooldown Reduction (or more) the passive's new healing effect triggers 2 times instead of one.
The new healing effect of Zilong doesn't look like much of a help, since Zilong profit more on speed and critical. And in case you build it up with heavy atrack damage the amount if healing doesn't compensate at all, making him totally unsustainable. The healing effect in the mid/late game makes almost no difference on a big scale. I think that if the healing would work with some kind of level-scaling System, or depending on some HP% of the enemy being gutted, that would be more helpful.
Reply: Hey there! Thank you for bringing this to our attention. We will review this. Feedback:
I suggest adding an equipment for attack range. It will be very useful on Marksman charaters because some heroes are marksman but in very short range making them very easy target to assasins during team fight. I suggest fair matchmaking for example match players to there level players or maybe in accordance to their emblems level but still depends on their ranks.
Reply: Thank you for your suggestion. We will consider this when we release new items. However, we are now focused on optimising the performance of each item. Feedback:
I have encountered an issue with the new Eudora. Whenever I use the Elite Skin “Christmas Carnival”, it only stays in one pose. I would like you guys to fix this as it is quite bothersome.
Reply: We will require more information and screenshots in order to provide a fix for this issue. Feedback:
First of all, I was happy with most of the revamped heroes. I do have some suggestions regarding some of the heroes. I just feel like Zilong’s new passive is somewhat inferior to the old one. I would highly suggest to change the damage output for that one. Next is for Miya. Her damage output in the late game is just too much. I’m not saying that you guys should decrease it but given some extra mobility from the ult, and the new 2nd skill makes her a marksman that can do a turnaround kill which is somewhat not amusing. Lastly is for the battlefield. I have experienced a problem in the map “Celestial Palace” which the turrets appear as orbs when I have downloaded all of the resources. That is all THANK YOU!!"
Reply: Zilong: Regarding the damage of Zilong, we will make adjustments in the upcoming patch. Miya: We will slightly reduce her late game damage. Battlefield: We will review this.
So my question is for anybody that plays a lot of slots but even more so for people that have won either a really huge bonus round or just one massive spin, Did you stop the reel manually or do you let them spin as they would naturally till they stop? I am curious to how ones strategy in this choice plays into some games that state you can win up to 50,000x your bet and what not. Nolimit City recently added the side menu in their games that tell you the biggest x your bet and the biggest win monetarily you ever had through their games and you can also see the biggest wins on their games on that site as well. Not just that but they let you replay the big win for your wins and all the other big wins of people you dont know. I think this is an awesome decision and I personally love seeing the big wins payout as I know they are real then. Btw biggest x multiplier in a sigle spin for me was 850x in Manhattan Wilds playing min bet of $0.10. I was down to $2 or less so just wanted a bonus or something then had my ten cents turn into $85 in one spin and was like holy crap. My biggest spin ever was on whatever the buffalo game that is made by Platipus gaming. I got in bonus round on a dollar bet and got max multipliers with a bunch of buffalo all the way across and that one spin was ~$1400. I couldnt believe it. I just kept watching the total go and go and it did so for like 5 minutes I swear. Anyways, if anybody has has a 5000x+ in a single spin I would be really curious to know your playing style. I personally stop the reels on a fairly high prevalence maybe 20-25% of the time depending.on game or provider. Some providers it seems I can only get bonus rounds or big hits if I stop the reels myself and others it seems its the opposite. Ok well Im curious to see what you all say here. Cheers and may we all hit jackpots on our next session.
Not tha most of the community cares, but is anyone honestly satisfied with the state Yu-Gi-Oh videogames are in right now?
Buckle up. Pretty long. TL;DR at the bottom, however I cover many argument points, which is pretty much the reason I made this post anyway. If you have a couple minutes, please read the whole post. I've been mulling over this anger towards the state of the Xbox 360/One/PS3/4 YuGiOh games for years and I really need to talk about this with the YuGiOh community which I love dearly, about an Issue that I care about dearly about a card game I care about even more than both combined. No offense guys, but I love YuGiOh more than you! I hope you understand! Bottom line, Ive made it long and explained my contempt and disdain, in hopes to better get my point across. Here goes... If you're on PC, with that bootleg YuGiOh game that Konami hates, then I doubt you have much concern at all. Why would you? Effects and alghorithms always updated to match the new cards being added, its free, and it plays well. So nothing much to complain about, i hope. Graphics could look nicer, but you can understand that it being a free, digital game made by a dedicated gamefan, theres nothing to hate, and much to love. I'm honestly happy for you, and don't really have anything at all negative to say about you being content with what you have. I don't have this same content feeling, as much as I wish I did. Therin lays (lies?) My anger. For those like me who are less fortunate in being able to play free YuGiOh games on PC, the problem lays within this sentence ; this Free quality enough PC YuGiOh game is only available for PC players, or people who own a PC of some kind. So what if youre like me, and have a console? I don't own a PC or even a laptop. Why should I? My phone works just as well as any PC at browsing the internet. What do I honestly need a computer for, no matter how cheap it is? Besides a free YuGiOh game, Nothing. I'm only stating this, because last time Ive tried saying "console has a shittier YuGiOh game than PC, heres why...-," people said to just stop complaining and get a crappy computer or a cheap laptop, or that if I already don't own one, or dont want to buy one, then they have said "you should have a computer of some kind, everyone does", or others would hint at me being too poor or too stingey with money, or just anything along the lines of monetary solutions. Gonna shut that stupid argument down right now. I'm sick of hearing it, and I'm sick of being angry and hardly anyone agreeing with my anger towards the shit YuGiOh games we have now. You don't have to be angry, but at the very freakin' most, a bit of sympathy. Angry curveball, sorry. Please, Im begging you. If you've read this far, I beg that you hear me out before jumping to any conclusions. Why should I spend 200 dollars minimum on a laptop that I wouldn't use for anything other than porn or a free YuGiOh game? Its impractical for an average guy like me. Now, YuGiOh videogames on PC or console actually made by Konami could be so amazing. We have the dang evidence right on our phones: Duel Links. There is nothing wrong with having a free, paid DLC, or monetized structure decks, with online play, a campaign, and events like Duel Links. Or a paid game. I don't care. I don't want fucking "Other Ocean" to make another shit, effortless, reused dumpster fire YuGiOh game for the rest of my life. I would rather play a copy-paste version of duel links but with regular - as Normal-Spongebob - YuGiOh mechanics and ruling. F2P with paid structure decks? Fine by me! Anything but another Other Ocean YuGiOh game! Is quality honestly too much to ask for gen 8 consoles?? Here are the problems that I can think of from the top of my head, that have been present since 2015 for console YuGiOh: 1.) Starting off with something a bit nit picky, but annoying as hell for 5 god dang years: Unskippable, low quality animations for signature duelist cards, (Heatleo, Blue eyes, dark magician/girl, stardust, red dragon archfiend, red eyes, and more). Its neat maybe the first 10 times, but in general, theyre cheasy, or too fucking long, (I swear borreload has like a 12 second cutscene, EVERY time you link summon him) they are unskippable, and just plain annoying. Try special summoning Blue Eyes with Keeper of Dragon Magic. You have to sit through 2 animations from the same BEWD if you decide to flip it face up every time. Sometimes I choose to special summon dragon spirit of white over BEWD, even though there aren't any spells or traps on my opponents field. I shouldn't get so frustrated when Im just using basic strategy, to the point of choosing not to summon a monster just so I don't have to go through a stupid unskippable animation. 2.) More severe: the reselling of an already released game. YuGiOh legacy of the duelist (not link evolution) was released in, I wanna say, late 2014 or early 2015 off the top of my head. Last update was I wanna say late 2016 early 2017. Then nothing. It was so sudden. Nothing for a year, then boom, 600 more cards, but 5hat was the last update. Paid, 10 dollar dlc which only included either 2 different decks, and a "new duel". The game has even cheesier animations that maybe looked good on an early 2000s JRPG on ps2, but these unskippable animations would play every time you attacked with, lets say a blue eyes white dragon. Difference between games is the pendulum zones not being on the spell/trap card zones, and no link monsters or post 2016 monsters. What do we get in the "evolved" shit game? Updated ban list, gimmicky link monsters that most of the community didnt like and was forced to use for any other extra deck monsters (which are now mostly useless anyway), "better animations" that occur every time you summon Dark Magician that you can't skip, even after seeing it literally hundreds of times, more cards, Arc V campaign, vrains campaign with no slideshow "cutscenes" like the other 'story campaigns', (spoilers I can understand), "MR5" being implemented, and....thats it. They sold this shit for 40 dollars. Its literally the same game with an update. You can literally blast through a campaign in a couple hours, so dont assume that they added a shit ton of content. 3.) Cheap looking gameplay, and art. I mean, compared to the free YuGiOh game on PC, everything just looks a bit shinier. Graphics just fail miserably to impress. I mean, ffs, they released this game on a gen 8 console. Xbone and PS4 were more than capable to nor resort to crappy plastic looking barbie doll graphics. It doesnt have to WOW me, but whenever I think about the graphics too hard, I have to resist the urge to facepalm myself over the lack of effort. I mean, just look at Duel Links. It looks and just in general, Feels" way smoother, sleeker, and just.... better, and thats a free mobile game. A *MOBILE game. Other Ocean making YuGiOh for a powerful console generation just got its ass handed to them by a fucking phone game. 4.)Expensive for a low quality product. Its 40 dollars for this game. I already listed the additions, but 40 is too damn much for the same game twice. 5.) The in game store/ card aquisition mechanics, is so shit. Made by people who just don't care and are just absolutely lazy. You can get duplicates when buying cards from the store, which is just annoying as hell in general for any sort of gambling system, and also bad if youre trying to get a rare card vs a common card, but all youre getting is 30 block attacks or 69 "Curtain of the Dark Ones" before you get something as simple as Blue Eyes White dragon. (Only 2 different rarities, by the way). On average you get about 1500 to 2000 "duel points" per duel. It costs 400 duel points for a pack of 8 TOTALLY RANDOM cards with the 8th card having a slightly increased chance of getting a "rare card". Earning points, whatever, its sort of annoying, and worst of all, time consuming. I wouldn't mind it too much if it weren't for the duplicates and lack of buy packs in bulk feature. Seriously, there is no way you can just buy multiple packs. Why can't we buy multiple pack at once? Why do I have to spam the A / X button a million times to buy more than a few packs? They chose not to improve the game from the last title. Instead, they evidently just didnt care. Which brings me to my next and last issue I can think of with Link Evolution. 6.) The Vrains campaign, or rather Link card using CPU's can crash the game. God forbid Varis has 4 monsters on the field. He won't just link summon borreload, he'll do anything but the straight forward strategy. He will freaking freeze your game deciding on what to do next. Like what is there to decide??? Just make a move! For those of you who don't know, when its your opponents turn, or they have a card they can play during your turn, they have an animated "thinking" icon next to their name. CPU will think so hard in the VRAINS campaign that it freezes that icon, and the other floaty animations in the backround of the duel, just to break up any confusion. No, our games are literally freezing up with the music still playing, as to not confuse freezing for AI thinking. Not much of a difference. Varis took 10 mimutes one time to think, and unfreeze the game. On and off, freezes the game, will use a spell, and then freeze the game to think more. I said "screw this" and quit the duel after i was able to play out my turn after an eternity, then my game froze again from Varis' mind being to galaxy brained. 7.) A complete and utter lack of convenience features, or rather "quality of life" improvements, over the span of 4 games. Ive already mentioned unskippable cutscenes, which should be made simply, skippable, and buying packs in the card store in bulk. The 2006 YuGiOh gameboy games had this feature for crying out loud. Why remove it or not add it back? No Card Catalog either, like in Duel Links. You can easily just look up cards with a simple search bar. Instead, if you didnt know any better, then you just don't know until you figure it out accidentally. Or, for fusion monsters, I think scrolling over to related cards from say Polymerization shows all owned and unowned fusion cards. I think. Or some obscure 3rd party website that also has a search bar that literally took years to come up with the proper info. I don't remember there being info as to what packs give what cards until semi recently. I shouldn't have to resort to big brain thinking with Poly, or 3rd party websites. Is it THAT HARD to add a card catalog??? Other QOL suggestions: • Alternate card art! Blue eyes White Dragon, and Dark Magician have many bad ass designs, among other cards. You can't tell me its hard to take more than one digital photo. •Cross platform would be kick ass. I wouldn't expect it at this point from this studio, but PVP is pretty dead on Xbone and PS4, and everyone would surely praise this feature. We praise this feature in many other cross platform compatible games anyway. Such a shame... Why not even have any sort of quality of life improvements from one game to the next? I know the answer: Other Ocean just doesnt fucking care! They are lazy and incompetent, yet they've made 4 yugioh games across 2 seperate generations of consoles that I know of. Reselling Legacy Of The Duelist happe ed twice. It happened with YuGiOh for xbox 360/ps3. They Resold the same game twice but with Xyz monsters! Wow! Other Ocean knows how to make 4 games and not learn anything to make people like their shitty yugioh games! If I am missing anything, I'll be sure to add it. A few nit picky things here and there, but this post is already super long and ranty/angry enough. TL;DR Other Ocean has made the past 4 monetized YuGiOh games for Xbox 360, xbone, ps3 and 4, and have nothing to show for it. An absolute lack of improvement between all games, reselling the same game but with an update adding 33% more campaign content, about a thousand new cards, and "MR5" that makes links fundamentaly obsolete, (not requiring them to be on the field in order for me to have more than one extra deck mon on the field). Gambling with duplicates, and 40 dollars for the same game twice, adds up to one big mountain of shit. Im not sure what the price tag for 360 and ps3 YuGiOh games was. Link evolution JUST CAME OUT on switch and EVEN MORE RECENTLY on Xbox, PS4, (and PC I think, but who cares. You guys have the free game anyway. I don't blame you), and they are pricing it for 40 dollars when they already have Legacy of the Duelist that had been released in 2015! Many absurdities, and many more details above. Like Ive said, if youre on PC, and you don't care, which I bet is most of Reddit, or that some of you guys mostly play IRL. I just want to at the least discuss this, and at most, gain even a scrap of sympathy or perhaps a bit of understanding of my frustration. The YuGiOh community as a whole feels kind of niche, and console YuGiOh game players feel even more so. The built in Xbone LFG for this game only has 3 posts. It just came out for Xbone. I don't blame any of you for not caring, but I'm just happy Ive taken the time to get all this crap off of my chest and onto the internet. Thank you for........name it. 👌
Are bubble craps basically real craps or more like a video game?
I’ve seen a lot of stuff online about possibly being less fair than craps at table, is there real proof this is true? I saw a bubble craps with low min bet and felt like that would be a good place to work on strategy but not if I’m basically playing a rigged game.
Hey guys! I'm a former masters player who specializes in playing dive comp with a 6 stack. I decided I'm going to take the time to write a guide on playing dive comp specifically on defense. I often see people dismiss the strategy or see it as throwing, which is understandable. In my experience, players in solo queue almost NEVER play defensive dive properly and they feed. This is usually due to a lack of coordination with the team, a lack of focus fire, and a lack of knowledge on dive tank positioning. But I can assure you, defensive dive can be an insanely strong strategy on certain maps and against certain team comps. It can be very hard to punish if the enemy team doesnt swap to counter you. And even if they do, you've forced them off of their original strategy, which makes them lose their ult charge and forces them onto heroes they may be less experienced with. Plus, often times one single dive counter isn't enough to stop you, and sometimes not even two. I've played defensive Winston against a team with Roadhog and Reaper and STILL won because I adapted. (Edits are just for formatting spacing purposes) First, I'm gonna break down when you should and shouldn't play dive. You can play defensive dive if:
The map has at safe high ground positions for your team. Maps like Watchpoint Gibraltar, Hanamura, Volskya Industries, Horizon Lunar Colony, Hollywood (points 2 and 3), Dorado (points 2 and 3) are a few that come to mind.
The enemy team has squishy targets with low mobility such as Ana, Zenyatta, Widow, Hanzo, Soldier, Mcree, Ashe
You have people in voice chat willing to coordinate and able to play heroes that are viable with dive.
You shouldnt play defensive dive if:
The map is incredibly flat with few high ground positions. Almost all maps have certain areas where dive is good, and others that aren't. Point 3 of Rialto is probably the biggest example of this. The entire point is completely flat with no high ground positions at all, giving your dive tanks nowhere to retreat to, forcing you into a head-to-head fight, which is where bunker or death ball comps excel much more.
The enemy team comp has too many counters. This is a little more complicated to explain, because even against heroes who soft counter dive, you can still work around it and succeed. One counter can be worked around. Even 2. But once they have 3 or 4 counters, you're going to have a very tough time and should switch strategies, because the enemy will have too much point presence and you wont be able to do anything.
If nobody is in chat, or if their hero picks dont synergize with dive at all. You don't necessarily need 2 flanker DPS. You could have one flanker and one sniper, or even a Pharah. Even having a Mcree to protect your backline from enemy flankers is viable.
Now, here are the steps to a proper defensive dive.
Before the fight starts, set up your tanks and DPS on a high ground position or on a flank, NOT AT THE CHOKE. Dive heroes are not meant to sustain in the fight for long periods or take mass amounts of poke damage. Set up on high ground where the enemy can't hurt you, so you're ready at full health to engage when the time is right.
Decide with your team who your dive targets are, and in which order you'll dive them. Focus fire is the single most important part of dive comp, and if your team isnt focusing the same targets, the fight will drag on too long and you will almost certainly lose. Generally speaking, you want to save the enemy tanks for last.
Give the enemy space and let them walk through the choke for free. Remember, you dont want to fight the enemy from the front. Let them push through so that their tanky frontline moves forward, and then their squishy backline will be exposed. That's when you counter engage. Patience is key. Your timing is super important. Sometimes the best thing to do is sit and wait.
Dive the backline together. Because we were setup on a high ground, this gives us the potential to do a "Drop engage" on the enemy. This means letting the enemy walk underneath you, and then dropping down on them without wasting your mobility cooldowns. That way, if something goes wrong, you have your cooldowns available to escape. Or if the enemy uses an escape tool like Mercy's guardian angel, widow grappling hook, or Moira's fade, you have the ability to chase them and finish the kill. However, sometimes you will want to use the cooldowns to initiate if they are further away, or if you just want the extra burst damage. Remember, focus fire is key! Focus the same targets so you can kill them quickly before they can get help.
After you've killed your first couple targets, you can disengage and recover for a second, and try to take stock of everything else that's going on. Then, go back in again and finish the fight. OR, if everything is going just fine, then theres no need to disengage. Just keep going in and clean up the fight. Remember, squishies first, tanks last.
Reset, Rinse and Repeat.
Other variables to consider:
You only need one person at a time to stall the objective if necessary. Dive isn't made to play on point, but because of your mobility, you can keep rotating heroes in and out to touch the point one at a time while the rest of the team focuses targets. I would say the best dive heroes for stalling are Tracer, Lucio, Ball, Dva, and Winston with Primal Rage. If you continuously rotate, nobody has to actually die.
If your team has respawn advantage, such as 2nd point 2CP, you can take fights closer to the enemy spawn, since you get back to point so fast anyway. This applies to all comps, but especially to dive with even faster movement abilities. Dive comp sucks on Temple of Anubis 2nd if you try to fight on point. But if you fight around the high grounds neapast the choke, you have plenty of options to work with and completely bully the enemy team until they tilt.
If one or both of your DPS are a ranged DPS, they need to tell you if they get someone weak do that you can go in and clean up the kill. In that sense, the ranged damage is the setup for the engage, and the dive is the follow up. Also, if the enemy has a sniper, dont assume it's your snipers job to deal with them. You have the power to ruin that enemy sniper's day so that YOUR sniper can get free shots on the enemy uncontested. Winston bubbles for your widow are also underutilized, especially with the buff on its duration, now at 9 seconds.
If you're playing a support such as Ana or Zen, you have to be as proactive at looking for kills as the rest of your team. Being on defense, you should have control of most of the terrain where the fight is happening, so get to a spot where you can also target the same dive targets as your tanks and DPS with discord and anti nades. If you just sit way in the back and heal from the distance, you might only be able to see the enemy tanks and you wont be much use. You have to position much differently than you would with bunker or death ball. You want to end the fight quickly. Take aggressive angles so you can help your team frag the squishies AND heal at the same time.
(This next one is mainly for attack, but I decided to include it anyway while I'm giving dive tips)
If you're playing against Sym/Torb, you HAVE to take the extra time to destroy turrets before you hard commit. It's easier said than done, but if you take the time to surround the enemy from multiple sides, safely destroy the sym nest and the torb turret, then all they're left with is two mediocre DPS with long cooldowns. This is SO SO important. Dive simply CANNOT eat that much spam. It's worth it spend even an entire minute flanking and cleaning up turrets trying to do it right the first time, so you get ONE good dive. If you mess up the first fight, Sym and Torb get their ultimates, AND they get to reset their turrets, and you'll lose every time. Be patient, clean out all the deployables, and do it right the first time because you basically only get one or two tries. Also, dont forget to destroy the Sym TP from spawn.
Ult economy obviously still applies. This is a broad topic so I won't go into huge detail. But ult economy should change your decision making on who to dive, how to use your ults to counter theirs, and when you should disengage to wait out the onslaught of ultimates.
Sometimes you can get solo kills and dont need focus fire. I've had many games where I continuously do a drop engage as Winston onto the enemy backline, and I kill both healers by myself without needing help. But that's usually only in quick play. In general, having all 6 on one target isnt always necessary. 2 people is usually enough. If you have Zenyatta, focus discorded targets... duh.
Sometimes you just gotta take what the enemy gives you. If your next dive target is in a spot you cant get to, or is too close to the rest of their team, then just dive what you can and call with your team to focus a new target.
Very specific tip for Dva, but under utilized. When your Genji uses dragonblade, follow him in with defense matrix. I can't tell you how many times I've eaten a flashbang or sleep dart this way and my Genji is able to pop off. The same goes for Doomfist.
Another Dva/Genji tip, always communicate whether he is going to deflect the damage orb or if you're gonna eat it with defense martix. It's a very common mistake, but it sucks as Genji to waste your deflect cooldown for nothing. And it feels great to steal ult charge.
Because dive is about quick kills and less about sustain, you can still take fights even if one or both of your healers dies. One of the best tips I learned is that if you lose a teammate, sometimes it's better to go for a quick kill on an enemy to turn the tides. Because if you try to back up, the enemy will just chase you down and snowball you. But if you react by taking fast aggression onto their backline or DPS, you can turn it into a 5v5. Often times when the enemy gets a pick, they instantly start to push and get sloppy. They expect you to retreat as they run you over. But you can punish that blind aggression with by quickly bursting somebody down that was on autopilot.
Protect your supports, or get supports that can dive with you. The biggest weakness of dive is that they cant protect their healers from flankers while they dive in. If your Ana or Zen keeps getting flanked, maybe keep your Dva with them while your monkey, tracer and Genji all go in. Or instead, go Lucio Moira since they can go in with the dive pretty easily while being generally safe from flankers themselves.
You dont always need to commit to a kill, sometimes harassing them so they run away or waste cooldowns is smarter. Getting a soldier low so he runs away and uses his healing station. Diving a mcree so he wastes flashbang. Diving Ana so she wastes her nade and sleep and has to run away. The more resources they waste at the start, the bigger advantage your team will have in the midfight, assuming you didn't take a crap ton of damage. Speaking of which....
You REALLY need to learn how to not take poke damage. Classic dive was Lucio Zen, which is super low healing, but it worked. You need discipline and patience. As I said, waiting in a safe position for the right opportunity is the best option. Dont be that Winston who face tanks at the choke and whines about healing.
Winston used to always be the initiator. But with the addition of Wrecking ball, he is even better at initiating because of his piledriver, and then the team follows up right after. My favourite thing as Genji is following up on a piledriver with some shurikens and a swift strike while the enemy is stuck in a predictable falling animation. Not only that, Wrecking Ball can boop enemies away from the rest of their team, making them easy dive targets. Classic dive always had low CC. But Ball is so good. And Doomfist. Use these heroes to help isolate targets to dive.
Last but not least....DON'T C9!
And that's basically everything I could think of! Boy, that was a lot longer than I expected. Like I said before, I find people in this game tend to autopilot to a poke-at-the-choke playstyle, and they forget to change that behaviour when they run dive. And it's a huge pity, because dive comp has always been the most fun meta in my opinion. When you execute a clean, coordinated dive, everyone on your team feels like they're popping off. Hopefully this guide gave you a better understanding of how to actually play dive properly! Thanks so much for taking the time to read this. I hope you have fun with this information! I'd love to hear your thoughts and tips about dive in the comments. I know I sound like a know it all, but I bet there's still more things to be learned from you guys. Cheers! :)
Why would anyone pay 29 dollars and 99 cents for fantasy strike?!
I'm dividing this post into 8 parts (with this being part 1/8) and the TLDR is at the bottom of part 8 for those who don't like reading Okay, so within a few days from the time that I post this, fantasy strike will be released on the switch. To be more specific, it's being released on July 25 2019. David Sirlin (or Sirloin, or Sorelamb, or Sourlion, or Serialemon however the hell you wanna spell it) even wrote an article on the fantasy strike website talking about this, but that article didn't specify what the price of the game would be, so I had to go to this other article to see. https://www.touchtapplay.com/fighting-game-fantasy-strike-launches-on-nintendo-switch-next-month/ Fantasy Strike will be released on the Nintendo Switch eShop on July 25th for the price of $29.99 USD When I read this, the first thing I thought was "WTF!?" he is going to release this game on the switch for.... THIRTY DOLLARS?!!? WHY??!!!! It was PERFECTLY FINE AT 20, MAN! In fact, I would say that the price should be LOWERED, not RAISED. This is such a BIG motherfucking oopsie and I bet pewdiepie would 100% agree with me on that. I mean, you've already got several people writing steam reviews and complaining, talking about how the price of the game is too much for a game with so little, and if you don't believe me, you can just go look at some of those reviews to see for yourself. You can also find people here on reddit, on steam, the fantasy strike forums itself, and even also within the fantasy strike discord itself, also complaining about the price of the game, and you're telling me you want to raise the price to 30 dollars, thus resulting in even more complaints and upset people????????????????????!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! The other day, one upset customer brainfraud whose discord account is now deleted, was brave enough to confront David Sirlin in his discord, demanding to know why there weren't any surprises within the game, and why the price of the game was at 20 dollars and not something lower. Here's the screenshot of that conversation, also, if you think I'm taking any of this shit outta context or something, you can just go in their discord and search "the game being 20 dollars was a big part" and find it and read it fully. https://i.imgur.com/dirY8lQ.png Now get this, ladies and gentlemen: Sirlin told the customer that the reason he thinks his game is worth 20 dollars and will be worth 30 dollars for the Switch is because it, and I quote, "Took hundreds of thousands of dollars and years to make" and "will take hundreds of thousands more dollars to finish too". There are 3 major fucking issues with this stupid-ass argument of his, and I'm gonna be a nice person, address these issues with that argument, and educate David Sirlin so that he can learn a valuable thing or two and greatly improve. The first major problem with this argument is that just because it "Took hundreds of dollars and years to make" doesn't necessarily justify it being at 20 dollars. You can invest "hundreds of dollars and years" into making a mud pie, but that wouldn't automatically make those mud pies worth 20 dollars, let alone 30. The same thing goes for games that very few people are giving a damn about. There are game developers who put more effort and invest more into their games than Sirlin does, yet they choose to be nice and sell the game for less money. Sometimes they even make it playable for free. Others will genuinely believe that their game is worth more than 30 dollars and will sell it for more, and others will start the price of the game at something like 50 or 60 dollars, but then drop it to like 30, 20, or 10 dollars or something. You once had to pay money for Counter Strike Global Offensive, but now it is free on steam. Games like Street Fighter V costed a full 60 dollars when it first came out, but eventually dropped to like 30 or 20 dollars because the developers of that game decided that 60 dollars was not a fair price and lowered it. When I was a kid, we had to pay good money for Gameboy Advance, Sony PSP, and Nintendo DS Lite games before emulators became a thing and then we would have access to all of these games for free. There are many more examples, but these are just a few that I could think of at the top of my head. The second major problem with this argument is that, not only does it not take into account the fact that sometimes you can make just as much money selling the game at a lower price, if not more, but it also completely ignores the whole concept of supply and demand, which is that if there is a low supply and high demand for something, then it makes sense to have a high price for it, while if there is high supply and low demand, then it makes sense to have a low price for it. Steamcharts shows that fantasy strike has little to no players, so maybe it did make sense to have the game at 20 or 30 dollars back in 2017 when it first came out on steam, just to see if there would be a high demand for it or a low demand for it, but now we see that there is just a very low demand for fantasy strike, so it would just make sense to either lower the price of the game or keep it at 20 dollars, but certainly not raise it. There are exceptions, like the aforementioned Counter Strike Global Offensive which could keep selling for money but is instead free, but that high demand for fantasy strike that you were hoping for isn't existing. I also said that you can oftentimes make just as much money selling things at a lower price, if not more, and that can be proven too. You just need to look at successful stores such as Walmart, which have very cheap and low prices, and yet still have hundreds if not thousands of customers daily and make so much money daily, simply because there is a high supply and high demand for their product, as well as low prices to attract far more customers than they would if they had high prices, but there just isn't that high of a demand for fantasy strike and there never really was. You can also consider the following scenario: You are currently trying to sell fantasy strike for it's default price, which is 20 dollars. Some people have decided that they are interested in buying your product. Let's call these 7 people Ai, Bi, Ci, Di, Ei, Fi, and Gi (cause I'm too goddamn lazy to come up with better names). Ai and Bi have 30 dollars to spare, Ci has 20 dollars to spare, while Di, Ei, Fi, and Gi, only have 10 dollars to spare, so those 4 can't afford fantasy strike while the other 3 people can. In this case, you would be making a total of 60 dollars selling fantasy strike, because Ai, Bi, and Ci can pay 20 dollars each for it and play, but Di, Ei, Fi, and Gi can't pay for it. Now imagine what would happen if people now had to pay 30 dollars for fantasy strike. Suddenly, only Ai and Bi could buy it, while the other 5 friends can't buy it, so you would still technically be making a total of 60 dollars selling fantasy strike, but then the game wouldn't have as many players, and then people would be complaining about not only the unfair price, but also the low player population. So what would be the best thing to do in this situation? You could simply lower the price of the game to 10 dollars so that Ai, Bi, Ci, Di, Ei, Fi, and Gi can all afford it and pay 10 dollars each for it, and guess what? Not only are you making a total of 70 dollars selling fantasy strike instead of just the usual 60, despite lowering the price, but also, there are now more players and the player population has grown. Now let's take this 1 step further and say that, instead of just 7 people looking to buy your game, there are 7 million people looking to buy your game. 1 million of them can afford to pay up to 30 dollars, and another million can afford to pay up to 20 dollars, but the other 6 million can only afford to pay up to 10 dollars. Do you want to make a total of 70 million dollars, 40 million dollars, or 30 million dollars? If you want to make only 30 million, raise the price of the game to 30 dollars and make 6 million people unhappy because they can't afford it. If you want to make only 40 million, keep the price at 20 dollars and make 5 million people unhappy. If you want to make 70 million, lower the price to 10 dollars and make all 7 million of those people very happy, which is what I would definitely do. This is the kind of thing that game developers, business owners, salespeople, money-makers, and any and all entrepreneurs need to consider when determine the prices of their products for their customers. You want to try to opt for a bigger and larger playerbase, as well as more customers and more money, not less. In other words, you can't simply just think in terms of "I will make the price 20 dollars and then raise it to 30 because I put time and money into it". This is why many of your other games like that "Kongai" crap and that so-called "Chess 2" were both a sheer mess, because you think in such incredibly simplified terms and you don't look at the bigger picture, and I will go into more detail about Kongai later. Here is the third problem with that argument: The idea that the value of something should be based on how much "time," "effort," or "money" that was invested into it is known as "The Labor Theory Of Value". Wikipedia fully, and more accurately (i guess?) defines the Labor Theory Of Value as "a heterodox theory of value that argues that the economic value of a good or service is determined by the total amount of "socially necessary labor" required to produce it, rather than by the use or pleasure its owner gets from it (demand) and its scarcity (supply)." Sirlin even said, and I quote, "I'm not hating on pucnh planet, but I mean....Fantasy Strike costs massively more to develop so you sure hope it can sell more." So he really does believe that fantasy strike will sell more than Punch Planet simply because it costed "massively more to develop". https://i.imgur.com/ZwSnSKC.png Remember the mud pie argument that I used earlier, about how you could invest so much into a mud pie and it still wouldn't automatically mean that selling it for 20 dollars is fair? Yeah, that mud pie can also cost "massively" to develop and it still wouldn't mean that putting it at 20 dollars is fair. That is the common mud pie argument used to easily debunk the Labor Theory Of Value, and I've used it to debunk Sirlin's idea that the amount that he invests into fantasy strike justifies it's unfair price. Ben Shapiro also uses the mud pie argument to debunk the Labor Theory Of Value in this youtube video. https://youtu.be/Y9O-NoccXQQ?t=192 Not only that, but, nobody really knows how much "time" "energy" "money" or "effort" you really put into fantasy strike. How much money and time did you invest into designing fantasy strike's graphics? 50 dollars 40 days 2 hours and 30 seconds? How much money and time did you invest into creating the models? 40 dollars 100 days 3 hours and 11 seconds? How much money and time did you invest into programming everything? 200 dollars 10 days 5 hours and 56 seconds? We don't know any of this, and I doubt you even kept track of exactly how much you invest into all these things? Yet you want to make us pay 20 dollars, and then 30 dollars when the game comes out? Thus reducing the amount of players who can afford it and then resulting in an even lower and worse player population? Even one of your own buddies agrees that fantasy strike is better off being sold at 10 dollars. He says, and I quote, "if it was $10 it would never die" https://i.imgur.com/om7U36y.png So why not take this person's advice? How do you trust this person enough to put 'em in charge of moderating your discord, but not enough to suggest to you that you should lower the price of the game??? Those are the 3 problems I have with that terrible argument. Did I forget to mention that, when you're paying 30 dollars for fantasy strike on the switch, you aren't paying just 30 dollars? No, you're also gonna have to pay an additional 20 dollars EVERY MOTHERFUCKING YEAR just to play fantasy strike online because in 2018 NiN10Doh decided to start charging money for their dogshit paid online membership. https://www.youtube.com/watch?v=t2MbclhRzmg So that means you're paying a total of 50 dollars which will result in even more complaints, and if for whatever reason you stop paying the required monthly or yearly cost or you miss the deadline or something... well fuck you; not only can you not play fantasy strike online anymore, but you also lose any saved data that you had, and the developers keep your money, even though playing online was completely free on the previous Nintendo consoles like the Wii U, 3DS, and Nintendo DS. You can even just stick to the steam version and not buy fantasy strike on the stupid switch console at all, where you only have to pay 30 dollars and you are not charged any additional fees to play online (and sometimes you can get it for even less when there are special sales going on such as Black Friday). In fact, if you have a copy of fantasy strike on steam, but your friend or family member doesn't and they want to play too, you can simply use steam's family sharing feature to allow their steam account to play your copy of fantasy strike, thus saving them money, instead of having both you and your friend each dish out a combined total of 100 dollars to play online on switch. Now, here's Sirlin's article on the fantasy strike website about the game being released on July 25 2019. http://www.fantasystrike.com/blog/2019/fantasy-strike-will-launch-on-nintendo-switch-playstation-4-pc-on-july-25 Let's read it, shall we? We’ve been working on Fantasy Strike for FOUR YEARS, so it’s with great excitement that we finally announce the upcoming launch of the game. On July 25th 2019, it will come to Nintendo Switch, PlayStation 4, and Steam (Windows, Mac, and Linux). First of all, it's already on Steam and you're acting like it hasn't been out on steam yet when it has, since 2017. It's just, only now, coming to the switch and playstation, so it should say "It has been on steam for years now and it will come to Nintendo Switch and Playstation 4" period, not "it will come to Nintendo Swtich, Playstation 4, and Steam". Secondly, didn't Sirlin himself admit several times in his discord that developing, porting, releasing, and selling the game on linux proved to be a horrible idea, due to the fact that only like 10 people purchased it? https://i.imgur.com/7Ld3lrn.png Why is he still trying to sell the game on Linux when he could just stick to Windows and Mac and save money? Over the years, we’ve vastly improved the graphics of the game, You call this a vast improvement?? https://www.youtube.com/watch?v=0MCka4Z_fNQ Also here is what fantasy strike looked like in 2016 for comparison. https://www.youtube.com/watch?v=BjsC3oSgFzg The only big difference is a few of the animations, but.... it doesn't really look like a vast improvement, does it? In fact, I find the 2016 graphics in this youtube video to be way better and more 3D'ish than the current version, so it looks like it got worse in the current build. https://www.youtube.com/watch?v=u8MmuY_WoOU In fact, there's even a stage that looks like the classic Street Fighter training stage with the grey checkerboards and the big red line in the middle, which isn't in the latest version. Here are the two of them, side-by-side https://i.imgur.com/tiRdO1V.png We’ve especially worked on the online play, both the technical side and the UI side to make it all as smooth as possible. Then why did you sit idly by and ignorantly allow "an insidious matchmaking bug" TO RUN RAMPANT AND MESS UP THE ONLINE PLAY FOR OVER 1.5 YEARS STRAIGHT?????? Oh, I know why you took so long to fix that bug; because you and your discordians were too busy sitting idly by, HOPING, HOPING, HOPING, HOPING, HOPING, and endlessly HOPING over and over that fantasy strike would do well on the consoles, right? https://i.imgur.com/LHrhF5O.png or maybe it's because you were just too busy "vastly" improving graphics, adding "innovative" features", and putting crappy laggy glitchy tutorial videos in the game that barely work and barely help, instead of prioritizing bugs/gltiches and fixing them, because polishing some little graphics is way more important than fixing the one thing that was outright killing your game, am I right? I'll go more into detail about that later, but let's just continue. After all, when Super Smash Brothers Ultimate first came out, that game also had a matchmaking bug where you would choose a ruleset and then get thrown into a match with completely different rules that what you selected, and Nintendo at least had the decency to quickly patch that bug within like a few weeks. Hundreds of people were still pissed and outraged about it though https://www.reddit.com/smashbros/comments/a494rq/online_in_its_current_state_is_very_concerning/https://www.reddit.com/Games/comments/a4hrn3/the_online_features_for_smash_bros_ultimate_are/https://www.reddit.com/SmashBrosUltimate/comments/a43p9d/smash_ultimate_online_is_actuallyterrible_please/ so one of your mates who said in your discord that super angry "is far more likely to lead to action of some sort" wasn't kidding when they said this, because they're right. People were super angry about this matchmaking bug and it got Nintendo's attention which lead to them fixing the bug, because naturally, anger can sometimes be a good motivator (although it's also wise to keep anger in check too). Let this be a lesson to learn David Sirlin, and another opportunity to improve your I.Q..... graphics can wait; you need to prioritize bug fixes over graphics, especially ones that kill your game, then maybe you wouldn't be stuck in this fucking financial mess of yours that you put yourself in. https://i.imgur.com/w2EgP4L.png We’ve traveled across the country to over a dozen trade shows and conventions such as Evolution, Penny Arcade Expo, PlayStation Experience and NorCal Regionals. The response at all these has been phenomenal with our booth packed almost all the time. The thing we’ve heard repeatedly at every single event is: “Great game, Yeah, it's so "great" until they go into the online matchmaking and get their asses kicked by a tournament-winning professional champion grandmaster player like CWheezy22 then quit the game because it's still too hard for them, despite the controls being simplified. https://i.imgur.com/nzxR8yM.jpg They will even cry about how "there are no surprises" and how "there is no secret tech i can pull out vs a lvl91 player" https://i.imgur.com/pDlew9d.png I bet that's what happened when you tried to sell the game on linux; a bunch of people bought the game, played it, realized that it was still too hard for them despite having simple controls, could not handle getting wrecked by someone with thousands of hours of playtime, and then quit, thus deterring other people from buying the game since there were now very few and fewer players. Did you even tell these people at the trade shows that they could get it on steam instead of having to wait for the full console releases? Also, to the person in the fantasy strike discord who asked 'what are "surprises" in this context?' and didn't understand what the customer meant when he was talking about how "in usfiv i could win by playing dan because ppl lackled knowledge of the chgaracter," "this omniraptor guy im playing against knows every matchup and every move, ect there is nothing i can surprise him with," "my point still stands, there are no surprises," "if your casual in another game maybe you have tricks that other ppl dont know about gimmicks because the rosters are so large even pros have trouble with low tier chars sometimes because they arnt played often," "there is 10 chars and they have the basic functions if you play the game you're not going to be sutrprised by anything," https://i.imgur.com/YeYKta7.png allow me to shed some light on what the customer meant when he said that. You see, there's an old saying by Mark Twain that goes, "There are some things that can beat smartness and foresight. Awkwardness and stupidity can. The best swordsman in the world doesn't need to fear the second best swordsman in the world; no, the person for him to be afraid of is some ignorant antagonist who has never had a sword in his hand before; he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot." This little paradigm is something that is present a lot in fighting games that aren't really simple, but aren't really so complicated either as people make them out to be, and it does greatly contribute to all the hype and excitement of many fighting games, even if you may not realize it. The last part of that quote, "he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot" is the most important part in a fighting game where so-called "noobs" tend to beat "much better" players. What this means is that, because many of these fighting games, as well as card games such as Yu-Gi-Oh to a certain extent, have so many characters and so much little tricks and nuances within various characters (and no I'm not referring to something basic like Lum's C move in fantasy strike that throws a random projectile), even the best players in the world of those fighting games have to constantly worry about some random person that they've never seen before come out of nowhere and doing "the thing he ought not to do" and catching the expert out. When random players who are considered to be not very good at the game or fairly new to the game come out and take down professional champions using uncommon risky tactics, it's very exciting, and the crowd often gets so hyped up! In fact, it's far more exciting than when someone who is much closer to said champion's "skill level," or equal to that skill level, beats said champion using normal fundamentals. So generally speaking, it's great, hype-inducing, and so much fun when you see players who are "bad" at the game win with obscure characters and tactics against a professional champion, then when you simply see two equals going at it. We generally like when players, whether they are very good at the game or not, are able to find extremely creative ways and play styles to outplay their opponent that go against the "norm," "metagame," or "meta strategy" of how their character should be played. When that customer said "in usfiv i could win by playing dan because ppl lackled knowledge of the chgaracter," he was NOT referring to "exploitable bugs" at all. Even if he was referring to some bug, there is not wrong with looking for exploitable things and using whatever means necessary to win competitively, so long as the so-called "bug" is legal in tournament play, and if it isn't legal, or if it's game-breaking, then it should either be patched in an update or banned outright. Remember that in the very early days of fighting games, combos were once a "bug" that people "exploited". Sometimes a small bug like that (so long as it didn't break the game or destroy it or crash it or something) can actually add depth to a game and make it more fun and interesting, which it why it was purposefully left unpatched, and actually lead to actual combos being implemented in many future games, like the early "bug" combos in the early days. The customer wasn't referring to that, though. He was referring to the fact that Ultra Street Fighter 4 had a total of 44 characters, all of which had vastly different strategies, strengths, weaknesses, play styles, gimmicks, and tricks up their sleeves. To learn all 44 of those characters, learn each and every one of their play styles, gimmicks, weaknesses, and tricks, and develop a solid counter-strategy for each and every single one of them, would be far too tedious and boring to be worth the effort for most people, even for the best champion players. However, at the same time, whether you're a champion or a noob, you can't just NOT learn anything about other different characters in Ultra Street Fighter 4 and expect to do very well in highly competitive events. So what do the best players do in this situation? They simply pick around 10 or 20 of those 44 characters who they strongly believe are widely considered "high-tier" or "top-tier," as well as characters that they strongly believe they will have some serious trouble dealing with in tournament brackets (like if a certain character is considered to be a low-tier or bottom-tier character but still has a strong/even matchup against 1 or 2 of the top-tier characters that said best player mains) and those best players will just try to develop counter-strategies for those characters instead of trying to develop one for each and every one of the 44 characters, because, realistically, if there is a character who is SO TERRIBLE and widely considered to be BOTTOM-TIER, like Ultra Street Fighter 4's Dan, who barely wins you any tournaments, then it makes sense to completely ignore said character and not play them or learn them. Then, since everybody is now fully aware that Dan is the "worst" character in the game, everybody knows that nobody will really play Dan. So realistically, when champions are figuring out what their list of characters, to focus on and to develop solid counter-strategies for in the metagame, should look like, they will almost always start by scratching Dan off of that list, and they won't waste their time learning and developing a counter-strategy for Dan, because nobody plays Dan due to him being the "worst" character to play, because, why would you waste time developing a clear-cut counter-strategy for something that you're pretty much never going to have to see or worry about or deal with in any competitive tournament or event? So to answer that question, 'what are "surprises" in this context,' well, in this case, Dan himself would be the "surprise" in this context! The customer could win by playing Dan, because people lacked knowledge of the character, because they didn't see the point in looking to gain any knowledge of the character or develop any clear-cut counter-strategy against him since it's been established that the character is the worst in the game and nobody will really be playing him anyways, as it doesn't make sense to play something that is the worst when you are trying to maximize your odds of winning. You would play a "better" character which will raise your odds of winning, so players wouldn't really have to worry about Dan all that much, because it just made more sense to try to develop counter-strategies against much stronger, more popular, and higher-tier'd characters like Akuma or Cammy or something, since characters like those would be the characters that most people would be playing, especially in all those highly competitive tournaments, and it just makes sense to prepare to face-off against those characters multiple times, since it's just most likely that many people would be playing them. Does this prove that Ultra Street Fighter 4 is complex and unbalanced? Yes. However, does that automatically mean that this is a bad thing, or that Ultra Street Fighter 4 is a bad game overall because of this? No, because as I've just explained, the customer was actually able to use all of that complexity to his advantage and still score wins against "better" players despite playing such an "awful" character. The way I view "complexity" in fighting games is that it's usually a double-edged sword. It can be greatly beneficial to a game to have some major complexity if done right, since it could lead to some interesting, surprising, and exciting things, like the customer winning despite playing the worst character, but could also be detrimental if done very poorly and badly. The same thing goes for "imbalance". Having imbalance can be really good, and can even add some more depth to the game, if it results in hype situations where decent players can still win against "very good" players despite playing "horrible" characters simply because of Mark Twain's paradox (applied to fighting games) where, because the character is established to be the worst, nobody plays them, and because nobody plays them, nobody feels the need to learn about them, and because nobody knows them, someone plays them and is now at an advantage because nobody knows them, then people realize that they need to learn about them because noobs are winning with them, and then suddenly nobody can win with them any more because everyone now knows them, so people stop playing them, and then people forget about them eventually..... until someone plays them again, and the whole thing repeats itself from there. However, when the imbalance is so bad like with Akuma from Super Street Fighter 2 Turbo, or Meta Knight from Super Smash Brothers Brawl, it really hurts the game, and does far more harm than good. That is an example of Mark Twain's quote being applied to something like Ultra Street Fighter 4. Most "smart" players would play a "high" or "top" tier character in Ultra Street Fighter 4 to maximize their odds of winning, and they don't "need to fear the second best swordsman in the world" who is in this case, the person who also plays a more common top-tier character because that "best swordsman" smart player has studied the matchup against that top-tier character because everyone knows that a lot of people will be playing that top-tier character and it makes perfect sense to be fully prepared to face at least several players playing that top-tier character. Playing someone obscure like Dan would be an example of pure "awkwardness and stupidity" since it is would usually be viewed as awkward and stupid to play the worst character that hardly anyone looks at or thinks about, and the customer did just that. The customer behaved just like the "ignorant antagonist who has never had a sword in his hand before" in Mark Twain's quote, "he doesn't do the thing he ought to do," (which is play a higher tier'd character) "and so the expert," (who is, in this case, the so-called skilled player playing a top-tier character) "isn't prepared for him" (the skilled player isn't prepared to face-off against the customer's Dan because the skilled player didn't bother to learn and study that matchup); "he does the thing he ought not to do" (which is play the horrible bottom-tier Dan); "and often it catches the expert out and ends him on the spot" (in other words, the customer surprises the expert who doesn't know how to fight Dan, and manages to score wins). Core-A-Gaming made a video talking about why button-mashing hardly works, and he says, and I quote, "one of the most memorable street fighter matches was at DreamHack 2013; an unknown amateur Ryu who went by the tag, 'Ghandi' had such a bizzare playstyle, he tilted his more orthodox opponent and ended up beating him". It's another classic example of someone behaving like the "ignorant antagonist" and taking advantage of the complexity and beating "better" players than him with various surprises that neither him nor the better player knew anything about, thus creating so much hype and excitement. The reason Mark Twain's paradigm works so well, has to do a specific quote in Sun Tsu's "The Art Of War" that goes, "If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat." In order words, in a fighting game as complex as the customer's Ultra Street Fighter 4, the customer knew the enemy (the people who would play the high-tier and top-tier characters and the strengths and weaknesses of those characters) and also knew himself (his character that is considered to be the worst) so he "need not fear the result" of a hundred battles (he can score wins because of his knowledge) while the enemy knew themself (their top-tier characters) but didn't know Dan. Fantasy strike throws Mark Twain's idea of an expert oftentimes getting caught off guard by a noob, as well as Sun Tsu's idea of people of all skill levels having to worry about their enemy knowing something vital that they don't, completely out the window. Then David Sirlin goes on to say in the discord that "The depth doesn't come from doing techniques no one has thought of yet. It comes from the difficulty in making a large number of good decisions every single round." but what if the so-called "good decisions" INVOLVES doing something no one has thought of yet? Then you're hurting a lot of the depth in the game while leaving barely enough to keep it at least somewhat interesting for a small handful of players. Take a look at this tournament footage of fantasy strike and tell me, at what point do the commentators get all hyped up? 'Cause all I see is that they're bored and not interested in what they're commentating, unlike the commentators from the footage of other games who get really excited when the popular skilled player is caught off guard by someone who is unheard of. There are hundreds more examples out there with many different games of many different genres, but these are just a few that immediately came to mind. In fantasy strike, it's easy and straight-forward to develop a counter-strategy for every character. It isn't like in the other games where even the best players can't develop a strategy for everything, but in fantasy strike, you can have all of the best strategies down-packed because of how simplified it is, and then there isn't really much meaningful decision-making because of how restricted all of the characters are (no crouching, no dashing, no advanced things that players can take advance off) and fantasy strike completely removes the opportunity for players who are bad at the game to behave like Mark Twain's "ignorant antagonist" and surprise better players, by "knowing the enemy and knowing oneself" according to Sun Tzu. Fantasy strike gains quite a bit of depth because of "the difficulty in making a large number of good decisions every single round" but also loses quite a bit of depth too because of the fact that you cannot possibly strive for something that will catch the experts off guard. To a certain degree, it does "makes sense that good players are going to have enough familiarity with the cast that you cannot surprise them with some normal thing a character has" like is said in the discord, but at the same time, it also makes sense that spectators and commentators get super-excited at how even the best players have to worry about some random person (newbie or not) who's only been playing for like a few weeks or months to be coming out of nowhere and catching them off guard with something that they've never developed a perfect counter-strategy for and beating them in a match, since fighting games generally benefit from having a lot of room for weird surprises and wild creativity, since that stuff is hype-inducing and attracts new players too. When the game is so "simple" to the point where you see the exact same 2 people (CWheezy and Neb) in the grand finals of just about of every fantasy strike tournament, it tends to get stale and boring for spectators. People like when different people win, not just a teeny tiny handful of experts who developed a perfect counter-strategy for just about everything. When this person in the discord says "so basically, the problem is that you have to actually get better at the game in order to win," well, the thing is, because fantasy strike is too simple for it's own good, while also still trying to be "deep" at the same time, there isn't really a whole lot to "actually get better at" to begin with. You just form a counter-strategy for all the characters, master a few fundamentals, make all the "correct decisions" in-game, and you're good to go. Hell, you can even get assistance in the fantasy strike forums for forming easy, reliable, and near-perfect counter-strategies against characters like Grave, Geiger, Rook, Valerie, Jaina, and Midori, as well as having each and every one of these strategies memorized and down-packed, all while improving those basic counter-strategies effortlessly should they start to become stale, thus further shutting down the fun hype-inducing concept of the "ignorant antagonist" surprising the "expert". The fact that everything has been dumbed way down prevents players who may not be great players from finding any complexity or imbalance that they can use to their advantage to give themselves a fighting chance against professionals. The fact that everything has been dumbed way down means that many of the players who DO "actually get better at the game in order to win" like that person in the discord says, such as Rexford2684 will quickly run out of things to improve upon after they've developed their basic yet powerful counter strategies, and likely get bored of the game. People played the game for dozens if not hundreds of hours and mastered just about everything that they needed to master, and then moved on from the game after getting bored, while even fewer people like CWheezy and Neb stuck around to keep playing for thousands more hours. I have to stop here due to reddit's 40000-character limit and continue with Sirlin's article in the comments.
Gentlemen, and possibly ladies who play, I have been playing craps for two years now, basically that means I've done 4 trips to Vegas purely to play craps. I'm up $5k so I have found success and I am a reliable shooter, 46 roll is my longest as counted at the Fremont casino. i want to learn how to maximize the betting strategy for 6 and 8's. can someone help me with sophisticated 6 and 8 betting progressions? let me explain: I'll put $12 on 6 and 8 and i have experimented with going up a single unit on each if one of the numbers hit as well as simply full pressing the one that hit and leaving the other at $12. does anyone else raise either the 6 or 8 when one hits or is it best to press or raise only the number that hit? also, when i get one or both of the numbers up to $30, I lose understanding on what is a smart progression to go on after one of the numbers hit again. do i just raise one by $12 or both by a unit? or a full press on the one that hit? all thoughts and input on what is best to do is welcomed. i lack the understanding on what the number will pay out at the $30 mark and above so i just dont know what is the smartest strategy. hoping for a good discussion here as I absolutely love the game and constantly looking to learn and improve.
Went to bed last night feeling pretty good about myself. Was able to finally get to press and play a little aggressive. I'm very risk adverse in the casino by nature so this has been anew experience. Woke up, exchanged my green backs for Canadian and hit the table thar had one other guy on it. He's betting 50 on the pass line so I wait for hot point to finish before jumping in. Was on the opposite end of the table. He 7ed after I got there but took it in stride. I didn't have action so he rolled again. Put up my dollar fire bet. To shorten this story, he hit 7 points. 4 to the fire. I then hit 4 points only three to the fire. A group of three jumped in at the end of our rule. The guy with the greens and I looked at each other and decided to color up. He had a stack of green the length of his arm. They broke out at least one orange and one purple chip. I cashed in at 550 (from a 140 buy in and went to lunch) Came back to a cold table. Moved to the other table. Guy hit a 5 point fire which I was too late to get in on He made me some money. His wife rolled next. I used this strategy, no pass, 6 and 8 for 12. On the first hit dropped 6 to get a 5 and 9. Collect the next 2 and then press one unit of a number every hit. It was going pretty well. I've never in my life bought a 4 or 10, but I got the chance. I know I missed out on all the odds on points but I did just fine hitting numbers. My rolls weren't great. I hit a few hard ways for the dealers, had the table to myself for a half hour and survived. In the end I brought 600 one left with 540. Almost 2 full days of craps and lost 60 (some of thar was converting my money both ways). Never bought in for more than 200 and started with as low as 120. I really like this casino and hope to get back there one more time this year. Since note, watched a 7 Seas member buy in for 2600 during my roll and got no action. Had graph paper and was mapping out my throws. He finally started betting the donts which was went I started to hit points. It was just the 2 of us and he was giving me glares. I felt bad when he dropped 120 each on the 6 and 8 and i immediately 7ed out. He went to a new table.
Why would anyone pay 29 dollars and 99 cents for fantasy strike?!
I'm dividing this post into 8 parts (with this being part 1/8) and the TLDR is at the bottom of part 8 for those who don't like reading
Okay, so within a few days from the time that I post this, fantasy strike will be released on the switch. To be more specific, it's being released on July 25 2019. David Sirlin (or Sirloin, or Sorelamb, or Sourlion, or Serialemon however the hell you wanna spell it) even wrote an article on the fantasy strike website talking about this, but that article didn't specify what the price of the game would be, so I had to go to this other article to see. https://www.touchtapplay.com/fighting-game-fantasy-strike-launches-on-nintendo-switch-next-month/
Fantasy Strike will be released on the Nintendo Switch eShop on July 25th for the price of $29.99 USD
When I read this, the first thing I thought was "WTF!?" he is going to release this game on the switch for.... THIRTY DOLLARS?!!? WHY??!!!! It was PERFECTLY FINE AT 20, MAN! In fact, I would say that the price should be LOWERED, not RAISED. This is such a BIG motherfucking oopsie and I bet pewdiepie would 100% agree with me on that. I mean, you've already got several people writing steam reviews and complaining, talking about how the price of the game is too much for a game with so little, and if you don't believe me, you can just go look at some of those reviews to see for yourself. You can also find people here on reddit, on steam, the fantasy strike forums itself, and even also within the fantasy strike discord itself, also complaining about the price of the game, and you're telling me you want to raise the price to 30 dollars, thus resulting in even more complaints and upset people????????????????????!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! The other day, one upset customer brainfraud whose discord account is now deleted, was brave enough to confront David Sirlin in his discord, demanding to know why there weren't any surprises within the game, and why the price of the game was at 20 dollars and not something lower. Here's the screenshot of that conversation, also, if you think I'm taking any of this shit outta context or something, you can just go in their discord and search "the game being 20 dollars was a big part" and find it and read it fully. https://i.imgur.com/dirY8lQ.png Now get this, ladies and gentlemen: Sirlin told the customer that the reason he thinks his game is worth 20 dollars and will be worth 30 dollars for the Switch is because it, and I quote, "Took hundreds of thousands of dollars and years to make" and "will take hundreds of thousands more dollars to finish too". There are 3 major fucking issues with this stupid-ass argument of his, and I'm gonna be a nice person, address these issues with that argument, and educate David Sirlin so that he can learn a valuable thing or two and greatly improve. The first major problem with this argument is that just because it "Took hundreds of dollars and years to make" doesn't necessarily justify it being at 20 dollars. You can invest "hundreds of dollars and years" into making a mud pie, but that wouldn't automatically make those mud pies worth 20 dollars, let alone 30. The same thing goes for games that very few people are giving a damn about. There are game developers who put more effort and invest more into their games than Sirlin does, yet they choose to be nice and sell the game for less money. Sometimes they even make it playable for free. Others will genuinely believe that their game is worth more than 30 dollars and will sell it for more, and others will start the price of the game at something like 50 or 60 dollars, but then drop it to like 30, 20, or 10 dollars or something. You once had to pay money for Counter Strike Global Offensive, but now it is free on steam. Games like Street Fighter V costed a full 60 dollars when it first came out, but eventually dropped to like 30 or 20 dollars because the developers of that game decided that 60 dollars was not a fair price and lowered it. When I was a kid, we had to pay good money for Gameboy Advance, Sony PSP, and Nintendo DS Lite games before emulators became a thing and then we would have access to all of these games for free. There are many more examples, but these are just a few that I could think of at the top of my head. The second major problem with this argument is that, not only does it not take into account the fact that sometimes you can make just as much money selling the game at a lower price, if not more, but it also completely ignores the whole concept of supply and demand, which is that if there is a low supply and high demand for something, then it makes sense to have a high price for it, while if there is high supply and low demand, then it makes sense to have a low price for it. Steamcharts shows that fantasy strike has little to no players, so maybe it did make sense to have the game at 20 or 30 dollars back in 2017 when it first came out on steam, just to see if there would be a high demand for it or a low demand for it, but now we see that there is just a very low demand for fantasy strike, so it would just make sense to either lower the price of the game or keep it at 20 dollars, but certainly not raise it. There are exceptions, like the aforementioned Counter Strike Global Offensive which could keep selling for money but is instead free, but that high demand for fantasy strike that you were hoping for isn't existing. I also said that you can oftentimes make just as much money selling things at a lower price, if not more, and that can be proven too. You just need to look at successful stores such as Walmart, which have very cheap and low prices, and yet still have hundreds if not thousands of customers daily and make so much money daily, simply because there is a high supply and high demand for their product, as well as low prices to attract far more customers than they would if they had high prices, but there just isn't that high of a demand for fantasy strike and there never really was. You can also consider the following scenario: You are currently trying to sell fantasy strike for it's default price, which is 20 dollars. Some people have decided that they are interested in buying your product. Let's call these 7 people Ai, Bi, Ci, Di, Ei, Fi, and Gi (cause I'm too goddamn lazy to come up with better names). Ai and Bi have 30 dollars to spare, Ci has 20 dollars to spare, while Di, Ei, Fi, and Gi, only have 10 dollars to spare, so those 4 can't afford fantasy strike while the other 3 people can. In this case, you would be making a total of 60 dollars selling fantasy strike, because Ai, Bi, and Ci can pay 20 dollars each for it and play, but Di, Ei, Fi, and Gi can't pay for it. Now imagine what would happen if people now had to pay 30 dollars for fantasy strike. Suddenly, only Ai and Bi could buy it, while the other 5 friends can't buy it, so you would still technically be making a total of 60 dollars selling fantasy strike, but then the game wouldn't have as many players, and then people would be complaining about not only the unfair price, but also the low player population. So what would be the best thing to do in this situation? You could simply lower the price of the game to 10 dollars so that Ai, Bi, Ci, Di, Ei, Fi, and Gi can all afford it and pay 10 dollars each for it, and guess what? Not only are you making a total of 70 dollars selling fantasy strike instead of just the usual 60, despite lowering the price, but also, there are now more players and the player population has grown. Now let's take this 1 step further and say that, instead of just 7 people looking to buy your game, there are 7 million people looking to buy your game. 1 million of them can afford to pay up to 30 dollars, and another million can afford to pay up to 20 dollars, but the other 6 million can only afford to pay up to 10 dollars. Do you want to make a total of 70 million dollars, 40 million dollars, or 30 million dollars? If you want to make only 30 million, raise the price of the game to 30 dollars and make 6 million people unhappy because they can't afford it. If you want to make only 40 million, keep the price at 20 dollars and make 5 million people unhappy. If you want to make 70 million, lower the price to 10 dollars and make all 7 million of those people very happy, which is what I would definitely do. This is the kind of thing that game developers, business owners, salespeople, money-makers, and any and all entrepreneurs need to consider when determine the prices of their products for their customers. You want to try to opt for a bigger and larger playerbase, as well as more customers and more money, not less. In other words, you can't simply just think in terms of "I will make the price 20 dollars and then raise it to 30 because I put time and money into it". This is why many of your other games like that "Kongai" crap and that so-called "Chess 2" were both a sheer mess, because you think in such incredibly simplified terms and you don't look at the bigger picture, and I will go into more detail about Kongai later. Here is the third problem with that argument: The idea that the value of something should be based on how much "time," "effort," or "money" that was invested into it is known as "The Labor Theory Of Value". Wikipedia fully, and more accurately (i guess?) defines the Labor Theory Of Value as "a heterodox theory of value that argues that the economic value of a good or service is determined by the total amount of "socially necessary labor" required to produce it, rather than by the use or pleasure its owner gets from it (demand) and its scarcity (supply)." Sirlin even said, and I quote, "I'm not hating on pucnh planet, but I mean....Fantasy Strike costs massively more to develop so you sure hope it can sell more." So he really does believe that fantasy strike will sell more than Punch Planet simply because it costed "massively more to develop". https://i.imgur.com/ZwSnSKC.png Remember the mud pie argument that I used earlier, about how you could invest so much into a mud pie and it still wouldn't automatically mean that selling it for 20 dollars is fair? Yeah, that mud pie can also cost "massively" to develop and it still wouldn't mean that putting it at 20 dollars is fair. That is the common mud pie argument used to easily debunk the Labor Theory Of Value, and I've used it to debunk Sirlin's idea that the amount that he invests into fantasy strike justifies it's unfair price. Ben Shapiro also uses the mud pie argument to debunk the Labor Theory Of Value in this youtube video. https://youtu.be/Y9O-NoccXQQ?t=192 Not only that, but, nobody really knows how much "time" "energy" "money" or "effort" you really put into fantasy strike. How much money and time did you invest into designing fantasy strike's graphics? 50 dollars 40 days 2 hours and 30 seconds? How much money and time did you invest into creating the models? 40 dollars 100 days 3 hours and 11 seconds? How much money and time did you invest into programming everything? 200 dollars 10 days 5 hours and 56 seconds? We don't know any of this, and I doubt you even kept track of exactly how much you invest into all these things? Yet you want to make us pay 20 dollars, and then 30 dollars when the game comes out? Thus reducing the amount of players who can afford it and then resulting in an even lower and worse player population? Even one of your own buddies agrees that fantasy strike is better off being sold at 10 dollars. He says, and I quote, "if it was $10 it would never die" https://i.imgur.com/om7U36y.png So why not take this person's advice? How do you trust this person enough to put 'em in charge of moderating your discord, but not enough to suggest to you that you should lower the price of the game??? Those are the 3 problems I have with that terrible argument. Did I forget to mention that, when you're paying 30 dollars for fantasy strike on the switch, you aren't paying just 30 dollars? No, you're also gonna have to pay an additional 20 dollars EVERY MOTHERFUCKING YEAR just to play fantasy strike online because in 2018 NiN10Doh decided to start charging money for their dogshit paid online membership. https://www.youtube.com/watch?v=t2MbclhRzmg So that means you're paying a total of 50 dollars which will result in even more complaints, and if for whatever reason you stop paying the required monthly or yearly cost or you miss the deadline or something... well fuck you; not only can you not play fantasy strike online anymore, but you also lose any saved data that you had, and the developers keep your money, even though playing online was completely free on the previous Nintendo consoles like the Wii U, 3DS, and Nintendo DS. You can even just stick to the steam version and not buy fantasy strike on the stupid switch console at all, where you only have to pay 30 dollars and you are not charged any additional fees to play online (and sometimes you can get it for even less when there are special sales going on such as Black Friday). In fact, if you have a copy of fantasy strike on steam, but your friend or family member doesn't and they want to play too, you can simply use steam's family sharing feature to allow their steam account to play your copy of fantasy strike, thus saving them money, instead of having both you and your friend each dish out a combined total of 100 dollars to play online on switch. Now, here's Sirlin's article on the fantasy strike website about the game being released on July 25 2019. http://www.fantasystrike.com/blog/2019/fantasy-strike-will-launch-on-nintendo-switch-playstation-4-pc-on-july-25 Let's read it, shall we?
We’ve been working on Fantasy Strike for FOUR YEARS, so it’s with great excitement that we finally announce the upcoming launch of the game. On July 25th 2019, it will come to Nintendo Switch, PlayStation 4, and Steam (Windows, Mac, and Linux).
First of all, it's already on Steam and you're acting like it hasn't been out on steam yet when it has, since 2017. It's just, only now, coming to the switch and playstation, so it should say "It has been on steam for years now and it will come to Nintendo Switch and Playstation 4" period, not "it will come to Nintendo Swtich, Playstation 4, and Steam". Secondly, didn't Sirlin himself admit several times in his discord that developing, porting, releasing, and selling the game on linux proved to be a horrible idea, due to the fact that only like 10 people purchased it? https://i.imgur.com/7Ld3lrn.png Why is he still trying to sell the game on Linux when he could just stick to Windows and Mac and save money?
Over the years, we’ve vastly improved the graphics of the game,
You call this a vast improvement?? https://www.youtube.com/watch?v=0MCka4Z_fNQ Also here is what fantasy strike looked like in 2016 for comparison. https://www.youtube.com/watch?v=BjsC3oSgFzg The only big difference is a few of the animations, but.... it doesn't really look like a vast improvement, does it? In fact, I find the 2016 graphics in this youtube video to be way better and more 3D'ish than the current version, so it looks like it got worse in the current build. https://www.youtube.com/watch?v=u8MmuY_WoOU In fact, there's even a stage that looks like the classic Street Fighter training stage with the grey checkerboards and the big red line in the middle, which isn't in the latest version. Here are the two of them, side-by-side https://i.imgur.com/tiRdO1V.png
We’ve especially worked on the online play, both the technical side and the UI side to make it all as smooth as possible.
Then why did you sit idly by and ignorantly allow "an insidious matchmaking bug" TO RUN RAMPANT AND MESS UP THE ONLINE PLAY FOR OVER 1.5 YEARS STRAIGHT?????? Oh, I know why you took so long to fix that bug; because you and your discordians were too busy sitting idly by, HOPING, HOPING, HOPING, HOPING, HOPING, and endlessly HOPING over and over that fantasy strike would do well on the consoles, right? https://i.imgur.com/LHrhF5O.png or maybe it's because you were just too busy "vastly" improving graphics, adding "innovative" features", and putting crappy laggy glitchy tutorial videos in the game that barely work and barely help, instead of prioritizing bugs/gltiches and fixing them, because polishing some little graphics is way more important than fixing the one thing that was outright killing your game, am I right? I'll go more into detail about that later, but let's just continue. After all, when Super Smash Brothers Ultimate first came out, that game also had a matchmaking bug where you would choose a ruleset and then get thrown into a match with completely different rules that what you selected, and Nintendo at least had the decency to quickly patch that bug within like a few weeks. Hundreds of people were still pissed and outraged about it though https://www.reddit.com/smashbros/comments/a494rq/online_in_its_current_state_is_very_concerning/https://www.reddit.com/Games/comments/a4hrn3/the_online_features_for_smash_bros_ultimate_are/https://www.reddit.com/SmashBrosUltimate/comments/a43p9d/smash_ultimate_online_is_actuallyterrible_please/ so one of your mates who said in your discord that super angry "is far more likely to lead to action of some sort" wasn't kidding when they said this, because they're right. People were super angry about this matchmaking bug and it got Nintendo's attention which lead to them fixing the bug, because naturally, anger can sometimes be a good motivator (although it's also wise to keep anger in check too). Let this be a lesson to learn David Sirlin, and another opportunity to improve your I.Q..... graphics can wait; you need to prioritize bug fixes over graphics, especially ones that kill your game, then maybe you wouldn't be stuck in this fucking financial mess of yours that you put yourself in. https://i.imgur.com/w2EgP4L.png
We’ve traveled across the country to over a dozen trade shows and conventions such as Evolution, Penny Arcade Expo, PlayStation Experience and NorCal Regionals. The response at all these has been phenomenal with our booth packed almost all the time. The thing we’ve heard repeatedly at every single event is: “Great game,
Yeah, it's so "great" until they go into the online matchmaking and get their asses kicked by a tournament-winning professional champion grandmaster player like CWheezy22 then quit the game because it's still too hard for them, despite the controls being simplified. https://i.imgur.com/nzxR8yM.jpg They will even cry about how "there are no surprises" and how "there is no secret tech i can pull out vs a lvl91 player" https://i.imgur.com/pDlew9d.png I bet that's what happened when you tried to sell the game on linux; a bunch of people bought the game, played it, realized that it was still too hard for them despite having simple controls, could not handle getting wrecked by someone with thousands of hours of playtime, and then quit, thus deterring other people from buying the game since there were now very few and fewer players. Did you even tell these people at the trade shows that they could get it on steam instead of having to wait for the full console releases? Also, to the person in the fantasy strike discord who asked 'what are "surprises" in this context?' and didn't understand what the customer meant when he was talking about how "in usfiv i could win by playing dan because ppl lackled knowledge of the chgaracter," "this omniraptor guy im playing against knows every matchup and every move, ect there is nothing i can surprise him with," "my point still stands, there are no surprises," "if your casual in another game maybe you have tricks that other ppl dont know about gimmicks because the rosters are so large even pros have trouble with low tier chars sometimes because they arnt played often," "there is 10 chars and they have the basic functions if you play the game you're not going to be sutrprised by anything," https://i.imgur.com/YeYKta7.png allow me to shed some light on what the customer meant when he said that. You see, there's an old saying by Mark Twain that goes, "There are some things that can beat smartness and foresight. Awkwardness and stupidity can. The best swordsman in the world doesn't need to fear the second best swordsman in the world; no, the person for him to be afraid of is some ignorant antagonist who has never had a sword in his hand before; he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot." This little paradigm is something that is present a lot in fighting games that aren't really simple, but aren't really so complicated either as people make them out to be, and it does greatly contribute to all the hype and excitement of many fighting games, even if you may not realize it. The last part of that quote, "he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot" is the most important part in a fighting game where so-called "noobs" tend to beat "much better" players. What this means is that, because many of these fighting games, as well as card games such as Yu-Gi-Oh to a certain extent, have so many characters and so much little tricks and nuances within various characters (and no I'm not referring to something basic like Lum's C move in fantasy strike that throws a random projectile), even the best players in the world of those fighting games have to constantly worry about some random person that they've never seen before come out of nowhere and doing "the thing he ought not to do" and catching the expert out. When random players who are considered to be not very good at the game or fairly new to the game come out and take down professional champions using uncommon risky tactics, it's very exciting, and the crowd often gets so hyped up! In fact, it's far more exciting than when someone who is much closer to said champion's "skill level," or equal to that skill level, beats said champion using normal fundamentals. So generally speaking, it's great, hype-inducing, and so much fun when you see players who are "bad" at the game win with obscure characters and tactics against a professional champion, then when you simply see two equals going at it. We generally like when players, whether they are very good at the game or not, are able to find extremely creative ways and play styles to outplay their opponent that go against the "norm," "metagame," or "meta strategy" of how their character should be played. When that customer said "in usfiv i could win by playing dan because ppl lackled knowledge of the chgaracter," he was NOT referring to "exploitable bugs" at all. Even if he was referring to some bug, there is not wrong with looking for exploitable things and using whatever means necessary to win competitively, so long as the so-called "bug" is legal in tournament play, and if it isn't legal, or if it's game-breaking, then it should either be patched in an update or banned outright. Remember that in the very early days of fighting games, combos were once a "bug" that people "exploited". Sometimes a small bug like that (so long as it didn't break the game or destroy it or crash it or something) can actually add depth to a game and make it more fun and interesting, which it why it was purposefully left unpatched, and actually lead to actual combos being implemented in many future games, like the early "bug" combos in the early days. The customer wasn't referring to that, though. He was referring to the fact that Ultra Street Fighter 4 had a total of 44 characters, all of which had vastly different strategies, strengths, weaknesses, play styles, gimmicks, and tricks up their sleeves. To learn all 44 of those characters, learn each and every one of their play styles, gimmicks, weaknesses, and tricks, and develop a solid counter-strategy for each and every single one of them, would be far too tedious and boring to be worth the effort for most people, even for the best champion players. However, at the same time, whether you're a champion or a noob, you can't just NOT learn anything about other different characters in Ultra Street Fighter 4 and expect to do very well in highly competitive events. So what do the best players do in this situation? They simply pick around 10 or 20 of those 44 characters who they strongly believe are widely considered "high-tier" or "top-tier," as well as characters that they strongly believe they will have some serious trouble dealing with in tournament brackets (like if a certain character is considered to be a low-tier or bottom-tier character but still has a strong/even matchup against 1 or 2 of the top-tier characters that said best player mains) and those best players will just try to develop counter-strategies for those characters instead of trying to develop one for each and every one of the 44 characters, because, realistically, if there is a character who is SO TERRIBLE and widely considered to be BOTTOM-TIER, like Ultra Street Fighter 4's Dan, who barely wins you any tournaments, then it makes sense to completely ignore said character and not play them or learn them. Then, since everybody is now fully aware that Dan is the "worst" character in the game, everybody knows that nobody will really play Dan. So realistically, when champions are figuring out what their list of characters, to focus on and to develop solid counter-strategies for in the metagame, should look like, they will almost always start by scratching Dan off of that list, and they won't waste their time learning and developing a counter-strategy for Dan, because nobody plays Dan due to him being the "worst" character to play, because, why would you waste time developing a clear-cut counter-strategy for something that you're pretty much never going to have to see or worry about or deal with in any competitive tournament or event? So to answer that question, 'what are "surprises" in this context,' well, in this case, Dan himself would be the "surprise" in this context! The customer could win by playing Dan, because people lacked knowledge of the character, because they didn't see the point in looking to gain any knowledge of the character or develop any clear-cut counter-strategy against him since it's been established that the character is the worst in the game and nobody will really be playing him anyways, as it doesn't make sense to play something that is the worst when you are trying to maximize your odds of winning. You would play a "better" character which will raise your odds of winning, so players wouldn't really have to worry about Dan all that much, because it just made more sense to try to develop counter-strategies against much stronger, more popular, and higher-tier'd characters like Akuma or Cammy or something, since characters like those would be the characters that most people would be playing, especially in all those highly competitive tournaments, and it just makes sense to prepare to face-off against those characters multiple times, since it's just most likely that many people would be playing them. Does this prove that Ultra Street Fighter 4 is complex and unbalanced? Yes. However, does that automatically mean that this is a bad thing, or that Ultra Street Fighter 4 is a bad game overall because of this? No, because as I've just explained, the customer was actually able to use all of that complexity to his advantage and still score wins against "better" players despite playing such an "awful" character. The way I view "complexity" in fighting games is that it's usually a double-edged sword. It can be greatly beneficial to a game to have some major complexity if done right, since it could lead to some interesting, surprising, and exciting things, like the customer winning despite playing the worst character, but could also be detrimental if done very poorly and badly. The same thing goes for "imbalance". Having imbalance can be really good, and can even add some more depth to the game, if it results in hype situations where decent players can still win against "very good" players despite playing "horrible" characters simply because of Mark Twain's paradox (applied to fighting games) where, because the character is established to be the worst, nobody plays them, and because nobody plays them, nobody feels the need to learn about them, and because nobody knows them, someone plays them and is now at an advantage because nobody knows them, then people realize that they need to learn about them because noobs are winning with them, and then suddenly nobody can win with them any more because everyone now knows them, so people stop playing them, and then people forget about them eventually..... until someone plays them again, and the whole thing repeats itself from there. However, when the imbalance is so bad like with Akuma from Super Street Fighter 2 Turbo, or Meta Knight from Super Smash Brothers Brawl, it really hurts the game, and does far more harm than good. That is an example of Mark Twain's quote being applied to something like Ultra Street Fighter 4. Most "smart" players would play a "high" or "top" tier character in Ultra Street Fighter 4 to maximize their odds of winning, and they don't "need to fear the second best swordsman in the world" who is in this case, the person who also plays a more common top-tier character because that "best swordsman" smart player has studied the matchup against that top-tier character because everyone knows that a lot of people will be playing that top-tier character and it makes perfect sense to be fully prepared to face at least several players playing that top-tier character. Playing someone obscure like Dan would be an example of pure "awkwardness and stupidity" since it is would usually be viewed as awkward and stupid to play the worst character that hardly anyone looks at or thinks about, and the customer did just that. The customer behaved just like the "ignorant antagonist who has never had a sword in his hand before" in Mark Twain's quote, "he doesn't do the thing he ought to do," (which is play a higher tier'd character) "and so the expert," (who is, in this case, the so-called skilled player playing a top-tier character) "isn't prepared for him" (the skilled player isn't prepared to face-off against the customer's Dan because the skilled player didn't bother to learn and study that matchup); "he does the thing he ought not to do" (which is play the horrible bottom-tier Dan); "and often it catches the expert out and ends him on the spot" (in other words, the customer surprises the expert who doesn't know how to fight Dan, and manages to score wins). Core-A-Gaming made a video talking about why button-mashing hardly works, and he says, and I quote, "one of the most memorable street fighter matches was at DreamHack 2013; an unknown amateur Ryu who went by the tag, 'Ghandi' had such a bizzare playstyle, he tilted his more orthodox opponent and ended up beating him". It's another classic example of someone behaving like the "ignorant antagonist" and taking advantage of the complexity and beating "better" players than him with various surprises that neither him nor the better player knew anything about, thus creating so much hype and excitement. The reason Mark Twain's paradigm works so well, has to do a specific quote in Sun Tsu's "The Art Of War" that goes, "If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat." In order words, in a fighting game as complex as the customer's Ultra Street Fighter 4, the customer knew the enemy (the people who would play the high-tier and top-tier characters and the strengths and weaknesses of those characters) and also knew himself (his character that is considered to be the worst) so he "need not fear the result" of a hundred battles (he can score wins because of his knowledge) while the enemy knew themself (their top-tier characters) but didn't know Dan. Fantasy strike throws Mark Twain's idea of an expert oftentimes getting caught off guard by a noob, as well as Sun Tsu's idea of people of all skill levels having to worry about their enemy knowing something vital that they don't, completely out the window. Then David Sirlin goes on to say in the discord that "The depth doesn't come from doing techniques no one has thought of yet. It comes from the difficulty in making a large number of good decisions every single round." but what if the so-called "good decisions" INVOLVES doing something no one has thought of yet? Then you're hurting a lot of the depth in the game while leaving barely enough to keep it at least somewhat interesting for a small handful of players. Take a look at this tournament footage of fantasy strike and tell me, at what point do the commentators get all hyped up? 'Cause all I see is that they're bored and not interested in what they're commentating, unlike the commentators from the footage of other games who get really excited when the popular skilled player is caught off guard by someone who is unheard of. There are hundreds more examples out there with many different games of many different genres, but these are just a few that immediately came to mind. In fantasy strike, it's easy and straight-forward to develop a counter-strategy for every character. It isn't like in the other games where even the best players can't develop a strategy for everything, but in fantasy strike, you can have all of the best strategies down-packed because of how simplified it is, and then there isn't really much meaningful decision-making because of how restricted all of the characters are (no crouching, no dashing, no advanced things that players can take advance off) and fantasy strike completely removes the opportunity for players who are bad at the game to behave like Mark Twain's "ignorant antagonist" and surprise better players, by "knowing the enemy and knowing oneself" according to Sun Tzu. Fantasy strike gains quite a bit of depth because of "the difficulty in making a large number of good decisions every single round" but also loses quite a bit of depth too because of the fact that you cannot possibly strive for something that will catch the experts off guard. To a certain degree, it does "makes sense that good players are going to have enough familiarity with the cast that you cannot surprise them with some normal thing a character has" like is said in the discord, but at the same time, it also makes sense that spectators and commentators get super-excited at how even the best players have to worry about some random person (newbie or not) who's only been playing for like a few weeks or months to be coming out of nowhere and catching them off guard with something that they've never developed a perfect counter-strategy for and beating them in a match, since fighting games generally benefit from having a lot of room for weird surprises and wild creativity, since that stuff is hype-inducing and attracts new players too. When the game is so "simple" to the point where you see the exact same 2 people (CWheezy and Neb) in the grand finals of just about of every fantasy strike tournament, it tends to get stale and boring for spectators. People like when different people win, not just a teeny tiny handful of experts who developed a perfect counter-strategy for just about everything. When this person in the discord says "so basically, the problem is that you have to actually get better at the game in order to win," well, the thing is, because fantasy strike is too simple for it's own good, while also still trying to be "deep" at the same time, there isn't really a whole lot to "actually get better at" to begin with. You just form a counter-strategy for all the characters, master a few fundamentals, make all the "correct decisions" in-game, and you're good to go. Hell, you can even get assistance in the fantasy strike forums for forming easy, reliable, and near-perfect counter-strategies against characters like Grave, Geiger, Rook, Valerie, Jaina, and Midori, as well as having each and every one of these strategies memorized and down-packed, all while improving those basic counter-strategies effortlessly should they start to become stale, thus further shutting down the fun hype-inducing concept of the "ignorant antagonist" surprising the "expert". The fact that everything has been dumbed way down prevents players who may not be great players from finding any complexity or imbalance that they can use to their advantage to give themselves a fighting chance against professionals. The fact that everything has been dumbed way down means that many of the players who DO "actually get better at the game in order to win" like that person in the discord says, such as Rexford2684 will quickly run out of things to improve upon after they've developed their basic yet powerful counter strategies, and likely get bored of the game. People played the game for dozens if not hundreds of hours and mastered just about everything that they needed to master, and then moved on from the game after getting bored, while even fewer people like CWheezy and Neb stuck around to keep playing for thousands more hours. I have to stop here due to reddit's 40000-character limit and continue with Sirlin's article in the comments.
The problem with craps betting systems is that they don’t overcome the house advantage, nor are they more beneficial than basic strategy. You actually expose yourself to more risk by placing so many bets with these strategies. By the way, You don’t HAVE to have two wins in a row to begin the series again. Like all progression betting strategies, there is the chance of losing a substantial amount of money if you catch a losing streak. Some players put a “reset” step in at about the 13 unit level to prevent excessive chasing. Example: A don’t pass bet is won. Your next bet is 3 more don’t pass bets in a row. However the next pass is won, so you switch to 2 more pass bets. Example: A don’t pass is made. You win 2 more don’t pass bets, but then are beaten with a pass bet. So you switch back to 1 more pass bet. If you win, you switch to 4 don’t pass bets, etc. Some don't bettors stop betting against a shooter if they lose 2 don't come bets, I think 2 is too small, I will go up to 10 losses or higher. What usually happens if you lose several don't come bets but keep betting against the shooter with a negative progression is that you will have $25 to $50 on 4 or 5 Don't Come bets when the 7 comes. When the term “wrong” side betting is used, it is referred to the so-called Don't Pass bets, which could be exactly as profitable as the Pass Line betting.In addition, as long as craps players realize the fact that the Don't Side strategies are quite similar to the “right” side betting, it would be easier for them to understand these strategies.
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