After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
I am not a top-100 player, as given the inevitable RNG of effects, matchups and draws in card games, and the lack of rewards for ranking up in LoR, I simply don't see the point in painstakingly grinding up to such a level. The highest I've climbed is low Diamond, but considering the above knowledge, I believe that at a certain skill level (perhaps at around Platinum), it's more about how much time one can put in than how skilled they are. HOWEVER, considering all this, I have the absolute conviction that this deck is a top-100 worthy deck.
This is the only deck that I've played since Day 1 of Call of the Mountain, with various modifications, and I believe that it is a completely undiscovered meta unicorn. I've never faced a similar deck on ladder, and my deckbuilding experiments with any other archtypes have left me completely unsatisfied with the lack of interaction and agency, as well as the sheer counterability of the vast majority of tools currently out there. A lot of people are frustrated with the current meta - a lot of points of which are covered by BruisedByGod in his recent video critique. To summarize his main points:
Most answers are completely outclassed by threats
Sheer lack of healing options locks out deckbuilding choices
Most top-tier strategies prey on lack of interactivity (Pirate Burn, Lee Sin OTK, Star Spring)
This is a Control deck which, while originally devised to prey on the inevitably popular Aurelion Sol and Troll Chant and abuse the broken, flexible toolbox of Invoke on Day 1, also manages to both answer all 3 of these problems efficiently.
Lunari Duskbringer x 3
Spacey Sketcher x 3
Lunari Shadestalker x1
Pale Cascade x 3
Unspeakable Horror x 2
Vile Feast x 3
Simply the best available early-game that an Invoke Targon deck could hope to muster - Diana functioning as both early game and late-game removal (we have just enough Nightfall Synergy) for practically no investment, Pale Cascade being legitimately one of the most broken cards currently in the game, and the ping cards also serving a modicum of uses at all stages of a match. Spacey Sketcher has been severely underrated so far - providing critical tools for certain matchups and/or providing early game minions without needing to actually run them (a fundamental weakness of faster decks top-decking late). Its 'discard-replace' synergy with our late-game, as well as Duskpetal Dust and meta-call flex cards is just icing on the cake. Finally, note how every early game card I've chosen scales well and still plays a role as the game goes later; as removal, Elusive blocking, tool-building, Burst-speed Nightfall, pings and cantrip Combat Tricks. This is an often overlooked but fundamental difference between Control early-drops, and aggro early-drops (such as Precious Pet). ~
Sunburst x 3
Vengeance x 3
These two cards, combined with any generated Obliterates, form the only proper removal this deck has - and were the catalyst for me creating this deck in the first place. All three of these removal types leave almost NO room for the opponent to interact with them, and I believe that is the sole condition for a high-cost removal spell to be playable in the current game state. NOTE: Ruination is easily and always played around at a high-level of play - and leaves the opponent with ALL of the agency/choice to play around it/bait it exactly how they wish, instead of you (whose only options are to play the card too early and get out-tempo'd afterward, use more than 3 mana elsewhere to catch-up at which point it becomes unplayable, or lose the game to a sudden-attack completely at your opponent's discretion) - the ultimate NO-NO for this deck: I never even considered putting it in. ~
Meta Call Flex Spots
Divergent Paths x 2
At times I feel as if this card could be cut to 1 copy, but right now 2 feels great against the current meta, and drawing into at least one is almost necessary in order to compete with Star Spring (Obliterate is conditional and too great a tempo loss early on). In other metas previously, I've experimented with 1 copy of Passage Unearned, as well as 2 extra copies of Lunari Shadestalker. ~
Literally Everything Else One Could Ever Hope to Need
Lunari Priestess x 2
Solari Priestess x 3
Mountain Scryer x 3
Moondreamer x 3
Starshaping x 3
I still believe that Invoke is one of the most broken mechanics currently in the game. This is one of the heaviest late-game decks I can possibly imaginable, yet the only cards above 5-mana we run are removal, and our mid-game minions and healing straight up provide whatever early OR late-game tools we might possibly need in any matchup - it's simply overly flexible (flexilibity in card games being a MUCH bigger deal than most people give it credit for) and not enough of a tempo/stat sacrifice IMO. I think that Invoke as a mechanic is even stronger when ran in bulk, and especially in a Control deck - as the game goes on slowly you generate a toolbox that can handle just about any dynamic situation that meta decks can throw your way. The spell-mana nerf to Living Legends has balanced it out quite a bit, however the same-nerf to Cosmic Inspiration still hasn't convinced me that it isn't in the top 5 least healthy effects that a game based on carefully stat-balanced of minion trading could ever have (hit me up with your Cosmic Inspiration hate!) - a large proportion our games are won by this disgusting effect. Solari Priestess and Starshaping need no introduction as some of the most popular, utilitarian Invoke cards, however Mountain Scryer and Moondreamer (not so much Lunari Priestess) really put in the work, and I've never seen anyone else play these cards. The former provides crazy mana-advantage as the game goes on given our huge focus on Celestials (it's a shame we can't afford to push its Invoke chances even higher), and the latter has juuussst the right stat distribution at 3/5 to blockade most midgame tempo plays out opponent might go for. NOTE: Aurelion Sol is straight up unnecessary to compete late-game, is always burdensome and clunky draw, ruins our surprise factor (though that doesn't exist anymore with this post being made), and we often outvalue decks running him anyway (don't forget that the original premise of this deck was 'How can I best remove Aurelion?'). ~
Matchups/Strategy (Order Based on Mobalytics Tier List)
Lee Sin (60/40)
A somewhat favored matchup - although more recent lists that have cut Bastion in favor of Nopify may be a bit more in their favor (a proper Ping Counter). Hard mulligan for Spacey Sketcher, Sunburst and our pings. Generating Silence (Equinox) for Mentor of the Stones/Zenith Blade is our main early game goal. Our Mid-to-Late game goal is removing all 3 Lee Sin's at the expense of practically everything else (the rest of their deck is pretty much completely irrelevant, but rushing them down is also pretty much impossible) - after which our win is basically guaranteed.
This matchup is sadly the most binary thing: Sunburst/Vengeance/Ping's VS Lee Sin/Spell Denial/Zenith Blade
The rest of both decks are basically irrelevant other than to slow down the level up/speed up the level up/Draw into above cards
Draw Draw Draw + Always save enough mana to Removal Spell + Ping if the opponent has 4 mana up late game
I believe that we are very, very heavily favored if played properly (although it's a VERY nuanced matchup to play right), and most of our losses come from bricking our early-game draws and/or not drawing/generating a single Starshaping/Golden Sister as their burn damage inevitably builds up. Hard mulligan for all 1/2 cost cards (only keep 1 Pale Cascade with a 1/2 cost minion).
NEVER, EVER play early minions proactively (e.g. NO turn 1 Lunari Duskbringer unless they play something) - only ever match however many minions the opponent has AND trade right away to minimise Make it Rain/TF value (For instance, if you proactively play a minion with nothing to trade it into, and then find yourself needing to play, say, Diana/Solari Priestess later - the opponent is basically guaranteed free additional AOE value: make EVERY chump blocker count)
ALWAYS open attack into Powder Keg's (usually with our single developed minion)
Take ANY trade you can get (even if somewhat unfavorable) to clear both sides of the board going into turn 8 - one of the ways we can lose is if Riptide Rex clears our heavy board and we only have time to develop one chump blocker before the onslaught - especially because Riptide is MUCH stronger against minions than the nexus > Late game, try to keep both sides of the board as empty as possible
If you find yourself with priority against their activated Plunder past turn 8, play small minions to bait out Rex without having to pass the turn OR play larger minions, especially with uneven health like Moondreamer to protect the rest of your board from potential cannons
ALWAYS try to find a NON-Rex'able position late game to develop Golden Sister, and save Pale Cascade if possible to protect her from Noxian Fervor and recover 6 previous health
ALWAYS have enough mana to remove Leviathan if the opponent has more than 8 mana on any given turn (prioritise Leviathan over Swain himself)
Sacrifice minions to TF attacks and remove Zap Sprayfin ASAP to minimise chip damage (which really builds up)
Be careful and make sure you always have a way to prevent Swain connecting with the Nexus (even if they develop him this turn and open attack the next); Pale Cascade is a good tool here
Pirate Aggro (55/45)
We are much more prone to bricking on draws here than Swain/TF, as we need quite a specific hand to deal with their onslaught - This is probably our most draw-dependent, low-agency matchup by far - as face-deck matchups tend to be. In addition - Captain Farron is much more effective against our removal strategy than the likes of Leviathan. Nonetheless, from my experience I think that we're still every-slightly-so favored in this matchup - often winning by the skin of our teeth. Starshaping/Golden Sister are mandatory late-game, and not bricking by not drawing/generating either is also basically a loss. Hard mulligan for all 1/2 drops, and keep a single Sunburst for Gangplank if your hand is already looking great.
There's nothing much to say here given the nature of their deck - pray your draws are good and take the obvious trades
A very unfavored and binary matchup (see below as to why) that has luckily become rarer recently. Mulligan for Removal/Invoke cards.
Save Starshaping for when you can actually make use of the heal (don't just play it on turn 3 because they're 'starting off slowly' - it's very important to maximise your leeway to survive Atrocity later on)
Try to remove Trundle on curve with Sunburst/Vengeance
Generate/Stockpile removal throughout the midgame
Sadly, none of these choices really matter in the end and the match comes down to luck - if Warmother's pulls a Level 1 Tryndamere on their attacking turn, the obvious open attack followed by a loss is all but guaranteed (Vengeance doesn't stop Atrocity in this case - leading to too great a health/tempo loss, and my previous Passage Unearned tech to deal with specifically this scenario simply wasn't worth the dead card in other matchups). We can also lose to a big levelled Trundle, or simply not generating/drawing into enough removal. Sadly these cases happen more often than not. Warmother's generated too much tempo if left unchecked by hard removal for even a single turn so there is little leeway for bad luck.
If Warmothers' timing and Invoke/draws are on our side, the matchup becomes pretty simple - Smartly use about a removal spell on their big guys for about 8 turns, play around Ruination and Atrocity, then cruise to victory.
This deck was basically created on Day 1 specifically to destroy Trundle/Asol. Sadly though, even at 75/25 the matchup is worse than it should be due to the nature of Invoke RNG - if one player draws into Cosmic Inspiration and the other didn't the match is over, full stop + the occasional shenanigans involving The Great Beyond uninteractibly going face and non-stop Living Legends value. Mulligan for Sunburst, Vengeance and pings.
Remove Trundle ASAP with Sunburst (Vengeance/Obliterates are best saved for Asol so getting Sunburst value while Trundle is still unleveled and 6 health is a big deal in terms of removal distribution)
Always try to remove Asol on the first turn he's played with Vengeance chaining into a ping to minimise the opponent's chance of getting game-winning Invoke RNG/matching your late-game value with free Celestials
If you still haven't drawn a ping late game, try to fish for Crescent Strike with Spacey Sketcher
Play around 7-mana Asol (Augur of the Old Ones) as much as possible
Pray you draw Cosmic Inspiration and the opponent doesn't
Discard Aggro (80/20)
I don't know why this deck is considered competitive - maybe because our matchup here is basically as favored as TF/Swain except without any gameplay nuance required on our part. Mulligan for 1-2 drops. Keep Solari Priestess/Sunburst if hand is good. Only necessary statistical losses to bad early draws against an aggro archtype.
Make obvious trades. Play around Mystic Shot on Diana. Chump block Draven/Jinx. Remove Draven/Jinx. Profit.
Another draw dependent, but quite favored matchup. Quite difficult to play though - you need to balance maintaining some modicum of tempo whilst also being able to deal with their crucial threats. Mulligan for 1-2 drops ESPECIALLY Pale Cascade/Pings, and Removal.
DON'T play ANY minion with less than 3 attack from turns 1-4 UNLESS you're getting tempo'd into the ground OR you have Pale Cascade (otherwise Fiora gets a free trade and the opponent gets to use their buffs reactively rather than proactively - giving you less leeway to remove her)
Save ping's for Fiora Barrier's, NOT Fleetfeather Tracker UNLESS you're getting tempo'd into the ground
Save a removal spell and mana for turn 3 Fiora, turn 4 Shen, turn 6 Genevieve and turn 9 Brightsteel UNLESS you're getting tempo'd into the ground
Basically the Pirate Aggro matchup but a tad bit slower and with no burn - giving you more leeway to make up for bad draws both early and late.
Make the obvious trades, pray to draw well and don't to let Genevieve get 2 attacks off
Basically the Trundle/Asol matchup except with no 'must remove ASAP' threats giving you more leeway to make up for bad draws. Celestial RNG and especially Cosmic Inspiration still give them a chance to win as usual. ~
Shyvana Dragons (50/50?)
I surprisingly, haven't faced too much of this deck yet personally, but looking at it's cards compared to ours, I think the matchup would be about 50/50 (an otherwise favourable looking matchup affected a bit by their high tempo removal and guaranteed Cosmic Inspiration in the form of Kadregrin). ~
This matchup is dependent on whether we draw removal for Ashe somewhat on curve, how much tempo they manage to build early on and whether we draw good enough to afford to play around Reckoning. Mulligan for Sunburst, Solari Priestess, Pings and Diana (only if you've already drawn support) as our other standard early drops are all pretty ineffective against theirs.
Remove Ashe ASAP
Try to Vengeance Sejuani on the attack if she directly attacks your Frostbitten minion in order to prevent the free value trade and maintain tempo on board.
Play around Reckoning as much as possible, especially if it wouldn't affect their own board too much compared to yours - maximise your 5+ attack minions to theirs if Reckoning begins to look more likely
Try to bait out an invested attack/Frostbite support for Trifarian Gloryseeker before pinging her - especially because Elixir of Iron is a bit rarer nowadays
Probably our most favored meta-deck matchup, and unfortunately rarer recently. Their win conditions - Kalista, Blighted Caretaker tempo, Neverglade Collector and They Who Endure simply don't stand a chance against our toolbox. Most losses come from unanswered Blighted Caretaker tempo. Mulligan for Spacey Sketcher, Sunburst and Pale Cascade.
ALWAYS pick Silence (For They Who Endure) or Stun (For Blighted Caretaker) off Spacey Sketcher
Try to hold a minion to play on turn 3/4 to kill an attacking Kalista with Pale Cascade AND get the Nightfall card draw
Play as reactively as possible with your pings - playing them proactively will almost always be answered by Glimpse Beyond, and when they run out of gas later on they will be forced to play their Glipmse proactively - your chance to strike!
Silence/Sunburst Blighted Caretaker as it comes down
SAVE Vengeance for They Who Endure - going into the late game, stockpile Silence/Sunburst and Vengeance and maintain enough mana (usually open-attacking) if necessary (IF can still afford to play They Who Endure that turn) to use one of the former followed by Vengeance to counter into their Atrocity: with this line of play, it's basically impossible to lose the combo
The biggest downside and sheer impossible matchup of this archtype. Maokai manages to pack even less interactivity/inevitability than we do, and the nature of our deck gives us no chance of out-tempoing Deep early OR late. Auto-concede. ~
A simpler aggro matchup than the others. Mulligan for 1-2 drops - especially Spacey Sketcher and Diana, as well as Sunburst.
ALWAYS pick the Stun spell off Spacey Sketcher, and save it for Diana, or of lesser priority, Nocturne/Ephemerals off Stalking Shadows
Removing Nocturne ASAP with either Sunburst or Vengeance is a HUGE priority
ALWAYS play around Pale Cascade
Play around Atrocity and Doombeast damage later on in the match
Another matchup that I haven't faced too much of just yet. Mulligan hard for Divergent Paths and Solari Priestess - Once we remove their uninteractive element trump-card in the Landmark win-condition, if we can survive their early tempo, the rest of the match should be a cinch given our heal/health-ignoring conditionless removal for their Champions. ~
Thanks for reading up to this point, and pardon my formatting, the ridiculous length and the sheer pomposity of it all. I still think Invoke is flexible to the point of being broken and the only reason the matchup spread is so good. I also think that with the release of this guide - more people will come to recognise this archtype and the element of surprise affecting enemy mulligans against an assumed more aggro, Nightfall-focused Diana archtype will be lost. People will also know to play around less common cards such as Sunburst, and I expect winrates to fall somewhat across the board. To conclude this guide, I'd like to say that this is this is not a healthy deck. At the deepest level, this deck is fundamentally about removing agency from your opponent and giving it to yourself, as well as securing the critical boon of having inevitability over your opponent in a game with the nature of LoR. If all decks were like this, LoR would completely cease to be fun. What else do I think is unhealthy right now? - Simple: anything removing interactivity from your opponent - ESPECIALLY as a win condition; Maokai, Star Spring, Cosmic Inspiration, Lee Sin. The avenues through which these cards can be interacted with are way too limited right now. A lot of the metagame nowadays is about having an uninteractable win condition, or focusing damage to face so fast the opponent has no chance to react - another form of non-interactivity. Here's hoping that the meta in the near future heads back in the direction of the close but fair midrange board battles we all came to love back in vanilla LoR. ~ (slinx4)
This game like so many others in its category is more of a story-telling game than it is a challenging survival game. I don't mean it's not challenging, and I don't mean it's not survival-y. But those parts of it are reasonably elementary (as is the case with pretty much any survival game) and not gamey. Essentially, if you want to survive, it's not too hard to do that, the game degenerates to finding a way to not lose weight, and there's a few options there. Foraging, fish, farming and trapping let you do that. The other side is not dying to zombies, which in most cases is not hard either. Step one is don't be around zombies. Step two is if you are around them don't stop moving away from them. If you can do those two things, you're good. Nearly all of my deaths have come from moving towards a zombie when I could have moved away from it. This isn't a bad thing, surviving like this is easy, but it's boring. This would be a problem if it was a survival game, but it's a story-telling game. You don't want to be sitting in the woods by a well eating worms, foraging berries, and making coleslaw for a few years. So people look for adventure, they want to go to the military base, they want to go to the mall, they want to collect outfits and decorate their new home, they want to build a base that they can invite the zombies into, they want to see how many they can run down in their car. These aren't survival elements, in fact they often run counter to a player's ability to survive. But they are stories. By stories I don't mean scripted quests and NPCs. Players don't get to build those stories, they're externally enforced. I mean things like finding yourself caught in a blizzard on a trip to town and needing to find your way into shelter and finding an abandoned locked car that you need to break into just until the storm passes, so you need to break a window to get in, but the wind still whips in through the window so you need to put a plastic garbage bag over the broken window to seal it off from the elements. This is a little story, we're close to it, storms aren't such that temporary shelter is that useful, garbage bags can't be used to close a window with tape, there's no mechanic as far as I know for a car sheltering you from the weather more or less with a broken window (I might be wrong here). Then there's logistics like, would this ever work out? Because in the case that you are caught in a blizzard and aren't dressed appropriately, how likely is it you'd find a car, and how likely is it you'd have a garbage bag and tape? And will that tape be better used repairing a weapon? And how threatening would that storm actually be? If you were to have all of these things line up, would you as a player even know that it would be an option to repair the car window? Similarly, this isn't something that you could really have happen too frequently and still be a compelling story. If a normal part of your trip to town was sitting in a car on the way to avoid a blizzard every time you go to town, is that compelling story telling? Is it fun for the player? But there are also a few things that are kind of close to your expectations, like there COULD be a story right there, if only something was a little different. Things for me that are close, but miss the mark:
Illness and infection. These things seem like they could be real concerns. They can force you out of your happy little forest home. Maybe you need to get antibiotics, maybe you need to get disinfectant. They don't really happen in a meaningful way. You get sick from eating spoiled food, getting cold or getting wet as far as I know. Sickness is treated by being full and sleeping. Infection is really the most awkward. Injury is almost always due to UI issues. Maybe you forgot you weren't wearing shoes and stepped on broken glass. Shoes don't degrade, so MAYBE you took a start without shoes and scratched your feet on the ground before you got some. Otherwise, maybe you forgot to equip a weapon and accidentally smashed a window after the lock jams, or maybe you forgot to take the shards out of a window. Maybe you path through fire accidentally or maybe a killer tree. This is the only way you get an infection that might need treatment. All of these things are entirely avoidable. One thing that is maybe not avoidable is sprinting and tripping over a fence, but that's pretty uncommon. If you take a wound from a zombie that gets infected, which is the most common actual source of infection, treatment doesn't matter, the game is over.
I think injury should be a much more common event. Minor injury that screws you up but doesn't ruin you. Twisted ankle that needs a splint, trip and fall that injures your hands, funny things like fish bites when fishing, hitting your thumb when doing carpentry, etc. Right now nearly all non-life-ending injuries are completely avoidable. But more injuries could force you to go look for supplies. My first game, before I knew what was happening, I got an infection and I left my relative safety of my base to head to Cortman Medical to try and find some antibiotics to survive. Of course, the only infection you're going to get has no cure, so it ended up being pointless. I like the Knox infection being uncurable, but had I been sick with something else, and managed to get in, get the antibiotics and get out and managed to recuperate because of it, that would be a cool story.
Pests and animals would be cool. Right now the world is zombies, players, and items. A common strategy is to leave zombie spawning on urban focus and get out of town. When you do this, everything is perfectly safe all the time. Your crops are safe, your defenses are safe, nothing comes to bother you. Animals exist, but only in your traps. They could be something you needed to deal with to keep them out of your crops, have to defend yourself against, hunt as a source of food.
What do other people think? Right now the game is pretty static once you understand it. You have a zombie population that scales and tops off at a certain density depending on your respawn and peak settings, you have a summer and a winter season where the winter affects availability of resources, you have temperature fluctuations, and now we have some weather. There is a helicopter event by default one time, and some meta events that generally cause local movements. I think I'd like to see more effects that force the player to deal with a situation, with it typically being not hopeless, I think this gives more opportunities for stories. I'd like to see more non-zombie threats that can be overcome in various ways. Right now I feel the interactions are mostly binary. Either you get infected, or everything is trivial. It's actually pretty hard to die, short of letting yourself bleed out or poisoning yourself, if you just stay away from the hordes. On the other hand, one missed swing with the isometric cursor can be a death sentence.
Going to keep this simple. EDIT: this isn’t simple and I should write a short story on this. I am generally risk averse. I hate losing $100 at the casino, I hate paying extra for guac at chipotles, I will return something or price match an item for a few dollars of savings. I am generally frugal. But, I somehow had no issues losing 10k in options... How I started I remember my first trades like they were yesterday. I was trading the first hydrogen run-up in 2014 (FCEL, BLDP, PLUG) and made a few hundred dollars over a couple weeks. I quickly progressed to penny stocks / biotech binary events and general stock market gambling mid-2014. I was making a few % here and there but the trend was down in total account value. I was the king of buying the peak in run-ups. I managed to make it out of 2014 close to break-even to slightly down. WSB Era March 2015 was my first option trade. It was an AXP - American Express - monthly option trade. I saw one of the regular option traders/services post a block of 10,000 calls that had been bought for 1.3 and I followed the trade with 10 call options for a total of $1300. I woke up the next day to an analyst upgrade on AXP and was up 50% on my position. I was addicted! I day-dreamed for days about my AXP over night success. I think around that time there was some sort of Buffet buyout of Heinz and an option trade that was up a ridiculous amount of %%%. I wanted to hit it BIG. I came up with the idea that all I needed to reach my goal was a few 100% over night gains/ 1k>2k>4k>8k> etc. I convinced myself that I would have no problems being patient for the exact criteria that I had set and worked on some other trades. Remember, the first win is always free. I was trading options pretty regularly from March 2015 until August 2016. During my best week I was up 20k and could feel the milli within reach. I can remember the exact option trade (HTZ) and I was trading weeklies on it. For those who have been in the market long enough, you will remember the huge drawdown of August 2015. I lost half my account value on QCOM calls (100 of them) that I followed at the beginning of July and never materialized. I watched them eventually go to 0. It was another 10,000 block that was probably a hedge or sold. In August 2015 there were some issues with China and all of us woke up to stocks gapping down huge. Unfortunately my idea of buying far dated calls during the following days/weeks after the crash went sideways. I quickly learned that an increase in volatility causes a rise in option prices and I was paying a premium for calls that were going to lose value very quickly (the infamous IV crush). I kept trading options into the end of 2015 and managed to maintain my account value positive but the trading fees for the year amounted to $30,000+. My broker was loving it. I tried all the services, all the strategies. I created rules for my option plays: 1. No earnings 2. Only follow the big buys at a discount (10,000 blocks or more). 3. No weekly options 4. Take profit right away 5. Take losses quickly 6. etc. I had a whole note book of option plays that I was writing down and following. I was paying for option services that all of you know about - remember, they make money on the services and not trading. I even figured out a loop-hole with my broker: if I didn’t have enough money in my account, I could change my ask price to .01 and then change it to market buy and I would only need to accept a warning ⚠️ for the order to go through. I was able to day trade the option and make money, who cares if I didnt have enough? After a few months of this, I got a call from my broker that told me to stop and that I would be suspended if I continued with this. By the way, I was always able to satisfy the debit on the account - so it wasn’t an issue of lack of funds. Lost it all. Started taking money from lines of credits, every penny that I earned and losing it quicker and quicker. I was a full on gambler but I was convinced that 8 trades would offset all the losses. I kept getting drawn in to the idea that I could hit a homerun and make it out a hero. I eventually hit rock bottom on some weekly expiring FSLR options that I bought hours before expiration and said to myself - what the f are you doing? I resolved to invest for the long term and stop throwing tendies away. The feeling was reinforced during the birth of my first born and I thought - what a loser this kid will think of me if he knew how much I was gambling and wasting my life. It was a really powerful moment looking at my kid and reflecting on this idea. I decided at that point I was going to save every penny I had and invest it on new issues with potential. Fall 2016 TTD, COUP and NTNX IPO ‘ed I decided I was going to throw every dollar at these and did so for the next few months. I eventually started using margin (up to 215%) and buying these for the next 6 months. They paid out and managed to make it over 100k within the year. The first 100k was hard but once I crossed it, I never fell below this magic number. 2017 - I did some day trading but it was mostly obsessing over the above issues. I did gamble on a few options here and there but never more than 1k. 2018 - SFIX was my big winner, I bought a gap up in June 2018 and my combined account value had crossed 400k by August 2018. I was really struggling at crossing the 500k account value and experienced 3 x 30-40% drawdowns over the next 2 years before I finally crossed the 500k barrier and have never looked back. I still made some mistakes over the next few months - AKAO & GSUM come to mind. Both of these resulted in 20k+ losses. Fortunately my winners were much bigger than my losers. I thought about giving up and moving to index funds - but i was doing well - just experiencing large drawdowns because of leverage. 2019 big winners were CRON SWAV STNE. 2017 / 2018 / 2019 all had six digit capital gains on my tax returns. At the beginning of 2020 I was still day trading on margin (180-220%) and got a call from my broker that they were tightening up my margin as my account was analyzed by the risk department and deemed too risky. Believe it or not this was right before the covid crash. I brought my margin down to 100-110% of account value and even though the drawdown from covid hit hard, I wasn’t wiped out. I stayed the course and bought FSLY / RH during the big march drawdown and this resulted in some nice gains over the next few months. I am constantly changing and testing my investment strategy but let me tell you that obsessing over 1 or 2 ideas and throwing every penny at it and holding for a few years is the best strategy. It may not work at some point but right now it does. I still day trade but I trade with 10k or less on each individual position. It allows me minimize my losses and my winners are 1-7%. I am able to consistently make between 3-700$/ a day on day trades using the above strategy. I still take losses and still dream about hitting it big with an option trade but dont feel the need to put it all on the line every month / week. I finally crossed into the two , club. I know people are going to ask for proof or ban but I am not earning anything for posting and the details about some of the trades should be proof enough that I kept a detailed journal of it all. I have way more to write but these are the highlights. Eventually I will share how I build a position in a story I love. I still sell buy and sell to early but I am working on improving. TL:DR - I gambled, lost it all and gambled some more lost more. I made it out alive. I have only sold calls/puts lately. The one common denominator in all successful people is how much they obsess over 1 or 2 ideas. Do the same. All the winners on this sub have gone all in on one idea (FSLY / TSLA ). Stick with new stories or ones that are changing and go all in...wait a second, I didnt learn anything.
AMZN Trade Retrospective: Collecting a $.37 Credit for the Potential to Make Another $50
There are different ways to trade in a choppy environment. Here’s a deep dive on how I attempted to use weekly options to trade a potential bounce in AMZN, and collected $.37 initially, for the possibility of making $50 more, even though the trade ended up being only an $.81 winner.
Last Thursday, 9/24, when $AMZN was trading at about $3000 a share, I was looking for a cheap way to play a bounce in the stock. During that time, my bias in the markets had begun to shift to a more bullish stance after seeing how the market had difficulty grinding lower. With that in mind, I wanted to play a potential bounce in tech. But I knew I didn’t want to pay a debit at all to play for a bounce that might not even happen, given how uncertain and choppy the markets had been, but I still wanted to set myself up to capture some large gains if AMZN did indeed bounce. Therefore, the strategy that made the most sense to me, was a Call broken wing butterfly. Given that I’m a very short-term options trader who loves trading weeklies, I was trying to look for a cheap butterfly for the upcoming week that I could put on for a net credit. After exploring the options chain, I came across the +1/-2/+1 3300/3350/3450 call broken wing butterfly for the Oct 2 series. This fly, at the time (on Sept 24), was trading for a total of $.37 credit. Meaning, by putting on that butterfly, I would get paid $.37, and the following scenarios could happen:
If AMZN decided to tank or hang out sideways and never get up close enough to the butterfly to expand the spread in my favor, then I’d walk away pocketing the $.37 credit
If AMZN slowly crept up to reach exactly 3350 by expiration, I’d not only get to keep the credit, but also be able to sell the butterfly back out for $50. Of course, it doesn’t need to reach exactly 3350 by expiration. If AMZN slowly worked its way up to near 3300, then the butterfly would expand very nicely as well.
If AMZN blew past 3400 by expiration, I’d see a loss, up to a maximum of $50 / spread (if $AMZN moves past 3450). That’s because the 3300/3350 long call vertical of the fly provides 50 points of coverage before I essentially start losing money from the 3350/3450 short vertical, up until that 3450 kicks in to cap off further upside losses.
So that is a rough outline of the potential scenarios that would happen with this trade. Given the choppy market conditions, I was ok with risking $50/spread (point #3), in order to not lose money if I’m wrong on direction (point #1), while at the same time, keeping myself open to the possibility of the butterfly expanding in my favor (point #2) for some potentially very large gains. But satisfying point #3 is tricky. I needed more data points suggesting that $AMZN wouldn’t surge higher early on in the trade. Because if $AMZN did surge higher early on in the trade, then while the 3300 long call would rise in value, those two 3350 short calls would also rise in value, and because there’d still be some time value left, they could be very juiced up and eat away at the profits of that 3300 long call, so much so that the 3450 long call won’t even be able to offset those losses, especially given how far out of the money that 3450 call is. AMZN on 9/24, daily timeframe Looking at the chart above on 9/24, we can see that AMZN was trading at around $3000/share. In order to reach $3300 (where the first long call of the broken wing butterfly is), the stock would need to
Breach the 38% fib retracement (~AMZN=3131) of the move from the 9/2 high to the 9/21 low,
Breach the 20MA and 50MA
Breach the 50% fib retracement (~AMZN=3211)
Breach the 61.8% fib retracement (~AMZN=3292)
before finally reaching the 3300 long call. All of these levels, I felt, should provide some resistance for AMZN to have to chew thru over the following week, before it even gets to the long call. And by that time, if AMZN did reach 3300, then the 3300 long call would still have a lot of extrinsic value left (somewhere around $20 on the last day), while the 3350 short calls would be very cheap (each around $5), so the entire spread could be roughly worth $10. Which would be great, because that means I’d be getting paid $.37 to make another $10. So with all of the above considered, I chose to take on that upside risk, for a chance to make potentially $50 (realistically I try to aim for just half of the max profit: $25, and start harvesting profits and peeling off the flies at around $5-$10), and that day on 9/24, entered the Oct2 3300/3350/3450 call broken wing butterfly for a $.37 credit. After entry, on Friday 9/25 and Monday 9/28, AMZN made steady progress upwards, from 3000 to 3175, breaching the 31.8% retracement and tagging the 20MA and 50MA from below. AMZN on 9/28, daily timeframe but this move wasn’t large and fast enough to expand the value of the 3350 short calls. In fact, theta did a great job draining those short calls, while the 3300 long call did a good job retaining its premium, so the butterfly had already expanded a bit in my favor, and I was sitting at about a small $1.00 profit.
However, on Tuesday and Wednesday, AMZN began to stall out. By the end of Wednesday 9/30, when it looked like AMZN was putting in a topping tail, I decided that AMZN might not be able to make it near 3300 by expiration Friday, so I wanted to take in a bit more credit while I still could, before theta drained more of that 3300 long call. At the time, the spread was trading for almost $2. That’s when I made a slight adjustment to the spread and sold the 3300/3310 call vertical. AMZN on 9/30, daily timeframe This essentially rolled the 3300 long call up to 3310, and I was able to collect a small $.44 credit for it. However, this adjustment did open me up to an additional $10 of risk to the upside, because now, the long call vertical portion of the butterfly is only $40 wide (instead of $50). Still, with only 2 days left for AMZN to go higher, I felt comfortable taking on a bit more upside risk knowing that theta is going to be working hard to drain those 3350 short calls if AMZN did decide to surge higher. And at that moment, I actually wanted AMZN to move more towards my fly. My deltas were still positive, and the risk graph showed that a move towards the short strikes of the fly would expand it by another $4-5 by Thursday. So after this adjustment, the trade stood at a $.81 credit, and the profit potential on the fly was now $40 instead of $50. Which is still pretty good.
On Thursday, AMZN showed some strength and closed above the 50% fib (3211), which meant that if on Friday, AMZN worked its way up to around 3300, the fly could potentially be worth $5-10. Things were looking good (on any continued bullishness, the next target for AMZN was the 61.8% fib retracement at ~3300). So I left the trade alone without making any more adjustments. AMZN on 10/1, daily timeframe
Unfortunately, on Thursday night, news broke out that Trump was diagnosed with Coronavirus, and the market fell lower. By the open, AMZN was already trading at around 3150, roughly 150 points below the fly. The spread had instantly lost all of its value, so I basically let it expire worthless and walked away pocketing the $.81 credit. https://preview.redd.it/mpwrkjpk6xq51.png?width=4096&format=png&auto=webp&s=8dd7f4da7b000b2266ab57a3c23c1863f9423704 While the trade did not work out as well as I had liked, the important thing to note is that I was able to get paid even when the trade didn’t go in my favor. With options, there are ways to trade an underlying to a certain target without ponying up a debit, albeit at the cost of introducing tail risk, while offering the possibility of very large upside. This may be a style of trading that one can consider employing when the outlook of the markets is uncertain, as long as the trader is willing to make the necessary adjustments to control risk. Which leads me to the following section:
What if AMZN decided to surge very early on during the trade? What if AMZN had surged to 3300 with 4-5 DTE, hence juicing up the short calls and causing the butterfly to take on large negative deltas?
Even though the position would be very theta positive, I would pony up the debit to cap off the upside risk by buying the 3400/3450 call vertical, hence turning the 3300/3350/3450 broken wing butterfly into the 3300/3350/3400 balanced butterfly. From there on out until expiration, I would look for ways to reduce the debit incurred from that adjustment.
But what if AMZN tanked afterwards? You could end up getting whipsawed.
I’d rather be safe than sorry and make the necessary adjustments to avoid getting run over, because I don’t like playing the hope card. I could always undo the adjustment and look for ways to collect back more credit (at the cost of introducing risk elsewhere), depending on my new directional bias on AMZN at the time.
Your maximum loss is so large, $5000. I’d never make that bet, I would never risk $5000 to make $5000.
This style of trading is not for everyone. There are different ways to perceive risk. I don't really think of risk as binary as “max gain vs max loss”. If the trade goes against me, I’m not going to open myself up to the possibility of eating the maximum loss. I’m going to manage that risk and make sure that I don’t lose any money at all on the trade. Basically, I’m not going to just put on the trade, walk away to the prayer room, and come back at expiration and hope that AMZN expired at 3350.
Why not just join thetagang and slap on iron condors / credit spreads in this environment? You could’ve collected more credit by selling a 50 point wide put vertical with your bounce thesis.
Different traders have different styles. I personally don’t like pure premium selling strategies. I’d rather have long options in front of the shorts to open myself up for some large upside and convexity in the P/L curve, rather than limit myself to the concavity of pure premium selling strategies. Having long options in front of the shorts also helps me sleep better at night.
It’s hard to read this. Is there a more visual explanation?
Here’s a video on it: https://www.youtube.com/watch?v=8uq76fZ3EME TL;DR - I used weekly options to trade a potential bounce in AMZN, and got paid $.37 initially to do so, for the possibility of making $50 more. While the trade did not pan out, I walked away pocketing $.81 for being wrong.
What is up Depthians! We are back with another monstrous update as this one incorporates five beta test builds, so we have a lot to cover. If you want to dive straight into the massive changelog/dissertation Click We should probably start with the biggest change to From The Depths in this update and that is the change of fuel and ammo storage. Quoting Nick, our lead developer
The change is quite simple: "remove ammo and fuel as separate resources. Weapons will consume materials directly, fuel engines and CJEs will burn materials directly". Before I dig into why I think this is the right thing for FtD, I'd like to explain a few details. Energy, fuel and ammo are still needed for your constructs. We have changed the "ammo barrels (etc)" and "fuel tanks" so they are just alternative material storage containers, but with the following properties: --"ammo barrels" now increase the maximum possible rate of usage of materials as "ammo" for reloading guns. They still explode. --"fuel tanks" increase the maximum possible rate of use of materials as "fuel" for fuel engines and CJEs, with the future stretch goal of fuel tanks being flammable. --So ammo racking is going to remain a feature of the game- vehicles that need to reload a large amount of materials may need additional ammo barrels Ammo and oil processors are replaced ship-wide with existing material storage containers of the same size. They'll be made decorative blocks so you can still use them decoratively in future if you want to. The oil refinery will be repurposed (described later in the patch notes) There are two main reasons why I think this is the right move. Why it's right for the business and why it's right for the player. Let's start with why I think it's right for the player: Ammo and fuel containers are currently purchasable as either "empty or full". This is confusing when considered in the context of the campaign, story missions, custom battles, multiplayer matches...how do empty and full tanks behave in these modes? I'd need an hour to study the code and a small essay to explain it. That's not good game design. Localised resources, when considering just the moving of material (and energy, if you want), becomes infinitely more manageable. The supply group system and the transit fleet system are not intuitive and for a lot of situations, their usage becomes fiddly and too complicated. We've replaced these systems with a new supply system that is much more intuitive for moving materials and energy around. The UI is less cluttered now that ammo and fuel bars are not shown. This is not a minor point...it'll reduce the amount of data on screen by about 40% in a lot of the different views. It'll be so much easier to know at a glance if a particular fleet is running low on "materials" or doing fine. Is a transport ready to leave, or does it need to pick up more materials? Will a set of vehicles have enough materials for the next fight...this is so much easier with just one main resource type per vehicle. When you or an enemy run out of ammo or fuel in a battle it's just frustrating. By combining fuel, ammo and materials for repairing you can guarantee that if someone runs out, the fight is going to be over quickly. I imagine that deep down the majority of players would rather not have to create, stock and resupply fuel and ammo. I know that personally, the requirement to do this puts me off playing the campaign. By using a single material it still focuses the game on making efficient war machines, maintaining supply lines and growing your economy, but without the extra confusion of mat->ammo and mat-> fuel conversion. Being able to assess weapons, engines and vehicles in terms of material cost and running cost is elegant. Most grand strategy games and RTS games don't have localised resources, and many don't have more than 2 resource types to handle. Very few combine localised materials with multiple types. Why it's right for the business: The ammo and oil processors were created about 8 years ago. Boring single blocks that don't add much to the game. It's been our intention to add something similar to the oil refinery but for ammo creation. That's a lot of work and adds to the complexity of the logistical part of the game, which we feel is already a burden. Making the localised resource supply system more user friendly to make it easy/natural/pleasant to move ammo, fuel and material around the map would require a lot of effort and, quite frankly, I'm not sure we'd ever manage it. The complexity of the UI scares off a lot of our customers. The barriers to getting a gun firing or a boat moving will be lowered if a single material container can theoretically get everything working. Running out of ammo/fuel in combat is a problem for our players. We want to find a solution to that, but it would take a lot of effort to do so. We also want the strategic AI to always enter a battle with enough ammo and fuel for the fight- that's another massive bunch of work. The campaign's strategic AI has to work hard to get materials where it wants them. It's a bundle of work and added complexity to get NPC fleets to restock ammo and fuel as well. We had proposed work to make resource dumps (from dead ships) contain ammo and fuel...again, that's more work, more bugs, more testing. Certain game modes such as story missions, tournament mode, and multiplayer maps should theoretically allow the player to choose the amount of ammo or fuel stocked into their vehicles before the match begins. That's another bundle of work and added complexity we'd like to avoid. Currently out of play units on the map can run out of fuel and will still continue to move "for free". It's exploitable and we don't have a solution to that...but if all the different out of play movement calculations are burning material, there will be no avoiding the cost. The development effort can be much better spent polishing up other features that I actually believe in, rather than flogging the dead horse of logistical complexity in an attempt to make it interesting, approachable and fun for everyone (which I fundamentally don't think it would ever be). Fundamentally I think that by winding back this feature we tie up a large number of loose ends and it results in a far more finished and enjoyable product. And what's-more everyone on the development team agrees that we enjoy the game for fighting, looting and creating...not staring blankly at dozens of resource bars trying to figure out who needs to head back for more fuel and how long we need to wait for ammunition to process. We've also simplified the resource transfer system. "Supply groups" and "Transit Fleets" have been replaced with a simple but comprehensive three-tier system. You can mark a vehicle as a "Creator", a "Cargo" or a "User". Creators fill up Cargos (and Users), Cargos give to Users (up to procurement levels). Users equalise their material with their neighbours, so do Creators, and there are a few handy transfers from Users back to Cargo and Creator to make sure they maintain their procurement levels as well. This system covers 95% of the way people were using the resource system and does it all semi-automatically. This simplification is much more possible now that materials are the only resource, as they invariably just need to flow from the resource zones to the front line, with everyone (Creators and Cargo) keeping what they need and passing the rest on. This new resource system also facilitates the long-range transport of materials from refinery to refinery, which is neat. The system also has an option, for Creator and Cargo types, to set their "supply chain index", so if you want to relay materials from output to output in order to accumulate them at a central location you can set the supply chain index to determine which way along the chain the materials will flow. It's all explained in the game.
After spending a lot of time with this new system from adventure to campaign and designer mode, the gameplay feels a little faster to get going and a little simpler for fleet management. As if you didn’t already know, you can shift+right click (with your supply construct selected) on the target construct / flagship of a fleet to keep supplied, keep holding down shift and right-click where you want to pick the resources up from and once again while not letting go of shift, shift+right click on the target construct/flag ship to finish the loop. This would be done of course after setting up the settings Creator, Cargo and User. Creator as an example is the harvesting construct, Cargo which would be the supply ship, User which would be a single target construct that uses the mats. This will keep the supply ship target waypoint updated and therefore your supply ship will always head to the target construct no matter where it has moved to after setting up the loop. You still need ammo and fuel boxes on your constructs, as these are governing the transfer rate / the speed that stock your turrets and fuel engine with the materials needed for them to run. You can run a construct without fuel or ammo boxes, however, once your APS clips are empty you will see a drop in your rate of fire as the material is not being transferred fast enough, this is the same for fuel engines and CJE. Another change that goes hand in hand with resource management is the changes to fuel refineries. In short:
Refineries on a force with greater than 1 million materials on it will begin refining the material into 'commodities' that are stored centrally. Commodities (AKA centralised materials) can be added by the player to any vehicle in allied territory, at any time.
Steam was previously totally unbalanced and arbitrary. For example, 9 small boilers with 1 small piston was the optimal steam setup, which was more efficient and denser than almost all other engines; and turbine power generation only depended on its pressure, so compact turbines were always optimal.
It lacked many critical info in its UI.
It was hard to control the usage of steam
What's good with new steam:
A bit more of realism and complexity
Larger steam now generally have better efficiency and density than equivalent smaller steam
More useful info such as total power production, performance over time
Possibility to regulate steam usage with valves
Pros of steam compared to injector fuel:
Denser and more efficient
Even denser with turbines
Easier to fit into irregular space
Provides a buffer with flywheels or steam tanks
More efficient when used for propellers
Doesn't require fuel containers, uses material directly from any type of storage
Computationally less intensive
Cons of steam compared to fuel:
Still hard to regulate, so it's only useful when the power usage is constant or there's a buffer energy storage
Turbines waste energy when batteries are full
Crankshafts waste energy when reaching speed limit
More susceptible to damage (injector engines can often still run fine even when half of it is gone, steam can stop working when a single pipe is destroyed)
Why cost of parts is hilariously high: Steam engines have better efficiency and density (many players seem to forget that one) than injector engines. So a higher initial costs makes it less overpowered. (In my opinion, the potential waste of energy is a major drawback of steam and justifies for its high potential power. But iirc Draba said that injector engines would be useless on designs that require a lot of power if steam doesn't have higher initial cost, which also makes sense.) Problem with new steam that can't be fixed:
Many old designs are broken due to low power output
Problems that can probably be fixed but I don't have a solution:
Inefficient steam engines are ridiculously bad (a bad steam engine is like 30 PPM and 50 PPV, while a good one is around 600 PPM and 110 PPV) (I tried to fix this and spent like 40 hours on that, but I only managed to make it easier to build a mediocre engine)
Cannot be simulated to calculate a stable power output, like fuel engines do (actually it's easy but would take a lot of time to do and I don't think it's necessary)
Another massive change is the detection rework which I also left a few questions for Ian AKA Blothorn to explain the system and how it works. Why a change was warranted:
Different types of detection weren't well balanced--for instance, visual components had better accuracy than IR and vastly better range.
Detection autoadjust used an incorrect formula, so optimizing adjustment was both mechanical and tedious.
Trackers having much better detection ranges than search sensors meant that detection was very binary--if you could see something at all you could usually get a precise lock (barring ECM, which was only counterable by large numbers of components).
Needing both sensors and munitions warners made reactive missile defence difficult on small vehicles.
There were a number of other inconsistencies/imbalances, e.g. some visual/IR sensors working through water, steam engines producing no heat, etc.
Overview of the new system: On the offensive side, each sensor type now has a role in which it is optimal, and large vehicles are best using a variety to cover their weaknesses. Visual probably remains the default for above-water detection--it remains impossible to reduce visual signature other than reducing size. IR is better against fast vehicles, as they have trouble avoiding high IR signatures from thrust and drag. Both visual and IR are weak in rangefinding (although coincidence rangefinders are adequate for most purposes); radar is correspondingly strong in range and weak in bearing, although it often offers better detection chances against vehicles that don't pay attention to radar stealth. On the defensive side, there are two approaches. Most obvious is signature reduction--while it is deliberately difficult to avoid detection entirely, reducing signature reduces detection chances and thus degrades opposing accuracy. At short ranges, however, this doesn't work well--detection chances are likely high regardless, and low errors at short range mean even sparse detections can give a good fix. Smoke and chaff can be useful here: they increase detection chance while adding a distance-independent error to opponent's visual and radar sensors, respectively. ECM, buoys, and radar guidance have also been reworked. Buoys are more powerful, becoming more accurate as they get closer to the target. While their base error is high, at long ranges a buoy at close range can beat the accuracy of any onboard sensor. If you worry about opponents’ buoys, ECM can now intermittently jam them--except if they are connected to their parent vehicle by a harpoon cable, in which case they don't need the vulnerable wireless connection. Most blueprints should need no modifications under the new system, although a few may want a few more or less GPP cards. The one exception is water interactions--IR cameras, laser rangefinders, and retroreflection sensors can no longer work through water, so submarines that used them underwater or vehicles that used them to detect submarines will need to replace them (likely with buoys). Vehicles that predominantly used visual detection should also consider adding a greater variety of sensors--in particular, visual camera trackers tied to AA mainframes should likely be replaced with IR cameras. Also, radars and cameras can take over missile and projectile detection (radar is required for projectile detection), so munitions warners can be removed/replaced with additional sensors. Last but not least a sweet little addition to our build menu prefabs. https://preview.redd.it/iqw1ymabu9t51.png?width=1920&format=png&auto=webp&s=aa1e3cdba6e1d62e07aef83caf0acad2a39249ed Please do make sure you go through the changelog as a hell of a lot has changed!
i'm new in this forex stuff (not even starting yet) & first time visiting Forex. But i've read that forex basically gambling (guessing either it goes up or down, and you got previous data as reference). I'm also read about foolproof gambling tricks that works in real life roulette. Basically it goes like this :
bet $1 on red - if you win, repeat step 1.
if you lose, bet $3. if you win, repeat step 1.
if you lose again, bet $6. if you win, repeat step 1.
if you lose again, bet $14. if you win repeat step 1.
if you lose again, bet $31. if you win, repeat step 1
so, can this be apply on forex trading? (there's lot ads about forex trading apps, thinking to try it) can't profit big, but seem cant lose either. might be a good strategy. any thought? edit 1 : what i mean in this forex is binary options, which some forex trading apps operates. edit 2 : it takes 5 unlucky trading before $55 account blown off. is that really common to get 5 unlucky trading in a row? edit 3 : here's the math (cnp from reply) some forex apps (like expert option or olymp trade) operate on binary option (this is unregulated securities?) where usually they give 80% return on trade. the math goes like this :
$1 trade and win = $0.80 profit
lose then $3 trade and win = $2.4 - $1 (lose) = $1.4 profit
lose then $6 trade and win = $4.8 - $4 (lose) = $0.8 profit
lose then $14 trade and win = $11.2 - $10 (lose) = $1.2 profit
lose then $31 trade and win = $24.8 - $24 (lose) = $0.8 profit
profit means got back your initial too
edit 4 : some reply said **binary options type forex trading apps** are scam & fraud. bummer. maybe trading via smartphone isnt easy as i thought. edit 5 : still, add some ability to reading indicator & chart could help avoiding 5 unlucky trading in a row. damn, if i'm a programmer, i'll make a trading bots based on this idea xD
The morning alarm woke up Ghen. With an annoyed sigh, he stretched out his arm and silenced the foul-sounding chirps. Slowly sitting up in bed, he let out a deep yawn and got to his feet. Running a couple of chitinous fingers along his antennae to stimulate them to life, he made his bed and then went to his closet. Today was a work day, so he needed his suit. Once the pants were on, he stretched out his wings so that he could button up the shirt, then relaxing them once all the buttons were secured. Dressing for the day was done, now for the morning meal. Entering his kitchen, he took out the chilled leftovers of the evening meal last night and popped it into the radiator, first defrosting and then slightly cooking it. During that process, he also fished out a ceramic cup and placed it in his brewer, serving himself some synthesized caffeine. His idle thought led him to being amused that, when eaten directly off a plant, it has a concentration that could kill him three times over. But after going through some refinement and roasting, all it does is make him hyper. Once the meal was put together, his plate of heated leftovers and a cup of almost-piping-hot cup of Xia's, he took his time to enjoy it. His communicator vibrated. When he looked, he found it was from his boss. "Hello?" Ghen answered. "Ghen, the meeting's been moved up to a few minutes from now." His boss, Xkik, announced. "Apparently higher up has something important they want to say. We have a terminal ready for you, I'll message the login details." "Wha-, what's so important?" Ghen asked in bewilderment. "Did a water line rupture or something?" "No, nothing like that." Xkik replied with a slight chuckle. "It's actually about the rumors we've been hearing. That human corporation wanting to acquire us? That's what they're talking about." Ghen could feel everything inside his thorax drop to the floor. "That must mean it's true then, right? Did we get sold off by the Queen to this company then?" "Show up to the meeting and you'll get your answer." Xkik said simply. When he finished, Ghen got the notification on his communicator. There's the login details, allowing him to remotely attend the meeting. "They're about to start, hurry up." Once Xkik disconnected, Ghen worked fast to login and set up the remote viewing. Once everything was done, his screen started transmitting the meeting room. It was already packed. And off by the main board, he saw his answer. There was a human, resting against the wall on his two legs. Standing right in the center of everyone's view was the coordinator, Tizx, watching the clock periodically. As soon as the meeting's start time was reached, the coordinator began. "Alright everyone. I realize that this was rather short notice, so I want to say how appreciative I am that you made it. Now then, let's just get right to it. For some time now, many of you have been hearing rumors that a human corporation has been interested in us. Why? We never really knew. We're just an organization responsible for finding, extracting and providing water to the colony here all under the direction of the Queen herself. Well, as of now, I have the answer for you. Why don't I let Ryan say that?" Stepping back, Tizx motioned for the human, Ryan, to take over. With a nod, Ryan practically bounced over and then took the position. "Good morning to you all. I hope my Zazk is passable, heh. Anyways, the answer to those rumors, is yes. Terran Galactic Company is indeed interested in you all. Which now leads to me. I'm here to announce that, effective yesterday evening, this water company is now a subsidiary of Terran Galactic Company, under the name of Zilia Water Delivery." Many other sub-coordinators broke into hushed conversation, no doubt speaking their thoughts with each other about this move. Ghen could only wonder if this was even a good thing. What will the humans do? Will he still have his job? Will he have to learn how to deal with the ruthless humans? "Now, I am well aware this is quite the...uh, change." Ryan continued. "That's why I'm happy to inform you that, no, nothing negative or detrimental will happen to you. You just have new people to answer to. Operations will continue as normal, everybody here will still keep their jobs. The only real change any of you will personally experience is that Coordinator Tizx here will now report to someone else. On behalf of the Terran Galactic Company, we are extremely excited and are looking forward to working with you all. Thank you for your time." A week later. At least Ryan wasn't lying. After the initial shock wore off, things went back as they normally did. There were no terminations, no reductions in annual pay or anything. Nothing really changed. At least until this new meeting was called. Ghen was at the worksite this time, so he took his seat and watched as, once again, Ryan led the meeting. "Hello again, everyone!" He said cheerfully, his Zazk noticeably improved. "I hope I didn't end up looking like a liar, right? Everything's still normal, all that?" All the zazk in the room confirmed, providing comments to their pleasant surprise as well as lingering thoughts. "Awesome! Awesome." Ryan said jubilantly, his fleshy mouth revealing his bone-white teeth. "Now then, you're probably wondering why I'm here again, right? Well, I got another fantastic piece of news for you all! Two, actually. I'll start with the first: Zilia Water Delivery has just completed its IPO. The company is now publicly traded!" Ghen and the others voiced their confusion, having no idea what in the name of the Queen Ryan was talking about. What was Ryan talking about? What's an IPO? And why exactly is being publicly traded such a significant thing? "Oh, you guys don't know any of that?" Ryan asked in surprised confusion. After everybody confirmed, he let out a quick huff as he began his explanation. "Well, to begin, IPO is short for Initial Public Offering. Basically what that means is that, before today, Zilia was privately held. Only certain individuals could buy and sell shares here. But now that we're public? Literally anyone can buy and sell shares in the company, hence us being publicly traded." "Uh, what's a share?" Ghen asked, still completely lost. "Oh, boy..." Ryan muttered under his breath before returning to his peppy image. "To simply put it, a share is short for having a share of ownership in a company. When you buy a share, you're buying a piece of ownership, and when you sell, you're selling that amount." "So wait...if someone buys a share, they're a co-owner then?" One of the other team coordinators asked. "If they get enough, yeah." Ryan nodded. "You need a lot though, and that really depends on the company. If I had to give an answer though? I'd say usually you need to have a lot more shares than a lot of people combined to be officially a co-owner, but we call that being a majority shareholder." "And how do we do that?" Ghen asked, now growing curious but still not understanding why such a concept exists. "Simple. Buy shares." Ryan said simply. "And that leads into the second piece of awesome news. Zilia's corporate has a product in mind, a premium-package of water delivery. Instead of the usual water that you pump out, filter and ensure its potable before delivery, with the premium package, not only will you get that, but you'll also get all of the required nutrients and vitamins the zazk body requires! And they feel you guys have the best expertise and understanding to pull it off! So, here's what we're offering as a good-faith bonus: A 25% increase to your annual salary as well as being given stock options." Ghen wasn't sure about the second part, but the salary definitely got his attention, as well as everyone else's. Although his job was considered to have a good pay, Ghen isn't going to say no to a higher salary. In fact, he's been focusing his work on getting a promotion so he can come home with even more credits in pocket. "What do you mean by stock options?" Ghen asked after some time. Ryan let out that smile again, the one that revealed his teeth. "If you choose to transfer over to the new group, you'll be provided 50,000 shares in Zilia itself. Why's that awesome? Let me walk you through it. Right now, our last closing price per share was 3.02 credits. And if you have 50,000 shares during that time, you're sitting on 151,000 credits, if you cash it out immediately." "And why shouldn't we?" One of the coordinators demanded in an ambiguous tone. "Because the price per share changes a lot." Ryan explained promptly. "When we got done with the IPO? It closed at 2.73 a share. Right now? My money's on the closing price being 2.99 a share. However, we are extremely confident in this premium package being successful. If it does? Well, my bet is that the share price will skyrocket to 3.12 a share. If you hold those shares and the price gets to what my bet was? You'll instead get 156,000 credits. Just by holding onto them, you just made an additional 5,000 credits!" "And what if we have more shares?" Ghen questioned, now getting excited at the prospect of free money. "Even more money!" Ryan laughed a bit. "And don't forget about dividends, but that's for another time. The premium group is gearing up right now, we just need the workforce. If any of you wants in, I'll be back tomorrow with all the forms needed to make it official. Take the day and tonight to think it over, yeah?" Everything else melted into a blur. Ghen was practically on autopilot that whole day. Was this the secret to the humans' incredibly massive economy? How so many of them have amassed so much money out of nowhere? All you had to do was just buy this share out of a company and you get more money without even working? As soon as he got home, Ghen knew what he was going to do during the night. After feverishly looking through the galnet, now having the human race connected to it, he looked and gathered up as many books that were translated into zazk as he could find, all talking about the human economic system. The last time he undertook such an intensive study was during his primary education phase. And during his search, he even found forums on the galnet that were completely dedicated to the human's economy. All of them talking about strategies on what company, or stock, to pick. How to analyze a company's performance to determine if it was worth the money, or it had potential to grow over time. And that was when he discovered the humans found another method to the extremely simple buying and selling process. There were humans and some other immigrated aliens who made five times what Ghen could receive over a simple month just by watching the share prices during trading hours, and then buying and selling them at the proper times. Ghen's mind was just absolutely flabbergasted. He thought it was just some strange concept only aliens could make, but no, not with the humans. They've practically made their economy into an art or a science. No, not even their economy. Everything. If humans can see a way to make money off of it, they'll do it. And if there isn't, they'll look for a way. Healthcare was monetized. Galnet services, transportation, shopping at the store, they even made all of their utilities into profit-oriented companies. And it was there that Ghen paused, the realization slamming into him. Everything was monetized. Which means, if you don't have the money for it, you're not getting it. Right? Are the humans truly that ruthless? So obsessed with making money? To the point that they're willing to deprive their own people of the absolute necessities if it's a source of credits? Ghen let out a scoff. There's no way. Nobody is that cruel and callous. He's never been to the United Nations. He can't rely on what a bunch of random people on the galnet says. He decided that from here on out, he'll only go as far as saying that humans are a little obsessed with credits, nothing more. ... There he was. Ryan, sitting in the office provided to him. And there was a rather large line leading to him. Looks like word got around. Although, the line wasn't as large as he expected it to be. Maybe the others thought it was just a ruse? That there's no such thing as making free money by spending it on such a made-up concept? Ghen only knows that, if it is a ruse, it's an extremely elaborate one, where all of the humans are in on it. And he believes that's just extremely ridiculous. At the end, if he's unsure, he'll just take the transfer for the very real increase in his very real salary. And although he spent a very good chunk of the night reading up on how humans do things, he's still going to play it smart. He'll leave his 50,000 shares alone and see where it goes from there. "Good morning sir." Ryan greeted warmly once Ghen took his seat. "Now, name please?" "Ghen." He answered, barely keeping his nerves down. "Alright...and what's your position at this location?" Ryan questioned after scribbling on his form. "I monitor the pumping stations near the extraction sites." Ghen explained, staying on point. "To be more specific, I check to see if they're in need of maintenance, as well as reading the flow rate that's determined by the calculators installed there. If there's too little for what's needed, I pump out more. And if there's too much, I pull it back a little." "Nice...and how long have you been doing it for?" Ryan complimented with a nod. "As of tomorrow, ten years." Ghen replied, voice quickly changing to minor awe once he realized that fact. "Excellent. Do you have anyone in mind you'd like to replace you here?" Ryan questioned after another scribble. "If you don't have anyone, you're free to say so." Ghen took a moment to think it over. A bunch of names went through his mind, but one stuck with him. "Tilik. He's just been accepted here, but he's learned quickly. Very attentive and he always catches something subtle. I think he'll do really well in my position, even better actually." "Tilik, really?" Ryan questioned with a little shock, going through his completed forms. Ghen felt a short sense of panic in him. Did something happen, or was Tilik actually transferring? His answer didn't take long to reveal itself. "Right, Tilik was actually one of the first people to want to transfer here. He's actually requested to be part of the testing teams specifically. Do you have a second choice?" "Um...no, actually." Ghen replied, feeling a little ashamed. "Tilik was my only choice, to be honest." "Hey, don't worry." Ryan said assuringly with his hands raised. "Nothing wrong with that. Sometimes, there's just nobody up to snuff, right? 'Kay, so, last question. Is there anything specific you'd like to do when given the transfer?" "If you need someone monitoring new pumps, I'd be happy to do that." Ghen stated. "So basically same job but with better payoff, am I right?" Ryan grinned. "I hear you. Sometimes, we're just not paid enough for what we're doing. I know I think that sometimes. Uh, our secret, yeah?" "Yeah, our secret." Ghen nodded, thinking it'd be better to have friendly relations with the human, just in case. "Awesome. Back on topic, that's it." Ryan announced, placing the form on his pile. "We'll give you a call when you're accepted." "Oh, uh, that's it?" Ghen questioned with a shrug in shocked surprise. "What, expecting a question like, why do you want to transfer?" Ryan chuckled a bit as he leaned in his seat. "You can bullshit all you want, but we both know the answer. Sweet money and stock options. Not saying that's a bad answer of course, just that it's pretty obvious." "I suppose it is." Ghen commented, realizing the point. "Also, you mentioned this...dividend? Is that for Zilia shares?" Ryan laughed a little bit before nodding. "Yep, announced before I came here. About 0.43 per share. Want to know why that's awesome? Instead of waiting for the proper price to cash out your shares, now? The company pays you for each share you hold." "A...Are you serious?" Ghen demanded, flabbergasted. Ryan nodded with his now-trademark grin. "Dead serious. If you get the transfer, and get those 50,000 shares? A little head math...right, if you hold onto those, in addition to your salary, you'll now annually be paid 21,500 credits, if you keep it at 50,000 shares. Only you can decide to sell or buy shares." Ghen just stood there silent and motionless, no idea of whether to believe it or not, to which Ryan just laughed. Once he walked out of the room, he managed to snap back to reality. Again, just focus on the very real pay-raise. He'll deal with the other parts later. After he returned to his spot, he spotted Tizx approaching by his desk. The coordinator seems to be as casual as always. "I saw you in that line a bit ago, Ghen." He said as he leaned on the desk. "Guess you're really taking that human's word?" "I mean, I don't know about all this share business or what not." Ghen began with a shrug, his tone sounding a little defensive. "But I mean, having a bigger salary? Course I'm going for it when I can. And if all this magic credits turn out to be real? You realize we can live like the royal servants, right? Get the best cars, the nicest food and all that?" "I'd be very careful, Ghen." Tizx warned in a sudden shift in tone. "Don't trust those humans. The way they just...obsess over money? Come up with more and more insane ways of getting credits? I don't know, it just makes my wings twitch." "You think this is a bad idea?" Ghen asked with a little surprise at the change-in-demeanor. "I think you should be careful, with the humans, and with what you're saying." Tizx replied, straightening his posture. "I wouldn't put it past those Earthmen to backstab you if it gets them a few more credits. And we all know how the royal servants get if any of us lowly commoners start thinking we can break into their circle." "I hear you, I'll be on my guard, promise." Ghen stated with a nod. With a confirming nod of his own, Tizx returned back to his duty, walking past Ghen's desk. Several weeks later. Everything became so much better. Ghen got the transfer. He didn't need to relocate to a new residence either. And after he was walked through into learning how to manage his stock account, and seeing that new form of payment in his hands, he already felt as though he made the best decision. But it was only when he decided to take those shares more seriously that he became privy to what he was given. After receiving the dividend payment, and actually seeing it was real, valid credits after transferring it to his main bank account, all he could describe was the most powerful high he ever felt. While his first thoughts were to buy himself a royalty-class car, some nicer furnishings for his home, or even a better home entirely, he ended up going the smarter route. After going back to his stock account, he discovered that Zilia's shares rose to about 3.22 credits in price. Knowing that this was the easiest money he could ever make, he took all of his dividend earnings and bought more shares in Zilia, bringing him to owning 56,891. And from his new regional coordinator, a human named Dylan, tomorrow is the grand release of the premium package. For just a monthly rate of 14.99 credits, the tap water will now include a sizeable portion of all nutrients and vitamins required in the zazk physiology. Still, Ghen has to admit. He's not entirely sure why anybody would want such a thing, if they'd even go for it. But, as long as he's practically swimming in easy credits, he won't pay much attention to it. And just like when he was intensively studying the basics of how the human economy worked, he barely got any sleep. His mind was constantly thinking about the things he would buy. Or rather, what other stocks to put his credits into. Even now he can still hardly believe it. Just spend your money on some, make-believe thing and, if you wait long enough and picked the right stock, you'll get more than you spent back? His mind even wandered onto what human colonies, or even their homeworld, Earth, was like. If everybody was making so much money, what kind of things would they offer? What kind of ridiculous service or product or item can you get? He's even debating on joining some forum and just asking around. Explain how he's new to how humans do things and was wondering what he should expect if he's successful. By the time he felt like he can go to sleep, the binary-stars of the system were rising from the horizon. After getting out of his bed and changing to clean clothes, his mind returned onto what-ifs. What if he bought better clothes? He's had his eye on that human brand of luxury clothes, Tessuti di Venezia, that's been all the rage amongst the royal servants. Or maybe he can go on vacation and just check out Earth for real? It was a short ride to his workplace from his home. After getting stuff his stuff and preparing to walk through the doors, he heard the roar of a car grow louder. When he looked, he saw the sleekest and quite possibly the coolest looking car he's ever seen. Each time the engine revved it would startle him, both from how harsh it sounded as well as just how intense it sounded. And after it parked, he saw the doors pop out and then slide along the body back. And there, he saw Tilik, the seat literally turning and extending out a bit before he got off. As soon as he saw Ghen staring, he struck a rather prideful pose after putting on his lab coat and then sauntered over to Ghen. "What do you think?" Tilik said, without any doubt inviting praise or compliments. "D...Did you actually buy that?" Ghen asked, unable to tear his eyes away from the car. "You're Queens-damn right I did!" Tilik laughed happily. "Thing takes off like a starship, has temperature-controlled seating, all-in-one center console, barely any bouncing on rough roads. Hoof, best decision I've ever made!" "How much did that thing cost?" Ghen asked after letting out an incredulous laugh. "Five million credits." Tilik replied, earning an absolutely shocked stare from Ghen. "And thanks to the incredible salary I have, in addition to all these shares and dividends, I'll pay back the credits I borrowed in no time!" Ghen needed a few moments before he could speak again. "All I've been doing is buying more shares." Tilik laughed and then patted the now-envious monitor's back. "Smart man. I got a little carried away, yeah, but not anymore. Any spending credits I got, going right back to investing. That's what it's called right, investing?" "Yeah, it is." Ghen nodded, feeling a fire light up in his thorax. "And also? Today's the day that the premium water thing is being released. Here's hoping it starts out well, right?" "Oh it will, trust me." Tilik chuckled as they both began making their way inside the workplace. "Lots of research, lots of study. By the Queen, so much of it...it'll make your head spin." And after hearing that, Ghen had a moment of realization. "Hey, Tilik? How did you get such a nice position anyways? Weren't you just studying under me before the humans came along?" Tilik let out a sigh after opening the door. "I'll be honest, I never wanted your job. Not because it's boring or terrible, just...I didn't suffer so many sleepless nights in the science academy just to be a glorified button pusher. This is what I've always wanted. Doing science, solving problems rather than just applying the solution, you know?" "Wait, you got an academic certificate?" Ghen questioned, completely floored. "How did you end up beneath me then? I should've been answering to you!" "Simple." Tilik gave a heavier sigh. "A royal servant was asking for the same job I was. Take a guess at who got it." "Ouch. Good thing the humans came along when they did, yeah?" Ghen was taken aback. He never heard anything about a servant taking a job at his place. "Looks like you're proving yourself to be well suited." "By the Queen, of course I am." Tilik nodded. "Like I said, I nearly broke my wings through so many nights, got certified top of my class, all just to get pushed to the dirt because someone who was born into a particular family wanted the same thing I did? I know I'm smarter than any of those empty-skull servants back in the Center. I know that, whatever, uh...corporate? Yeah, whatever corporate wants out of science, I will xeek give it to them." "Well, let me know how things go in the lab." Ghen said, admiring his drive as they neared the main office floor. "Because this is where the button pusher needs to go." Tilik let out a laugh as he nodded. "Hey, how about we meet up at Queen's Fine Eatery tonight. I'll pay, yeah?" Ghen, at first, wanted to admonish him for choosing such an outrageously expensive place to go. But he quickly realized that, he truly is good for it, thanks to the humans. "Well, hey, if you're paying for it." ... It was a fantastic opening. After being told what news sites to keep in mind for stocks, he first heard it from Dylan, and then got more detail on Business Today. There was such a massive demand right from the start that Zilia needs to increase extraction just to meet it. But what really got his attention was the effect it had. Zilia Water Delivery's share price just blasted off. After seemingly holding steady at about 3.15, by the time he got home and logged onto his account, it already reached 7.04 a share. The calculator on his account told him that he got a value-gain of 54.26%. Never in his entire life had he felt such...joy. With all of the shares he currently has? He's sitting at 400,512.64 credits. He knows that it is woefully pathetic compared to what the royal servants have just in their pockets, but the fact that he has such money, just by owning some intangible concept? Why even work at Zilia? Why doesn't he just sit at home, figure out what companies to invest in and make his money that way? What's even the point in working a real job, getting a pathetic pay when you can just take the money you have, determine where to spend it, and get triple back? All just sitting on your wings at home, researching? He was so wrapped up in his excited high that he completely forgot he was going to meet Tilik at Queen's. After quickly and haphazardly putting on his nicer clothes, he got to the place only a few minutes late. Tilik was there by the guide, no doubt having been waiting for him. As soon as he strode up, Tilik's wings stiffned out some. No doubt he must've seen the numbers as well. "I can see your wings, Ghen." Tilik began with an excited chuckle. "Made some serious credits?" Ghen let out an incredulous scoff, struggling to find the words for a moment. "Incredible. All I'm going to say." "Likewise." Tilik chortled some before nodding to the table guide. "All here. Table please?" "Right this way, sir." The guide said politely. It was a short walk, travelling between round tables. The vast majority were populated by zazk, but Ghen was surprised at seeing a few humans here as well. No doubt corporate workers checking out the local food. He did spot them having bowls filled with some kind of mass. Some were brown, others white with what looks to be black specks on them. They arrived at their table. A rather nice one, affording a view out the windows into the busy colony streets. Once Tilik and Ghen settled in, the guide handed out the menus. "May I suggest our rather popular option for tonight?" The guide began. "Human ice-cream. Ingredients sourced from Earth itself. Very cold, but incredibly sweet, and coming in many flavors. The most popular amongst us is called vanilla-bean. The vanilla itself soaks in the cream for much of the process, and then the innards sprinkled on top of it near the end. Rumor has it that the Queen herself has demanded personal shipments of such a treat straight from the home of vanilla, an island on Earth named Madagascar." Ghen didn't even spare a single thought. "Vanilla bean ice cream then, please." "Same." Tilik seconded when the guide glanced to him. With a slight bow, the guide proceeded to ferry their orders to the kitchen. Thankfully it was just a short wait before the guide returned, carrying a large plate containing bowls of ice cream. Ghen could feel the saliva on his mandibles as the bowl was placed before them. He could just feel the cold air around that glistening mass of sugary goodness. The white snow decorated with the black dots of vanilla bean. Once the guide left them, Tilik and Ghen both dived in at the same time. As soon as the ice cream entered his mouth, touched his tongue, he exploded in incomprehensible bliss. The sweetness, the smooth and creamy mass, even the taste of vanilla he wasn't sure about was just absolutely delightful. It was so overwhelming that his entire body limped, slumping in his seat as he was forced to ride on the surging tide of joy and happiness sweeping over him. Tilik was no different. He too was taken completely by the effects of the ice cream, his wings fluttering some against the seat. Ghen could hear some noise. It was the humans they passed by. They were chuckling, grinning, and glancing over at them discreetly. Unlike the two zazk, the humans seemingly just enjoyed the ice cream as if it was just another nice dessert to them. Or perhaps they couldn't allow themselves to succumb to the high? And as soon as the wave of indescribable bliss and happiness subsided, Ghen knew. He just knew. This was the life. He wanted this. The ice cream was just the beginning. So many things denied because he didn't have the credits, or worse, not the blood. Because he was just a drone in the great Collective, even if he had the credits, he wasn't allowed because of what caste he was born in. That fire that sparked in him when he saw Tilik's new car? It exploded into a raging firestorm. And when looking into Tilik's eyes, Ghen could see the same. He was on the same page as Ghen was. Both of them were sold. They have the credits. And the humans? If you can pay for it, they'll never discriminate. All they cared about is if you have the money. And by the Queen, Ghen and Tilik will endeavor to amass as much credits as physically possible. The rest of the night faded into a blur. A blur that evokes only one thing. Bliss. It was only when he walked through the door of his pathetic hut that Ghen's mind snapped back to focus. His mandibles felt sticky. And he felt a weight in his stomach. How much ice cream did he eat? Whatever it was, he ate such volume that the lower-section of his throax extended and rounded out, visible even under his shirt. He felt something odd in his pocket. It was a receipt. 43,000 credits for ten bowls of vanilla bean ice cream. Was that ten bowls for both of them? Or individually? Ghen didn't care. He's good for it. Returning back to his calculator, he acted upon the decision that he had made at that eatery. He's acquiring as many books about investing and stock trading as he could find, frequent and study all the discussions and arguments presented by other like-minded individuals such as he, all to ensure he can live the good life. And he had a very good feeling Tilik was doing the exact same thing. Well, first, the gurgling in his stomach, as well as the feeling of something rising demanded his attention. Looks like he'll need to take the night off to let his stomach get back to normal. Three Years Later. Ghen looked out beyond the horizon, seeing the colony that he grew up in. On the far side was where his old house was. With only a simple robe on, made from the finest silk from Earth's nation-state of China, he relaxed in his seat. It was a long road. Stockpiling credits from pre-existing investments and from subsequent pays, he and Tilik made it. From having only half a million in assets and cash, now transformed to over eight-hundred million. And now, his call contracts on American Interstellar? They've just announced a breakthrough in their next generation of warp drives, reducing the speed coefficient even further, resulting in far faster travel. And with that, their stock price climbed sharply. Another hundred million credits in the bank. Soon, very soon, he and Tilik are about to become the galaxy's first zazk billionares. But that's not enough. There are many humans who are billionares. Only those he can count on one hand are considered trillionares. He's going to break into that circle. He and Tilik. Looking beyond the colony, he saw the abandoned building of the workplace he transferred to when the humans arrived. Turns out, the reason for such a high demand was that the humans also slipped in sugar to the tap water. As soon as that broke, many influential royal servants demanded investigations and outright banning of Terran Galactic Company's influence over the former government division. Zilia's stock price plummeted. But thanks to an advance tip from his human coordinator, Dylan, he and Tilik made a put contract. And that's where they struck gold, as the human saying goes. Dylan warned that if they were citizens of the United Nations, they'd be investigated and convicted for insider trading. But, since they weren't, and the Collective were only just introduced to capitalism, there's no risk at all. Now the colony is going through a withdrawal phase, Zilia has been dissolved and reformed back as a government division and are currently at work re-establishing the standard, plain water delivery. "Well, shit." Tilik muttered as he walked up to Ghen's side, taking well to human speech. "Looks like you win. American Interstellar's announcement really was a good thing. There goes a million credits. Ah well, the Royal Shipyards will make it back for me soon." "Oh? Did they just go corporate?" Ghen asked curiously, glancing to Tilik. "Hell yeah they did." Tilik chuckled, sitting down. "Queen and her retard servants fought it hard, but Royal Shipyards is now officially a human-style corporation. And, to a surprise to all the xenophobes in the galaxy, they're already being offered contracts for ship production. That'll raise the stock price pretty good." "What's that human word...?" Ghen muttered, already having a reply in mind. "Dick? Yeah, calls or suck my dick, Tilik." Tilik roared in laughter. "Already made them. Forty credits a share by this day next month." "I have half a mind to go thirty." Ghen chuckled. "Either way, until then, I heard from Dylan that he knows a guy who knows several prime human women who happen to be into zazk." "You're interested in women?" Tilik said as his wings fluttered. "With how often you tell me to suck you off, I'd have thought differently." "Oh, I always thought it was you who was into men." Ghen responded dryly. "Just wanted to be a good friend, you know? Considering how you never seem to make it past, Hey sweet thing, I'm rich you know." "Oh, go fuck yourself." Tilik countered with a little laugh. After he stopped, wings stiffened, he looked to Ghen. "So, know any royal servants we can put the squeeze on for more revenue streams?" "I got just the one." Ghen nodded, sitting up. "Fzik. He's been fighting to control the ice cream trade. Worried it's a corrupting influence. Got done talking with the human CEO of Nestle earlier. If we clear the way, he'll know how to squeeze a little more gains in stock price when he makes the announcement." Tilik's wings stiffened even more, signaling his approval. "Alright, time to throw some credits around, yeah?" AN: Sorry for the period of no updates. College is starting up, lots of stuff to clear and work out. Not sure why but I just got a bug up my butt about incorporating money and the stock market into a short. Here it is. Sorry if it seems abrupt, character limit fast approaching. Let me know how you guys think about it!
WotV PvP Tactics & Mentality - Six Months of Mediena Bombs & how the Meta Evolves in PvP
*** Registration is Now Open until 9/15 for the latest Live PvP tournament, organized by u/LongTimeGaming. There is no entry fee and everyone is guaranteed at least five rounds of combat! Please PM him or myself for details on how to register! *** For today's entry I want to discuss one of the stronger live PvP strategies currently floating around the meta, particularly at the higher player ranks or with whales smurfing at lower ranks: The Medi (Mediena) Bomb.
The Medi bomb, as it currently exists, comprises three major components: a Shukuchi Mediena, Agility, and as much Magic/Magic Attack equipment and VCs as can be mustered together. If you take away any of these components the win probability of the strategy plummets. Let's examine each in turn:
Shukuchi (and forward deployment) - Without Shukuchi and pushing Medi as far forward as you can you leave a lot of squares open where the enemy team can be hiding. No highly competitive team in live PvP is sticking to the default 'three across' formation!
Agility - Medi's main weakness is her fragility. If Medi doesn't go first there's the chance that the opponent will have a high speed unit in place to OHKO Medi (i.e., Frederika) or will at least be able to reposition their faster units out of Medi's threat range. Shadow Runner on a Medi is a must of course, but VCs that yield AGI are crucial as well.
Magic Attack - Being able to OHKO at least one enemy unit is essential - a unit with 1 HP is as dangerous as a unit with 4000 HP. A Platinum Rod +5, and a high level Trousseau are the most important elements. Mag from Ramuh is useful. You won't have Medi's own mag passive available due to needing Speed + Movement.
Responses to the Medi Bomb - Sample Formations
So here are some sample formations I whipped up - note the screenshots are composites from my main account so levels and etc. are not going to be optimal. There are many variations possible, these are just starting points! Option 1 - Go Faster than Medi Gunner Girls that are faster than a Medi Bomb are close to a guaranteed win! The hardest counter to Medi bomb is a Fred that's faster than her - A properly kitted Fred can OHKO a Medi with sharpshoot off the bat without any external buffs. Because Medi + AGI VC is always faster then a Fred without, you will need to put AGI cards of your own on top of your Fred to ensure you go before the enemy Medi does. Option 2 - Be able to survive the Plume This is the second picture here - the first one had an impossible setup for Rain due to my photoshopping (I don't own Rain). There are of course characters that can survive a plume, even a plume from a super whaled out Medi. Rain is one of these - he's a magic tank off the bat and he has elemental advantage to Medi. Ayaka can stand your viktora back up post plume while Rain can OHKO the Medi. Option 3 - Be able to Evade the Plume Miranda is a super useful utility placeholder for these formations Vinera is pretty popular in live pvp these days due to her combination of speed, power, and high evade. She is essentially unhittable to teams that haven't geared with guaranteed hit options or stacked as much ACC as they can. I don't have a leveled up Vinera to test the above combination for exact hit percentages but an unbuffed Vinera should have about 150-200 evade depending on cards. Not exactly easy to hit with a plume!
A Brief History of the Medi Bomb
Finally, the changes in popularity to the Medi Bomb through time exemplifies the essential elements that define the 'meta' in live PvP: the outcome to nearly every match is a binary win or loss. Any team that is slightly better than another will win almost all the time holding all over elements equal. Medi's evolution in live pvp shows this perfectly. In the first weeks of WotV, Medi bombs were one of the most common formations available. Medi was I think the fastest launch character and once she hit level 40 she could OHKO most other units common at the time that were also at level 40 (Mont, Sterne, etc.). This meant that Medi could just run up and drop the other team. Lots and lots of Medi v Medi engagements were happening and Medi's dominance in PvE and PvP was often remarked on by jokes or commentary here and elsewhere. Flash forward to the FFT event or so and Medi bombs disappeared from competitive play. Two things happened: Frederika and increasing toughness of teams. Fred, as I said before, is a hard counter to Medi as long as she goes first and at this stage in the game almost no one had high AGI VCs so Freds melted Medis off the live PvP scene. A secondary effect was that everyone was getting to level 99 on their mains and starting to amass TMRs - Medi stopped being able to OHKO units. Medi Bombs stayed quiet for the months following FFT until Platinum Rod came out, then whales with +15% AGI off the House Beolve card could go first in most engagements and do enough damage to OHKO broad swaths of units. Now with FFT2 almost done plenty of dolphins or even minnows/f2p willing to proc 5-6 whimseys per day can have their 15% AGI cards so Medi bombs are more accessible. Essentially, the meta is an unstable equilibrium defined by a complex set of inputs and that binary output of winning/losing. As soon as Medi is one AGI slower then her hard counter *and that hard counter is common* she becomes worthless. Same with the tipping point between OHKO and survival. Right now medi bombs are fast and powerful - therefore viable against many team comps. Well that wraps up today's post - this one turned out to be longer than I was expecting. Let me know if its too long in the comments and if you have any suggestions for future topics that you'd like a detailed breakdown on please let me know! ------------------------------------------------ WotV PvP Tactics & Mentality is an irregularly updated series of posts about the most neglected aspect of WotV: Live PvP If you liked this post, feel read to my previous entries in the series:
Bug Fables is Paper Mario TTYD but a little better AND a little worse - and that's high praise!
Lil intro: So Bug Fables: The Everlasting Sapling is an indie game, put together by Panamanian dev duo Moonsprout Games, to follow the legacy of the original two Paper Mario games. Now as someone who would name Paper Mario 2 in my top 5 games since it came out in 2004, I'm happy to report Bug Fables is an excellent successor to that legacy and the few negative comparisons that can be made seem to me to be the result of the difference in scale of available resources between Nintendo and Moonsprout. The prologue and first chapter introduce the explorers league and the three main characters who enlist together to further their own goals, which are given time to gestate while the world and characters are established. The player characters, a standard trio of an honour-bound knight, a feisty rogue, and a dry humoured, aloof mage, are tasked with adventuring across the lands of Bugaria to collect MacGuffins by the Ant Queen's royal blade Maki. This typical plotline is interrupted and diverted in interesting ways, and the trio of different attitudes keep the dialogue fresh. It's especially nice to see the trio's dynamic shifting as they grow closer. All this to say the writing is about on par with Paper Mario 2, what it lacks in (comparative!) charm it makes up with in coherence. The better: There's a lot in this game that could be pulled pretty directly from its inspirations, but in many cases those ideas have been reinterpreted to suit Bug Fable's setting, characters, and unique aspects. This starts with the three main characters allowing a good amount of customization via levelups and badges, which in turn allows for a large variety of strategies to be employed in combat. This is improved by Bug Fables excellent badge selection; very few (often expensive) badges only add power and most badges include trade-offs or otherwise incentivize normally unusual strategies. This deeply strengthens the customization by eliminating the obvious choices for all situations that the Paper Mario games had. Another large improvement was the use of the trio with the Tattle function, allowing every NPC, enemy, and room to be an opportunity for optional characterization between the teammates. Comparatively, in the Paper Mario games this characterization was limited to Goombario and Goombella, with cutscenes being the only chance other partners could be characters at all - often interchangeably. Often in Bug Fables I would extend a boss fight just so I could hear each of the trio's reaction to the enemy. Beyond that, many features just seem so much more streamlined than in the Paper Marios: the transit systems fit better into the world and were available sooner though money-gated early on to preserve difficulty, the game economy was balanced to allow for resource scarcity or exploitation without either being tedious as well as having purchases worth saving up for, and a lot of freedom in where and how to travel is given remarkably early on which allows for certain items or badges to be rushed. Best of all, a lot of the lore, world building, and characterization is optional, allowing for uninterested players, replayers, or speedrunners to bypass many walls of text. So many features like these struck me as something a dev would include in a post-release patch, and they make the game much smoother to play. Lastly, the biggest improvement for me was the difficulty: after the first battle a zero cost Hard Mode badge becomes an option, which keeps the battles threatening til lategame. This is such an important improvement as it turns the early game into a resource balancing act, which encourages thoughtful battling, using the cooking system, and creating badge builds. Unlike in Paper Mario, items are relevant all game long with the best items being simple, if expensive, cooked items that won't win fights on their own. Also, superblocking reduces damage by 1 more than blocking, removing the binary "all or nothing" aspect of superguarding. The only times combat felt unfair was when one enemy had an unpreventable, single target status effect which twice caused me to lose by unluckily targeting my buffed bug, and another when a rapid shot status ailment attack one-shot my tank after a marathon of battling. Additional difficulty options are also available, tho I haven't play around with them yet. The worse: The "in the field" controls are somewhat finicky, especially when the camera angle in large or curved rooms adjusts as you move. Additionally, most field skills are usable 360 degrees around the leading character, as opposed to Mario skills which usually are restricted to Mario's direct left or right. This can lead to some spatial confusion, as positioning 2D character models to use 2D animations in a 3D environment can be frustrating - dodging enemy shots while trying to engage in combat comes to mind. This is also true of several platforming puzzles; solving the puzzle was frequently much easier than executing the solution. While this was barely an issue that took longer than a minute, I could see how it could be frustrating, especially without certain badges. I also felt that a lot of the decorations in areas could have questionable physics models. Poking around behind foreground or midground items could feel awkward, as their meshes sometimes didn't feel like what the graphics reflected - especially when the item was large enough for the backside of the object to have to be assumed. Lastly, some of the side content felt unfleshed-out: interesting characters used for a single fetch quest or function, cool side areas with a single purpose, or just unused potential like a sea with two islands. Add to this that the enemy variety was good for the story (exactly one instance of palate swaps, and one area of mostly reused enemies) but lacking for side areas, and my biggest problem with the game is there isn't slightly more of it. Also: The music is consistently great, with very few songs not memorably contributing to an area/event's mood. Midway thru the game, the battle music changes to reflect the upped stakes and that's just great. Snakemouth Den and several boss tracks being standouts for me. Conclusion: With Bug Fables being an indie dev game as well as a first release its possible the 1.1 patch and/or DLC could change some of the rougher parts, but even besides this it is a solidly great game within the genre. With a bit of sequel baiting sprinkled into the endgame, I'm very impressed by Moonsprout and I may actually change my Sticker Star created rule to never, ever preorder once Bug Fables 2 is announced. If the improvement between this game and its sequel is as big as between the Paper Marios, it could easily be my favourite game of all time.
Retard Bot Update 2: What is there to show for six months of work?
What is there to show? Not shit, that's why I made this pretty 4K desktop background instead: 4K On the real: I've been developing this project like 6 months now, what's up? Where's that video update I promised, showing off the Bot Builder? Is an end in sight? Yes sort of. I back-tested 6 months of data at over 21% on a net SPY-neutral, six month span of time (with similar results on a 16 year span) including 2 bear, 2 bull, 2 crab months. But that's not good enough to be sure / reliable. I had gotten so focused on keeping the project pretty and making a video update that I was putting off major, breaking changes that I needed to make. The best quant fund ever made, the Medallion fund, was once capable of roughly 60% per year consistently, but in Retard Bot's case 1.5% compounded weekly. "But I make 60% on one yolo" sure whatever, can you do it again every year, with 100% of your capital, where failure means losing everything? If you could, you'd be loading your Lambo onto your Yacht right now instead of reading this autistic shit.
The End Goal
1.5% compounded weekly average is $25K -> $57M in 10 years, securing a fairly comfortable retirement for your wife's boyfriend. It's a stupidly ambitious goal. My strategy to pull it off is actually pretty simple. If you look at charts for the best performing stocks over the past 10 years, you'll find that good companies move in the same general trajectory more often than they don't. This means the stock market moves with momentum. I developed a simple equation to conservatively predict good companies movements one week into the future by hand, and made 100%+ returns 3 weeks in a row. Doing the math took time, and I realized a computer could do much more complex math, on every stock, much more efficiently, so I developed a bot and it did 100% for 3 consecutive weeks, buying calls in a bull-market. See the problem there? The returns were good but they were based on a biased model. The model would pick the most efficient plays on the market if it didn't take a severe downturn. But if it did, the strategy would stop working. I needed to extrapolate my strategy into a multi-model approach that could profit on momentum during all different types of market movement. And so I bought 16 years of option chain data and started studying the concept of momentum based quantitative analysis. As I spent more and more weeks thinking about it, I identified more aspects of the problem and more ways to solve it. But no matter how I might think to design algorithms to fundamentally achieve a quantitative approach, I knew that my arbitrary weights and variables and values and decisions could not possibly be the best ones.
Why Retard Bot Might Work
So I approached the problem from all angles, every conceivable way to glean reliably useful quantitative information about a stock's movement and combine it all into a single outcome of trade decisions, and every variable, every decision, every model was a fluid variable that machine learning, via the process of Evolution could randomly mutate until perfection. And in doing so, I had to fundamentally avoid any method of testing my results that could be based on a bias. For example, just because a strategy back-tests at 40% consistent yearly returns on the past 16 years of market movement doesn't mean it would do so for the next 16 years, since the market could completely end its bull-run and spend the next 16 years falling. Improbable, but for a strategy outcome that can be trusted to perform consistently, we have to assume nothing. So that's how Retard Bot works. It assumes absolutely nothing about anything that can't be proven as a fundamental, statistical truth. It uses rigorous machine learning to develop fundamental concepts into reliable, fine tuned decision layers that make models which are controlled by a market-environment-aware Genius layer that allocates resources accordingly, and ultimately through a very complex 18 step process of iterative ML produces a top contender through the process of Evolution, avoiding all possible bias. And then it starts over and does it again, and again, continuing for eternity, recording improved models when it discovers them.
The Current Development Phase
Or... That's how it would work, in theory, if my program wasn't severely limited by the inadequate infrastructure I built it with. When I bought 16 years of data, 2TB compressed to its most efficient binary representation, I thought I could use a traditional database like MongoDB to store and load the option chains. It's way too slow. So here's where I've ended up this past week: It was time to rip off the bandaid and rebuild some performance infrastructure (the database and decision stack) that was seriously holding me back from testing the project properly. Using MongoDB, which has to pack and unpack data up and down the 7 layer OSI model, it took an hour to test one model for one year. I need to test millions of models for 16 years, thousands of times over. I knew how to do that, so instead of focusing on keeping things stable so I could show you guys some pretty graphs n shit, I broke down the beast and started rebuilding with a pure memory caching approach that will load the options chains thousands of times faster than MongoDB queries. And instead of running one model, one decision layer at a time on the CPU, the new GPU accelerated decision stack design will let me run hundreds of decision layers on millions of models in a handful of milliseconds. Many, many orders of magnitude better performance, and I can finally make the project as powerful as it was supposed to be. I'm confident that with these upgrades, I'll be able to hit the goal of 60% consistent returns per year. I'll work this goddamn problem for a year if I have to. I have, in the process of trying to become an entrepreneur, planned project after project and given up half way through when it got too hard, or a partner quit, or someone else launched something better. I will not give up on this one, if it takes the rest of the year or five more. But I don't think it'll come to that. Even with the 20% I've already achieved, if I can demonstrate that in live trading, that's already really good, so there's not really any risk of real failure at this point. But I will, regardless, finish developing the vision I have for Retard Bot and Bidrate Renaissance before I'm satisfied.
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