Mccall rv resort map
Interesting view of the clover. Hard to see but it doesn’t exactly match up to the manga one, but it’s still nice to see
2023.03.23 07:50 Particular-Gate-898 Interesting view of the clover. Hard to see but it doesn’t exactly match up to the manga one, but it’s still nice to see
2023.03.23 06:51 Ivebeendoingurmom 2024 primary Republican debate
2023.03.23 06:51 Ivebeendoingurmom 2024 primary Republican debate
2023.03.23 06:50 Ivebeendoingurmom 2024 primary debate
2023.03.23 06:29 I-identifyAsurDad streets is the only map with consistently good loot.
along with all the other problems with this game. its getting quite tiring having to run streets to make any decent money if you want to be out quickly. labs has been shit for multiple wipes now. resort has always been overhyped. water treatment is damn near impossible to deal with the rogues even as a usec because they are so unpredictable. and it seems as if every other player understands this because streets is always ridiculously full and i havent made out of a streets raid yet today. its just tiring having to rely on a certain map and certain route to make a decent head way in this fckn game
TL;DR: streets is the only spot with good loot. everyone runs the EXACT same route on it. and theres not really any other consistent loot spawns like there is on streets imo.
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I-identifyAsurDad to
EscapefromTarkov [link] [comments]
2023.03.23 04:55 denmark219 Quatix 7 Saphire Ski Maps?
2023.03.23 04:02 greenwindow1234 What’s the best destination Oregon RV Resort with the most amenities?
Looking for RV Resorts (private, state, county, federal, whatever) with full hookups and the most amenities. The goal is to park the RV and not have to go anywhere until we leave and go home, kick back, relax and have some fun. The RV park is to be the destination. Looking for whatever has the most, pool, hot tub, game room, dog park, movie night, playground, good for bike riding, mini golf, disc golf, volleyball, basketball, and horseshoes to keep us entertained. Would also be interested in anything unique like live music, yoga classes, crafts, zip line, lake with boating, etc…
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greenwindow1234 to
oregon [link] [comments]
2023.03.23 03:21 TheNameless_000 How do multiple game devs work on the same game? Is it by file sharing or another efficient method?
Hello guys. I have an issue. So i have a team of game devs who have started to work on a game in unreal engine 5 but we ran into one problem. How do multiple people work on the same game project? If one person has made the map let's say, how can another person access the game file and modify it from their end? Unreal engine currently doesn't have a collaboration feature, and we can't use server hosting for multiple people to work on the same project at the same time because people have different time zones. So i assume we have to resort to file sharing. But does anyone know how to do so efficienctly, without running into compression issues? Or if there's an alternative different method than file sharing entirely? Your input is greatly appreciated.
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TheNameless_000 to
gamedev [link] [comments]
2023.03.22 22:32 Serbianpopstar Thoughts on Vacation Inn RV Resort
Doing research for family, I found lots in their price range in Vacation Inn RV Resort of WPB. Anyone have information on the park? Thanks.
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Serbianpopstar to
WestPalmBeach [link] [comments]
2023.03.22 21:54 Qeuzee "From the Ashes of the Union" (WIP)
Chapter 1
A rough start.
Our story begins in the 1990s, where unrest is growing in Europe, as the Soviet Union - a fierce and powerful superpower of the world, is starting to face trouble with its republics.
The Soviets have oppressed the people of its lands for many decades, sending them to gulags and taking from the land, whilst snuffing out potential thoughts for independence with heavy censorship of television and writing.
The people had enough of the Soviets oppressive dictatorship, and on the 11th of March, 1990, the Lithuanian Soviet Socialist Republic became the first country to leave the Soviet Union, starting a chain reaction which would lead to the inevitable collapse of the once great nation.
One nation which had been especially inspired by this was the Lavinian SSR, a Soviet republic along the coast of the Baltic sea, bordering Finland to the north, and Estonia to the east, with their capital city being the historical capital of Russia, St.petersburg.
Due to this inspiration, they announced their own sovereignty and independence from the Soviet Union on the 5th of November, 1991, with the first few countries to recognize them being the Baltic states themselves - Lithuania, Latvia and Estonia.
As for the republics prior to them, their independence did not come easily, the Soviets put in extra effort into keeping the Lavins under their control, as their independence would mean them losing St.petersburg.
As the Soviets tanks rolled into Lavinia from the east, the world looked on timidly as their war machines crushed the unarmed protestors.
That is until the main people group of the eastern side of Lavinia intervened - The Anarchowens, who were Ukrainians that were forcefully taken from their homeland and placed into the cold wilderness of eastern Lavinia.
The Lavins along with the Anarchowens fought fiercely against the Soviets tanks, as did the Lithuanians during the January Events between the 11th and 13th of the month.
And in the end, they managed to gain their independence and breakaway from the tyrannical clutches of the Soviet Union.
Chapter 2
Rising tensions.
The independence of Lavinia was celebrated throughout the entire country, however, in the eastern side of the Lavinia a desire for independence was also growing.
The Anarchowen community was separated from the rest of Lavinia, as they lived in a small city in the mostly barren east of the nation, and over the years following the dissolution of the Soviet Union, the desire for sovereignty grew in the Anarchowen inhibited region.
1995 was the year it all went down, the Anarchowens, under the rule of a ambitious young woman, who is only known as 'Mother Anarchy' declared independence from Lavinia.
Their sudden declaration was met with resistance from the Lavinian law inforcement within the area, but they were quickly overwhelmed, the seperatists managed to take over the region.
Upon the news of this, the current president of Lavinia, Mikel, instructed his army to take back the region from the seperatist.
Mikel had expected a swift and easy victory against the underpowered and unorganized seperatists, and his army had great success at taking back land from the seperatists, that all changed soon enough thought.
The leader of the seperatists gave instructions on what to do, they bombard the trenched of their enemies with Molotov cocktails, burning anyone who didn't take cover or run away from the area of impact within the thin and narrow trenches.
This tactic proved quite effective at not only lowering enemy moral, but also causing a good amount damage and casualties to them Lavinian army.
Soon the Lavinian army would build metal roofing on top the their trenches, providing protection from the fiery bombardment that they have faced.
Mother anarchy had another trick up her sleeve though, she instructed the creation of 'Battle Bikes', modified motorcycles with spikes on the front, two machine gun barrels on the side, taking ammo from the ammo boxes placed on the sides of the vehicle, and, as a last ditch resort, the driver could open up the gas tank, leaving behind a trail of gasoline wherever they drive, which could be lit up after gas tank runs dry.
This war machine was used to cause havoc on the battlefield, and in the enemy trenches, the riders of these bikes would ride down into the enemy trenches and mow down anyone unlucky enough to be caught, and as an added bonus, the drivers would leave these bikes in the enemy barracks, and set the gasoline trail on fire, burning any poor soul who was trampled by the biker.
The trail of burning gasoline would eventually reach the motorcycle, causing it to explode in the enemy barracks, which were often times build beneath the surface, and would cave in.
This kind of fighting went on for months, the people of Lavinia grew increasingly angry with their leader's incompetence on this situation, and he was overthrown and replaced with a new president, one Maria Haikka.
Chapter 3
Negotiations.
Maria was a young girl from the northern most town of Kovosa, which had a sizeable Finnish minority, along with a few Estonians and Russians for some nice diversion, Maria grew up to a Finnish family, learning her parents native language, along with Russian and Lavinian, Maria had a shy and timid personality, often getting anxious and nervous when in tense situations or when having big responsibility placed on her, which is exactly what happened.
Maria was absolutely losing it, she had no idea of how to run a country, and had no knowledge on politics.
Mikel, who was now made into the new presidents secretary, tried to calm Maria down.
"Snap out of it Maria! You've got a country to run!"
-Mikel says while shaking Maria by her shoulders.
"I'm sorry! I'm just... I don't know what to do! I've got all these people who expect me to make things better but I don't even know what I'm supposed to do and it's making me nervous and-"
-Maria's rambling is cut short by Mikel.
"Listen, I know it's hard, but you have to do your best! These people are all counting on you to solve this issue!"
-Mikel says to Maria, holding his hand on one of her shoulders, she looks at him nervously.
"Y-you're right.. I have to stop do my best and solve this issue!"
-Maria says, looking a bit more confident in herself...
The battle continues to rage on weeks after, both of the armies are exhausted and tired of fighting, yet they neither seem to be giving up, that is when Maria receives a letter.
"We can continue fighting this war, or we can discuss a peace treaty, meet me at the border between our countries. - Mother Anarchy"
Maria gasps at this, a possible end to this dumb war? That would be amazing, but she was also nervous that it may be a trap, nevertheless Maria decides to take a chance and goes out to the border of Lavinia and Anarchow.
Maria finds herself in front of a destroyed part of town, most of the buildings are in ruins, except for an bell tower that used to belong to a church.
As Maria steps out of the vehicle, in the distance she sees a brown haired woman, wearing a black fisherman's cap and a long brown trench coat, her face is covered with a black surgical mask, and only her eyes are visible.
Maria comes closer to the woman, around them stand many soldiers, Both Lavin and Anarchowen, Maria stands awkwardly, waiting for the woman to speak.
"So, you decide to come and discuss this peace plan then?"
-MA says, her voice sounds devoid of emotion and bears a Ukrainian sounding accent.
"Y-yes, that is correct."
-Maria says anxiously
"You must be the one they call 'Mother Anarchy', correct?"
-Maria asks.
"Yes, that is correct, and what may your name be then?"
-MA asks, still bearing that same emotionless voice.
"Maria ma'am.."
-Maria answers.
"Maria.. That's a nice sounding name, fitting for such a nice girl as yourself."
-MA says.
"O-oh uhh, t-thank you.."
-Maria blushes a bit at the comment, she looks away shyly.
"Now then, let's discuss this peace agreement, shall we?"
-MA says, gesturing to Maria to come over to a nearby table where the two of them sit down and discuss the peace treaty.
"As the leader and representative of the Anarchowens, we have the following demands."
- The withdrawal of Lavinian forces from Anarchowen claimed regions.
- The recognition of Anarchowen sovereignty and industry.
And finally
- The permission to establish The state of Anarchow within this area.
-MA pulls out a map depicting the area which they claim as their own.
-Maria looks at the picture and thinks for a moment.
"Hmm, okay... You can have this land, but I must also ask for an agreement on someone."
"An agreement on what exactly?"
-MA asks curiously.
"We will provide your country with resources needed to sustain itself, and in return we ask for you to protect the eastern side of Lavinia from any possible land invasion."
-MA considers this offer for a few moments before answering.
"Our country would need help with sustaining itself, and due to the nature of our government, it would be hard finding countries who would support us... Fine, we will protect eastern Lavinia from any land invasions that try to pass through Anarchow."
-MA extends her hand to Maria and they both shake hands, Marking the end of the brutal war...
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Qeuzee to
StoryWriting [link] [comments]
2023.03.22 21:52 icekatze Bacterium Finders Guide
| Nobody can read my tiny bumper sticker but I assure you it's there. Hello everyone, and welcome to Katsumi Midori's guide to finding bacterium! Now, you've probably heard it before, that bacterium is hard to find and not worth the effort. Well, I'm here to tell you that it's not hard to find. Okay, maybe it's a little hard to find... or maybe pretty hard to find sometimes. But we can make it easier! And not worth the effort? Okay, that one's arguably true. But if you're like me, you're not in it for the money. Well, not just in it for the money. If you've been doing this for a while, you've probably got more credits than you know what to do with. We're not out here to buy a giant mansion made out of pure platinum are we? No, we're out here to explore, to advance science, and write our names amongst the stars. When we see a dark, icy planet with a single bacterium exobiological signal, we don't see that as a nuisance. We see that as a challenge before the whole human race. (And we're never going to lose.) But enough preface, let's talk details. PART 1: THE BASICS Bacterium patches generally form on flatlands. Even if the Detailed Surface Scanner Biome Map shows it appearing everywhere, prioritize flat areas first. Each biological sample must be taken at least 500 meters apart from the others. This makes searching on foot difficult at best. PART 2: BACTERIUM VISIBILITY There are four general grades of visibility for bacterium patches. The most effective method to use will depend on how visible the bacterium patches are from a distance. High Visibility High visibility bacterium patches have a color that is distinctly different from the surrounding landscape. They can readily be seen from the air below 100 meters. Usually found on High Metal Content worlds or worlds with many other biological signals. Medium Visibility Medium visibility bacterium patches have the same color as the surrounding landscape but still have a distinctly lighter or darker brightness. They're harder to see, but still visible enough to spot from the air. Found on any planet type. Low Visibility Low visibility bacterium patches are similar to medium visibility, but are not as distinctly different from the surrounding landscape and/or are in a landscape with patches of color that create false positives when looking from the air. Found on any planet type. No Visibility No visibility bacterium patches are effectively invisible from a distance. Even when directly on top of them, they may prove difficult to see without the aid of a scanner. Usually found on dark, icy worlds. PART 3: HIGH TO MEDIUM VISIBILITY STRATEGIES With medium to high visibility bacterium, you can generally use the same methods you would use for all your other exobiology, with a few modifications. The Orbital Method I recommend the orbital method for general exobiology and when bacterium is mixed in with many other exobiological signals. The Orbital Search Pattern Start at the first sample site, then drive your Surface Recon Vehicle away for 500 meters before searching for your second sample site. (If I'm going 20 m/s, I'll count to twenty five.)Then turn the SRV 90° to the right or left and start circling your ship.You can pick up your final sample and any other exobiological samples you need before heading back. Using the external camera for better search results. When it is bacterium's turn, I recommend using the external camera technique. If you move the external camera drone between 25 and 100 meters up, you'll have much better visibility than you would have in the cockpit. If you can get used to using the external camera with the stabilizer off, that's ideal. Otherwise, you can turn the stabilizer on and move in a square search pattern. Just turn the stabilizer off briefly when you make each turn. The Short Hop Method (aka The Osseus Hop) If you don't have any other exobiological signals to investigate or they all require long distances between samples, like stratum or osseus, you can use the short hop method. (Provided you're comfortable making repeated landings in short order.) Short Hop Method: one, two, three and you're done. After finding your first sample, take off and go full throttle for a few seconds. (Depending on your top speed) Then slow down and search for the next sample site. Using maneuvering thrusters to achieve a better viewing angle If cockpit visibility is an issue, and it often is, try advancing slowly while searching (about 10-20 m/s) with the nose tilted down, and use your maneuvering thrusters to provide upward lift. Once you get used to this method, you can potentially grab all three samples in only a couple of minutes. PART 4: LOW TO NO VISIBILITY STRATEGIES Low visibility is where things start getting tricky. If you're fond of those books where you find a little character in a sea of other little characters, or those games where you're given two nearly identical pictures and have to find the differences; then you might be okay to continue using the above methods. Otherwise, it's time to change things up a bit. Choosing the initial search area. It might also be helpful to aim for areas where multiple ground colors converge. It is possible that one of them will make the bacterium patches more visible than the others. What is low visibility against one background may upgrade to medium visibility against another. You can turn the DSS biome map on and off by switching between Analysis Mode and Combat Mode as you're approaching the surface to help pick the best landing site. Specular highlights on icy worlds. Highlight, medium light, over-contrasted darkness, and regular darkness zones. In addition, icy worlds often have strong specular highlights on the surface. You can try flying into the light, slightly offset, or away from the light to see if different lighting conditions make the bacterium patches more visible. But eventually, you'll come across a planet where the bacterium patches can't be seen from the air. Then it's time for something more serious business. The Composition Scanner Sweep Method (Patent Pending) Step 1: Make sure that your SRV and/or ship have the Comp. Scanner on an active fire group. Don't worry if you didn't equip one when you left port, they come as standard equipment. Identifying clear search areas. Step 2: Make your approach to the surface. If you're lucky, you might find a wide open plain, but on many icy worlds, you'll need to look for even a small open patch. Using the Turret Camera plus the Comp. Scanner to search. Step 3: Land in the middle and deploy your SRV. Switch to turret cam as soon as you can, then drive around and waggle your turret reticle up and down, and all around. The Comp. Scanner registers a hit. If you're close enough to a bacterium patch, your reticle will light up and play a "blip," sound effect when the reticle passes over it. Once you see or hear that blip, stop immediately (back up a bit if you have to) and make sure you can pinpoint the bearing before trying to approach closer. Sometimes I will even drive slowly with my eyes closed to cut down on distractions. Just turn up the sound and listen. Standard corkscrew search pattern. The Corkscrew search pattern has provided the best results in my tests. Tilting the turret up and down while driving in a spiral around the ship covers a lot of ground with minimal effort. The radar search pattern. Optional Variation: If you're lucky enough to have a large stretch of flat ground, you can try the Radar search pattern. Drive in a straight line while spinning the turret around in circles. This is not as effective as the corkscrew method, but it is the lowest possible effort available. Once you've found a bacterium patch and sampled it, head back to the ship and fly to a different search area. Nothing is worse than fumbling around in the dark to find a blip, only to realize that it doesn't have enough genetic diversity. If you don't find a bacterium patch after a couple of hops, consider flying to a different biome that may have a higher density. Plains, craters, different patches of ground color, matte surfaces, glossy surfaces, etc. I started using this method as a last resort, but after a while, I came to realize that it is surprisingly reliable. Using the Comp. Scanner on the ship. You can use the Comp. Scanner on your ship to search as well, but it is much more difficult to waggle the reticle across a wide area. It's usually better used to test discolored patches for false positives to avoid needless landings. PART 5: THE ABSOLUTE WORST CASE SCENARIO Fonticula. An exobiological group that is often found on dark, icy worlds alongside bacterium. It is usually very easy to find. It will also absolutely complicate any attempts to use the Composition Scanner Sweep method. You can still sometimes use the composition scanner, usually from the air, by avoiding fonticula patches, but at best it will still slow you down. Which brings us to... The Absolute Last Resort Method In my experience, bacterium patches will sometimes grow next to large fonticula patches, at a slightly higher frequency than random chance. (But I must admit this may be sampling bias.) - Find a sizable fonticula patch.
- Get out on foot.
- Run and jump around like a crazy person. (Which you arguably are at this point.)
- Fire off the Genetic Sample Scan Pulse constantly.
The Genetic Sampler's scan pulse is just the worst tool for finding bacterium patches due to it's pitifully short range, but sometimes the worst tool is the only tool. Successfully completing a No Visibility bacterium scan. But if you stick with it, you will surely find your bacterium samples. Look at that, it's a thing of beauty, isn't it? \"Worth\" it! Thank you for reading, and good hunting out there in the black! submitted by icekatze to EliteDangerous [link] [comments] |
2023.03.22 21:09 PhilsTriangle [USA-NJ][H] Playstation, PS2, N64, Nintendo DS, NES, Super Nintendo, Xbox 360 - Games & Consoles [W] PayPal, Venmo
Hey everyone, I'm on my quest to 300 transactions. Here's a few
pictures. There's a lot listed below that is not pictured so just let me know what you are interested in and I can provide additional pictures.
Prices do not include shipping unless "shipped" is noted. Shipping is $4 for 1 game (1st Class in a Padded/Bubble Wrapped Envelope). An additional $1 per game (if weight exceeds 12 oz). I only accept PayPal via Friends & Family or Venmo F&F.
Consoles + Accessories Nintendo 64 Console w/ hookups + OEM Controller - $85 shipped
Nintendo 64 OEM Controller Pak (NUS-004) - $13 shipped
Nintendo 64 Performance Memory Card - $10 shipped
Nintendo DSI (TMNT Decals) w/ Charger - $50 shipped
Sega Master System w/ hookups + controller (small crack/break in console shell) $125 + shipping
Super Nintendo Console (crack in the shell) w/ OEM controller (missing hookups) - $65 shipped
Super Nintendo Snes Jr Console + OEM controller (missing hookups) - $95 shipped
N64 Games Diddy Kong Racing - $30
Madden Football 64 - $5
Mario Party - $45
Mario Party 2 - $55
NFL Quarterback Club 2000 - $5
Pokemon Snap - $20
NES Games Adventure of Bayou Billy - $7
Anticipation - $5
Bad Street Brawler - $13
Battle Chess (CIB) - $32
Blades of Steel - $9
Dragon Warrior (CIB) - $70
Dragon Warrior II -$60
Dragon Warrior - III - $120
Dragon Warrior IV - $160
Exodus Ultima - $11
Faxanadu - $12
Fester's Quest - $10
Final Fantasy - $25
Golf - $3
Gotcha - $7
Ghost 'N Goblins - $15
Greg Norman's Golf Power - $14
Gyruss - $9
Hydlide - $9
Iron Sword - $8
Little League Baseball - $12
Magic of Scheherazade (CIB) - $65
Mach Rider - $8
Metal Gear (w/ worn box) - $80
Mike Tyson's Punch-Out - $40
Paperboy - $16
The Punisher - $27
Rad Racer II - $7
Super Glove Ball - $7
Superman - $21
Super Mario Bros. - $15
Super Mario Bros./ Duck Hunt - $7
Super Off-Road - $12
Super Sprint (Tengen) - $7
Super Team Games - $9
Tetris - $12
Tetris 2 -$9
Tiger-Heli - $5
To The Earth - $5
Top Gun - $5
Winter Games by Epyx - $6
Nintendo Gameboy/GBC Mary Kate & Ashley's New Adventures - $4
Smurf's Nightmare - $10
Super Mario Land (worn label) - $12
Yu- Gi- Oh Dark Duel Stories - $10
Nintendo GBA games (cart only) 007 Everything or Nothing - $7
A Series of Unfortunate Events -$4
Backyard Baseball - $5
Backyard Baseball 2006 - $7
Backyard Baseball 2007 - $7
Backyard Football - $8
Backyard Football 2006 - $4
Backyard Football 2007 - $5
Battleship / Risk / Clue - $6
Bratz - $4
Butt Ugly Martians: BKM Battles - $5
Cars - $5
Cartoon Network Speedway - $6
Catz - $5
Cho Makaimura R Super Ghouls N Ghost ( Japanese Import) - $95 Shipped
Dave Mirra Freestyle BMX 2 - $4
Dogz - $6
Dora Explorer's Pirate Pig's Treasure - $4
Dragon Ball Z Supersonic Warriors - $20
Earth Worm Jim - $16
ESPN Great Outdoor Games Bass 2002 - $5
Fantastic 4 Flame On - $3
Finding Nemo - $5
Frogger's Journey - $6
Hot Wheels Stunt Track Challenge - $3
Hot Wheels World Race - $5
Incredibles Rise of the Underminer - $6
Jimmy Neutron Attack of the Twonkies - $4
Jimmy Neutron Jet Fusion - $3
Lord of the Rings The Two Towers - $10
Lost Vikings - $25
Lizzie McGuire: On the Go - $3
Madagascar & Shrek 2 - $5
Madagascar Operation Penguin - $6
Madden 2005 - $5
Monster Jam Maximum Destruction - $6
Namco Museum - $6
Oddworld Munch's Oddysee - $12
Pong Asterios Yar's Revenge - $4
Power Rangers Dino Thunder - $8
Quad Desert Furty - $3
Road Rash Jail Break - $10
Shark Tale - $4
Spirit Stallion of the Cimarron - $5
Star Wars Episode II Attack of the Clones - $5
Teen Titans - $12
The Incredibles - $3
Top Gear GT Championship - $10
Yu-Gi-Oh Double Pack 2 - $13
Yu-Gi-Oh Eternal Duelist Soul - $12
Legend of Zelda Classic NES Series - $30
Nintendo 3DS (loose) Transformers Dark of the Moon Stealth Edition - $7
Nintendo DS Games (cart only unless noted) Avatar The Last Airbender - $13
Backyard Sports Rookie Rush - $4
Bionicle Matoran Adventures - $6
Club Penguin - $4
Happy Feet - $4
Mario Hoops 3 on 3 - $10
Marvel Ultimate Alliance 2 - $10
Megaman Starforce Dragon - $105 shipped
Metroid Hunters First Hunt - $6
Namco Museum DS - $8
Nintendo Dogs: Chihuahua & Friends - $6
Nintendo Dogs: Dachshund & Friends (CIB) - $10
Nintendo Dogs: Lab & Friends - $6
Ping Pals - $3
Plants vs Zombies - $10
Ratatouille - $5
Ridge Racer DS - $8
Shrek Superslam - $5
MySims - $5
MySims Kingdom - $5
Spectrobes - $5
Spiderman 3 - $8
Star Wars II The Original Trilogy (LEGO) - $6
Super Money Ball Touch & Roll - $6
Zelda Spirit Tracks (missing manual; inserts/case included) - $65 shipped
Nintendo Gamecube Games (CIB unless noted) ATV Quad Power Racing 2 (missing manual) - $9
Cars - $8
ESPN Winter Sports 2002 - $6
Madden 2003 - $5
Madden 2005 - $6
Need for Speed Hot Pursuit 2 - $8
Spongebob Squarepants: Lights Camera Pants - $16
WWE Day of Reckoning 2 (missing manual) - $25
WWE WrestleMania X8 (missing manual) - $12
Nintendo Wii Games (all have cases) All-Star Cheer Squad - $5
Cabelas Big Game Hunter 2010 (CIB) - $8
Call of Duty Black Ops (CIB) - $9
Carnival Games (CIB) - $6
Chuck E Cheese Party Games (Missing Manual) - $10
Country Dance (CIB) - $8
Deal or No Deal (CIB) - $5
Guitar Hero III Legends of Rock (CIB) - $19
Hannah Montana Spotlight World Tour (Sealed) - $8
Major League Baseball 2K12 (CIB) - $10
Thrillville Off The Rails (CIB) - $5
Wii Music - $6
Wii Sports (Disc & Manual) - $20
Wii Sports Resort (CIB) - $30
Playstation PS1 Games (CIB unless noted)
007 Tomorrow Never Dies - $7
A Bug's Life (GH) - $7
Action Bass - $6
Ball Breakers (sealed) - $10
Bass Championship - $7
Battle Arena Toshinden (GH) - $14
Bushido Blade - $36
Crash Bandicoot Warped (GH) - $13
Fighting Force - $20
Gran Turismo 2 (GH) - $12
Harry Potter & the Sorcerer's Stone - $13
IHRA Drag Racing - $5
Inspector Gadget: Gadget's Crazy Maze - $8
MediEvil (missing manual) - $35
Missile Command - $6
Monster's Inc (GH) - $9
Nascar Heat (CIB) - $7
NBA Live 2000 - $8
NBA Shootout 98 - $9
NFL Blitz 2000 - $15
NHL 98 - $8
NHL Faceoff 97 (GH) - $5
Parasite Eve - $75
Parasite Eve (missing demo disk) - $60
Parasite Eve II - $110
PlayStation Underground Jampack Fall 2001 - $9
Q* Bert - $10
Resident Evil Director's Cut (GH) - $30
Rugrats Search for Reptar (GH) - $17
Rugrats in Paris: The Movie - $12
Soul Blade - $23
Star wars Dark Forces (unoriginal jewel case) - $13
Syphon Filter 2 (GH) - $10
Tecmo Super Bowl - $20
Tiger Woods 99 - $8
Tony Hawk Pro Skater (GH) - $10
Tony Hawk Pro Skater 2 (GH) - $12
Triply Play 99 - $8
Who Wants to Be a Millionaire 2nd Edition - $8
World Cup 98 - $12
Playstation 2 PS2 Games (CIB unless noted) 007 Everything or Nothing - $7
007 Nightfire - $9
Ace Combat 4 Shattered Skies (GH) - $8
All-Star Baseball 2005 - $5
Ben 10 Protector of Earth - $9
Bully - $22
Clock Tower 3 - $70
Crash Bandicoot The Wrath of the Cortex (GH version) - $10
Crash Bandicoot The Wrath of the Cortex - $12
Devil May Cry (GH) - $7
Enter the Matrix - $10
Eragon - $6
Family Feud - $5
Final Fantasy X (GH) -$9
Frogger the Great Quest - $7
Godfather the Game - $14
God of War (2 Disc Set) - $12
Guitar Hero II - $7
Guitar Hero III Legends of Rock - $9
High Heat Major League Baseball 2004 - $5
Hobbit - $10
Karaoke Revolution Party - $8
Karaoke Revolution Presents: American Idol - $5
Madden 2003 - $5
Madden 2007 - $5
Madden 2008 - $5
Midway Arcade Treasures - $11
MLB 07 the Show - $5
MLB Slugfest 2004 - $11
Nascar 2001 - $5
Nascar Thunder 2003 - $7
NFL Blitz Pro - $10
Onimusha 3 Demon Siege - $21
Pinball Hall of Fame - $5
Pirates - The Legend of Black Kat - $12
Red Dead Revolver - $17
Rise of Kasai - $8
Silent Hill 4 The Room (Factory Sealed) - $325 shipped
Star Wars Episode 3: Revenge of the Sith - $9
SSX Tricky (missing manual) - $19
Summoner - $10
Teen Titans - $22
Theme Park Roller Coaster - $8
Time Crisis 3 - $23
Tom Clancy's Splinter Cell - $6
Ty the Tasmanian Tiger - $11
Warriors of Might & Magic - $10
Wheel of Fortune - $7
Yu-Gi-Oh Duelists of the Roses - $22
PS3 Band Hero - $6
Call of Duty Black Ops - $10
Call of Duty World at War -$11
Crysis 2 - $7
Fifa Soccer 11 - $5
Guitar Hero 5 - $11
MLB the Show 10 - $4
MLB the Show 11 - $4
NCAA Football 11 - $9
Sports Champions - $5
Sega 32X (all cart only) Primal Rage - $50
Virtua Fighter - $24
Virtua Racing - $20
Sega Dreamcast Games (disc & manual only***; do not have original cases unless noted CIB) Centipede - $7
Plasma Sword Night of Bilstein - $50
Psychic Force 2012 - $25
Ready 2 Rumble Boxing - $12
Rippin Riders - $5
Sega Bass Fishing - $8
Sega Rally 2 Championship - $12
Speed Devils - $15
Sword of Berserk: Gut's Rage (game only) - $65
Trick Style - $7
Zombie Revenge - $30
Sega Genesis Shining Force (Case & Cart) - $75
Shining Force 2 (Cart Only) - $55
Sega Master System (Mostly CIB; ask me to check manual) Alex Kidd: The Lost Stars - $28
California Games (missing manual) - $20
Choplifter - $18
Ghostbusters - $25
Great Baseball - $10
Monopoly - $10
Parlour Games - $10
Pro Wrestling - $14
Rocky - $17
Space Harrier (missing manual) - $18
Shinobi (includes map; missing manual) - $30
Super Nintendo (SNES) Games (cart only) Aeroacrobat - $9
Brandish - $85
Brett Hull Hockey - $7
Bulls vs Blazers - $4
Capcom MVP Football - $7
Captain Commando - $175
Cliffhanger - $9
College Slam - $7
Donkey Kong Country - $20
ESPN Baseball Tonight - $4
Final Fantasy Mystic Quest - $17
Football Fury - $20
Harley's Humongous Adventure - $15
Magic Johnson's Super Slam Dunk - $6
Mickey's Ultimate Challenge - $12
MechWarrior 3050 - $17
Monopoly - $5
Ms. Pacman - $12
NCAA Basketball - $5
Nickelodeon GUTS - $16
Ninja Warrior - $130
NFL Football - $5
Pit Fighter - $8
Romance of the Three Kingdoms II - $20
Soldier's of Fortune (rental sticker on label) - $25
Stanley Cup Championship -$6
Street Fighter II - $15
Super Caesar's Palace - $4
Super High Impact - $5
Super Star Wars Return of the Jedi - $16
Top Gear - $15
Xbox 360 (CIB) Assassin's Creed - $6
Battlefield Hardline Deluxe Edition - $10
Battlefield 3 Limited Edition - $6
Fifa Soccer 10 - $5
Fifa Work Cup South Africa 2010 - $5
Grand Theft Auto V - $10
Injustice Gods Among Us - $5
L.A. Noire - $7
Left 4 Dead 2 - $11
Mafia II - $10
N3 Ninety-Nine Nights - $20
Nascar The Game 2011 - $9
NBA 2K12 - $5
NHL 10 - $3
NHL 14 - $6
Pocket Bike Racer - $5
Red Dead Redemption - $9
Saints Row - $10
Saints Row The Third - $5
Skate 3 - $6
Virtua Tennis 4 - $9
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2023.03.22 20:50 No-Inspection4381 Is it possible to win some games without nurse?
So I just played a game with my hag, quasi-sweaty perks and all and I just got obliterated. I've 3k/4k'd every game until now, but I just got defeated by a swf team. They sent us to the snow resort map and it went like this:
Goes to a gen Hits a survivor Gen completed Repeats like 3x: Survivor downed Flashlight save Looped for 1m Then when I actually hooked someone I already gave up, I camped and tunneled the hell out of them and got 2k, but that's just so unsatisfying. Winning by camping, tunneling, and slugging just feels so unrewarding and boring, but I don't think I can face these amazing teams otherwise. I just get sent to some garbage map no matter what, they have the best loops in the game and I rarely win chases, I get pallet stunned and blinded, etc. That's where the nurse comes in. Other killers get looped because they have to worry about pallets, but what about the nurse? If they can't use pallets they can't really survive for more than maybe 30s a chase, and I might actually have a chance to beat these teams. Otoh nurse feels pretty boring to play as because I don't actually feel challenged.
Any advice? Started playing again after 4 years and I feel like quitting again already. I get matched with prestige 100 killers as survivor, I get matched with either the worst or best survivors I possibly could've been matched with as killer, etc.
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2023.03.22 20:30 Positive-Star3194 What if …Siam belonged to Australia?
I think adding Siam to Australia would open up many new strategies on the classic map. As it stands Siam is a very powerful territory that both encourages turtling for the one holding australia as well as effectively denying any territory bonus from someone holding every asian territory except for siam. As a result most games are doomed to stagnate at one point because most if not all players already hold one continent and resort to pushing territories back and forth in asia to collect cards.
This is where adding siam to australia comes into play to keep the game from stagnating.
- It would discourage turtling because you can no longer deny the territory bonus for asia as easily. (Australia would now have two territories at their border istead of just one) Holding australia is a lot more risky now.
- Asia would now be worth actually attempting to conquer. Right now the atlantic side is the one that is heavily fortified on every continent and the game stagnates because no one can make a move or could but doesnt dare to. If someone was seriously fortifying asia this would decentralize the attention on the map and NA, SA, AF and EU wouldnt be able to fortify their atlantic borders as heavily with zhe potential threat in AS.
- AUS probably looses all of its value. Playing passively and turtling is heavily nerfed which forces all parties to play more pro-actively which makes every game more exciting.
What do you think?
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2023.03.22 19:52 DTG_Bot Lightfall Crucible Update
Source:
https://www.bungie.net/7/en/News/Article/lightfall-crucible-update Lightfall has launched and we are now several weeks into Season 20. Lots of updates are live, with everything from an overhauled buildcrafting system to fresh Seasonal weapons and raid loot. While these changes have given both our PvE and Crucible players a lot of exciting things to look forward to, we’re planning some meaningful changes in the activity and rewards structure for Crucible and want to give everyone a preview of what’s coming.
There’s a lot to talk about, so here’s a handy tl;dr of what we’re covering:
Playlists and Offerings
- Updates to map and game mode weighting (now live).
- Clash is leaving Quickplay (mid-Season).
- New Connection-based Matchmaking (CBMM) Crucible Rotator incoming (mid-Season).
Matchmaking
- A data-driven explanation of Fireteam Matchmaking (FTMM).
- FTMM has replaced Freelance (now live).
- Upcoming FTMM adjustments (mid-Season).
- Loose Skill-based Matchmaking (SBMM) settings are changing (mid-Season).
Competitive Division
- Competitive matchmaking and skill rating explained.
- Future skill, ranking, and matchmaking system adjustments.
- Upcoming Competitive rewards (mid-Season and beyond).
- Quality-of-life improvements (mid-Season and beyond).
Iron Banner and Trials of Osiris
- Upcoming Iron Banner plans (future Seasons).
- Trials of Osiris Labs with new matchmaking rules (later this Season).
- Preview of Season 21 Trials changes.
New and Returning Game Modes
- Countdown Classic.
- Countdown Respawn.
- Countdown Rush.
- Checkmate.
We want to start with a rundown of items we added in Season 19, and the changes we’re making to them.
Overall Playlists and Offerings
We’ve done a lot of reflecting on player feedback to the Crucible changes we made at the start of Season 19. We recently moved Rumble back onto the Crucible screen full time, and when Lightfall went live a few weeks ago we also made the following changes to the Quickplay playlist’s map and game mode weighting:
Game Modes
- Increased the likelihood of getting Control as the game mode over Clash. ####Maps
Increased Weight (More Likely to Play on These Maps)
- Javelin-4
- The Burnout
- Rusted Lands
- Midtown
- Wormhaven
Standard Weight
- Endless Vale
- Altar of Flame
- Distant Shore
- The Fortress
- Pacifica
- Radiant Cliffs
- Bannerfall
- Eternity
- Widow’s Court
- Fragment
- Vostok
Reduced Weight (Less Likely to Play on These Maps)
- Disjunction
- Cathedral of Dusk
- Twilight Gap
- The Dead Cliffs (Clash only)
- Anomaly (added back into the playlist at reduced weight)
- Cauldron (added back into the playlist at reduced weight, Clash only)
Not in Playlist
Upcoming Changes
In Season 20’s mid-Season patch, we will be making another set of larger changes.
Clash will be leaving the Quickplay playlist, leaving only Control—so it reverts to its old name, Control, and it will be replaced by Iron Banner when that is active. Both playlists will continue to use Loose SBMM, but we will be making some changes to the matchmaking parameters.
Loose SBMM will have its skill and connection filters modified so that latency windows will be expanded at the slowest rate, and skill windows will start tighter but can expand more quickly as needed. This should manifest as more evenly matched games with lower skill variances for most players, with the primary fallback being gradually increasing the skill variance as opposed to widening the connection quality.
This does not mean you will never see lag in Crucible. We do not prevent players from manually joining fireteams to which they may have a poor connection, and connections are dynamic so their quality can sometimes degrade mid-game for a variety of reasons. But it does mean that matchmaking will try to only expand connection quality brackets as a last resort once the available skill and fireteam size options have been exhausted.
In addition, we are splitting the current Rotator into two separate playlists. Both of which rotate game modes weekly, and both use CBMM (with no plans to change this):
- Crucible Relentless Rotator
- Clash, Rift, and Zone Control.
- We see this as our main haven for players who want to engage with large team-based gameplay outside of SBMM, and having it will make sure there is always conventional team-based Destiny PvP available to play when Iron Banner is active.
- The Relentless Rotator will be replaced with Trials of Osiris when it is active.
- Crucible Party Rotator
- Mayhem, Scorched, Momentum Control.
These are modes that significantly modify the general sandbox of Destiny and play very differently than normal Crucible.
All remaining Freelance nodes have been removed with FTMM in place. See the matchmaking section below for more details.
Competitive Division, Rumble, and Private Match will remain “always on” options.
Image Linkimgur
Additionally, we will be running Crucible Labs starting in the middle of Season 20 to put 3v3 Countdown and a few variations through their paces. More below.
Fireteam Matchmaking
At the start of Season 19, we added a new feature to our matchmaking called Fireteam Matchmaking (FTMM). The goal with FTMM is to keep fireteams mostly matching against other fireteams of their size, making it easier to play as a solo or a duo in 3v3 or 6v6 matches. Matching teams of similar compositions should make matches generally more approachable no matter what your fireteam size is.
Our original hope was that we would have it full time in Quickplay (which has no Freelance node) and be able to test it on Iron Banner by late January, then move it to other nodes in Season 20, and slowly start removing Freelance nodes altogether.
- Our original few weeks of Quickplay were strong enough when looking at fireteam matchups that we decided to enable it in Iron Banner the first week, and completely remove Freelance from Iron Banner by January.
- To illustrate, the chart below is from week-two of Iron Banner, when we removed the Freelance node. The chart is based around the player’s personal fireteam size, and shows the kind of composition of matches that were happening:
Image Linkimgur
- If you ran with a full fireteam of 6, you matched against other full fireteams over 95% of the time.
- If you ran solo, you went up against a full fireteam 0.2% of the time (that’s 1 out of every 500 matches). To break that one down further, if you were a solo and went up against a full stack fireteam:
- 60% of the time you were paired with a 5-person fireteam (or filled in when someone from a full fireteam disconnected).
- 5% of the time you were matched with a 4-person fireteam and another solo.
- 4% of the time you were matched with a 3-person fireteam and either a duo or 2 other solos.
- 31% of the time you were matched with 5 other solos or some mix of solos and duos against a full fireteam (roughly 1 in every 1500 matches).
These numbers seem pretty good, and it’s why we removed the Freelance Iron Banner node—no matter what size fireteam you go in with, nearly all the time you are put into a reasonably composed matchup. However, there are two small areas we feel like could use improvement:
- First, for large fireteams (4+ in 6v6) FTMM will heavily prioritize equivalent fireteam size over all other options, so much so that it prefers to match two equally sized large fireteams with a wide skill delta over two similarly sized fireteams with a narrow skill delta.
- Second, if FTMM is unable to find a suitable match for a large fireteam within the given time frame (which happens approximately 1% of the time when searching as a 6-person team) it will default to taking the first available match, which sometimes results in the small number of matches mentioned above where a 6-person matches a team of all solos.
To combat both issues, in our mid-Season patch, we will make a change to FTMM in Control/Iron Banner that, if matchmaking was unable to find an equally sized fireteam with a narrow skill delta, will allow it to search for a similarly sized fireteam with a narrow skill delta before holding out for an equally sized fireteam with a wider skill delta.
- Example: If you are in a 6-person fireteam with a weighted average skill of 150, the system may prefer a 4-person fireteam paired with a duo with a weighted average skill of 200, as opposed to waiting for another 6-person fireteam with a skill of 400. This should improve both match quality and matchmaking times for larger fireteams.
- This change should also reduce instances of FTMM being unable to find a suitable match before hitting the time limit and defaulting to the first available. In the rare cases where solo players do match against large fireteams, they should almost always have a large fireteam on their team as well.
On the 3v3 front, we removed the Freelance option at the start of Season 20 and added FTMM into the Competitive Division playlist, and we have seen the following team compositions:
Image Linkimgur
- Full fireteams are matching against other full fireteams 98% of the time.
- Fireteams of a duo and one solo are matching with the same opponent team composition over 98% of the time.
Since we’ve removed the Freelance node from both Competitive Division and Trials of Osiris, we’d also like to share data purely from the POV of a solo player:
Image Link.png)imgur
- If you queue solo, 80% of your fireteams will be all solos, and you will be paired with a duo nearly 20% of the time.
- If you get matched with two other solos, over 98% of your games will be against another team of all solos.
- If you are paired with a duo, over 98% of your games are against a duo/solo combo.
We are happy with these numbers, although matchmaking times for 2-person fireteams are a little on the long side, so we may look to revisit the parameters in the future to see if we can improve this.
Competitive Division
Another big feature we introduced in Season 19 was a revamp of the Competitive Division playlist. These were our goals when we built it:
- All players can find a variety of balanced matches and feel competitive.
- A player’s PvP rank is a core part of their Guardian identity.
- Have places in the ecosystem to not engage in the Ranked Play but still have decently balanced matches, or to not engage in SBMM at all.
We designed Competitive Division to be a ranking system tied to your skill (matchmaking rating, or MMR). Here is a graph of the Competitive Division vs. skill for all players with 30 or more games played in Season 19 (around 3 games a week).
Image Link.png)imgur
The thin black line is the ‘target’ Division Rank for each skill, the thick line is the mean Division, and each dot is a single player. The colors of each dot represent what Division the player is in.
Outside of a handful of outliers, you can see that no one is more than 1000 Division Rank above their Skill. It also shows that it’s probably a little too hard to climb to your target rank, as the average is well below, especially in the mid-to-high skill range.
When we look at the same graph of people who completed 150 games in the Season—nearly 15 a week! The graph looks a lot better for these serious PvP players.
Image Link.png)imgur
Outside of some real noisiness in the lower skill brackets (there are fewer lower-skill but heavy PvP players), the average lines up well with the target and what we want to see.
You might also notice a few strange dots: medium-to-low skill, but all the way up in the Ascendant or Adept ranks. We were super happy these players called themselves out to us, as we immediately knew there was either a serious bug, or something very fishy was going on. We’ve investigated their individual match history and issued permanent bans for win trading.
For those of you who are interested in how you rank against others, here is the end of Season 19 breakdown in number of players in each Division, which shows the nice bell curve one would expect in a ranked system:
Image Linkimgur
Skill Matching vs. Rank Matching
Competitive Division matches players based on their skill, not their rank. This can feel counterintuitive, but matching purely based on rank can lead to a couple of bad side effects:
- Smurfing: A high-skill veteran player creates a new account purely to play against lower-skilled/newer players who they can mop the floor with. This, of course, leads to mismatched games and drives newer players away from the game. While this is possible now, the skill system picks up on your Smurfing skills quickly and moves smurf accounts to the proper skill pool.
- Tanking: This is a high-skill player intentionally losing a number of games in a row so they can de-rank and play against lower-skilled players who they can mop the floor with. Currently, once the skill system understands where they sit, it can be very time consuming to convince it they are much worse than they are when tanking, and it will quickly bring them back up to their former skill once they start playing again.
So, while still possible, in both cases our skill system makes the hassle of playing lower-skilled players much worse than the number of games against them will generate. So, instead, we choose to matchmake based on our internal skill values, which almost all multiplayer games do too.
The approach most modern ranking systems take is to match you based on an internal matchmaking rank (MMR), and throttle or expand gains and losses of the ranking system so it closely follows (but never precisely matches) the internal MMR. As the graphs above illustrate, a vast majority of players are near their target Division if they have played enough matches, so we believe the skill matching and ranking systems themselves are working well—with a few caveats below.
How is skill determined?
We’ve taken a deep dive on this before, but we don’t just look at your stats and pick a random skill. Each player starts out with a neutral skill value, and they play against other players, all of whom have some skill value: neutral if they haven’t played, or some positive or negative number if they have. After the match, it ranks all the players based on a wide variety of internal stats (much more than what we show on the scoreboard), generally weighted toward stats that are correlated with winning.
Once everyone is ranked, it looks to see if there are any players out of place (Guardian A played better than Guardian B, but Guardian B has a higher skill). It takes those two Guardians and tweaks their skill values, pushing A up, and pushing B down. It’s important to note that, like the Elo rating system, our skill system is always relative, and the adjustments are made by looking at the other Guardians in your match.
Over time, it becomes more and more confident in player skill, and will start reducing the amount skill can be pushed up or down after a match. You must play better than your skill consistently over several matches before it will improve your skill, so it can feel like you get “stuck” in your skill, and this translates to your Competitive Division.
Just because we believe the systems are working well doesn’t mean there aren’t things to improve. Based around Season 19 feedback, analytics, and our own observations of Competitive Division over the Season, we are going to be making some adjustments in a future Season.
- It can feel too hard to climb to your target Division if you aren’t securing enough wins. This is particularly bad if you are at the bottom half of the skill curve.
- We want the 30-game graph above to look more like the 150-game graph, just with more people.
- If you are below your target Division rank and have yet to reach it during the current Season, we are looking to add some additional ranking adjustments as well as blend your current Division rank with your skill for matchmaking purposes—so if you place below your target Division, matches should be easier to win when you start your climb, and you should get more for each win.
- This helping system will end once you get near your target Division, so de-ranking back down will not produce the same results a second time.
- It can feel too hard to break out of your target Division once you reach it.
- We are looking at loosening up the confidence of the skill system described above and making it easier to increase or decrease your skill rating and your associated Division rank.
- The actual skill system is a separate server that does its calculations and skill adjustments out of sync with the scoreboard in the match, so we must do a rough estimate of the skill adjustment in the scoreboard to be able to give a Rank adjustment in the moment.
- We aren’t currently happy with how this estimate is working, so we are taking a more thorough pass at the scoreboard estimation for skill adjustment and bringing this more in-line with what the skill server is doing.
- While the overall system is generally getting players to the right place over time, in the moment, some of the outcomes can feel arbitrary, particularly the times where you win, but only gain five Division points. There are a few things happening here:
- You can feel like you played well. What you don’t see is that you were matched up against an opposing team with an average skill well below yours, making your gains minimal. This is one of the most common ways of only gaining five points.
- We want to show you an average of the other team’s skills on the scoreboard, so you can have a better idea of both how good your team is (especially compared to you) and how good the opposing team is.
- If you win, your Division rank will go up, even if the skill system thinks you should go down (this is the another of the ways you can get five points). Conversely, if you lose, your Division rank will go down, even if the skill system thinks you should go up (the losses that result in losing five points).
- We are taking a hard look at these values. Skill is attempting to judge your individual performance relative to the other players, not whether your team won or lost.
- We have investigated removing the forced positive or forced negative rank changes, but believe it will feel worse to lose points on a win than it does to gain them on a loss. Alternatively, we could increase the minimum points gained and lost from five to a higher value, but that means you would lose more rank in games where you performed well but didn’t pull out the win than you do currently.
- Finally, if you are well above your target Division, it scales your gains down, and your losses up. If you are well below your target Division, it scales your gains up and your losses down.
- This can result in some five-point wins, but we think this is working well right now, based on the graph above.
Competitive Rewards
Now, the other half: What do I get for playing in this highly-competitive Playlist? Currently, you can:
- Get an increasing Crucible Rank multiplier based on your current Division, which works in all playlists.
- Get one roll of the Rose Hand Cannon each week per character for participating.
- Find out where you stand among the rest of the Destiny PvP community.
- Earn the Glorious Seal by reaching Platinum, or gild it by reaching Adept, as well as a number of other Crucible-related Triumphs.
- One large note: At the start of Season 20, we shipped a bug where players could claim Glorious or Dredgen titles without completing all of the intended Triumphs. In our mid-Season patch, Glorious and Dredgen Seal and gild claims will be reverted, and the errant Triumphs removed.
- Any players who have completed all of the intended Triumphs will immediately be able to reclaim their Seal or gild.
- Any players who were only able to claim because of mistakenly included Triumphs will need to complete the regular Triumphs to reclaim.
- Veteran players with multiple gilds of Dredgen will maintain their gild counts through this change.
We want Competitive Division to have more rewards to chase for our most dedicated PvP players, and back when we introduced the system prior to Season 19, we promised more information. Today, we have some:
- At the mid-Season patch during Season 20:
- Lord Shaxx will have a new emblem for you if you are Ascendant III or higher.
- There will be a stat tracker that allows you to put your current Competitive Division rank number on PvP emblems.
Image Linkimgur * At the start of Season 21:
- The Rose Hand Cannon will be replaced by a new Competitive Division-only Sniper Rifle for participation in the playlist.
- We plan to add new weapons to the Competitive Division every other Season.
- Rose will be available again in a future Season but will be unobtainable during Season 21.
- Lord Shaxx will have a new Season 21 Ascendant emblem.
- We are adding a new Ascendant emblem and retiring the previous one each Season.
- Lord Shaxx will have a transmat effect for all players who reach Silver III or above. Not only is this transmat the first one you can earn directly through gameplay, it also uses some new tech so it can change its appearance based on your current Competitive Division
Competitive Quality-of-Life (Mid-Season)
- Spawn Overshield (AKA Spawn Protection)
- The overshield that you get for a couple seconds when you respawn was originally tuned for Destiny 2’s launch and has not been touched since then. As anyone who has been killed while respawning can attest, the launch shield values have not kept up with our sandbox.
- In the mid-Season patch, we are adjusting the Spawn Overshield from 52hp to 150hp (this is separate from the overshield you get when you are revived, which is unchanged).
Competitive and General Crucible Quality-of-Life (Future Seasons)
- Spawning
- Our spawning algorithms and tuning have not kept up with the Time to Kill (TTK) and pace of the game as it has evolved over the years. We are committing to a wide-ranging spawn retune across many maps and modes with the goal of getting players back in the fight quicker, and if possible, near a friendly player, but always in a safe spot.
- To start with, we are targeting specific maps (Disjunction, Convergence, and Cathedral of Dusk) and modes (Control, Clash, Rift). As these maps play differently per mode, we will be making the following changes:
- We are adding more spawn locations for each of the maps and modes.
- We are investigating disabling the backfield spawns for Control and Clash, and adjusting the influence of objectives (e.g., capture zones) and allies so that players spawn nearer to allies and ally-owned objectives.
- We are also looking at alternate objective locations to make gameplay more central.
- For 3v3 modes and non-objective modes, we are looking at making laned maps feel more “round” by keeping objectives and spawns more centralized. We are also experimenting with blocking off portions of the maps with barriers.
- After laned maps are in a better place, we will start working through other maps and modes.
- Lobby Balancing
- Now that we have had a chance to look at how SBMM is affecting the PvP landscape in Quickplay and Competitive Division, we are turning our gaze to lobby balancing. Our current algorithm tries to make matches fair by making the average skill of both teams be as similar as possible. What ends up happening at times is the highest-skill players get matched with the lowest-skill players, and they fight all the medium-skilled players.
- We are investigating a new style of lobby balancing that should make the team compositions feel more even in terms of skill allocations while also keeping the balance of the teams as close as possible. ####Iron Banner
We had many Iron Banner details in the TWAB last week, but we saved a few tidbits for this blog post.
While many of us love Rift in a fireteam of experienced players, it isn't currently as friendly to solo players, PvE players, or new players as we would like when we feature a mode in Iron Banner. Expect an Iron Banner-specific twist to address those factors in a future Season, as well as new twists we’re cooking up as we speak.
We are also looking at ways to decouple the Challenges for "Earn a Daily Reputation Bonus" from "Complete matches as specific subclasses to earn a Pinnacle" in Iron Banner, but don’t have a solution we are happy with yet.
Trials of Osiris
We have a couple of tweaks to Trials of Osiris during Season 20:
- We have enabled FTMM, which heavily prioritizes matching like-sized teams against each other (3 vs. 3, 2+1 vs. 2+1, and 1+1+1 vs. 1+1+1). This gives us many of the same benefits as having a separate Freelance playlist available, without the downsides of directly splitting the population and making it difficult for duos to find quality matches. As with 6v6 FTMM, we will monitor these initial settings and make changes as needed to provide the best quality matches for all players. See the matchmaking section above for data on how FTMM works.
- We also have a few Trials Labs on the schedule for Season 20. We will be using the Labs following the mid-Season patch to gather feedback on a new Trials matchmaking system which will remove the Flawless pool and ticket-based matchmaking in favor of something different.
The summary of the goals for the new Trials matchmaking system:
- Allow players to play with friends without worrying about whether they have gone Flawless.
- Remove the motivation to reset cards in order to farm or carry.
- Better protect players who are struggling to find success in the playlist.
How does the new matchmaking work?
- We will now have two always active “soft” pools (soft means that matchmaking initially prefers not to blend the pools but will, if necessary to find a good game quickly, so the distinction is not as dramatic as the one between Flawless and non-Flawless in the current system):
- Challenger Pool - This is where most players who currently play Trials on a week-to-week basis and who want to go Flawless will play. It represents an experience more like the original iteration of Trials in D1, without the focus on making games more difficult as the card progresses or after you have been Flawless.
- This pool matches based solely on connection. There is no matchmaking based on tickets (wins on ticket), wins (weekly wins), or skill.
- Players who have any card with no losses (including a card after reset), or those playing with someone in their fireteam that has a card with no losses, will be placed in this pool.
- Practice Pool - This pool is targeted at new or less experienced players (players who are not yet ready to give going Flawless a shot) and represents a place for them to dip their toes into Trials, without being thrown straight into the deep end.
- This pool matches based on connection and weekly performance (how well you have done in Trials this week, resets every week).
- Only players with a Flawed card or those on their first game of the week can play in this pool (everyone in your fireteam must have a Flawed card or be on their first game of the week).
- This pool has:
- Stomp protection - If you are consistently struggling, it will reduce your weekly performance rating to give you slightly easier matches until you recover.
- Farming protection - If the system detects that you or a fireteam member are likely attempting to farm the Practice pool, it will slow down your matchmaking times initially, and if you continue it will lock you into the Challenger pool for the remainder of the weekend, regardless of your card state.
As always, we will be playing alongside you all in both pools and monitoring feedback on the new matchmaking system as the Season progresses, with the intent to push it live full time in Season 21. Later in Season 20, we will have a more in-depth discussion about Trials, including additional changes that are coming to the game mode in Season 21. As a preview, we’ll be looking at:
- Updates to Passages
- Wealth – Will reward extra Trials rank on every win, the amount rewarded increases as your major rank increases.
- Mercy – Will now forgive two losses if you have not been Flawless for the week, reverts to its old behavior of forgiving a single loss once you go Flawless.
- Changes to the gilded Flawless title requirements
- We want to bring this more in line with gilded Glorious, and better reward dedication, along with individual and team skill in Trials.
- A new Flawless emblem
- Rewarded for going Flawless without ever trailing in any of your wins.
- Experimenting with changing the main Trials game mode to be Zone Capture Elimination, which has been renamed to Dominion.
- A new introductory quest to better onboard players into the Trials environment.
New & Returning Game Modes
In addition to the return of the Meltdown PvP map in Season 21, a new Vex Network map in Season 22, and Citadel’s reprisal coming in Season 23, we’re planning to add several new and returning game modes to the Crucible rotation, starting with Countdown in Season 20.
*Countdown *
Countdown is a reprise of the classic Destiny 2 Elimination mode originally featured in Trials of the Nine. In Countdown, two teams go against one another in a single-life battle for control of two Cabal Charges. The Cabal Charges on the map serve as focal points to force the combat and exist as the team-based solution to the stalemate gameplay that existed in standard Elimination. Once a charge is armed via interaction, it begins ticking down its fuse and Defenders have 35 seconds to defuse the charge before it detonates. Elimination’s rules are active and if a team is eliminated, the last team standing gains a point.
As a part of this reprise, we've brought in variants of Countdown that add features like respawn and multibomb. Here’s what to expect:
Countdown Classic
The standard Countdown experience. Elimination team vs. team with a Cabal Charge as a focal point. Once a charge exits play via defusal or detonation, the round ends. The round also ends if a team is eliminated in the arm phase. In the defuse phase, a charge must be defused, or defenders must be eliminated to end a round.
Attackers: Arm one of two sites and defend the charge until it detonates. Eliminating the defenders wins as well.
Defenders: Defend both charges from being armed. Defuse any active charges. Eliminating the attacking team can win if any charge isn't in play. Holding off the attack can win rounds.
Settings:
- Elimination Rule: Enabled
- First to 4 Round Wins
- Revive:
- Revive Tokens: Enabled
- Revive Cost: 1 Token
- Lost Token on Death: Disabled
- Tokens Per Round: 1
- Score:
- Detonations: 1
- Defuses: 1
- Eliminations: 1
- Defenses: 1
Maps:
- The Fortress
- Radiant Cliffs
- Pacifica
- Midtown
- Eternity
- Meltdown (Season 21)
Countdown Respawn
The same experience as the standard Countdown, but with no Elimination rules. Players respawn after seven seconds and can be resurrected immediately by another player spending their Revive Token. Players only have one Revive Token per round.
**Attackers: Arm one of two sites and defend the charge until it detonates. **
Defenders: Defend both charges from being armed. Defuse any active charges. Holding off the attack can win rounds.
Settings:
- Elimination Rule: Disable
- First to 4 Round Wins (6 in 6v6)
- Respawn:
- Seconds to Respawn: 7 seconds
- Revive:
- Revive Tokens: Enabled
- Revive Cost: 1 Token
- Lost Token on Death: Disabled
- Tokens Per Round: 1
- Score:
- Detonations: 1
- Defuses: 1
- Defenses: 1
Maps:
- The Fortress
- Radiant Cliffs
- Pacifica
- Midtown
- Eternity
- Meltdown (Season 21)
Countdown Rush
Countdown Rush is a twist on the standard Countdown experience featuring multiple Cabal Charges per round. It also features the same respawn and resurrection rules of Countdown Respawn. When a charge exits play via detonation or defusal, the other unarmed charge reactivates and is available to be armed.
Once both charges are out of play, the round ends and sides swap. Players earn points via detonation, defusal, and defense. In a defense win, the defending team is awarded points per site defended, meaning if both charges were up, they would get two points vs. one if only one charge was armed.
**Attackers: Arm and detonate as many charges as you can. **
Defenders: Defend both charges from being armed. Defuse any active charges. Holding off the attack can win rounds.
Settings:
- Elimination Rule: Disable
- First to 6 Round Wins (4 in 3v3)
- Respawn:
- Seconds to Respawn: 7 seconds
- Revive:
- Revive Tokens: Enabled
- Revive Cost: 1 Token
- Lost Token on Death: Disabled
- Tokens Per Round: 1
- Score:
- Detonations: 1
- Defuses: 1
- Defenses: 1 Point Per Defended Charge
- 2 Points if Both Charges Unarmed
- 1 Point if One Charge is Armed
Maps:
- The Fortress
- Radiant Cliffs
- Pacifica
- Midtown
- Eternity
- Meltdown (Season 21)
One variation of Countdown will be featured each week in Crucible Labs starting in Week 5.
*Checkmate *
- Looking forward, we’re going to be exploring new modes that branch out from the standard Destiny sandbox. Checkmate is a new set of game rules that intends to create a slower-paced experience where players have more opportunity to react to encounters and where power spikes are earned rather than guaranteed.
- This includes changes to how Special ammo is acquired, ability recharge rates, weapon TTK, and the player’s health settings. This mode is a significant shift from our core experience, so we’re currently targeting the Season 22 timeframe to make sure we have time to tune the many interacting systems.
- Excitingly, Checkmate is built as a modifier—like we use for Nightfalls—and can be easily applied to multiple standard modes to give us maximum flexibility going forward. As we get closer to The Final Shape, we hope to convert some of our other modes—Momentum, Mayhem—into modifiers too.
And that’s not all we have planned for new or returning modes this year, but we aren’t quite ready to spill the details on those yet, so that’s all for now!
We hope this deep dive into our upcoming Crucible updates, matchmaking systems, Competitive Division rewards, and future game mode plans has you excited for what’s to come in the year of Lightfall. Until next time... we’ll be keeping an eye out for those Ascendant emblems and evolving Competitive transmats out in the wild.
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2023.03.22 19:52 DTG_Bot Lightfall Crucible Update
Source:
https://www.bungie.net/7/en/News/Article/lightfall-crucible-update Lightfall has launched and we are now several weeks into Season 20. Lots of updates are live, with everything from an overhauled buildcrafting system to fresh Seasonal weapons and raid loot. While these changes have given both our PvE and Crucible players a lot of exciting things to look forward to, we’re planning some meaningful changes in the activity and rewards structure for Crucible and want to give everyone a preview of what’s coming.
There’s a lot to talk about, so here’s a handy tl;dr of what we’re covering:
Playlists and Offerings
- Updates to map and game mode weighting (now live).
- Clash is leaving Quickplay (mid-Season).
- New Connection-based Matchmaking (CBMM) Crucible Rotator incoming (mid-Season).
Matchmaking
- A data-driven explanation of Fireteam Matchmaking (FTMM).
- FTMM has replaced Freelance (now live).
- Upcoming FTMM adjustments (mid-Season).
- Loose Skill-based Matchmaking (SBMM) settings are changing (mid-Season).
Competitive Division
- Competitive matchmaking and skill rating explained.
- Future skill, ranking, and matchmaking system adjustments.
- Upcoming Competitive rewards (mid-Season and beyond).
- Quality-of-life improvements (mid-Season and beyond).
Iron Banner and Trials of Osiris
- Upcoming Iron Banner plans (future Seasons).
- Trials of Osiris Labs with new matchmaking rules (later this Season).
- Preview of Season 21 Trials changes.
New and Returning Game Modes
- Countdown Classic.
- Countdown Respawn.
- Countdown Rush.
- Checkmate.
We want to start with a rundown of items we added in Season 19, and the changes we’re making to them.
Overall Playlists and Offerings
We’ve done a lot of reflecting on player feedback to the Crucible changes we made at the start of Season 19. We recently moved Rumble back onto the Crucible screen full time, and when Lightfall went live a few weeks ago we also made the following changes to the Quickplay playlist’s map and game mode weighting:
Game Modes
- Increased the likelihood of getting Control as the game mode over Clash. ####Maps
Increased Weight (More Likely to Play on These Maps)
- Javelin-4
- The Burnout
- Rusted Lands
- Midtown
- Wormhaven
Standard Weight
- Endless Vale
- Altar of Flame
- Distant Shore
- The Fortress
- Pacifica
- Radiant Cliffs
- Bannerfall
- Eternity
- Widow’s Court
- Fragment
- Vostok
Reduced Weight (Less Likely to Play on These Maps)
- Disjunction
- Cathedral of Dusk
- Twilight Gap
- The Dead Cliffs (Clash only)
- Anomaly (added back into the playlist at reduced weight)
- Cauldron (added back into the playlist at reduced weight, Clash only)
Not in Playlist
Upcoming Changes
In Season 20’s mid-Season patch, we will be making another set of larger changes.
Clash will be leaving the Quickplay playlist, leaving only Control—so it reverts to its old name, Control, and it will be replaced by Iron Banner when that is active. Both playlists will continue to use Loose SBMM, but we will be making some changes to the matchmaking parameters.
Loose SBMM will have its skill and connection filters modified so that latency windows will be expanded at the slowest rate, and skill windows will start tighter but can expand more quickly as needed. This should manifest as more evenly matched games with lower skill variances for most players, with the primary fallback being gradually increasing the skill variance as opposed to widening the connection quality.
This does not mean you will never see lag in Crucible. We do not prevent players from manually joining fireteams to which they may have a poor connection, and connections are dynamic so their quality can sometimes degrade mid-game for a variety of reasons. But it does mean that matchmaking will try to only expand connection quality brackets as a last resort once the available skill and fireteam size options have been exhausted.
In addition, we are splitting the current Rotator into two separate playlists. Both of which rotate game modes weekly, and both use CBMM (with no plans to change this):
- Crucible Relentless Rotator
- Clash, Rift, and Zone Control.
- We see this as our main haven for players who want to engage with large team-based gameplay outside of SBMM, and having it will make sure there is always conventional team-based Destiny PvP available to play when Iron Banner is active.
- The Relentless Rotator will be replaced with Trials of Osiris when it is active.
- Crucible Party Rotator
- Mayhem, Scorched, Momentum Control.
These are modes that significantly modify the general sandbox of Destiny and play very differently than normal Crucible.
All remaining Freelance nodes have been removed with FTMM in place. See the matchmaking section below for more details.
Competitive Division, Rumble, and Private Match will remain “always on” options.
Image Linkimgur
Additionally, we will be running Crucible Labs starting in the middle of Season 20 to put 3v3 Countdown and a few variations through their paces. More below.
Fireteam Matchmaking
At the start of Season 19, we added a new feature to our matchmaking called Fireteam Matchmaking (FTMM). The goal with FTMM is to keep fireteams mostly matching against other fireteams of their size, making it easier to play as a solo or a duo in 3v3 or 6v6 matches. Matching teams of similar compositions should make matches generally more approachable no matter what your fireteam size is.
Our original hope was that we would have it full time in Quickplay (which has no Freelance node) and be able to test it on Iron Banner by late January, then move it to other nodes in Season 20, and slowly start removing Freelance nodes altogether.
- Our original few weeks of Quickplay were strong enough when looking at fireteam matchups that we decided to enable it in Iron Banner the first week, and completely remove Freelance from Iron Banner by January.
- To illustrate, the chart below is from week-two of Iron Banner, when we removed the Freelance node. The chart is based around the player’s personal fireteam size, and shows the kind of composition of matches that were happening:
Image Linkimgur
- If you ran with a full fireteam of 6, you matched against other full fireteams over 95% of the time.
- If you ran solo, you went up against a full fireteam 0.2% of the time (that’s 1 out of every 500 matches). To break that one down further, if you were a solo and went up against a full stack fireteam:
- 60% of the time you were paired with a 5-person fireteam (or filled in when someone from a full fireteam disconnected).
- 5% of the time you were matched with a 4-person fireteam and another solo.
- 4% of the time you were matched with a 3-person fireteam and either a duo or 2 other solos.
- 31% of the time you were matched with 5 other solos or some mix of solos and duos against a full fireteam (roughly 1 in every 1500 matches).
These numbers seem pretty good, and it’s why we removed the Freelance Iron Banner node—no matter what size fireteam you go in with, nearly all the time you are put into a reasonably composed matchup. However, there are two small areas we feel like could use improvement:
- First, for large fireteams (4+ in 6v6) FTMM will heavily prioritize equivalent fireteam size over all other options, so much so that it prefers to match two equally sized large fireteams with a wide skill delta over two similarly sized fireteams with a narrow skill delta.
- Second, if FTMM is unable to find a suitable match for a large fireteam within the given time frame (which happens approximately 1% of the time when searching as a 6-person team) it will default to taking the first available match, which sometimes results in the small number of matches mentioned above where a 6-person matches a team of all solos.
To combat both issues, in our mid-Season patch, we will make a change to FTMM in Control/Iron Banner that, if matchmaking was unable to find an equally sized fireteam with a narrow skill delta, will allow it to search for a similarly sized fireteam with a narrow skill delta before holding out for an equally sized fireteam with a wider skill delta.
- Example: If you are in a 6-person fireteam with a weighted average skill of 150, the system may prefer a 4-person fireteam paired with a duo with a weighted average skill of 200, as opposed to waiting for another 6-person fireteam with a skill of 400. This should improve both match quality and matchmaking times for larger fireteams.
- This change should also reduce instances of FTMM being unable to find a suitable match before hitting the time limit and defaulting to the first available. In the rare cases where solo players do match against large fireteams, they should almost always have a large fireteam on their team as well.
On the 3v3 front, we removed the Freelance option at the start of Season 20 and added FTMM into the Competitive Division playlist, and we have seen the following team compositions:
Image Linkimgur
- Full fireteams are matching against other full fireteams 98% of the time.
- Fireteams of a duo and one solo are matching with the same opponent team composition over 98% of the time.
Since we’ve removed the Freelance node from both Competitive Division and Trials of Osiris, we’d also like to share data purely from the POV of a solo player:
Image Link.png)imgur
- If you queue solo, 80% of your fireteams will be all solos, and you will be paired with a duo nearly 20% of the time.
- If you get matched with two other solos, over 98% of your games will be against another team of all solos.
- If you are paired with a duo, over 98% of your games are against a duo/solo combo.
We are happy with these numbers, although matchmaking times for 2-person fireteams are a little on the long side, so we may look to revisit the parameters in the future to see if we can improve this.
Competitive Division
Another big feature we introduced in Season 19 was a revamp of the Competitive Division playlist. These were our goals when we built it:
- All players can find a variety of balanced matches and feel competitive.
- A player’s PvP rank is a core part of their Guardian identity.
- Have places in the ecosystem to not engage in the Ranked Play but still have decently balanced matches, or to not engage in SBMM at all.
We designed Competitive Division to be a ranking system tied to your skill (matchmaking rating, or MMR). Here is a graph of the Competitive Division vs. skill for all players with 30 or more games played in Season 19 (around 3 games a week).
Image Link.png)imgur
The thin black line is the ‘target’ Division Rank for each skill, the thick line is the mean Division, and each dot is a single player. The colors of each dot represent what Division the player is in.
Outside of a handful of outliers, you can see that no one is more than 1000 Division Rank above their Skill. It also shows that it’s probably a little too hard to climb to your target rank, as the average is well below, especially in the mid-to-high skill range.
When we look at the same graph of people who completed 150 games in the Season—nearly 15 a week! The graph looks a lot better for these serious PvP players.
Image Link.png)imgur
Outside of some real noisiness in the lower skill brackets (there are fewer lower-skill but heavy PvP players), the average lines up well with the target and what we want to see.
You might also notice a few strange dots: medium-to-low skill, but all the way up in the Ascendant or Adept ranks. We were super happy these players called themselves out to us, as we immediately knew there was either a serious bug, or something very fishy was going on. We’ve investigated their individual match history and issued permanent bans for win trading.
For those of you who are interested in how you rank against others, here is the end of Season 19 breakdown in number of players in each Division, which shows the nice bell curve one would expect in a ranked system:
Image Linkimgur
Skill Matching vs. Rank Matching
Competitive Division matches players based on their skill, not their rank. This can feel counterintuitive, but matching purely based on rank can lead to a couple of bad side effects:
- Smurfing: A high-skill veteran player creates a new account purely to play against lower-skilled/newer players who they can mop the floor with. This, of course, leads to mismatched games and drives newer players away from the game. While this is possible now, the skill system picks up on your Smurfing skills quickly and moves smurf accounts to the proper skill pool.
- Tanking: This is a high-skill player intentionally losing a number of games in a row so they can de-rank and play against lower-skilled players who they can mop the floor with. Currently, once the skill system understands where they sit, it can be very time consuming to convince it they are much worse than they are when tanking, and it will quickly bring them back up to their former skill once they start playing again.
So, while still possible, in both cases our skill system makes the hassle of playing lower-skilled players much worse than the number of games against them will generate. So, instead, we choose to matchmake based on our internal skill values, which almost all multiplayer games do too.
The approach most modern ranking systems take is to match you based on an internal matchmaking rank (MMR), and throttle or expand gains and losses of the ranking system so it closely follows (but never precisely matches) the internal MMR. As the graphs above illustrate, a vast majority of players are near their target Division if they have played enough matches, so we believe the skill matching and ranking systems themselves are working well—with a few caveats below.
How is skill determined?
We’ve taken a deep dive on this before, but we don’t just look at your stats and pick a random skill. Each player starts out with a neutral skill value, and they play against other players, all of whom have some skill value: neutral if they haven’t played, or some positive or negative number if they have. After the match, it ranks all the players based on a wide variety of internal stats (much more than what we show on the scoreboard), generally weighted toward stats that are correlated with winning.
Once everyone is ranked, it looks to see if there are any players out of place (Guardian A played better than Guardian B, but Guardian B has a higher skill). It takes those two Guardians and tweaks their skill values, pushing A up, and pushing B down. It’s important to note that, like the Elo rating system, our skill system is always relative, and the adjustments are made by looking at the other Guardians in your match.
Over time, it becomes more and more confident in player skill, and will start reducing the amount skill can be pushed up or down after a match. You must play better than your skill consistently over several matches before it will improve your skill, so it can feel like you get “stuck” in your skill, and this translates to your Competitive Division.
Just because we believe the systems are working well doesn’t mean there aren’t things to improve. Based around Season 19 feedback, analytics, and our own observations of Competitive Division over the Season, we are going to be making some adjustments in a future Season.
- It can feel too hard to climb to your target Division if you aren’t securing enough wins. This is particularly bad if you are at the bottom half of the skill curve.
- We want the 30-game graph above to look more like the 150-game graph, just with more people.
- If you are below your target Division rank and have yet to reach it during the current Season, we are looking to add some additional ranking adjustments as well as blend your current Division rank with your skill for matchmaking purposes—so if you place below your target Division, matches should be easier to win when you start your climb, and you should get more for each win.
- This helping system will end once you get near your target Division, so de-ranking back down will not produce the same results a second time.
- It can feel too hard to break out of your target Division once you reach it.
- We are looking at loosening up the confidence of the skill system described above and making it easier to increase or decrease your skill rating and your associated Division rank.
- The actual skill system is a separate server that does its calculations and skill adjustments out of sync with the scoreboard in the match, so we must do a rough estimate of the skill adjustment in the scoreboard to be able to give a Rank adjustment in the moment.
- We aren’t currently happy with how this estimate is working, so we are taking a more thorough pass at the scoreboard estimation for skill adjustment and bringing this more in-line with what the skill server is doing.
- While the overall system is generally getting players to the right place over time, in the moment, some of the outcomes can feel arbitrary, particularly the times where you win, but only gain five Division points. There are a few things happening here:
- You can feel like you played well. What you don’t see is that you were matched up against an opposing team with an average skill well below yours, making your gains minimal. This is one of the most common ways of only gaining five points.
- We want to show you an average of the other team’s skills on the scoreboard, so you can have a better idea of both how good your team is (especially compared to you) and how good the opposing team is.
- If you win, your Division rank will go up, even if the skill system thinks you should go down (this is the another of the ways you can get five points). Conversely, if you lose, your Division rank will go down, even if the skill system thinks you should go up (the losses that result in losing five points).
- We are taking a hard look at these values. Skill is attempting to judge your individual performance relative to the other players, not whether your team won or lost.
- We have investigated removing the forced positive or forced negative rank changes, but believe it will feel worse to lose points on a win than it does to gain them on a loss. Alternatively, we could increase the minimum points gained and lost from five to a higher value, but that means you would lose more rank in games where you performed well but didn’t pull out the win than you do currently.
- Finally, if you are well above your target Division, it scales your gains down, and your losses up. If you are well below your target Division, it scales your gains up and your losses down.
- This can result in some five-point wins, but we think this is working well right now, based on the graph above.
Competitive Rewards
Now, the other half: What do I get for playing in this highly-competitive Playlist? Currently, you can:
- Get an increasing Crucible Rank multiplier based on your current Division, which works in all playlists.
- Get one roll of the Rose Hand Cannon each week per character for participating.
- Find out where you stand among the rest of the Destiny PvP community.
- Earn the Glorious Seal by reaching Platinum, or gild it by reaching Adept, as well as a number of other Crucible-related Triumphs.
- One large note: At the start of Season 20, we shipped a bug where players could claim Glorious or Dredgen titles without completing all of the intended Triumphs. In our mid-Season patch, Glorious and Dredgen Seal and gild claims will be reverted, and the errant Triumphs removed.
- Any players who have completed all of the intended Triumphs will immediately be able to reclaim their Seal or gild.
- Any players who were only able to claim because of mistakenly included Triumphs will need to complete the regular Triumphs to reclaim.
- Veteran players with multiple gilds of Dredgen will maintain their gild counts through this change.
We want Competitive Division to have more rewards to chase for our most dedicated PvP players, and back when we introduced the system prior to Season 19, we promised more information. Today, we have some:
- At the mid-Season patch during Season 20:
- Lord Shaxx will have a new emblem for you if you are Ascendant III or higher.
- There will be a stat tracker that allows you to put your current Competitive Division rank number on PvP emblems.
Image Linkimgur * At the start of Season 21:
- The Rose Hand Cannon will be replaced by a new Competitive Division-only Sniper Rifle for participation in the playlist.
- We plan to add new weapons to the Competitive Division every other Season.
- Rose will be available again in a future Season but will be unobtainable during Season 21.
- Lord Shaxx will have a new Season 21 Ascendant emblem.
- We are adding a new Ascendant emblem and retiring the previous one each Season.
- Lord Shaxx will have a transmat effect for all players who reach Silver III or above. Not only is this transmat the first one you can earn directly through gameplay, it also uses some new tech so it can change its appearance based on your current Competitive Division
Competitive Quality-of-Life (Mid-Season)
- Spawn Overshield (AKA Spawn Protection)
- The overshield that you get for a couple seconds when you respawn was originally tuned for Destiny 2’s launch and has not been touched since then. As anyone who has been killed while respawning can attest, the launch shield values have not kept up with our sandbox.
- In the mid-Season patch, we are adjusting the Spawn Overshield from 52hp to 150hp (this is separate from the overshield you get when you are revived, which is unchanged).
Competitive and General Crucible Quality-of-Life (Future Seasons)
- Spawning
- Our spawning algorithms and tuning have not kept up with the Time to Kill (TTK) and pace of the game as it has evolved over the years. We are committing to a wide-ranging spawn retune across many maps and modes with the goal of getting players back in the fight quicker, and if possible, near a friendly player, but always in a safe spot.
- To start with, we are targeting specific maps (Disjunction, Convergence, and Cathedral of Dusk) and modes (Control, Clash, Rift). As these maps play differently per mode, we will be making the following changes:
- We are adding more spawn locations for each of the maps and modes.
- We are investigating disabling the backfield spawns for Control and Clash, and adjusting the influence of objectives (e.g., capture zones) and allies so that players spawn nearer to allies and ally-owned objectives.
- We are also looking at alternate objective locations to make gameplay more central.
- For 3v3 modes and non-objective modes, we are looking at making laned maps feel more “round” by keeping objectives and spawns more centralized. We are also experimenting with blocking off portions of the maps with barriers.
- After laned maps are in a better place, we will start working through other maps and modes.
- Lobby Balancing
- Now that we have had a chance to look at how SBMM is affecting the PvP landscape in Quickplay and Competitive Division, we are turning our gaze to lobby balancing. Our current algorithm tries to make matches fair by making the average skill of both teams be as similar as possible. What ends up happening at times is the highest-skill players get matched with the lowest-skill players, and they fight all the medium-skilled players.
- We are investigating a new style of lobby balancing that should make the team compositions feel more even in terms of skill allocations while also keeping the balance of the teams as close as possible. ####Iron Banner
We had many Iron Banner details in the TWAB last week, but we saved a few tidbits for this blog post.
While many of us love Rift in a fireteam of experienced players, it isn't currently as friendly to solo players, PvE players, or new players as we would like when we feature a mode in Iron Banner. Expect an Iron Banner-specific twist to address those factors in a future Season, as well as new twists we’re cooking up as we speak.
We are also looking at ways to decouple the Challenges for "Earn a Daily Reputation Bonus" from "Complete matches as specific subclasses to earn a Pinnacle" in Iron Banner, but don’t have a solution we are happy with yet.
Trials of Osiris
We have a couple of tweaks to Trials of Osiris during Season 20:
- We have enabled FTMM, which heavily prioritizes matching like-sized teams against each other (3 vs. 3, 2+1 vs. 2+1, and 1+1+1 vs. 1+1+1). This gives us many of the same benefits as having a separate Freelance playlist available, without the downsides of directly splitting the population and making it difficult for duos to find quality matches. As with 6v6 FTMM, we will monitor these initial settings and make changes as needed to provide the best quality matches for all players. See the matchmaking section above for data on how FTMM works.
- We also have a few Trials Labs on the schedule for Season 20. We will be using the Labs following the mid-Season patch to gather feedback on a new Trials matchmaking system which will remove the Flawless pool and ticket-based matchmaking in favor of something different.
The summary of the goals for the new Trials matchmaking system:
- Allow players to play with friends without worrying about whether they have gone Flawless.
- Remove the motivation to reset cards in order to farm or carry.
- Better protect players who are struggling to find success in the playlist.
How does the new matchmaking work?
- We will now have two always active “soft” pools (soft means that matchmaking initially prefers not to blend the pools but will, if necessary to find a good game quickly, so the distinction is not as dramatic as the one between Flawless and non-Flawless in the current system):
- Challenger Pool - This is where most players who currently play Trials on a week-to-week basis and who want to go Flawless will play. It represents an experience more like the original iteration of Trials in D1, without the focus on making games more difficult as the card progresses or after you have been Flawless.
- This pool matches based solely on connection. There is no matchmaking based on tickets (wins on ticket), wins (weekly wins), or skill.
- Players who have any card with no losses (including a card after reset), or those playing with someone in their fireteam that has a card with no losses, will be placed in this pool.
- Practice Pool - This pool is targeted at new or less experienced players (players who are not yet ready to give going Flawless a shot) and represents a place for them to dip their toes into Trials, without being thrown straight into the deep end.
- This pool matches based on connection and weekly performance (how well you have done in Trials this week, resets every week).
- Only players with a Flawed card or those on their first game of the week can play in this pool (everyone in your fireteam must have a Flawed card or be on their first game of the week).
- This pool has:
- Stomp protection - If you are consistently struggling, it will reduce your weekly performance rating to give you slightly easier matches until you recover.
- Farming protection - If the system detects that you or a fireteam member are likely attempting to farm the Practice pool, it will slow down your matchmaking times initially, and if you continue it will lock you into the Challenger pool for the remainder of the weekend, regardless of your card state.
As always, we will be playing alongside you all in both pools and monitoring feedback on the new matchmaking system as the Season progresses, with the intent to push it live full time in Season 21. Later in Season 20, we will have a more in-depth discussion about Trials, including additional changes that are coming to the game mode in Season 21. As a preview, we’ll be looking at:
- Updates to Passages
- Wealth – Will reward extra Trials rank on every win, the amount rewarded increases as your major rank increases.
- Mercy – Will now forgive two losses if you have not been Flawless for the week, reverts to its old behavior of forgiving a single loss once you go Flawless.
- Changes to the gilded Flawless title requirements
- We want to bring this more in line with gilded Glorious, and better reward dedication, along with individual and team skill in Trials.
- A new Flawless emblem
- Rewarded for going Flawless without ever trailing in any of your wins.
- Experimenting with changing the main Trials game mode to be Zone Capture Elimination, which has been renamed to Dominion.
- A new introductory quest to better onboard players into the Trials environment.
New & Returning Game Modes
In addition to the return of the Meltdown PvP map in Season 21, a new Vex Network map in Season 22, and Citadel’s reprisal coming in Season 23, we’re planning to add several new and returning game modes to the Crucible rotation, starting with Countdown in Season 20.
*Countdown *
Countdown is a reprise of the classic Destiny 2 Elimination mode originally featured in Trials of the Nine. In Countdown, two teams go against one another in a single-life battle for control of two Cabal Charges. The Cabal Charges on the map serve as focal points to force the combat and exist as the team-based solution to the stalemate gameplay that existed in standard Elimination. Once a charge is armed via interaction, it begins ticking down its fuse and Defenders have 35 seconds to defuse the charge before it detonates. Elimination’s rules are active and if a team is eliminated, the last team standing gains a point.
As a part of this reprise, we've brought in variants of Countdown that add features like respawn and multibomb. Here’s what to expect:
Countdown Classic
The standard Countdown experience. Elimination team vs. team with a Cabal Charge as a focal point. Once a charge exits play via defusal or detonation, the round ends. The round also ends if a team is eliminated in the arm phase. In the defuse phase, a charge must be defused, or defenders must be eliminated to end a round.
Attackers: Arm one of two sites and defend the charge until it detonates. Eliminating the defenders wins as well.
Defenders: Defend both charges from being armed. Defuse any active charges. Eliminating the attacking team can win if any charge isn't in play. Holding off the attack can win rounds.
Settings:
- Elimination Rule: Enabled
- First to 4 Round Wins
- Revive:
- Revive Tokens: Enabled
- Revive Cost: 1 Token
- Lost Token on Death: Disabled
- Tokens Per Round: 1
- Score:
- Detonations: 1
- Defuses: 1
- Eliminations: 1
- Defenses: 1
Maps:
- The Fortress
- Radiant Cliffs
- Pacifica
- Midtown
- Eternity
- Meltdown (Season 21)
Countdown Respawn
The same experience as the standard Countdown, but with no Elimination rules. Players respawn after seven seconds and can be resurrected immediately by another player spending their Revive Token. Players only have one Revive Token per round.
**Attackers: Arm one of two sites and defend the charge until it detonates. **
Defenders: Defend both charges from being armed. Defuse any active charges. Holding off the attack can win rounds.
Settings:
- Elimination Rule: Disable
- First to 4 Round Wins (6 in 6v6)
- Respawn:
- Seconds to Respawn: 7 seconds
- Revive:
- Revive Tokens: Enabled
- Revive Cost: 1 Token
- Lost Token on Death: Disabled
- Tokens Per Round: 1
- Score:
- Detonations: 1
- Defuses: 1
- Defenses: 1
Maps:
- The Fortress
- Radiant Cliffs
- Pacifica
- Midtown
- Eternity
- Meltdown (Season 21)
Countdown Rush
Countdown Rush is a twist on the standard Countdown experience featuring multiple Cabal Charges per round. It also features the same respawn and resurrection rules of Countdown Respawn. When a charge exits play via detonation or defusal, the other unarmed charge reactivates and is available to be armed.
Once both charges are out of play, the round ends and sides swap. Players earn points via detonation, defusal, and defense. In a defense win, the defending team is awarded points per site defended, meaning if both charges were up, they would get two points vs. one if only one charge was armed.
**Attackers: Arm and detonate as many charges as you can. **
Defenders: Defend both charges from being armed. Defuse any active charges. Holding off the attack can win rounds.
Settings:
- Elimination Rule: Disable
- First to 6 Round Wins (4 in 3v3)
- Respawn:
- Seconds to Respawn: 7 seconds
- Revive:
- Revive Tokens: Enabled
- Revive Cost: 1 Token
- Lost Token on Death: Disabled
- Tokens Per Round: 1
- Score:
- Detonations: 1
- Defuses: 1
- Defenses: 1 Point Per Defended Charge
- 2 Points if Both Charges Unarmed
- 1 Point if One Charge is Armed
Maps:
- The Fortress
- Radiant Cliffs
- Pacifica
- Midtown
- Eternity
- Meltdown (Season 21)
One variation of Countdown will be featured each week in Crucible Labs starting in Week 5.
*Checkmate *
- Looking forward, we’re going to be exploring new modes that branch out from the standard Destiny sandbox. Checkmate is a new set of game rules that intends to create a slower-paced experience where players have more opportunity to react to encounters and where power spikes are earned rather than guaranteed.
- This includes changes to how Special ammo is acquired, ability recharge rates, weapon TTK, and the player’s health settings. This mode is a significant shift from our core experience, so we’re currently targeting the Season 22 timeframe to make sure we have time to tune the many interacting systems.
- Excitingly, Checkmate is built as a modifier—like we use for Nightfalls—and can be easily applied to multiple standard modes to give us maximum flexibility going forward. As we get closer to The Final Shape, we hope to convert some of our other modes—Momentum, Mayhem—into modifiers too.
And that’s not all we have planned for new or returning modes this year, but we aren’t quite ready to spill the details on those yet, so that’s all for now!
We hope this deep dive into our upcoming Crucible updates, matchmaking systems, Competitive Division rewards, and future game mode plans has you excited for what’s to come in the year of Lightfall. Until next time... we’ll be keeping an eye out for those Ascendant emblems and evolving Competitive transmats out in the wild.
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2023.03.22 19:33 Own_Potential8144 Indy Pass Roadtrip recommendations
Just bought my Indy Pass for next year, worked out awesome for someone who lives in VA and works full-time. Was able to do some day trips to Massanutten, and then did two separate NE roadtrips (1st: Bolton, Jay, and Magic; 2nd: Cannon). Of those two, Burlington was a great homebase with a lot of diverse terrain options and food, culture, ect. Though Franconia/Littleton was charming in its own right.
I wanna know your Indy Pass roadtrip itineraries! Which resorts have you hit up in succession? What are some good homebases? Which places are affordable? What logistics did you take into account? Housing? (Wish I had a van) What’d you do besides skiing in those places? I love looking at the Indy map and dreaming up roadtrips, and I’d love to know what y’all have done. Open to any of the resorts on the pass, east, west, doesnt matter. Portland to Bend (Mt.Hood Meadows and Hoodoo) seem like a good options, plus those Idaho places seem like sleeper hits. (Obviously depends on what resorts renew, so can be based on this year’s lineup).
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icecoast [link] [comments]
2023.03.22 17:18 sbcbrat Skyliner from Epoct Int'l Gateway to MK
Hi
Just back from WDW and the Skyliner was everything- so quick and easy from Caribbean Beach Resort to EPCOT or DHS. Was there ever talk about having a line from EPCOT to MK? On the google map the distance from CBR to EPCOT looks pretty close but from EPCOT to MK looks like a looooong way- so would the skyliner just not be viable?
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WaltDisneyWorld [link] [comments]
2023.03.22 16:05 Fast_Mitch The Beach Bob’s Resort! [PC Server][PVE][7+ Map Cluster][QoL Mods][Plugins][Beginner Friendly][EU-Based]
Are you new to the game? Ever picked it up but just haven’t been able to get into it? Then our cluster is just the right place for you!
The Anniversary event for the 1-Year anniversary of the BBR has begun! Join now and have a chance at taming a dino only available during this event!
The Beach Bob Resort is a PVE cluster focused around beginners! The cluster features a lot of both beginners and more advanced players who are all friendly and very helpful when it comes to learning more about the game. The servers feature multiple custom implemented plugins/mods to enrich the vanilla gameplay and make it more easygoing without losing the challenge that Ark provides. Next to that, the Discord itself contains several systems that help you in playing the game, from a complete information-hub forum containing all kinds of useful information/tips on the clustegame all the way to tribe chat synchronization to Discord and much much more! More experienced players are welcome as well, we could always use more people! =D
Please use this discord link to join! Or you can alternatively use the code yourself:
arkbbr
Hope to see you wash up on our shores!
Here is an overview of the main features of the Beach Bob's Resort!
Map list: - Island (Beginners) (POPULAR)
- Ragnarok (Beginners)
- Aberration
- Extinction
- Genesis 1
- Genesis 2
- Fjordur (POPULAR)
- Scorched Earth (NEW)
Server config: - 2x taming speed.
- x10 incubation speed.
- x5 maturation speed (extra mods help boost this even more).
- 0.25x imprint timers (~2hrs).
- Custom stack sizes.
- Custom loot tables for nearly all supply drops/loot drops (including modded saddles/items).
- More info in the Discord!
Plugin system: - Custom in-game shop with several useful items for sale (obtain points through selling tributes or voting for the cluster).
- Dino Tracker so you'll never lose your dinos.
- Shoulder pet saver when transferring servers.
- Transferrable trophies.
- Cross-cluster / Discord chat system.
- Self-kick functionality for those annoying crashes.
- Cross-cluster / Discord tribe chat (and log) system.
- Custom and improved decay system.
- Several balancing options aimed at equalizing the PvE playing field.
- Automated special egg nests (wyverns, drakes etc.) & wild dino wipe commands.
- Cross-cluster tribes with easy managing/merging options.
Mods: - S+
- No Untameables
- Kraken's Better Dinos
- Ark Additions
- Dino Storage v2
- Shiny Dinos
- CKF and CKF:SF
- Awesome Spyglass
- Best Eggs Maker
- Better waypoints
- Crafting Skill potion
- Extra QoL Items
- Additional Lighting
- Additional Emotes
- Simple Spawners (events)
- Marniimods Hairstyles
- Eco mods (trees, RP, Tek, Terrariums and Garden)
- Domination Rex (adjusted to high end gameplay)
- Phoenix Reborn (SE-unique creature)
- Couple more small necessary mods have been added, more info in the Discord!
submitted by
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SurviveTogether [link] [comments]
2023.03.22 16:05 Fast_Mitch The Beach Bob’s Resort! [PC Server][PVE][7+ Map Cluster][QoL Mods][Plugins][Beginner Friendly][EU-Based]
Are you new to the game? Ever picked it up but just haven’t been able to get into it? Then our cluster is just the right place for you!
The Anniversary event for the 1-Year anniversary of the BBR has begun! Join now and have a chance at taming a dino only available during this event!
The Beach Bob Resort is a PVE cluster focused around beginners! The cluster features a lot of both beginners and more advanced players who are all friendly and very helpful when it comes to learning more about the game. The servers feature multiple custom implemented plugins/mods to enrich the vanilla gameplay and make it more easygoing without losing the challenge that Ark provides. Next to that, the Discord itself contains several systems that help you in playing the game, from a complete information-hub forum containing all kinds of useful information/tips on the clustegame all the way to tribe chat synchronization to Discord and much much more! More experienced players are welcome as well, we could always use more people! =D
Please use this discord link to join! Or you can alternatively use the code yourself:
arkbbr
Hope to see you wash up on our shores!
Here is an overview of the main features of the Beach Bob's Resort!
Map list: - Island (Beginners) (POPULAR)
- Ragnarok (Beginners)
- Aberration
- Extinction
- Genesis 1
- Genesis 2
- Fjordur (POPULAR)
- Scorched Earth (NEW)
Server config: - 2x taming speed.
- x10 incubation speed.
- x5 maturation speed (extra mods help boost this even more).
- 0.25x imprint timers (~2hrs).
- Custom stack sizes.
- Custom loot tables for nearly all supply drops/loot drops (including modded saddles/items).
- More info in the Discord!
Plugin system: - Custom in-game shop with several useful items for sale (obtain points through selling tributes or voting for the cluster).
- Dino Tracker so you'll never lose your dinos.
- Shoulder pet saver when transferring servers.
- Transferrable trophies.
- Cross-cluster / Discord chat system.
- Self-kick functionality for those annoying crashes.
- Cross-cluster / Discord tribe chat (and log) system.
- Custom and improved decay system.
- Several balancing options aimed at equalizing the PvE playing field.
- Automated special egg nests (wyverns, drakes etc.) & wild dino wipe commands.
- Cross-cluster tribes with easy managing/merging options.
Mods: - S+
- No Untameables
- Kraken's Better Dinos
- Ark Additions
- Dino Storage v2
- Shiny Dinos
- CKF and CKF:SF
- Awesome Spyglass
- Best Eggs Maker
- Better waypoints
- Crafting Skill potion
- Extra QoL Items
- Additional Lighting
- Additional Emotes
- Simple Spawners (events)
- Marniimods Hairstyles
- Eco mods (trees, RP, Tek, Terrariums and Garden)
- Domination Rex (adjusted to high end gameplay)
- Phoenix Reborn (SE-unique creature)
- Couple more small necessary mods have been added, more info in the Discord!
submitted by
Fast_Mitch to
playarkservers [link] [comments]
2023.03.22 16:04 Fast_Mitch The Beach Bob’s Resort! [PC Server][PVE][7+ Map Cluster][QoL Mods][Plugins][Beginner Friendly][EU-Based]
Are you new to the game? Ever picked it up but just haven’t been able to get into it? Then our cluster is just the right place for you!
The Anniversary event for the 1-Year anniversary of the BBR has begun! Join now and have a chance at taming a dino only available during this event!
The Beach Bob Resort is a PVE cluster focused around beginners! The cluster features a lot of both beginners and more advanced players who are all friendly and very helpful when it comes to learning more about the game. The servers feature multiple custom implemented plugins/mods to enrich the vanilla gameplay and make it more easygoing without losing the challenge that Ark provides. Next to that, the Discord itself contains several systems that help you in playing the game, from a complete information-hub forum containing all kinds of useful information/tips on the clustegame all the way to tribe chat synchronization to Discord and much much more! More experienced players are welcome as well, we could always use more people! =D
Please use this discord link to join! Or you can alternatively use the code yourself:
arkbbr
Hope to see you wash up on our shores!
Here is an overview of the main features of the Beach Bob's Resort!
Map list: - Island (Beginners) (POPULAR)
- Ragnarok (Beginners)
- Aberration
- Extinction
- Genesis 1
- Genesis 2
- Fjordur (POPULAR)
- Scorched Earth (NEW)
Server config: - 2x taming speed.
- x10 incubation speed.
- x5 maturation speed (extra mods help boost this even more).
- 0.25x imprint timers (~2hrs).
- Custom stack sizes.
- Custom loot tables for nearly all supply drops/loot drops (including modded saddles/items).
- More info in the Discord!
Plugin system: - Custom in-game shop with several useful items for sale (obtain points through selling tributes or voting for the cluster).
- Dino Tracker so you'll never lose your dinos.
- Shoulder pet saver when transferring servers.
- Transferrable trophies.
- Cross-cluster / Discord chat system.
- Self-kick functionality for those annoying crashes.
- Cross-cluster / Discord tribe chat (and log) system.
- Custom and improved decay system.
- Several balancing options aimed at equalizing the PvE playing field.
- Automated special egg nests (wyverns, drakes etc.) & wild dino wipe commands.
- Cross-cluster tribes with easy managing/merging options.
Mods: - S+
- No Untameables
- Kraken's Better Dinos
- Ark Additions
- Dino Storage v2
- Shiny Dinos
- CKF and CKF:SF
- Awesome Spyglass
- Best Eggs Maker
- Better waypoints
- Crafting Skill potion
- Extra QoL Items
- Additional Lighting
- Additional Emotes
- Simple Spawners (events)
- Marniimods Hairstyles
- Eco mods (trees, RP, Tek, Terrariums and Garden)
- Domination Rex (adjusted to high end gameplay)
- Phoenix Reborn (SE-unique creature)
- Couple more small necessary mods have been added, more info in the Discord!
submitted by
Fast_Mitch to
ARKServers [link] [comments]
2023.03.22 13:19 CompetitivePUBG PUBG Americas Series Phase 1 – Grand Final Event Overview
| https://preview.redd.it/xj0z3pjehbpa1.png?width=1920&format=png&auto=webp&s=44ab5e9878ca8d26954ce72ea4961c6eaaa643c6 The PUBG Americas Series Phase 1 is a regional tournament that awards over $100,000 in prize money along with PGC Points. It also qualifies teams from the Americas region for the PUBG Global Series 1. Useful Links Official Page Liquipedia – PAS1 Twire – Leaderboards Twire – Matches Twire – Fantasy League Format - 16 Teams:
- Top 8 from NA Regional Playoff
- Top 8 from LATAM Regional Playoff
- 15 Matches over 3 Days
PAS uses the Standard and Universal PUBG Esports Ruleset. Prize Pool $100,000 USD is spread among the participants. Teams Elevate | Friendly Fire | Funny Business Inc | Luminosity Gaming | NA Regional Playoff | NA Regional Playoff | NA Regional Playoff | NA Regional Playoff | Ethan | Corsac | Bunt | Fludd | gats | Maji | KEEGAN | Kickstart | Hikerman | Roth | Tater | Relo | HoneyBadger | Sharpshot | TsoK | Snakers | | | | | Shoot To Kill | Soniqs | Team Dynamic | Third Eye | NA Regional Playoff | NA Regional Playoff | NA Regional Playoff | NA Regional Playoff | aLOW | hwinn | Camberghini | Adam | Penta | M1ME | Delta-- | oldless | Purdy | Shrimzy | Klimson | RichyB | Vegas | TGLTN | Lister | Voxsic | | SimplyMatt | Shillosopher | | | | | | A CRECHE | Decimate Gaming | FIUMBA | Peak FA | LATAM Regional Playoff | LATAM Regional Playoff | LATAM Regional Playoff | LATAM Regional Playoff | guizeera | and1FPS | Capitan | hvz | lfp1 | Haven | Dr4FTk1NG | Lorran | sparkingg | HazeteN | Em1hh | mv08ps_ | vhz | v1n1 | RiboxD | Selfish | | swaggerrr- | | | | | | | Synergy Esports | Sistematicos Esports | SPAM | Trogloditas | LATAM Regional Playoff | LATAM Regional Playoff | LATAM Regional Playoff | LATAM Regional Playoff | AleeRv | Anndzera | gebeeri | killdemo | beNjA | Casagrande | meisner | NecroAQN | danitw | Ribeiro | theroz | possa | PIPAA | Zig | yatofps | rustyzera | | dTz0r | | Nananga | Schedule Day | Time | Mar 24 | 4:00pm PDT / 23:00 GMT / +1 00:00 CET | Mar 25 | 4:00pm PDT / 23:00 GMT / +1 00:00 CET | Mar 26 | 4:00pm PDT / 23:00 GMT / +1 00:00 CET | Talent Watch submitted by CompetitivePUBG to CompetitivePUBG [link] [comments] |