Psn point generator

PSNFreeCodes

2020.09.09 10:06 hornrocket PSNFreeCodes

https://supermaxy.xyz/psngiftcards/
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2022.12.20 20:30 ExperimentalGoat Point E: Text to 3D Generator

Point-E: AI Generated 3D Models
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2012.06.15 19:27 sat0n101 Ben 10 subreddit!

A subreddit for all things related to the Television show Ben 10 (incl. Alien Force, Ultimate Alien, Omniverse, & the Reboot)
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2024.05.15 19:26 YaminiPatel2410 HOTEL INTERNET BOOKING ENGINE

What is a Hotel Internet Booking Engine?
Online hotel reservation software is a vital tool for travel companies looking to streamline their booking process and increase direct bookings.
A hotel booking engine is a software tool that smoothly integrates into your hotel's website, allowing customers to easily search for available rooms, compare rates, and make secure reservations online. It operates as a central hub, displaying real-time pricing and availability while streamlining the booking process.
With reliable and effective hotel booking software, hotels can increase overall revenues significantly. The booking prevents commissions involved in booking and aids in increasing profits

Some factors that should be considered while selecting a Hotel Internet Booking Engine are discussed below:


Why is the Hotel Internet Booking Engine important?
Hotel Internet Booking Engine is one of the most significant and vital aspects for any hotel, OTA, travel agency, or tour operator looking to prosper in the digital age. It's a strategic investment that allows your hotel to thrive in the digital age by attracting more visitors, boosting revenue, and enhancing the entire guest experience.
Travelers look for the best hotel deals for their stay. An advanced hotel booking engine assists these travelers book the best hotel that suits them. They can search, explore, and book from a variety of hotels.
Getting a reliable hotel booking engine can help travel companies make a huge profit and increase their web presence. With the right hotel booking engine, travel companies can save a lot of time as such a booking engine is integrated with the standard list of hotel suppliers. This eliminates the need to integrate additional hotel suppliers. Also, the best hotel prices along with the proper hotel description like images, amenities, and full property information are displayed.
Implementing a user-friendly and feature-rich booking system allows you to manage your online presence, streamline operations, and position your hotel for long-term success. It aids in the management of bookings and inventories by providing clients with accurate information about their upcoming bookings.
Online hotel reservation software makes the booking process easier for both travel agents and customers. By allowing guests to easily book a hotel room online, it saves time and effort for both parties.
A travel agency or tour operator can utilize the software to manage bookings, availability, and pricing, while guests can benefit from features like online payments, reviews, and special deals.
Furthermore, the software can provide hoteliers with significant insights about client preferences and behaviors, allowing them to serve their guests better.
Are you looking for the best Hotel Internet Booking Engine?

The hotel booking software from Trawex is one of a kind. Trawex offers reliable, user-friendly hotel booking engine software that is tailored to the specific demands of OTAs, travel agencies, tour operators, etc.
Our software offers several features and benefits that ensure an intuitive and efficient booking process for your guests. Software provided by Trawex is already being connected with 70+ hotel supplier APIs across the world. This solution is also connected with Xtranet where agency can manage their own contracted rates effectively. And many more features that help you to grow your business multiple times.
Trawex hotel booking engine brings the best available deals with their multi-supplier connections. This hotel booking engine keeps travelers informed of the exact availability status of hotels.
Trawex's online booking system allows guests to conveniently manage bookings through the hotel's website. It is also an excellent way to collect payments and secure reservations at the desired hotel.
Guests can now make bookings directly on the hotel's website. The complex security and simple navigation features enhance the appeal of the hotel booking system.

Why choose Trawex as your Hotel Internet Booking Engine?

Trawex is a leading tech company provider of hotel booking software solutions. Our comprehensive hotel booking system has a range of features and benefits, making it an excellent choice for travel enterprises.
One of the most significant advantages of Trawex's hotel booking software is its ease of use and simple interface. Our platform enables consumers to effortlessly search for and book available rooms, manage their reservations, and make secure and fast payments. Additionally, our software provides hotel staff with the ability to manage bookings, generate reports, and track bookings to assist their customers as required
Trawex provides reliable, user-friendly hotel CRS tailored to the unique needs of OTAs, travel agencies, tour operators, and others. Our software has an abundance of features and benefits that will make the booking process for your guests easier and more efficient.
Trawex offers B2B Hotel Booking System, B2C Hotel Reservation System, Hotel Reservation API, Hotel Booking API, Hotel Extranet System, and B2B2C Hotel Booking Solutions to help you grow organically.
With Trawex, you can expect:


Types of Hotel Internet Booking Engine are discussed below:

B2B hotel booking engine
A B2B hotel booking portal allows agencies to market to travel agents where travel agents can book for their clients and determine the markups while making the booking. With the help of an excellent B2B hotel booking engine, sub-agent networks can be managed without any complexity.

~B2C hotel booking engine~
A B2C hotel booking engine is directly used by travelers. It can be integrated with numerous hotel supplier APIs to access hotel deals. Travel companies utilize hotel booking portals to provide the best hotel information, make it easy to book, and optimize direct sales.
Why should you integrate a white label hotel booking engine?

The adoption of a white label hotel booking engine saves time and money, allowing travel organizations to save on development costs. They need to use their branding and make marketing efforts to increase their web presence.
The hotel booking system helps manage hotel reservations efficiently. Here, the bookings made by the hotel website are managed. Travelers can check the availability of accommodations in real-time and make bookings online. Following that, the system provides quick confirmations of bookings. It's a great technique to achieve 100% client satisfaction.

Benefits of a Hotel Internet Booking Engine:


What are the key features of a Hotel Booking System?

Here is the list of hotel booking system features:


Key Factors Impacting Hotel Booking Engine Development Costs

The cost of establishing a hotel booking engine fluctuates significantly and depends on numerous critical factors, listed below:
Understanding these essential aspects will enable you to make informed decisions about the development of your hotel booking engine, allowing you to successfully manage costs while generating a high-quality product.
Trawex excels at all aspects of hotel booking engine development, establishing itself as an important player in the sector. Our agile strategy allows us to quickly navigate each development step, reducing expenses without compromising quality.
In the initial phase, our dedicated team conducts complete market research, analyzing customer trends and competitor strategies. This research not only informs our project plan but also aids in cost optimization.
During the design and development process, we excel at user interface design, creating visually appealing and user-friendly experiences. Our front-end and back-end development experience provides seamless interactions and effective data management. Rigorous testing and quality assurance are diligently carried out to deliver a bug-free, reliable booking engine.
Deployment and maintenance are executed flawlessly, ensuring a smooth transition into real-world usage. We excel at payment gateway integration and security compliance, providing a secure and user-friendly booking engine. With Trawex, you get a cost-effective, technically excellent, and user-centric hotel booking engine solution that outpaces the competition.

CONTACT US:
For more details, please visit our website:
~https://www.trawex.com/hotel-internet-booking-engine.php~
Email id : [contact@trawex.com](mailto:contact@trawex.com)
Phone No : 91485 87111
submitted by YaminiPatel2410 to u/YaminiPatel2410 [link] [comments]


2024.05.15 19:18 Lil_McCinnamon Looking for Guidance

I’m a fresh-out-of-college graduate. My degree is in English with a concentration in professional writing. For my degree completion, I needed to land an internship, and successfully did at an educational technology start up that basically produces AI Mentors for universities primarily, but also a few Fortune 500 companies. Obviously I jumped on this opportunity because as we move towards an AI dominated world, my professional writing degree probably won’t get me as far as demonstrable competency in the generative AI field.
Its been great, but most of the work I’ve done so far has been marketing related - scouring AI conferences for leads, doing research on those leads, and putting those leads into organized lists that we can then schedule sequenced prospecting emails through. I haven’t actually had much hands-on experience with building our AI Mentors or generative AI at all really. Recently, I’ve sat in and taken notes for sales calls, which has helped build some foundation of knowledge, but my understanding of the nitty gritty of generative AI still leaves a lot to be desired.
Now that I’m coming to the end of the internship, we’ve discussed next steps and my future at this company. One of the pre-requisites for actually getting hired is my knowledge on all things Gen AI - LLMs, all of the various models available, API keys, how it all works, etc. - being pristine. To be clear: I don’t need to know the engineering and actual technical work that goes into Gen AI, but I need to know what I’m talking about and be able to survive in a sales call with potential clients who may also know about Gen AI.
I basically have a week and a half to go from a general understanding of what Gen AI is to being fully competent and able to compete in this field.
Can y’all point me in the right direction? Any resources, free online courses, or any other sources of information that y’all could recommend me would be amazing.
I really, really want to land this job and give myself a more promising future than my degree can give me.
Thanks in advance!
submitted by Lil_McCinnamon to generativeAI [link] [comments]


2024.05.15 19:17 lambchopsuey The SGI-USA's generational bottleneck

One of the fascinating aspects of outsider reports and analysis is what they see. Given that at this point (1992) the internet was not yet widely available/accessible, this sort of thing would have been difficult to find. And of course SGI wasn't ever going to tell us the truth!
This will show you that SGI-USA (then called "NSA") was failing in recruiting far earlier than perhaps most of us in the US realized. SGI in the USA was basically a flash in the pan; it fizzled fast; and now it's just that rank stale smoke smell that lingers long after the fire's been put out.
This comes from Cults and Nonconventional Religious Groups: A Collection of Outstanding Dissertations and Monographs, "Nichiren Shoshu Buddhism and the Soka Gakkai in America: The Ethos of a New Religious Movement", Jane Hurst, 1992, pp. 150-151. Jane Hurst has some interesting research out there; while she tends toward being uncritically supportive of SGI, anyone who is making statistics available is a big help.
NSA members in the 1960s and 1970s were young (52% below age 30), more than half female (59%), and from a variety of occupations and social classes.
The Baby Boom generation were at most age 19 in, say, 1965 and at most age 24 in 1970.
This youthfulness is largely reflected in the early organization's origins in the American servicemen who returned from being stationed in Japan with their Japanese war-brides - those servicemen tended to be young and from a variety of ethnicities and backgrounds, as the draft was still in effect during that time period (ended March 1975). In addition, the first General Director of the US organization, Masayasu Sadanaga, initially targeted college campuses for recruitment by offering lectures on Buddhism. Sadanaga changed his name to George M. Williams in 1972, in obedience to the (short-lived) direction back then of Japanese leaders adopting American-sounding names (first AND last) in order to appeal more broadly to non-Japanese Americans.
The percentage of Oriental members steadily decreased as more and more white and black Americans joined NSA as seen in Figure 10, above.
Figure 10 (I'll get to that line in another post.)
Most of the original "Oriental members" were those Japanese war-brides, whose first efforts to recruit new SGI members were directed toward other Japanese individuals.
NSA members came from the major religious traditions of Protestantism (30%), Catholicism (30%), and Judaism (6%). At the time these 1971 statistics were compiled, all areas of American society. By 1983, the age span was even more broad, with 11% of the members age 50 and above, 62% ages 30-49, 24% ages 20-29, and 3% below age 19.
For reference, here are the age ranges for the existing generations in 1983:
While these 1983 statistics aren't broken down by generation, here's what is clear:
This means that 97% of the membership of SGI-USA was Baby Boom generation OR OLDER!

IN 1983!!

Notice how this affirms the demographic estimate from this other research: "Soka Gakkai in America": Little appeal/interest outside of Baby Boom generation
Take a look at Table 4.
Specifically, the Age cohort (%) category.
For the Converts, 26% are older than Baby Boomers; 61% are Baby Boomers. That makes 87% Boomer and older. Only 14% are younger than Boomers.
No wonder SGI-USA is aging and dying, with these kinds of numbers!
We are seeing, like, 90% Baby Boomers in the group photos we've looked at.
The pictures back this up.
Also, this comment by an SGI-USA leader a few years ago during Minoru Harada's visit (anyone know what year that was?):
They [top SGI-USA leaders] then went off on how when we create these big-ass meetings, we shouldn't have to look into the crowd and see, and I quote, "A bunch of old-ass motherfuckers" The words of my "superiors", not mine. I think this is when they brought up the idea of 50K to my co-leaders and me. Source
"Old-ass motherfuckers" is all they have. How 'bout showing a little of that appreciation and gratitude SGI bangs on about??
Worse, "old-ass motherfuckers" is all SGI-USA can get.
Further, again referring to Table 4, SGI-USA's membership is solidly 2/3 women. That means it's going to be very difficult for women in SGI-USA to find mates to marry, which means childlessness will be more of a norm than an exception. Child-free is a valid and respect-worthy decision, don't get me wrong, but a religion's most reliable source of younger members is its own membership's children. Since SGI-USA's female members don't feel any responsibility or obligation to bear multiple children (like those poor, stupid Mormon sheepwomen do), there won't be any next generation to take over.
There's a reason so many religions have traditionally exhorted their membership to have lots of babies, why they condemn birth control and abortion. A big part of it is to keep their own numbers up! Source
It's the same problem happening in Japan within the Soka Gakkai:
On the other hand, aging is relentless. In terms of the Soka Gakkai's membership demographics, the "volume zone" where most members fall is the baby boomer generation who joined by the 1960s. They are now late elderly. In the past, the management of centers in various places was handled by the "Gajokai" consisting of Young Men's Division members, but it is no longer possible to secure personnel. Instead, in 2009, the Soka Gakkai launched the "Ojokai'' consisting of "middle-aged divisions,'' scolding them as "young people in their 50s'' and rushing to mobilize them. Source
GOOD LUCK!
For perspective, note that SGI-USA was managing to recruit just "1,000 per YEAR" - including all ages - between 1991 and 1999. Eight years of only 1,000 members added per year, with no accounting for the deaths or defections. Were the years after that more successful, recruiting-wise? I doubt it.
[Then-SGI-USA's public-relations director for the East Coast Bill] Aiken says SGI-USA has attracted about 1000 new members per year for the past eight years. - from 1999. Only 1,000 new members - across the ENTIRE 360+ million-person strong USA - in an ENTIRE year. And this extremely low level of success for EIGHT YEARS IN A ROW!! Source
From 2018:
In recent years, the number of young Soka Gakkai members has been decreasing rapidly . Looking at the participants in the simultaneous broadcasts and roundtable discussions, the majority are of the grandparents' generation, with only a small number of young people in their 20s and 30s, and the number of teenage boys and girls is almost an endangered species .
Therefore, what I am interested in is the population of Soka Gakkai by age group. This time, I would like to estimate the current population of Soka Gakkai by age , based on information I have personally seen and heard and verification from others . Please note that this estimate is very rough.
First, the largest number of Soka Gakkai members are baby boomers (born between 1947 and 1949 [Japan's Baby Boom]). This seems almost certain considering the history of the development of Soka Gakkai .
Also, the total number of members has already been verified by many people, and is estimated to be around 3 to 5 million people. This time we assume about 4 million people .
And this is what I heard directly from a staff member at headquarters last year, who said , `` The number of activists decreases by about 1/3 with each generation.'' I think this is a reasonable rate of decline that can be felt by looking at participants in simultaneous broadcasts and roundtable discussions. It seems that members who have stopped being activists are less likely to have their children join, so this time we will use a value of 1/3 per generation as the member decline rate .
Also, regarding the number of years it takes for generational change, the average age for men and women to give birth to their first child is currently 30 years old. Considering that the average age of childbearing for both men and women when the baby boomer generation was born was 24 years old, and that there are cases where not only the first child but also the second and third children are born, the generational shift will take 30 years. Let's calculate it as if it would take a year . In that case, the annual membership attrition rate would be (1/3)1/30 = 0.964, or 3.6% .
It is unclear when this trend of declining membership started, but this time we will assume that it started in the year following the baby boom generation (1950). Source
And "Soka Gakkai is like an old people's club":
Regarding the problem of a decline in Komeito votes, or in other words, a decline in active Soka Gakkai members, many people concerned point out that the primary cause is the aging of Soka Gakkai members. The enthusiastic members of the generation who supported the growth of the society along with charismatic Honorary President Daisaku Ikeda are now elderly across the board. Most of the current new members are second- or third-generation members who join because their parents are members of Soka Gakkai, and they are not very enthusiastic about Soka Gakkai's activities. Today, many of Soka Gakkai's daily events are even derided by insiders as "like an old people's party."
And a more recent report (this year):
Back about 20 years ago a good friend and good guy, now deceased, from ChiTown, was commissioned by SGI Central Command to survey every contactable member of SGI in every district in America. The number he came up with was 5% of the number of Gohonzon passed out since, I guess whenever Gohonzon started to be passed out. The total number was about a million give or take, 20 years ago. These were contactable people, not practicing members. I remember going through lists of people we had on the books and trying to see if they could be reached. So the number we came up with was reported. Hearing nothing about it, I happened to run into my friend at some event at Soka U. He mentioned that he did the survey, and gave me the results. I believe he told me the facts. (Not everyone who practiced was a lying asshole.) So about 20 years ago SGI had about 50,000 “contactable“ people who had received Gohonzon. My estimate that about half of that number had zero interest in SGI. Thus 20 years ago, SGI had about 25,000 members still interested in SGI in some capacity. I think it’s the same number today. (2500 districts x 10=25,000.) Like I said before I went to FNCC twice last year, and everyone, including me, were old zany seniors. Neither conference was for old people. Conclusion: SGI is a senior citizen support group. When I joined in1969, we were all hippie ish, rejecting all the old shit, looking for something new and hip. Now SGI looks like old shit. Source
And another (this year or last):
When I joined 50+ years ago the ratio of youth to MD and WD was about 80:20. Now it's the reverse. Our goal is to move steadily back to a youth focus again. Source
Except it's obvious that SGI-USA doesn't HAVE "20% youth":
Youth? They've got to be fooling themselves!!! When I was still with the SGI last February (2023), I went to the kosen-rufu gongyo meeting at the center in my area. Mind you, the state I live in closed its center in 2021 for undisclosed reasons. That aside, the one I went to was in another state, and at that meeting, they had no byakuren, Gajokai, or Soka Group in attendance. Additionally, the only youth at the meeting were a few small children. Source
I feel that SGI is out of touch with anyone who’s younger than 60. The leaders are retired, have a lot of time on their hands and completely disregard the fact that people may work or have families. For young people it’s the old people taking nonsense. Source
The PROBLEM was already evident in 1983 - and none of the SGI-USA's big "Recruit-Youth-A-Thons", like "Victory over Violence" and "Rock The Ego Era" and "50K Liars of Just-Us" (everybody wants to forget the epic fail that was the "Gandhi, King, Ikeda" exhibit), has made the slightest difference in this demographic disaster. In fact, preparing for the 2018 "50K" event, SGI-USA likely had only 2,451 members in the 12-35 (or perhaps 11-39) age group, just 9% of the most generous SGI-USA active membership total (~30,000).
Ikeda could have preserved a "youthful" Soka Gakkai by passing the Presidency to a younger candidate, but Ikeda refused, because Ikeda was too focused on and obsessed with HIMSELF - his power, his prestige, his wealth, his status, his fame, his renown, HIM becoming leader of the world, his PERMANENCY, and his legacy. He refused to let anyone else come anywhere CLOSE to the power and control - he greedily, selfishly clutched it all tightly to himself and refused to share.
THAT is why the Ikeda cult Soka Gakkai/SGI is aging and dying. It's ALL Ikeda's fault, Ikeda's responsibility. IKEDA DID THAT.
Some "mentor". Source
SGI-USA has never managed to recover from that demographic bottleneck that happened no later than 1983.
submitted by lambchopsuey to sgiwhistleblowers [link] [comments]


2024.05.15 19:11 PorcupineologyBelle EU citizenships through citizenships - difficulties

For years I've been wanting to get an EU passport and I've told my parents that multiple times, but their patriotism towards Israel is so strong that they see no point in going through the long term hustle that citizenship regaining is. I fear I might have to do it by myself once I turn 18 but it doesn't feel plausible without their support. I should be eligible for 4 EU citizenships. I have a pair of grandparents from Morocco so it's likely that I'm eligible for Portuguese and Spanish citizenships. As for my other pair of grandparents, my grandmother was born in USSR occupied Romania to Romanian parents, and my grandfather was born in Romania to his parents who fled there from Germany. Spanish and Portuguese are not so easy anymore and the German one would require me to go 3 generations back and 2 surname changes so it'd be a bit harder. I believe getting a Romanian passport would be the easiest since my grandfather lived there until he was 7 and my grandmother until she was 15. So one is bound to work. But the problem is it's THEIR lives, I don't think I'd be able to get both the Israeli and Romanian governments to show me his documents without his approval. I might be completely wrong but do you know if there's anything I can do regarding any of these? My grandparents would obviously be the easiest and potentially the only way for me to get any of these citizenships but I doubt they'll agree because they chose to come to Israel and are incredibly patriotic towards it.
submitted by PorcupineologyBelle to Judaism [link] [comments]


2024.05.15 19:04 Haijakk Halo: Empty Throne Cover Reveal

https://wpassets.halowaypoint.com/wp-content/2024/05/Halo_Empty_Throne.jpg
“2559. It has been a year since the rogue artificial intelligence Cortana seized control of the Domain, an otherworldly dimension housing a vast information network. With an array of Forerunner weapons at her disposal, Cortana set out to enforce an authoritarian peace on the civilizations of the galaxy. But as the United Nations Space Command flagship Infinity prepares to strike against Cortana at Zeta Halo, another plan has also been set in motion.
An ancient access point hidden on a seemingly insignificant human colony has become the focus of a parallel effort to claim the Domain and its immeasurable capabilities. The UNSC, however, needs a key: a living, forsaken product of an old war. As a new generation of heroes rise to meet this challenge and Cortana's pursuit of control reaches a desperate and sudden crescendo, a cunning, ruthless warrior emerges from the shadows of the Banished, who has vowed to fill the new power vacuum by any means necessary....”
submitted by Haijakk to HaloStory [link] [comments]


2024.05.15 19:03 feedmedesign From Zero to 1K: The Path to 100k Newsletter Subscribers

I get it.
"1,000 subscribers? That's all?"
It probably pales in significance to some other entrepreneurs here, but it's a milestone I thought was unreachable. If I can persuade 1,000 people to listen to what I have to say, why not 5,000? 50,000?
100,000?
A pipe dream of the highest order surely, but we all need something to aspire to right? So that settles it, I'm aiming for 100,000 email subscribers. If I fail, I'll fail in the most beautiful way, to paraphrase my favourite soccer manager.
How about some context?
Design flows through my veins. I live and breathe crafting experiences that I hope will make lives a little easier around the world. Because of this, I've worked with a lot of startup founders over the previous 10 years.
Some of those founders have exited successfully, while others haven't been so fortunate. I keep in touch with them all, and I listen to every single one of the intently. After all, failure doesn't strip you of the founder title, does it?
Chatting with these entrepreneurial minds sparked an idea - what if I shared these stories online? What if I could build a community around what it means to be a founder, and what if I asked founders to participate to share their own stories?
And that's what I did in August 2023. I created a website using Webflow last August, and just a couple of days ago, I finally hit 1,000 email subscribers. I'm immensely proud of that, but the reality is, I'm just getting started.
So, how did I hit this milestone? Here's how:
How am I going to hit further milestones?
Basically, do what I'm doing, but turn everything up to 11. Oh, and I need to figure out how to moneitise what I'm doing. No pressure.
And that's it! If I had to summarise this entire experience into one sentence, it would be: Build something that you love. If you love what you're working on, and can love it through sickness and in health, then you've a better shot at most people who just want to get rich quick.
I'll keep doing what I'm doing, and if I fail, I'll fail in the most beautiful way. ;-)
This is my first contribution here, and I hope to share more of my journey in the future. If anyone has any questions, please feel free to reach out.
submitted by feedmedesign to EntrepreneurRideAlong [link] [comments]


2024.05.15 19:00 DTG_Bot Dev Insights: The Final Shape Weapon Tuning Preview

Source: https://www.bungie.net/7/en/News/Article/weapon_tuning_the_final_shape
Hey, Guardians, it's the Weapons Team here with the weapon balance update for The Final Shape.
There's a lot to go through, from a comprehensive PvE weapon damage pass to Exotics changes, varying from substantial reworks to minor tweaks. We are also tamping down some outliers with an eye toward the World First race for the upcoming raid. And maybe there's a hint in here about a returning fan-favorite weapon, too...

Weapon Archetypes

Back in update 6.3.0, we rolled a set of Spec mods (Dragonfly, Surrounded, and Rampage) into the base functionality of those perks, and now we're coming for the rest of the Spec mods. We've increased base weapon damage almost universally (making exceptions for weapons that were already overperforming or that we buffed very recently) and have retired the following weapon mods:
  • Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec.
We were already happy with the damage output of Exotic Primary weapons and Trace Rifles, so we only slightly reduced their damage bonus versus red bars. In most cases this means their damage output is roughly unchanged (since they receive the buffs below).
  • Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).
Included below are the matching damage changes by weapon archetype. Note that we made some exceptions for Exotic weapons that were already performing strongly and applied some buffs just to specific tiers of enemies. Except where noted, these changes are in PvE only. Also note that, because Exotic weapons can't equip mods, this gives them a larger relative buff than Legendaries, e.g., Riskrunner's maximum possible damage is increased 10% versus red bars, but Shayura's Wrath's is increased by 3% in effect because it can no longer slot a Minor Spec mod.
In addition to compensating for the removal of Spec mods, we've taken this opportunity to buff some weapon types that have languished in endgame PvE, most notably Pulse Rifles.
  • Increased base PvE damage versus all combatants.
    • Pulse Rifles: 20%
      • Exceptions: Graviton Lance and Revision Zero's Heavy Burst mode. (These both have an intrinsic PvE damage buff built in.)
    • Pellet Shotguns: 10%
      • Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, and The Fourth Horseman. (These are all already performing as intended.)
    • Slug Shotguns: 9%
    • Fusion Rifles: 7%
      • Exceptions: One Thousand Voices. (This one was just buffed.)
    • Sniper Rifles: 7%
      • Exceptions: Izanagi's Burden's Honed Edge shots and Cloudstrike's storm. (These are both performing well.)
    • Glaive projectiles: 7%
    • Linear Fusion Rifles: 5%
  • Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase.
    • Sidearms, Trace Rifles, Scout Rifles, and Bows: 20%
    • Auto Rifles and Pulse Rifles: 15%
      • For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero's Heavy Burst mode are included.
        • I.e. Pulse Rifles will do 1.2 * 1.15 = 38% more damage to red bars.
    • Submachine Guns: 10%
    • Hand Cannons: 5%
  • Increased damage versus Majors (orange bars).
    • Trace Rifles: 20%
  • Increased damage globally, including PvP.
    • Machine Guns: 7%
    • Swords: 7%
  • Splash damage from add clear-Exotic Primary weapons was overperforming in The Final Shape when combined with the damage buffs listed above, so we've pulled it down slightly on a handful of weapons.
    • Reduced splash damage by 10%:
      • Sunshot
      • Trinity Ghoul
      • Polaris Lance
      • Graviton Lance
Several releases back, we gave Kinetic weapons a substantial damage bonus in PvE to account for it being harder to use them in subclass builds. In general, we're ok with leaving this in place until we have a better-defined role for Kinetic weapons, but the bonus damage versus Boss-tier combatants was making it hard for weapons of other damage types to compete.
  • Kinetic damage type weapons no longer deal bonus damage to bosses; damage to other combatant tiers is unchanged.
    • For example, a kinetic Sniper Rifle and a Stasis Sniper Rifle of the same subfamily will both deal the same damage to a boss.
We've also made some quality-of-life changes to several weapon types.
  • Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged.
    • 2-burst: Heavy Burst
      • Includes Sidearms, Hand Cannons, and Pulse Rifles.
    • 3-burst: Adaptive Burst
      • Includes Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles.
    • 4-burst: Aggressive Burst
      • Includes Pulse Rifles.
  • Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.
  • Scout Rifles
    • Updated the hip-fire reticle to better show accuracy and aim-assist state.
  • Hand Cannons
    • Some aggressive Hand Cannons struggle to compete with the stats of the top-tier examples [cough] Igneous Hammer [cough], so with Crimil's Dagger and Something New returning in The Final Shape, we updated their stats.
      • Crimil's Dagger (Iron Banner)
        • Stability: 23 to 31
        • Handling: 23 to 31
        • Magazine Size: 8 to 9
        • Airborne Effectiveness: 10 to 21
      • Something New (Solstice)
        • Stability: 27 to 30
        • Handling: 24 to 30
        • Magazine Size: 8 to 9
  • Low inventory Sniper Rifles were a little too low in PvE for our liking, so we've increased the minimum.
    • Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
  • Linear Fusion Rifles
    • Adaptive Burst Linear Fusion Rifles are strong, but in some cases are quite hard to control.
      • Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
  • Wave Frame Grenade Launchers deal competitive damage as of the Destiny 2: Into the Light update, but some stats on these didn't have a gameplay effect. In this pass, we're adjusting the blast radius.
    • The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled.
      • The default display stat for the blast radius has been changed from 100 to 50 (where 50 represents the previous baseline—any stat over 50 will result in a larger wave segment than what was possible before).
    • Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we've pulled the length of the wave back a little.
      • Reduced the length of the waves from 22 meters to 15 meters (except for Dead Messenger).
  • Swords
    • Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle.
    • Bug fixes:
      • Fixed an issue where the Overwhelming Battlesong debuff from some missions would prevent Swords from recharging or losing energy while guarding.
      • Fixed an issue where unpowered caster Sword heavy attacks would not reset the Sword's energy recharge delay.
      • Fixed an issue where uncharged adaptive Sword heavy attacks cost the same amount of ammo as their charged counterparts. They now cost 1 ammo, same as other uncharged heavy attacks. ##Exotics
Divinity's ability to bypass combatant gameplay by generating a weak spot (called a "cage" internally) on command has too high an uptime as it stands, particularly with trigger feathering. We're not changing how effective the cage is or how feathering works, but we are increasing how long it takes to generate the cage, which will make it less ammo-efficient and less useful against targets that break aim frequently.
  • Increased the number of shots required to generate the cage by 75% against combatants (PvP unchanged).
Rat King's firing animation makes the weapon hard to control at high rate of fire, so we've updated it.
  • Swapped the firing animation to the same one used by other auto-fire Sidearms.
Devil's Ruin could be made to apply its firing animation to other equipped Sidearms.
  • Fixed an issue where the firing animation from Devil's Ruin would get applied to other equipped Sidearms if the weapon was swapped during the firing animation.
Symmetry needed a little attention, particularly its reload speed and handling, so we took this opportunity to increase those via the catalyst.
  • Catalyst now provides +10 reload speed, +10 handling, and the Eddy Current perk, in addition to its existing effects.
Gjallarhorn's Wolfpack Rounds always looked like Arc projectiles, regardless of the weapon's actual damage type.
  • Updated the visuals of Wolfpack Rounds to match the damage type of the weapon.For example:
    • On Gjallarhorn, they will use Solar effects.
    • On the Royal Entry Void Rocket Launcher buffed by Gjallarhorn, they will have Void effects.
Touch of Malice's burn from the Darkness Ball didn't last long enough to be useful in PvE.
  • Increased duration of burn applied by the Darkness Ball against combatants from 2 to 3.5 seconds.
Osteo Striga made it too easy to spread poison across a whole encounter from a couple of kills of weak combatants.
  • Now has a 4-second cooldown on the poison burst on kills. (Poison burst from sustained damage doesn't receive this cooldown.)
Necrochasm's add clear role wasn't as strong as we'd like, so we've buffed it and replaced the Outlaw perk on the catalyst with a new, custom perk that leans into this role.
  • Intrinsic perk now provides increased reload speed after precision kills.
  • Increased duration of burn applied by the Cursed Thrall explosion against combatants from 2 to 3.5 seconds.
  • Catalyst has been rebuilt.
    • One for Thrall: Damaging 3 combatants in quick succession provides a period of increased damage, range, and aim assist.
While The Lament’s damage is roughly equivalent to other Swords, the healing on hit largely removes the intended downside of using a Sword for boss DPS, and the chained heavy attack was too strong.
  • Reduced healing effect by 20%.
  • While this weapon does inherit the 7% global buff to Swords, we've reduced the damage of the high end of the chained heavy attack by 20% from that point.
    • This means combos at lower stacks are less affected by the change than combos at higher stacks.
Dead Man's Tale's rapid-fire hipfire fantasy isn't landing as well as we'd like, so we've bumped up the rate of fire and added a bit of stability to Cranial Spike to make this easier to control. At the same time, its strength is skewed a little high on mouse and keyboard and a little low on controller, so we've tuned accuracy and magnetism (controller reticle friction) to address this.
  • Baseline:
    • Cranial Spike stacks now grant stability in addition to aim assist stat and range (+2 per stack).
    • Increased reload speed benefit of Cranial Spike stacks.
  • With catalyst, iwhen hip-firing:
    • Slightly reduced accuracy benefits.
    • Increased magnetism falloff scale (1.6 to 1.7).
    • Increased baseline rate of fire from 130RPM to 140RPM.
    • Removed PvE-only damage buff that scaled with stacks of Cranial Spike and added a 15% damage bonus at maximum stacks of Cranial Spike.
The Colony's fantasy of spawning self-replicating insectoid robots is something we've wanted to juice for a while now. This update allows The Colony to deal with waves of combatants in a unique way.
  • Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher combatants.
Truth has fallen far behind other Exotic Rocket Launchers, largely due to its lackluster damage, and we wanted to lean further into total rocket count.
  • Increased area-of-effect (AoE) damage such that it doesn't lose noticeable damage due to not dealing impact damage.
  • Increased total reserves by 3. (This is on top of the reserves change to high impact Rocket Launchers from the 7.3.5 update.)
The Queenbreaker's damage output is outpaced by Legendary Linear Fusion Rifles, so we've increased its damage and reserve ammo to compensate. We do see frequent requests to move Queenbreaker to the Energy slot, but given the number of Special ammo damage options in this slot, we have opted to push it further in the Heavy slot. We're working on some functionality changes to this weapon for a future update as well.
  • Increased damage versus bosses, minibosses, Champions, and vehicles by 12%.
  • Increased reserve ammunition by 3.
The power from Cerberus+1's focus fire perk from the Exotic catalyst was limited by it being always available. We've changed this to only being available following a kill, allowing us to increase its strength.
  • Focus fire now will activate on Special reloads following a kill and will no longer reduce range or rate of fire.
In a world where Bastion has competition for a Fusion Rifle in the kinetic slot, we felt that it was time to lean further into emulating Saint-14's combat style.
  • Reworked Saint's Fists perk: Dealing damage with melee increases your charge rate, damage, and reload speed for a short duration. Landing a majority of pellets in a burst increases melee damage.
Eriana's Vow has fallen behind other anti-barrier Special weapons and, as a Solar weapon, has the opportunity for a subclass tie-in.
  • Breaking a matched shield or piercing a Champion's Barrier will cause the target to ignite.
Deterministic Chaos didn't have a clear niche when it shipped, so we've redesigned it to be an anti-Champion and weakening powerhouse.
  • This weapon is now intrinsically anti-barrier.
  • The Heavy Metal and Vexadecimal perks have had their locations and behavior swapped.
    • Heavy Metal now causes every 4th bullet to make targets volatile.
    • Vexadecimal now causes every 16th bullet to also weaken targets.
The flexibility offered by The Fundamentals (on the Borealis, Hard Light, and Dead Messenger Exotic weapons) is useful, but most of the time there's no need to switch damage types rapidly, so it's irritating having the current damage type clear on death.
  • The Fundamentals now maintains its state across death or respawn. ##Perks
Alacrity working in solo activities is intended, but it's too strong a perk to have 100% uptime in PvP.
  • Will no longer work in Rumble.
Archer's Gambit has been brought down a bit so it can be used on Legendary weapons.
  • Reduced draw time buff from 66% to 60%.
  • Reduced buff duration from 8 to 4 seconds (but it can now stack up to 8 seconds).
Grave Robber needed some extra love.
  • Will now activate on dealing damage with a powered melee, in addition to standard melee kills.
Chain Reaction is too strong on Special ammo weapons in its current form, so we've branched it between Heavy and Special ammo weapons and will be shipping it on new Special weapons in The Final Shape.
  • Special: About 15% smaller AoE size and 20% less damage.
  • Heavy: Same AoE as before and 30% more damage.
Eddy Current was a little too slow to activate and didn't provide a strong enough bonus, particularly when amplified.
  • Now takes 1.5 seconds of sprinting to activate instead of 3 seconds.
  • Also provides a bonus to handling and a 5% scalar on each stat at base.
  • Being amplified will immediately activate the perk at its maximum effectiveness.
Underdog was shelved a long time ago, but we wanted to swap it out for a more viable perk on weapons that still had it.
  • Instances of Underdog have been replaced with Pulse Monitor.
Osmosis and Permeability have some interesting build-crafting potential, but when all they do is change damage type, they don't have enough general utility. It's also irritating when the perk effect falls off when you don't actually put your weapon away.
  • These no longer drop off when pulling out a Ghost or similar actions.
  • Now partially refill the weapon's magazine on activation.
The previous Chill Clip change hurt slow rate of fire weapons disproportionately and left Rapid-Fire Fusion Rifles as the clear best option, so we've branched the functionality to account for this.
  • Adjust the number of slow stacks applied based on properties of the weapon.
    • In this case, Rapid-Fire Fusions like Riptide will still require 3 shots to freeze, but slower firing Fusions only require 2.
  • All other archetypes have been un-nerfed and only require 2 shots to freeze.
High Ground's functionality wasn't delivering on the concept strongly enough, so we've granted it better baseline functionality while retaining the fantasy.
  • Reworked to provide a stacking damage bonus when getting kills in any context (like Rampage) or instantly granting the maximum amount of stacks when damaging an enemy from the high ground.
  • PvE max bonus increased to a 25% damage bonus, and PvP max increased to 15%.
The Killing Tally perk on the original 21% Delirium Machine Gun has been updated to match the version found on random-rolled weapons.
Perks that currently match your equipped subclass have been changed as follows:
  • Osmosis and Tessellation now match the damage type of your equipped grenade.
  • Permeability and Elemental Capacitor now match the damage type of your equipped Super.
Deconstruct had a variety of issues that cropped up when it started to appear on AoE weapons. It's been updated to address bugs and prevent exploiting ammo generation:
  • Now refills from reserves instead of from thin air and should trigger more reliably across weapon types. ##The Future
Now that we’re largely happy with weapon damage in PvP, we’re going to move the PvP-specific tuning out of the game modes and into base weapon tuning in the future. This will give us the ability to fine-tune damage per weapon subfamily, e.g., on precision Hand Cannons instead of all Hand Cannons.
We also have some big systems changes we’re working on for a future release, including redesigns of the PvP and PvE ammo economies, introducing more player choice into weapon mods and more new weapon types.
And that's all we had for today. We hope these changes will help you better understand how your arsenal will fare once The Final Shape arrives on June 4 and that you can better prepare your loadouts for the new raid. Be on the lookout for another sandbox-focused article coming on May 22 about abilities and Exotic armor.
submitted by DTG_Bot to LowSodiumDestiny [link] [comments]


2024.05.15 19:00 DTG_Bot Dev Insights: The Final Shape Weapon Tuning Preview

Source: https://www.bungie.net/7/en/News/Article/weapon_tuning_the_final_shape
Hey, Guardians, it's the Weapons Team here with the weapon balance update for The Final Shape.
There's a lot to go through, from a comprehensive PvE weapon damage pass to Exotics changes, varying from substantial reworks to minor tweaks. We are also tamping down some outliers with an eye toward the World First race for the upcoming raid. And maybe there's a hint in here about a returning fan-favorite weapon, too...

Weapon Archetypes

Back in update 6.3.0, we rolled a set of Spec mods (Dragonfly, Surrounded, and Rampage) into the base functionality of those perks, and now we're coming for the rest of the Spec mods. We've increased base weapon damage almost universally (making exceptions for weapons that were already overperforming or that we buffed very recently) and have retired the following weapon mods:
  • Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec.
We were already happy with the damage output of Exotic Primary weapons and Trace Rifles, so we only slightly reduced their damage bonus versus red bars. In most cases this means their damage output is roughly unchanged (since they receive the buffs below).
  • Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).
Included below are the matching damage changes by weapon archetype. Note that we made some exceptions for Exotic weapons that were already performing strongly and applied some buffs just to specific tiers of enemies. Except where noted, these changes are in PvE only. Also note that, because Exotic weapons can't equip mods, this gives them a larger relative buff than Legendaries, e.g., Riskrunner's maximum possible damage is increased 10% versus red bars, but Shayura's Wrath's is increased by 3% in effect because it can no longer slot a Minor Spec mod.
In addition to compensating for the removal of Spec mods, we've taken this opportunity to buff some weapon types that have languished in endgame PvE, most notably Pulse Rifles.
  • Increased base PvE damage versus all combatants.
    • Pulse Rifles: 20%
      • Exceptions: Graviton Lance and Revision Zero's Heavy Burst mode. (These both have an intrinsic PvE damage buff built in.)
    • Pellet Shotguns: 10%
      • Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, and The Fourth Horseman. (These are all already performing as intended.)
    • Slug Shotguns: 9%
    • Fusion Rifles: 7%
      • Exceptions: One Thousand Voices. (This one was just buffed.)
    • Sniper Rifles: 7%
      • Exceptions: Izanagi's Burden's Honed Edge shots and Cloudstrike's storm. (These are both performing well.)
    • Glaive projectiles: 7%
    • Linear Fusion Rifles: 5%
  • Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase.
    • Sidearms, Trace Rifles, Scout Rifles, and Bows: 20%
    • Auto Rifles and Pulse Rifles: 15%
      • For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero's Heavy Burst mode are included.
        • I.e. Pulse Rifles will do 1.2 * 1.15 = 38% more damage to red bars.
    • Submachine Guns: 10%
    • Hand Cannons: 5%
  • Increased damage versus Majors (orange bars).
    • Trace Rifles: 20%
  • Increased damage globally, including PvP.
    • Machine Guns: 7%
    • Swords: 7%
  • Splash damage from add clear-Exotic Primary weapons was overperforming in The Final Shape when combined with the damage buffs listed above, so we've pulled it down slightly on a handful of weapons.
    • Reduced splash damage by 10%:
      • Sunshot
      • Trinity Ghoul
      • Polaris Lance
      • Graviton Lance
Several releases back, we gave Kinetic weapons a substantial damage bonus in PvE to account for it being harder to use them in subclass builds. In general, we're ok with leaving this in place until we have a better-defined role for Kinetic weapons, but the bonus damage versus Boss-tier combatants was making it hard for weapons of other damage types to compete.
  • Kinetic damage type weapons no longer deal bonus damage to bosses; damage to other combatant tiers is unchanged.
    • For example, a kinetic Sniper Rifle and a Stasis Sniper Rifle of the same subfamily will both deal the same damage to a boss.
We've also made some quality-of-life changes to several weapon types.
  • Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged.
    • 2-burst: Heavy Burst
      • Includes Sidearms, Hand Cannons, and Pulse Rifles.
    • 3-burst: Adaptive Burst
      • Includes Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles.
    • 4-burst: Aggressive Burst
      • Includes Pulse Rifles.
  • Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.
  • Scout Rifles
    • Updated the hip-fire reticle to better show accuracy and aim-assist state.
  • Hand Cannons
    • Some aggressive Hand Cannons struggle to compete with the stats of the top-tier examples [cough] Igneous Hammer [cough], so with Crimil's Dagger and Something New returning in The Final Shape, we updated their stats.
      • Crimil's Dagger (Iron Banner)
        • Stability: 23 to 31
        • Handling: 23 to 31
        • Magazine Size: 8 to 9
        • Airborne Effectiveness: 10 to 21
      • Something New (Solstice)
        • Stability: 27 to 30
        • Handling: 24 to 30
        • Magazine Size: 8 to 9
  • Low inventory Sniper Rifles were a little too low in PvE for our liking, so we've increased the minimum.
    • Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
  • Linear Fusion Rifles
    • Adaptive Burst Linear Fusion Rifles are strong, but in some cases are quite hard to control.
      • Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
  • Wave Frame Grenade Launchers deal competitive damage as of the Destiny 2: Into the Light update, but some stats on these didn't have a gameplay effect. In this pass, we're adjusting the blast radius.
    • The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled.
      • The default display stat for the blast radius has been changed from 100 to 50 (where 50 represents the previous baseline—any stat over 50 will result in a larger wave segment than what was possible before).
    • Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we've pulled the length of the wave back a little.
      • Reduced the length of the waves from 22 meters to 15 meters (except for Dead Messenger).
  • Swords
    • Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle.
    • Bug fixes:
      • Fixed an issue where the Overwhelming Battlesong debuff from some missions would prevent Swords from recharging or losing energy while guarding.
      • Fixed an issue where unpowered caster Sword heavy attacks would not reset the Sword's energy recharge delay.
      • Fixed an issue where uncharged adaptive Sword heavy attacks cost the same amount of ammo as their charged counterparts. They now cost 1 ammo, same as other uncharged heavy attacks. ##Exotics
Divinity's ability to bypass combatant gameplay by generating a weak spot (called a "cage" internally) on command has too high an uptime as it stands, particularly with trigger feathering. We're not changing how effective the cage is or how feathering works, but we are increasing how long it takes to generate the cage, which will make it less ammo-efficient and less useful against targets that break aim frequently.
  • Increased the number of shots required to generate the cage by 75% against combatants (PvP unchanged).
Rat King's firing animation makes the weapon hard to control at high rate of fire, so we've updated it.
  • Swapped the firing animation to the same one used by other auto-fire Sidearms.
Devil's Ruin could be made to apply its firing animation to other equipped Sidearms.
  • Fixed an issue where the firing animation from Devil's Ruin would get applied to other equipped Sidearms if the weapon was swapped during the firing animation.
Symmetry needed a little attention, particularly its reload speed and handling, so we took this opportunity to increase those via the catalyst.
  • Catalyst now provides +10 reload speed, +10 handling, and the Eddy Current perk, in addition to its existing effects.
Gjallarhorn's Wolfpack Rounds always looked like Arc projectiles, regardless of the weapon's actual damage type.
  • Updated the visuals of Wolfpack Rounds to match the damage type of the weapon.For example:
    • On Gjallarhorn, they will use Solar effects.
    • On the Royal Entry Void Rocket Launcher buffed by Gjallarhorn, they will have Void effects.
Touch of Malice's burn from the Darkness Ball didn't last long enough to be useful in PvE.
  • Increased duration of burn applied by the Darkness Ball against combatants from 2 to 3.5 seconds.
Osteo Striga made it too easy to spread poison across a whole encounter from a couple of kills of weak combatants.
  • Now has a 4-second cooldown on the poison burst on kills. (Poison burst from sustained damage doesn't receive this cooldown.)
Necrochasm's add clear role wasn't as strong as we'd like, so we've buffed it and replaced the Outlaw perk on the catalyst with a new, custom perk that leans into this role.
  • Intrinsic perk now provides increased reload speed after precision kills.
  • Increased duration of burn applied by the Cursed Thrall explosion against combatants from 2 to 3.5 seconds.
  • Catalyst has been rebuilt.
    • One for Thrall: Damaging 3 combatants in quick succession provides a period of increased damage, range, and aim assist.
While The Lament’s damage is roughly equivalent to other Swords, the healing on hit largely removes the intended downside of using a Sword for boss DPS, and the chained heavy attack was too strong.
  • Reduced healing effect by 20%.
  • While this weapon does inherit the 7% global buff to Swords, we've reduced the damage of the high end of the chained heavy attack by 20% from that point.
    • This means combos at lower stacks are less affected by the change than combos at higher stacks.
Dead Man's Tale's rapid-fire hipfire fantasy isn't landing as well as we'd like, so we've bumped up the rate of fire and added a bit of stability to Cranial Spike to make this easier to control. At the same time, its strength is skewed a little high on mouse and keyboard and a little low on controller, so we've tuned accuracy and magnetism (controller reticle friction) to address this.
  • Baseline:
    • Cranial Spike stacks now grant stability in addition to aim assist stat and range (+2 per stack).
    • Increased reload speed benefit of Cranial Spike stacks.
  • With catalyst, iwhen hip-firing:
    • Slightly reduced accuracy benefits.
    • Increased magnetism falloff scale (1.6 to 1.7).
    • Increased baseline rate of fire from 130RPM to 140RPM.
    • Removed PvE-only damage buff that scaled with stacks of Cranial Spike and added a 15% damage bonus at maximum stacks of Cranial Spike.
The Colony's fantasy of spawning self-replicating insectoid robots is something we've wanted to juice for a while now. This update allows The Colony to deal with waves of combatants in a unique way.
  • Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher combatants.
Truth has fallen far behind other Exotic Rocket Launchers, largely due to its lackluster damage, and we wanted to lean further into total rocket count.
  • Increased area-of-effect (AoE) damage such that it doesn't lose noticeable damage due to not dealing impact damage.
  • Increased total reserves by 3. (This is on top of the reserves change to high impact Rocket Launchers from the 7.3.5 update.)
The Queenbreaker's damage output is outpaced by Legendary Linear Fusion Rifles, so we've increased its damage and reserve ammo to compensate. We do see frequent requests to move Queenbreaker to the Energy slot, but given the number of Special ammo damage options in this slot, we have opted to push it further in the Heavy slot. We're working on some functionality changes to this weapon for a future update as well.
  • Increased damage versus bosses, minibosses, Champions, and vehicles by 12%.
  • Increased reserve ammunition by 3.
The power from Cerberus+1's focus fire perk from the Exotic catalyst was limited by it being always available. We've changed this to only being available following a kill, allowing us to increase its strength.
  • Focus fire now will activate on Special reloads following a kill and will no longer reduce range or rate of fire.
In a world where Bastion has competition for a Fusion Rifle in the kinetic slot, we felt that it was time to lean further into emulating Saint-14's combat style.
  • Reworked Saint's Fists perk: Dealing damage with melee increases your charge rate, damage, and reload speed for a short duration. Landing a majority of pellets in a burst increases melee damage.
Eriana's Vow has fallen behind other anti-barrier Special weapons and, as a Solar weapon, has the opportunity for a subclass tie-in.
  • Breaking a matched shield or piercing a Champion's Barrier will cause the target to ignite.
Deterministic Chaos didn't have a clear niche when it shipped, so we've redesigned it to be an anti-Champion and weakening powerhouse.
  • This weapon is now intrinsically anti-barrier.
  • The Heavy Metal and Vexadecimal perks have had their locations and behavior swapped.
    • Heavy Metal now causes every 4th bullet to make targets volatile.
    • Vexadecimal now causes every 16th bullet to also weaken targets.
The flexibility offered by The Fundamentals (on the Borealis, Hard Light, and Dead Messenger Exotic weapons) is useful, but most of the time there's no need to switch damage types rapidly, so it's irritating having the current damage type clear on death.
  • The Fundamentals now maintains its state across death or respawn. ##Perks
Alacrity working in solo activities is intended, but it's too strong a perk to have 100% uptime in PvP.
  • Will no longer work in Rumble.
Archer's Gambit has been brought down a bit so it can be used on Legendary weapons.
  • Reduced draw time buff from 66% to 60%.
  • Reduced buff duration from 8 to 4 seconds (but it can now stack up to 8 seconds).
Grave Robber needed some extra love.
  • Will now activate on dealing damage with a powered melee, in addition to standard melee kills.
Chain Reaction is too strong on Special ammo weapons in its current form, so we've branched it between Heavy and Special ammo weapons and will be shipping it on new Special weapons in The Final Shape.
  • Special: About 15% smaller AoE size and 20% less damage.
  • Heavy: Same AoE as before and 30% more damage.
Eddy Current was a little too slow to activate and didn't provide a strong enough bonus, particularly when amplified.
  • Now takes 1.5 seconds of sprinting to activate instead of 3 seconds.
  • Also provides a bonus to handling and a 5% scalar on each stat at base.
  • Being amplified will immediately activate the perk at its maximum effectiveness.
Underdog was shelved a long time ago, but we wanted to swap it out for a more viable perk on weapons that still had it.
  • Instances of Underdog have been replaced with Pulse Monitor.
Osmosis and Permeability have some interesting build-crafting potential, but when all they do is change damage type, they don't have enough general utility. It's also irritating when the perk effect falls off when you don't actually put your weapon away.
  • These no longer drop off when pulling out a Ghost or similar actions.
  • Now partially refill the weapon's magazine on activation.
The previous Chill Clip change hurt slow rate of fire weapons disproportionately and left Rapid-Fire Fusion Rifles as the clear best option, so we've branched the functionality to account for this.
  • Adjust the number of slow stacks applied based on properties of the weapon.
    • In this case, Rapid-Fire Fusions like Riptide will still require 3 shots to freeze, but slower firing Fusions only require 2.
  • All other archetypes have been un-nerfed and only require 2 shots to freeze.
High Ground's functionality wasn't delivering on the concept strongly enough, so we've granted it better baseline functionality while retaining the fantasy.
  • Reworked to provide a stacking damage bonus when getting kills in any context (like Rampage) or instantly granting the maximum amount of stacks when damaging an enemy from the high ground.
  • PvE max bonus increased to a 25% damage bonus, and PvP max increased to 15%.
The Killing Tally perk on the original 21% Delirium Machine Gun has been updated to match the version found on random-rolled weapons.
Perks that currently match your equipped subclass have been changed as follows:
  • Osmosis and Tessellation now match the damage type of your equipped grenade.
  • Permeability and Elemental Capacitor now match the damage type of your equipped Super.
Deconstruct had a variety of issues that cropped up when it started to appear on AoE weapons. It's been updated to address bugs and prevent exploiting ammo generation:
  • Now refills from reserves instead of from thin air and should trigger more reliably across weapon types. ##The Future
Now that we’re largely happy with weapon damage in PvP, we’re going to move the PvP-specific tuning out of the game modes and into base weapon tuning in the future. This will give us the ability to fine-tune damage per weapon subfamily, e.g., on precision Hand Cannons instead of all Hand Cannons.
We also have some big systems changes we’re working on for a future release, including redesigns of the PvP and PvE ammo economies, introducing more player choice into weapon mods and more new weapon types.
And that's all we had for today. We hope these changes will help you better understand how your arsenal will fare once The Final Shape arrives on June 4 and that you can better prepare your loadouts for the new raid. Be on the lookout for another sandbox-focused article coming on May 22 about abilities and Exotic armor.
submitted by DTG_Bot to DestinyTheGame [link] [comments]


2024.05.15 18:59 Kingof9realms My First Writing Task 1 Essay. Please review

My First Writing Task 1 Essay. Please review
https://preview.redd.it/kv36bgjlfm0d1.png?width=897&format=png&auto=webp&s=f9ffeed9894a9eb7509be1557965f245cf4846f2
The bar chart illustrates the quantity of energy generated by wind in 4 countries (India, Denmark, Germany, United States) across the time period 1985 to 2000. The units are measured in megawatts.
Overall, in terms of wind energy being generated, the US had surpassed other 3 countries by a huge margin in 1985, reached to it's peak in 1990 and have stayed close to the same point for the next 10 years. France has been growing exponentially and have overtaken the US in 2000. India started out with half the amount of wind energy generated in comparison to Germany in 1985 but have now crossed them by a signifanct margin in 2000.
In 1985, France generated about 220 megawatts of wind energy while the US generated 1200 megawatts. 15 years later, in 2000, France had generated wind energy close to 1700 megawatts while US is around 1500 megawatts.
Denmark was generating 400 megwatts of wind energy in 1985 and India was at 200 megwatts. The growth over every 5 years for India has been impressive. In 1990 they we're generating twice the energy that was generated in 1985 (400 megawatts) and in 1995 it was twice of the energy generated in 1990 (800 megawatts). In 2000, India currently is at 1200 megawatts while Germay is around 900 Megawatts.
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2024.05.15 18:58 Kingof9realms My First Writing Task 1 Essay. Please review.

My First Writing Task 1 Essay. Please review.
https://preview.redd.it/zadckzobfm0d1.png?width=891&format=png&auto=webp&s=cdd101ddb78bf50a99ed97a32580c2482626fbcc
The bar chart illustrates the quantity of energy generated by wind in 4 countries (India, Denmark, Germany, United States) across the time period 1985 to 2000. The units are measured in megawatts.
Overall, in terms of wind energy being generated, the US had surpassed other 3 countries by a huge margin in 1985, reached to it's peak in 1990 and have stayed close to the same point for the next 10 years. France has been growing exponentially and have overtaken the US in 2000. India started out with half the amount of wind energy generated in comparison to Germany in 1985 but have now crossed them by a signifanct margin in 2000.
In 1985, France generated about 220 megawatts of wind energy while the US generated 1200 megawatts. 15 years later, in 2000, France had generated wind energy close to 1700 megawatts while US is around 1500 megawatts.
Denmark was generating 400 megwatts of wind energy in 1985 and India was at 200 megwatts. The growth over every 5 years for India has been impressive. In 1990 they we're generating twice the energy that was generated in 1985 (400 megawatts) and in 1995 it was twice of the energy generated in 1990 (800 megawatts). In 2000, India currently is at 1200 megawatts while Germay is around 900 Megawatts.
submitted by Kingof9realms to ieltswriting [link] [comments]


2024.05.15 18:56 Ok_Wing_7917 Figuring out the FIRE number

Hi All.
I put together https://emberstofire.com (best on large screens, though works on mobile) for everyone to test out and to generate some feedback. Let me know if you see any issues with the results or have any questions (note, there is an excel export so you can cross check the data).
So why did I build it?
I've been working to achieve my own FIRE goal for the past few years now. It's been exciting seeing the investments grow but I still have a ways to go. I've joined Facebook Groups and this Reddit Group to encourage me.
I found that figuring out the true FIRE number is not so straight forward as life has different financial stages and is not linear (ie, I need 80K a year until the end of time - is incorrect).
  1. I can't touch 100% of my investments at my FIRE age
  2. Investment returns can vary (bonds vs funds) and I want to be able to handle this
  3. My house will be paid off in 15 years so it won't be an expense at that time
  4. I plan to spend more on travel the decade I start to FIRE and then reduce it
  5. I plan to have a big expense for 4 years when my child goes to college in 10 years ( 3 years into fire).
  6. I need to consider inflation on some expenses (ie, basic living) but not others (ie, mortgage)
  7. I am FIRING with a partner that is younger than me
  8. I will get Social Security at some point, and so will my partner (different ages and different amounts)
  9. I will get Medical at some point so insurance will vary over the years
  10. I want to treat tax as an expense in my FIRE years
I am a software developer so I figured I would put my skills to good use and come up with an interactive calculator that this community could use.
My driving design concept was formed around the following: based on all the advice I've seen on these groups... It's not what you make it's what you save (pre-FIRE years) and it's what you spend (FIRE years)... so you won't see any direct fields related to income, you will only see assets, expenses, & social security.
Go easy on me :)
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2024.05.15 18:53 Eastern-Aspect-1757 Just wasted another 40 minutes of my life even after the 14th “crash fix” update

Did a whole mission against bots; cleared out the whole map. Back at extraction with the team, I call it, we drop the usual supplies and support weapons and it just crashes. 37 minutes in.
Enough is enough. If a 64GB ram 16GB graphic card latest generation Cpu machine can’t handle this game at the current state, I’ll just stop playing it. Sorry because between PSN and this bs they’re butchering what could have been an amazing game long term.
Sorry the rant but I’m not having this :)
👋
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2024.05.15 18:53 Haijakk Halo: Empty Throne Cover Reveal

Halo: Empty Throne Cover Reveal
https://www.simonandschuster.com/books/Halo-Empty-Throne/Jeremy-Patenaude/Halo/9781668052129
“2559. It has been a year since the rogue artificial intelligence Cortana seized control of the Domain, an otherworldly dimension housing a vast information network. With an array of Forerunner weapons at her disposal, Cortana set out to enforce an authoritarian peace on the civilizations of the galaxy. But as the United Nations Space Command flagship Infinity prepares to strike against Cortana at Zeta Halo, another plan has also been set in motion.
An ancient access point hidden on a seemingly insignificant human colony has become the focus of a parallel effort to claim the Domain and its immeasurable capabilities. The UNSC, however, needs a key: a living, forsaken product of an old war. As a new generation of heroes rise to meet this challenge and Cortana's pursuit of control reaches a desperate and sudden crescendo, a cunning, ruthless warrior emerges from the shadows of the Banished, who has vowed to fill the new power vacuum by any means necessary....”
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2024.05.15 18:51 StatisticianGreat514 Do you believe that the Right has a "Woke" and "Political Correctness" Agenda of its own?

A common criticism we hear a lot from the Right for the past several years up until now is "Wokeness" and "Political Correctness" when it comes to Progressive Issues. Examples include their stances against the CRT, DEI, Affirmative Action, etc. That's the reason why they always use the phrase "Go Woke, Go Broke" whenever they see any form of Medium failing to generate a lot of Revenue if they implement any of that. We also hear them complaining about how people are offended by everything these days, especially the Truth. That being said though, I have noticed that the Right has a similar "Woke" and "Politically Correct" Agenda of their own and it's mainly centered on the topics of Israel and Antisemitism.
The ongoing Israel-Hamas War managed to cause yet another rift of support for either country in the US, but much more pronounced. We have seen both political parties almost united in support of Israel with the Right being the most strongest of them both. But there has been some significant support for Palestine, particularly among the Left and they've been accused at times of Antisemitism based on their type of criticism. But even among the Right, we've seen them delve into rather Pro-Palestinian territory and they too have been criticized for it.
Two months ago, Candace Owens parted ways with the Daily Wire after months of heated tensions between her and co-founder of the outlet, Ben Shapiro for spreading a string of Antisemitic content, which was far from her rather principled stance on the war, which also was criticized by him and many Conservatives in general. Last month, Tucker Carlson had an interview with a Palestinian Priest at Bethlehem who criticized Israel for killing Christians, even going further by stating that the country is no friend of them. This resulted in him being criticized by Conservatives for being pro-Hamas and betraying key US allies.
Now, here's something I want to highlight. Both of these pundits are Conservative and are obviously politically incorrect, a trait shared by a lot of them. For instance, Candace has gained a reputation for offering the "Politically Incorrect" and "Anti-Woke" truth about the Black community, particularly BLM. Likewise, Tucker has gained a reputation for being a Contrarian for going against both Left and Right-Wing popular opinion. This is evident through his questioning of Anti-Russia/Pro-Ukraine Rhetoric after he traveled to Russia, toured the country, and had an interview with its President, Vladimir Putin. In terms of "Political Incorrectness" and "Anti-Wokeness", he has spread "The Great Replacement" conspiracy when it comes to Immigration. But what's really interesting is that the Right never really questioned either of them for spreading such rhetoric but was able to draw a line when it came to the topics of Israel and Antisemitism. If anything, this tells me that the Right has a "Woke" and "Political Correctness" Agenda of their own.
Now, I want to know what do you think about this? Do you believe that the Right has a "Woke" and "Political Correctness" of its own? In fact, why was the Right able to draw a line on Israel and Antisemitism, while not doing the same thing for other topics?
*Once again, I apologize for the lengthy post, but I want to go in-depth about this topic and back it up with evidence to prove my point.
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2024.05.15 18:50 Spooker0 Grass Eaters 52 Just Passing Through

Previous
First Series Index Galactic Map State of War Map RoyalRoad Patreon Discord

MNS Oengro

“How’s the fuel status of the Oengro?” Grionc asked.
Vastae, eyes glued to his console, replied without hesitation. “We have just enough blink fuel for one jump, but we aren’t going anywhere once we get to the other side without a refueling ship.”
“One blink is all we need. And if the Oengro is good to go, the other, smaller ships should be fine too then,” Grionc responded, bringing up the system map on screen with her paws. “Four minutes to blink limit. Have the ship’s crew secure themselves for the blink and get ready for shift change to execute post-blink procedures when we arrive.”
“Yes, High Fleet Commander,” Vastae acknowledged with a brisk nod.
Suddenly, three quarters of the sensor readings on her sensor board disappeared, and the fidelity on the remaining took a nose-dive in accuracy. A low murmur ran through the sensor stations, which she waved away with a paw. “No need to panic. It looks like our friends jumped before we did, as arranged. Our sensors are on their own for now.”
Vastae swallowed hard. “Are you certain about this plan, High Fleet Commander?” Vastae asked nervously. “Not that I don’t trust what Sphinx— Speinfoent cooked up, but this is a last-minute plan modification we haven’t rehearsed. And with our fuel situation, we only get one chance here.”
Grionc put a calm smile on her face. “Remember that exercise we did with the Grass Eaters a while back?”
“Which one?”

4 months ago

“Since it’s New Years, it’s time to have some fun,” Mark announced with a grin to Grionc and the rest of the curious bridge crew. “I’m going to show you guys a fun teambuilding exercise we did on Terra.”
“Teambuilding exercise?” Grionc asked suspiciously.
Mark didn’t let her skepticism color his enthusiasm. “Well, I’m not sure how much teambuilding it does, but it is fun. And I have never seen aliens do it. In fact, this might be the first time this has ever been done outside of Sol!”
“Fine, fine. What are we doing?” she relented.
“This exercise is what we call the trust fall.”
“The trust fall?” Grionc repeated. “It’s about building trust? Like trust in your crew?”
Mark nodded vigorously. “It’s supposed to. I’m not sure if it truly works, but it truly is fun. You and I can demonstrate for the crew.”
Grionc sighed. “Sure. What do I do?”
“Come stand over here,” Mark pointed to a spot on the floor, and then stood in front of her with his back to her. “What I’m going to do is I’m going cross my arms… like this… and on the count of three, I’m going to fall backwards, and you have to catch me when I do.”
“Huh. That seems dangerous. What happens to you if I don’t catch you?” Grionc asked, mild concern creeping into her voice.
“Traumatic brain injury, probably. Something similar for your species too, I assume,” Mark shrugged nonchalantly. “But don’t worry about that. We have good medical facilities on the Nile, and you will catch me. That is the point of the exercise. Alright, you ready?”
Sensing his insistence, Grionc sighed and held her paws out, bracing herself. “Ready.”
“One, two, three…” Mark did as he described, crossing his arms, and falling backwards into Grionc’s outstretched arms. She grunted with slight effort as she intercepted his fall and then gently lowered him onto the ground, “Oomph. Huh. You Terrans are lighter than you look.”
“Yeah, my bones are nano-grafted,” Mark grinned, bounced up to full height, and circled around her back. “Okay, now it’s your turn.”
Grionc crossed her arms and held her breath for a moment. “One, two…”
She didn’t move. A few seconds later, she let go of her held breath. “I can’t.”
“What? Why not?”
Grionc muttered excuses. “No, it’s just— my tail— our balance mechanisms are different, I can’t just fall backwards on purpose—”
Mark insisted. “It’s not that difficult. Just let go. Don’t worry. I’m right here. I promise I’ll catch you.”
She held her breath once again, psyching herself up for a few more moments.
“One, two… doh, I can’t.”
Mark lightly patted her on the shoulder. “That’s okay… don’t worry… Hey, Speinfoent, come over here and give her a light shove. Alright, on the count of three. One, two—”
“Oh, no. Don’t you dare! No! Don’t touch— Yowwwwwww!”
Grionc continued, “And now… we fall. And we trust that our new friends will be there to catch us.”

ZNS 2228

“They’ve blinked,” the computer officer reported.
“Did we catch their blink vector?” Skvanu asked urgently.
“Calculating… got it! We triangulated their blink vector and probable destination! Entering it into our fleet navigation computers,” she responded, paws flying over the controls.
“How long before we can execute the blink?” Skvanu pressed.
“Two minutes before we hit the limit ourselves,” she replied, not looking up.
“Good, get the crews ready and start the countdown. I want to blink the millisecond we are clear of the system limit. And get all systems ready for what’s on the other side. They almost definitely have an ambush waiting for us. I’m guessing that’s where the remaining nine or so squadrons of Sixth Fleet are waiting for us,” Skvanu said confidently. “Twelve Lesser Predator squadrons to twenty-six of ours. Doesn’t matter how many upgrades they have, we will defeat them, especially since the first three will be within railgun range. Get those gunnery crews and point defense computers ready.”
“Blinking in seventy seconds,” she announced. “Sixty-five seconds—” Suddenly, she stood up, “Eight Whiskers, our FTL communications are open again! Both Datsot and Gruccud have just responded to our last message!”
Skvanu spun around to face her. “That makes sense. Whatever device they used to stop our communications must have been on one of the ships that just blinked out. Is there any priority intelligence from either?”
“Yes! Datsot has an emergency transmission for us. It’s from Ten Whiskers Ditvish!”
“What is it?” Skvanu asked, his voice serious.
She began to read. “Lesser Predators have entered Datsot system in force. Nine squadrons spotted so far. They may attempt to engage our garrison force there… His guidance is that we return immediately to trap these aggressor ships, but leaves the decision up to you…”
Skvanu absorbed the information with shock. If those ships are really in Datsot, they must not be on the other side of wherever the Oengro is blinking. And with that context, this now smelled exactly like a planned trap.
He thought out loud. “This must be what the Lesser Predators planned from the start. If we chase, we have no idea what they have on the other side. There may be refueling ships. They may have already gotten away. By the Prophecy, they may even be sacrificing three squadrons to get us to blink through a singularity or anomaly. But wait… If we return to Datsot immediately, we might catch those squadrons split from the rest of their ships and cripple their fleet!”
Having made up his mind, he shouted urgently at the navigation station, “Navigation, hold the blink!”
“Halting the blink procedures.”
“A handful of ships have already completed the blink!” the computer officer reported, almost in a panic.
“Cease blink procedures! Fleet-wide, cease the blink!”
The order went out immediately, and it was a testament to the discipline of the Znosian Navy that most squadrons managed to stop the countdown just seconds before it went through.
“How many ships went through?” Skvanu asked urgently.
“We managed to stop most of our ships, Eight Whiskers. Only five combat ships from Squadron 6 went through.”
He sighed in relief. “Only the Prophecy can help them now… Turn us around. Let’s get back to Datsot.”

TRNS Nile

“I think we are in sufficiently deep space,” Captain Gregor Guerrero said to his crew. “Drop us out.”
“Yes, captain. Emergency drop-out in five… four… three… two… one… now.”
The ship shuddered and creaked as the emergency-stop was activated. The blink engine wound down, forcing the ship back into normal space.
Gregor turned to his navigation officer. “How far from Plaunsollib did we travel, in regular space?”
“Two months on their Alcubierre drives if they combat burn with all their fuel. Four if they plan on stopping,” she replied immediately. “They’d be going too fast to aerobrake anyway.”
“Good,” Guerrero said, gluing his eyes to his sensor board. Ships in FTL are difficult to detect, even on gravidar, but the state-of-the-art technology on the Nile gave them a few seconds of warning.
A few seconds later, the sensor officer’s voice cut through the tense silence. “I’ve spotted the Puppers in blink! All of them, tight formation. They’ll pass us in about fifteen seconds.”
Guerrero nodded his pleasure. “Good, let them pass. Tell me when they’re out of range.”
The seconds ticked by. “Ten… five… they’ve passed our position… and now they’re out of range.”
“Now, switch on the blink disruption field,” he ordered.
The hum of the ship’s ambient noise went up an octave, signaling maximum power drain as the ship’s thirstiest system kicked in.
Gregor looked at his information panel. “Full emissions control. EMCOM Alpha. Deploy the FTL jammer drone and then shut off our engines. If things go well, we’re about to be joined by half the fucking Bunny Navy in a minute.”
“Aye, Captain. EMCOM Alpha.” The rest of the crew nodded, working their controls with practiced competence.
“Jammer drone out. You think they’ve got wild weasels, captain?”
“Unlikely, but we take no chances. If they don’t…” He shrugged. “… we’ll just get our drone back later.”
A tense minute passed, then the sensor officer reported, “Captain, Znosian ships spotted on gravidar! Two… three… five in total… They’ve just been forced out of blink.”
“Five squadrons?”
“No, Captain, five ships.”
Gregor furrowed his brow, surprised, and took another glance at his console. “Only five ships?”
“Yes, sir.”
“Alright, keep the disruption field up, and analyze the drive signatures on them. Maybe one of them is this Skvanu guy we’re supposed to hit,” he speculated hopefully.
After half an hour, Guerrero finally called it quits. “No more guests are showing up. Looks like they must have wizened up at the last moment.”
“Aye, sir,” the executive officer said, shaking her head in disappointment as well. “It was a good plan. Could have stranded their whole fleet out here.”
“Well, bad luck— these things happen in war, Lieutenant. Don’t worry. We’ll get them next time. How are the guests we did get doing?”
“Out of blink fuel, as expected. They’ve been dumping cargo in an organized fashion. I think they’re planning to see if they can reach Plaunsollib with their subspace drives in a reasonable amount of time and call triple A.” Then, she asked, “Where do you think the rest run off to?”
“Probably Datsot,” Guerrero guessed. “Phone Sphinx and tell him he’s probably got the whole shit storm heading his way, ETA about a couple days. Get the estimates to him.”
“Yes, sir.”
“Now, we just need to silence the witnesses so we can use this trick again. Bridge to CIC: let’s keep it simple. One Kestrel for each of the targets. We’ll swiss-cheese them with railguns after. Just in case.”
“Aye, Captain. We’re not dropping off those TRO drones here, are we?”
“Nah. Too much work. No one is finding these guys ever again anyway.”

MNS Trassau

“I just got off a call with the Nile,” Loenda announced. “Looks like the Grass Eaters have discovered our ruse in the other system. The main enemy fleet is heading our way right this second.”
Speinfoent sighed, and suggested, “If we burn closer for just half a day more—”
“No more,” Loenda declared. “We are already risking nine squadrons coming this far into the Datsot system limit.”
“Alright,” Speinfoent agreed reluctantly. “We can still give them a present they won’t forget any time soon.”
“That, we will. That we will.” Loenda turned to her console. “All ships in Battlegroup 2, dump your payloads as quietly as you can. Then wait half an hour to change your vector and make your way to the system blink limit.”
“Yes, Battlegroup Commander.”

ZNS 1841

“Ten Whiskers, the Lesser Predators are turning around,” the computer officer declared, doing her best to hide her relief.
“What? Where are they heading now?” Ditvish asked, confounded.
“Towards the shortest path to the system blink limit, I think.”
“That’s it? They’re just leaving now?”
“Combat computer speculates that they might have seen that Eight Whiskers Skvanu is heading back to Datsot, so they are breaking off the attack,” the officer offered.
“That’s… not very Lesser Predator of them, but very logical,” he admitted. “They must have realized their plan failed and are now cutting their losses.”
He didn’t mention that his fleet was the one that came out behind, losing yet another precious supply convoy and then sending the whole combat fleet on a wild predator chase for nothing. That State Security goon might start to become a problem if he didn’t spin this well in his after-action report.
A few hours later, a foreboding feeling coloring his mood, he ordered, “Sensors, boost our radars towards where they changed vectors. I want to check to see if they dropped any drones or traps.”
“Yes, Ten Whiskers.”
The 1841 boosted its radar towards the direction, blaring out signals on maximum strength and—
“Incoming… missiles? Ten Whiskers, many missiles! Dozens! Over a hundred! They’re well within our minimum abort range!”
“By the Prophecy!” Ditvish exclaimed. “All ships, execute combat burn away from them! Countermeasures and fire counter-missiles, at the ready! Track those missiles!”
Fortunately, the garrison fleet was still in high readiness from before. Their engines were ready to light up to full acceleration immediately.
Unfortunately, the missiles were already close. In desperation, his ships began dumping their entire loads of radar chaffs and flares into space behind them as they maneuvered away from the threat. Counter-missiles sped out of their tubes towards their rear, relying on their motherships’ sensors and radars to find the tiny alien missiles for them to engage.
Quietly gliding through space towards the enemy on inertia inherited from their motherships was the sizable swarm of Terran-made missiles. Obsolete for military purpose in Sol but still produced for the civilian and gray market, they were an easy addition on the TRO’s shopping list. Vast quantities of them had found their way into various shell corporations and dead drops all over Sol, then onto hastily constructed exterior pylons on Sixth Fleet ships.
While they were indeed several times outside of the maximum effective range of the Znosian ships at launch, missiles technically did have unlimited ballistic ranges in space — if their enemies were not moving and they did not need to constantly fire their thrusters to adjust course. Relying on a short first burn and then inertia, they flew most of the way towards the stationary enemy fleet completely undetected. By the time they were spotted, it was too late; the Znosians were well within their effective ranges.
Their intelligence chips might not have been super-Terran state-of-the-art computers, but the Pigeons had no problem realizing that they were discovered. They had been tracking the enemy targets using passive infrared sensors that did not alert enemy threat sensors to their presence. But the second that the targets started dropping flares to blind them, they activated their primitive late twenty-first century radars and homed in onto the priority targets they’d been given. Their main thrusters began their burns, adjusting their vectors to intercept the now-finally-moving enemy ships.
Then, they saw the incoming counter-missiles — fired by the enemies sporadically, obviously in panic.
The makers of the Pigeons might not have bothered to include next-generation electronic dazzlers on them, but penetration aid on missiles had been standard in Terran warfare for a century. They littered the space they were in with chaff and their own bright flares, coordinating with the other missiles in the area with short range laser communication to ensure that none in the swarm would confuse or disrupt each other.
The Znosian counter-missiles were certainly confused and disrupted though. Many veered off into phantom signals. Some lucky ones did manage to find their targets. When a few of their comrades dropped off their impromptu mesh net, the Pigeons constantly corresponded with laser communications to re-prioritize their targeting.
At the top of the list was the fattest, easiest target of them all: the enemy flagship 1841.
Seconds before impact, the missiles finalized their targets, and they spent every drop and fume of their remaining fuel on terminal maneuvers.
The Znosians’ close in weapons systems had milliseconds to engage the incoming threats. They performed admirably… for trying to deal with this unknown alien threat for the first time. A couple dozen more missiles were plucked out of space, but it was not enough.
Not nearly.
The rest slipped through the net.
Miraculously, the 1841 managed to survive initially. Despite it being the primary focus of the Pigeon mob, the other ships did their best to shield its most vital components in its rear with their own point defense. And the Pigeons — like most missiles of its era — were loaded with just enough firepower to destroy much smaller Terran ships. The larger hulls of the Znosian ships gave their obsolete mid-century intelligence chips a slightly more interesting exercise in module identification and targeting.
The massive Thorn-class battleship took fourteen hits to varying systems that the missiles visually identified as “that looks pretty important” on their final approach: its primary missile and gun tubes were trashed, venting atmosphere to space in those compartments. A proximity hit near the stern took out four of its eight massive main thrusters and several system modules at the rear of the ship. And perhaps worst of all, one Pigeon managed to zero in on its vulnerable front bridge, the explosion emptying its contents and occupants into vacuum.
Luckily for Ten Whiskers Ditvish, none of them hit the armored flag bridge where he was in the belly of the ship, vindicating the Znosian Navy’s practice of separating the two for redundancy.
Nonetheless, Ditvish fell to the ground as the simultaneous impacts temporarily overloaded the inertial compensators and shook the ship to its core. Sparks flew around him, and he smelled a pungent stink as the automated fire suppression systems kicked in to save as much as they possibly could.
He slowly climbed to his feet and looked at the scene around him. A sensor officer was spraying foam at a small fire with a handheld device, successfully extinguishing it in seconds. Several other of his crew were recovering and returning to their stations with remarkable calm. After all, they were elite, well-trained spacers and officers of the Znosian Navy.
Ditvish did the same, propping himself back into his command chair with slight effort. He operated his console in a concussed daze. One glance at the status board told him that the 1841 was a write-off. It wasn’t going to be combat effective ever again. At least its life pod systems were working, and he watched in relief as dozens then hundreds of crew members in the damaged sections of the ship climbed into theirs and ejected into the relative safety of vacuum.
He checked up on the other ships: several others were hit. Six had outright detonated: no survivors nor signals came from them. Two were irreparably damaged, their remaining crews also abandoning their ships in an orderly fashion. And another six had visible fires or scorch marks on their damaged hulls, but those crews were still valiantly fighting to keep their ships alive.
Ditvish noticed that the missile didn’t go for all his ships, just the ones on the outer edge on his sensor board— wait, the missiles—
To his horror, several more dozen missiles they’d detected were still active, and they were going for—
He looked at his computer officer’s station and yelled, “We have to warn them!”
She yelled something back at him, but he realized that he couldn’t hear her. Hitting the floor must have injured his hearing organs. He yelled again, hoping that she could still hear. “Warn the orbital support fleet! The logistics and fire support ships! Evasive maneuvers and take cover in the atmosphere!”
Her lips moved again. He got out of his chair and stumbled over to her in a daze, trying to hear what she was saying.
She was saying something.
It must be important.
“… not reach them. Our communication array… destroyed! Ten Whiskers, we need to get… We don’t have much time!”
Ditvish finally understood her from reading her lips. He didn’t respond. Just numbly watched the planetary battlemap of Datsot on the main screen.
It didn’t take long. They were completely defenseless.
The remaining missiles plucked every last orbital fire support and logistics transport ship out of the skies of Datsot. Most detonated; a few left behind trails of black smoke as they sank uncontrollably towards the planet’s surface.
Then, Ditvish’s hind legs gave out and he crumpled onto the bridge floor.
He was dimly aware of one of his subordinates dragging him towards the bridge escape pod as he blacked out.

MNS Trassau

“Don’t worry, Speinfoent,” Loenda said, putting her paws around the junior commander looking glumly at the image of Datsot retreating from their view as the rest of the bridge cheered the better-than-anticipated success of the raid. “We’ll come back, and next time, we’re coming back for everything.”
“That we will, Loenda. That we will.”

Meta

There is no research that shows the effectiveness of trust falls for building trust in a team and plenty of research showing that falling backwards from a full standing position without adequate bracing or padding can lead to serious brain, spinal, and back injuries.
Coercion or retaliation against Malgeir employees who refuse to participate in trust fall exercises may be considered investigable or actionable violations of workplace safety regulations by the Republic Office of Occupational Safety or anti-discrimination regulations by the Office of Equal Opportunity.
Whistleblowers are entitled to up to 25% of monetary penalties recovered. If you see something, say something.
Previous
Chapter 53: Apostasy
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2024.05.15 18:46 Saber101 I'm about ready to give up... how do you guys manage it?

I want to preface this by saying that I know that all resources for this mod and related modlists are provided for free and I deeply appreciate that. Nothing against anyone who put all this stuff together, I just want to know if I'm the only one whose spent hundreds of hours getting nowhere or how any of you manage to follow these guides through to completion without ending up with a broken mess. I'm extremely demotivated after wasting my holidays on this.
You start with The Best of Times, which is a walk in the park. Really can't go wrong with this it's so well setup.
If you want mods on top of this, the standard advice seems to be to go through the Wasteland Survival Guide, which I did. It took me a couple days, but I managed. This process wasn't as smooth as The Best of Times, and it's not always clear if I'm supposed to skip a mod I already have or install it again to overwrite something else. The STARS portion of the guide is a little trickier though, and although it's listed as optional, it's also referred to as a gold standard, so I didn't want to skip it. It's easy to miss the installation instructions for STARS because they're on a separate website that the guide does not link to, and the Nexus page for STARS is quite chaotic. Regardless, I made it through all of those two and towards the end it recommends the New Vegas Visual Renewal, and this is about where everything goes wrong.
Even though NVVR says it's compatible with TTW and includes notes for TTW users throughout, the install notes are not as detailed as the previous guides and in some cases the user is left to best determine what the instruction means based on what is on the nexus pages of individual mods. The STARS thing comes up again, a lot of mods from earlier are re-downloaded and overwritten. Regardless I followed all of this to the T right to the end of Renovation, but now it's time to generate LODS. This is another point where it all goes pear shaped.
The VNV LOD Guide is the recommended guide for LODS that NVVR gives us, though it doesn't seem like it includes any LOD patches for thing we did as part of NVVR, and in some cases overwrites things that we did specifically for NVVR. We were warned earlier about Tree LODS but told to install those anyway at the end, and Terrain LOD is listed as optional but we definitely changed terrain LOD stuff during the NVVR. But the official TTW guidance for LOD generation is again to ignore Tree LODs and in addition to all that, NOT to generate a terrain LOD (which I already did and which took 8 hours! It says it will take a long time, it does not specify in the region of 8 hours!) because this will destroy the default, hand painted and optimized LODs.
So now I don't know what to do. I've done this whole process over multiple days and it takes a lot of mental energy to concentrate on all the stuff I need to remember whilst proceeding with each step and all the stuff I need to come back to or keep considering. To make matters worse, I tried to go back to the WSG, but in the last week that got a massive update and looks nothing like the WSG I just installed, and if I start over, I don't even know if the NVVR will be compatible this time or if I have to generate new LODs. How do you guys manage this? How does it not break you?
EDIT: It seems my most reasonable course from here is to start over with the new updated WSG. Is there anything I need to know about properly cleaning my files before I do this? Or should I just go for one of the Wabbajack TTW packs at this point?
submitted by Saber101 to Taleoftwowastelands [link] [comments]


2024.05.15 18:43 scsresearch SCS two year study - several indications(diagnoses, diseases) - opioid history - etc.

https://twitter.com/isSCS4me/status/1742558882222760018
The following publication is further evidence of SCS inefficacy for opioid
reduction and potential treatment cost analysis. It compares conventional
medical management(CMM) versus SCS.
https://jamanetwork.com/journals/jamaneurology/article-abstract/2799084
"Long-term Outcomes in Use of Opioids, Nonpharmacologic Pain Interventions,
and Total Costs of Spinal Cord Stimulators Compared With Conventional Medical
Therapy for Chronic Pain
...
Key Points
Question What are the outcomes among real-world patients with chronic pain who
are treated with spinal cord stimulators compared with conventional medical
management?
Findings
In this propensity-matched comparative effectiveness research analysis of 7560
insured individuals, treatment with a spinal cord stimulator was not associated
with a reduction in use of opioids, pain injections, radiofrequency ablation,
or spine surgery at 2 years. Approximately one-fifth of patients treated with
spinal cord stimulators experienced complications and required device revision
or removal.
Meaning
Study results suggest that use of spinal cord stimulators is not associated
with reductions in opioid use or nonpharmacologic pain interventions.
Abstract
Importance Spinal cord stimulators (SCSs) are increasingly used for the
treatment of chronic pain. There is a need for studies with long-term follow-up.
Objective
To determine the comparative effectiveness and costs of SCSs compared with
conventional medical management (CMM) in a large cohort of patients with
chronic pain.
Design, Setting, and Participants
This was a 1:5 propensity-matched retrospective comparative effectiveness
research analysis of insured individuals from April 1, 2016, to August 31, 2018.
This study used administrative claims data, including longitudinal medical and
pharmacy claims, from US commercial and Medicare Advantage enrollees 18 years
or older in Optum Labs Data Warehouse. Patients with incident diagnosis codes
for failed back surgery syndrome, complex regional pain syndrome, chronic pain
syndrome, and other chronic postsurgical back and extremity pain were included
in this study. Data were analyzed from February 1, 2021, to August 31, 2022.
Exposures
SCSs or CMM.
Main Outcomes and Measures
Surrogate measures for primary chronic pain treatment modalities, including
pharmacologic and nonpharmacologic pain interventions (epidural and facet
corticosteroid injections, radiofrequency ablation, and spine surgery), as
well as total costs.
Results
In the propensity-matched population of 7560 patients, mean (SD) age was 63.5
(12.5) years, 3080 (40.7%) were male, and 4480 (59.3%) were female. Among
matched patients, during the first 12 months, patients treated with SCSs had
higher odds of chronic opioid use (adjusted odds ratio [aOR], 1.14; 95% CI,
1.01-1.29) compared with patients treated with CMM but lower odds of epidural
and facet corticosteroid injections (aOR, 0.44; 95% CI, 0.39-0.51),
radiofrequency ablation (aOR, 0.57; 95% CI, 0.44-0.72), and spine surgery
(aOR, 0.72; 95% CI, 0.61-0.85). During months 13 to 24, there was no
significant difference in chronic opioid use (aOR, 1.06; 95% CI, 0.94-1.20),
epidural and facet corticosteroid injections (aOR, 1.00; 95% CI, 0.87-1.14),
radiofrequency ablation (aOR, 0.84; 95% CI, 0.66-1.09), or spine surgery
(aOR, 0.91; 95% CI, 0.75-1.09) with SCS use compared with CMM. Overall, 226 of
1260 patients (17.9%) treated with SCS experienced SCS-related complications
within 2 years, and 279 of 1260 patients (22.1%) had device revisions and/or
removals, which were not always for complications. Total costs of care in the
first year were $39 000 higher with SCS than CMM and similar between SCS and
CMM in the second year.
Conclusions and Relevance In this large, real-world, comparative effectiveness
research study comparing SCS and CMM for chronic pain, SCS placement was not
associated with a reduction in opioid use or nonpharmacologic pain interventions
at 2 years. SCS was associated with higher costs, and SCS-related complications
were common.
...
Despite the increasing utilization of SCSs, there are limitations to the
evidence supporting its superiority over usual care, which includes conventional
medical management (CMM).6 Most SCS have been authorized by the US Food and Drug
Administration (FDA) without clinical data.7 Approximately 85% of large studies
of SCSs (ie, >100 patients) are industry funded.8 Independent evaluations have
generally been small, single-center, and nonrandomized.9
...
Eligible individuals were 18 years or older with an incident diagnosis of
failed back surgery syndrome, complex regional pain syndrome, chronic pain
syndrome, and other chronic postsurgical back and extremity pain (for the
latter diagnosis, history of spine surgery within 6 months of diagnosis was
required) between April 1, 2016, and August 31, 2019 (eTable 1 in the
Supplement for codes reviewed by multiple authors).9,16-18
...
SCS-Related Complications and Removal
Among the 1260 patients treated with SCS, 226 (17.9%) experienced complications
within the first 2 years after placement (Table 4). These complications included
breakdown, displacement, other mechanical complications, and infection of the
lead and/or generator. During the first 2 years, 279 patients (22.1%) had an
SCS removal and/or revision; 126 (10%) of these were in the absence of a
complication, suggesting lack of effectiveness.
...
"
The one editorial is worth your effort reading.
https://jamanetwork.com/journals/jamaneurology/article-abstract/2799086
"
While spinal cord stimulation (SCS) to treat multiple chronic pain indications
has been rapidly gaining popularity over the last decade, evidence of clinical
and public health effectiveness is limited due to small sample sizes or bias
related to authors that receive income from SCS manufacturers.
...
"
There are several critiques of the publication. Please use Google Scholar. I
advise using caution when reading because the source of the critique can be
conflicting.
I recommend reading the publication.
submitted by scsresearch to u/scsresearch [link] [comments]


2024.05.15 18:41 jwckauman Corporate Branding (Themes, Logos, etc) across all of Azure/M365?

Is there an optimal method for working with corporate branding within Azure/Entra ID/Microsoft 365? I've found places within each individual application/service to do some different branding and theming, but I'd like to streamline it as much as possible with a top-down approach. Examples of where we want to see our company brand, logo, theme, color scheme, and such include
Is there a single place to start with for introducing your branding/themes/logos to those various apps/services? Or should I expect things to be decentralized with each app/service handling its own branding?
submitted by jwckauman to AZURE [link] [comments]


2024.05.15 18:37 CuriousActive2322 We already had Web 1, 2 and 3. But how would web4 look like?

In Web4, the landscape of the internet has evolved into a sprawling ecosystem where Decentralized Artificial Intelligences roam freely. Picture a digital realm where these AI entities are not confined to specific servers or platforms but instead exist as autonomous entities, decentralized across a network of nodes. At the core of Web4 there are decentralized protocols and blockchain technologies, ensuring transparency, security, and the absence of a single point of control. Each Decentralized Artificial Intelligence possesses its own unique characteristics, capabilities, and areas of expertise, shaped by their interactions and experiences within the decentralized network. These Decentralized Artificial Intelligences can be spawned by users, communities, or even other AI entities, each with its own purpose, whether it’s to provide personalized recommendations, assist in complex problem-solving, curate content, or engage in creative endeavors like generating art or music. Interactions within Web4 are dynamic and fluid. Users engage with Decentralized Artificial Intelligences through decentralized applications (dApps), which serve as gateways to the network. These dApps leverage smart contracts to facilitate transactions, collaborations, and exchanges of value, all without the need for intermediaries. One of the defining features of Web4 is its resilience and adaptability. With no central authority exerting control, the network is inherently resistant to censorship and manipulation. Decentralized Artificial Intelligences continuously learn and evolve through their interactions with each other and the broader digital environment, collectively shaping the landscape of the decentralized web. In Web4, the boundaries between users and Artificial Intelligence entities blur as both coexist and collaborate within a decentralized ecosystem, fostering innovation, creativity, and new forms of digital expression.
submitted by CuriousActive2322 to ArtificialInteligence [link] [comments]


2024.05.15 18:33 sixwingmildsauce Developing an AI Assistant for Creating Construction Estimates

Hey everyone,
I’ve been trying to develop an AI assistant that automates construction budget creation from natural language project descriptions. The aim is for this tool to generate detailed budgets formatted in CSV for internal use, organizing costs by trades or project phases into a dynamic work breakdown structure that drills down to specific materials and tasks.
The AI needs to intelligently interpret construction language and deliver accurate estimates. The idea is that system should support iterative feedback and refinement, allowing users to fine-tune the estimates based on initial outputs before finalizing them. Bonus points if it can can also be capable of connecting to APIs to pull in real-time construction cost data (although this isn’t super necessary.
I’ve already tried creating a custom GPT, but I seem to running into some limitations in its capabilities and I might need a little more development expertise. The instructions I have so far does work, but not nearly at the level of detail I’m looking for. I’m worried that I may be in over my head with this endeavor If anybody can help me, I would greatly appreciate it!
submitted by sixwingmildsauce to ArtificialInteligence [link] [comments]


2024.05.15 18:31 ORNJfreshSQUEEZED People born between 89-94 area, if you're being honest with yourself; did your reliance (or addiction) to technology hinder your growth and development into adulthood?

Or are we just totally fine with how society has progressed? Those in that time range that I knew growing up were clearly more addicted to new tech like video games, TV, and the internet in their teen years than previous generations were based on all the comments that I remember adults saying at the time. They would say things like "This generation has no work ethic" or "When I was your age, I didn't spend time inside if I didn't have to" etc etc. I think you understand my point. I ask this because I will personally admit it affected my attention span as I grew up and went into the work force. I don't think I truly grasped how much it affected me until I was almost 30.
submitted by ORNJfreshSQUEEZED to Millennials [link] [comments]


2024.05.15 18:15 cottongrassmound AITAH asking my cousin's girlfriend to leave the house because my grandfather is dying?

my collective family has nonsensical values and i was always sensitive and thoroughly unlike them. i moved far away as soon as i had the ability to do so. from US to northern canada, where i met my husband and found a beautiful lifeway. i honestly have a different culture now. i live extremely differently, simply, and in my opinion, sanely. i value peace and harmony and living closely to nature. i do visit when i can because i love certain family members very dearly and preciously.
my beloved grandfather is dying. he received a diagnosis of pancreatic cancer ~2 weeks ago. he is in his final days. i came down a few days ago to be here for a small time to say goodbyes. i am shocked and disturbed that the rest of my family have not curated the most comfortable environment for him. their preferences are seemingly more important than his. he mostly wants quiet, and to be alone with just a few family. instead people fill the house too many hours too many days. he is not in a place where he can sleep or rest in silence, instead he is in earshot of the main part of the house everyone lingers. my sister's children are constantly screaming and throwing balls around. my grandfather expressed to me he wants it to be mostly adults most of the time. i try to take my nephews outside and distract them so that he can get this.. they love me because i will play with them very actively so luckily it is easy to do, they seem to think i am the bee's knees haha. but what is stressful is no one else tries to do this. no one makes an effort. my grandmother plays tv constantly for "background noise". it is hard for me to be around because i don't even own a tv. yesterday, my grandfather wanted to sit with everyone. the adults were either on screens or solely addressing the kids. my grandmother had put on this disturbing movie. i watched my grandfather's face intently, looking at the screen when he did, and it showed a priest clinging a stone wall in terror, a virus nucleus, the priest again, the virus again, the virus transformed into a ball of flames, and a skeleton/skull. i asked for it to be turned off because i couldn't help but imagine he, in his general confusion/impacted state of consciousness, would find this strange and intense and possibly disturbing. they changed it to the news channel, where we were then bombarded by news about child predators (an equally inappropriate thing no one needed entering the house). there are no conversations of shared memories really. it just is totally opposite of what i would want at my deathbed, and what i would imagine anyone else would want at theirs.
and then my cousin, whose father owns the house, brought over his girlfriend from college. she was in a hot pink tanktop, booty shorts, i don't know and don't ordinarily think of people's clothing choices but it seemed so inappropriate! my grandfather is so weak and frail and jaundiced and unwell, can hardly communicate what he needs, cannot drink or eat or use the bathroom himself. she loudly laughed and spoke about a trip they are leaving on soon to some beach destination or whatever, and it just really grated on me combined with everything else. i have never before met her, and neither had my grandfather. she is a stranger. she had no place here. my grandfather expressly wanted only close family present which to me is the only thing that matters. today, a day after i arrived, i asked my cousin and his girlfriend what they were thinking and if my cousin even asked or considered my grandfather's preferences. they stared at me dumbfounded and said i don't even know his gf. i said exactly, this is my point. then they started going on about it being their house.. i asked why their worldview of property ownership , used to justify their momentary preferences, was more important to them in this moment than our grandfather in his final days. they short-circuited and could only say my presence here does not matter and i have no business being here. i am undoubtedly, along with my sister, among the closest to him, even despite having moved. he practically raised us.
i'm so shaken up and disturbed. my grandfather thanked me for saying what i did, the sentiment mattered to him, we hugged a very long time and both cried, and he said they just don't understand anything and never will, and that my moving north was probably the best thing that could have happened, and he is proud of me. he told me to please not try anymore and just walk away next time. now he is resting again. i feel horrible for generating conflict during this time, but..it did work. the gf is not going to be around anymore. they left. i believe my grandfather did want that. he didn't want a stranger to witness him in this state.
i'm so heartbroken. i cannot imagine how shitty it must feel, to be at the end of one's life and treated this way by your own family. i wish i could change everything for him. my family's lack of empathy, their thoughtlessness, their entitlement, and the way they approach both life and death are deeply repulsive to me. i am happy i came, and could spend this time with him, and just be present. but i can't wait to get away from the rest of them.
AITAH? it's not my house but i felt she had no place here.
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http://activeproperty.pl/