Example sample of proposal for tuitition assistance

Sample hunters

2011.05.12 01:26 RetardVomitPussyCunt Sample hunters

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2009.12.13 02:52 kleinbl00 /r/Favors: Where the karma is real

We're all about favors from redditors to redditors. We're totally against ditch-digging and liking stuff on Facebook. The rest of it is in the FAQ.
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2019.03.19 02:27 gene100001 The subreddit for off-brand celebrity doppelgangers

This is a subreddit for images/gifs/videos of people who look or act like off-brand versions of celebrities or other well known characters. The posts can range from near-perfect look-alikes/doppelgangers/doubles through to terrible knock-off versions of the celebrities/characters, as long as there is some resemblance. we also allow actual photos of celebrities in walmarts.
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2024.05.13 23:58 musical-amara Rip and Tear: A Decade of Doom

In the annals of gaming history, few titles command the reverence and adoration as the legendary Doom franchise. Born from the minds of John Romero, John Carmack, Adrian Carmack, and Tom Hall, Doom would go on to lay the foundations for just about every modern video game that exists. It was a true tour de force, a success story few could scarce ever imagine.
Released in 1993, Doom was an immediate smash hit, thanks in no small part to its shareware format, which allowed users to experience the first few levels of Knee Deep In the Dead, and then order the full game via the phone number included. Players could then share the floppy disk with their friends, and so on, and so on. It was a truly revolutionary system, and within a single year, Doom had sold over 2 million copies.
The history of the Doom franchise is one of innovation, ultra violence, and controversy (1999's Columbine High School Massacre), and that reputation is one that continued with 2016's DOOM. DOOM was officially revealed at Quakecon 2014, ten years after Doom 3. Players had long resigned to Doom being considered a dead franchise. A reboot had been in the works for a number of years prior, but never got released, having been quietly cancelled by id in 2010. The future was bleak, but the 30 second long teaser ignited a spark that had been burning dimmer every passing year.
Then came E3 2015.
The hype was unreal. The trailer had everything that fans could possibly want. Gore, intense violence, insane run n gun gameplay, a rip-roaring soundtrack and the MFING CHAINSAW. But fans had been let down before. Would it really hold up its promises?
Yes. Yes, it would.
PART I: Presentation
When DOOM burst onto the scene in 2016, it did so with a visual and auditory spectacle that left players awestruck. From the moment the game boots up, players are made aware that this is not your average shooter. You are greeted with a deep, commanding voice. "Rip and tear, until it is DONE."
Immediately, players are greeted with a scene of carnage and the Doom Slayer chained to a table, which, of course, he instantly breaks free from. A zombie attempts to relieve the Slayer of his life but is beaten to the punch with a prompt skull smashing. After putting the other zombies to rest, he interacts with the panel in the corner, is greeted by one Dr. Samuel Hayden, who attempts to justify the outbreak, and decides he would rather kill shit than listen to excuses and destroys the monitor.
That is the introduction to this game. It never wastes the player's time. We aren't here to listen to long droning monologues or watch MGS style cutscenes. id Software knew their audience, and knew what that audience wanted, and they deliver in spades. This introduction sets the tone for the entire experience: relentless action, unapologetic violence, and a protagonist who is as unstoppable as he is uncompromising. The Doom Slayer's disdain for exposition and his single-minded focus on annihilating demons resonate with players who crave a pure, unadulterated gaming experience.
By eschewing lengthy cutscenes and exposition-heavy dialogue in favor of fast-paced gameplay and visceral action, id Software delivers a game that respects the player's time and delivers exactly what they came for: non-stop demon-slaying action. In an era where many games are criticized for padding their runtime with unnecessary filler, DOOM stands out as a shining example of how to create a focused and engaging experience that keeps players coming back for more.
Rather than bombarding players with lengthy exposition or intrusive cutscenes, DOOM opts for a more environmental storytelling approach. Throughout the game, players can discover audio logs, read text-based terminals, and observe environmental details that provide context and background to the events unfolding around them.
The story of DOOM revolves around the Doom Slayer's mission to stop a demonic invasion unleashed by the Union Aerospace Corporation (UAC) on their Martian facility. As players progress through the game, they uncover details about the UAC's experiments with Hell energy, the origins of the demonic invasion, and the Doom Slayer's own mysterious past.
While the story may not be front and center in DOOM, it nonetheless adds depth and richness to the game world, enhancing the overall experience for players who choose to engage with it. And for those who prefer to focus solely on the action, the story remains secondary, allowing them to enjoy the game on their own terms.
That's all well and good, but what about the actual gameplay? Simply put, it is exhilarating. From the moment you are given control of the Slayer, players are thrust into a frenzy of blood and violence, and it never lets up. At its core, DOOM is a first-person shooter that harkens back to the genre's roots while injecting it with a healthy dose of modern flair. The gameplay is fast-paced, frenetic, and utterly unapologetic in its brutality. You're not just a player – you're the Doom Slayer, a force of nature hell-bent on eradicating every last demon in your path.
Central to the gameplay experience is the game's combat loop, which revolves around a delicate balance of aggression and strategy. In DOOM, there's no hiding behind cover or waiting for your health to regenerate – you're constantly on the move, strafing, dodging, and leaping across the battlefield as you unleash a torrent of bullets, rockets, and plasma upon your enemies.
Weapons include the iconic shotgun, heavy assault rifle, plasma rifle, rocket launcher, and the devastating BFG 9000, among others. Each weapon offers different firing modes, such as single shot, burst fire, and continuous beam, providing players with tactical options in combat. A key aspect of combat is the Glory Kill system, which allows players to perform brutal finishing moves on staggered enemies. Glory Kills not only provide health and ammo but also contribute to the flow of combat by encouraging aggressive play. It is incredibly satisfying to watch the Slayer rip an imp in half or stomp their head into the pavement, and doing so rewards you with a large return of health.
The Chainsaw mechanic is another integral part of combat, allowing players to instantly kill most enemies and gain a large amount of ammo in return. However, Chainsaw fuel is limited and must be managed carefully. Like Glory Kills, watching the chainsaw tear demons apart is incredibly satisfying. Certain demons require more fuel but provide the player with more ammo in return. Balancing which demons you chainsaw and which ones you choose to Glory Kill is an important part of combat.
Exploration is key to progression and is rewarding to those players who choose to do. Hidden throughout the levels of the game are Argent Cells, Praetor Tokens, and Rune Trials. Each of these provide upgrades to your health/shield/ammo, suit, and passive abilities respectively. Also hidden throughout the game are levers that lead you to classic levels from Doom 1 and Doom 2, which then unlock the full level of its respective game, playable from the main menu. You can also find toy models of the Doom Slayer, which unlock various character models to view. On some of these models, the Doom Slayer will perform a unique action when picking it up, such as fist bumping the classic Doomguy. It's a nice and cute little touch added by the developers that does a little to add character to the Slayer, who is a silent protagonist.
id Software masterfully blends modern game design with a deep reverence for the classics, paying homage to the series' storied history while introducing new elements that propel the franchise forward. Central to this approach is the game's character design, which strikes a delicate balance between nostalgia and innovation. At its core is the iconic protagonist, the Doom Slayer, whose design pays homage to the original Doom Marine while incorporating modern updates that make him feel both familiar and fresh. With his battle-worn armor, imposing stature, and silent demeanor, the Doom Slayer is the embodiment of raw power and unrelenting rage.
The game's roster of enemies is a veritable who's who of classic Doom foes, reimagined for the modern era. From the lowly possessed soldiers to the hulking Cyberdemon, each enemy is lovingly crafted to capture the essence of its 1990s counterpart while introducing new mechanics and behaviors that keep players on their toes. Whether you're facing off against the agile Revenants, the relentless Hell Knights, or the grotesque Cacodemons, every encounter is a nostalgic trip down memory lane, punctuated by the satisfying sound of demon flesh being torn asunder.
But the main story is not where it ends. DOOM has an arcade mode, where players can run through the levels again, this time trying for high scores and medals while collecting 1 Ups. It's important to move fast and have accurate aim; the more kills you chain together, the bigger your score is. Getting hit reduces your score. At the end of the level, your score is tallied against others on a leaderboard. It's a great way to incentivize players to keep playing, in order to get a better and better score.
There is also multiplayer, where players compete in various game modes such as classic deathmatch, warpath and free for all. Players can become demons by collecting runes on the battlefield and this gives them a distinct advantage; demons are larger, stronger and more resilient. Players are bizarrely restricted to only two weapons and a loadout in multiplayer, which blew my mind. Loadouts. In a DOOM game. The demons are also massively unbalanced and if one team manages to get a particularly powerful demon such as a baron of hell, then it's a guaranteed win. All in all, the multiplayer just isn't great. You are better off replaying the story or arcade mode, or even SnapMap.
SnapMap is id Software's proprietary level editor, and it puts every other editor on the market to shame. SnapMap is an incredible, intuitive, easy to learn system allowing players to create their own multiplayer, co-op and single player maps. There is an extensive tutorial system that teaches users the basics, and goes up in depth, covering how to use AI triggers, switches, combinations, object layering, actions, recalls, audio cues, etc. Never have I ever seen such an in-depth interface on a console game before. While it is only surface level in the grand scheme of things, SnapMap is a great introduction to teaching users how game development works, and I urge everyone to try it out at least once.
Part II: The Music
In DOOM, the music isn't just a background accompaniment – it's a driving force that propels players forward, electrifying every moment of the gameplay experience. Composed by the incredibly talented Mick Gordon, the soundtrack of DOOM is a relentless onslaught of metal and electronica that perfectly complements the game's fast-paced action and visceral combat. From the moment you boot up the game, you're greeted by the iconic strains of the main theme, a haunting melody that sets the tone for the epic journey that lies ahead. As you traverse the game's environments, the music shifts seamlessly between atmospheric ambience and pulse-pounding metal.
But it's not just the composition of the music that makes it so memorable – it's also the way it's integrated into the gameplay itself. Mick Gordon's dynamic scoring system ensures that the music evolves in real-time based on the player's actions, ramping up in intensity during combat encounters and dialing back during quieter moments of exploration. This creates a sense of momentum and flow that enhances the overall pacing of the game
One of the standout features of the soundtrack is its use of unconventional instrumentation and sound design. Mick Gordon's signature sound combines distorted guitars, pounding drums, and industrial noise to create a sonic palette that is as brutal and unforgiving as the game itself. From the deep, guttural growls of the synth bass to the ear-shredding shrieks of the guitar solos, every element of the music is designed to evoke a sense of chaos and destruction, mirroring the relentless carnage unfolding onscreen.
Of course, no discussion of the music in DOOM would be complete without mentioning the iconic tracks that have become synonymous with the game. From the adrenaline-fueled "Rip & Tear" to the bone-crushing "BFG Division," each track is a masterpiece of composition and production, perfectly capturing the essence of the DOOM experience and elevating it to new heights. Mick Gordon's composition for the DOOM soundtrack is a tour de force in heavy metal and industrial electronica, meticulously crafted to evoke the essence of the game's frenetic gameplay.
The backbone of the soundtrack is the distorted guitar, which provides the driving force behind many of the tracks. Gordon's use of extended-range guitars and custom-tuned instruments gives the music its signature low-end punch, while his aggressive playing style adds a raw, visceral energy to the sound. In addition to guitars, Gordon incorporates a wide range of electronic and synthetic elements into his compositions, including synthesizers, drum machines, and sampled sounds. These elements are used to create atmospheric textures, rhythmic patterns, and dynamic effects.
One of the most innovative aspects of Gordon's sound design is his use of audio manipulation techniques, such as granular synthesis and spectral processing. These techniques allow him to deconstruct and manipulate audio in real-time, creating complex textures and effects.
Perhaps the most revolutionary aspect of Mick Gordon's composition for DOOM is his dynamic scoring system, which adjusts the music in real-time based on the player's actions. This system, known as "MIDI-controlled dynamic music," allows the music to seamlessly transition between different layers and variations depending on the intensity of the gameplay. Gordon achieves this dynamic effect by dividing each track into multiple stems or layers, each representing a different element of the music (e.g., drums, guitars, synths). These stems are then triggered and mixed in real-time using MIDI data generated by the game engine, allowing the music to adapt and evolve dynamically as the player progresses through the game.
Part III: Building a Legacy
All too often in this industry, legacy franchises are either left in the dust to be forgotten, or brought back to a limp fanfare, only to be thrust back into the shadows of the past. This happens for a myriad of reasons, and I believe the biggest one is that they don't respect their legacy, and they don't respect the players who engage with them.
At its core, DOOM is a game that understands what players want: fast-paced action, engaging gameplay, and a sense of empowerment. By focusing on these core principles, id Software created an experience that resonated with players old and new, capturing the spirit of the original games while pushing the series forward. Central to this approach is the game's unwavering commitment to respecting the player. From its minimalist storytelling and streamlined level design to its intuitive controls and dynamic difficulty system, DOOM prioritizes the player's experience above all else, ensuring that every moment of the game is engaging, immersive, and satisfying.
One of the most notable ways that DOOM respects the player is through its approach to difficulty. Rather than imposing artificial barriers or punishing players for their mistakes, the game encourages experimentation and mastery through its responsive gameplay mechanics and adaptive enemy AI. Players are given the freedom to approach encounters in their own way, whether it's through brute force, cunning strategy, or a combination of both.
Another key aspect of DOOM's player-centric design is its emphasis on accessibility. From its difficulty settings and intuitive user interface to its robust accessibility features, such as colorblind modes and customizable controls, the game ensures that players of all skill levels and abilities can enjoy the experience without feeling excluded or overwhelmed.
But perhaps the most important way that DOOM respects the player is through its commitment to fun. At its core, DOOM is a game that prioritizes the player's enjoyment above all else, delivering a seamless and exhilarating experience that keeps players coming back for more. Whether you're blasting demons with a shotgun, exploring hidden secrets, or rocking out to Mick Gordon's pulse-pounding soundtrack, DOOM is a game that never stops prioritizing YOU.
DOOM's legacy is one of respect – respect for the player, respect for the franchise, and respect for the medium of video games as a whole. By prioritizing fun, accessibility, and player agency, id Software created an experience that not only honors the legacy of the original games but also sets a new standard for what a modern first-person shooter can be. And for that, we owe them a debt of gratitude.
submitted by musical-amara to Doom [link] [comments]


2024.05.13 23:46 NightmarenNinja Popular Questions about Charities in Canada

Popular Questions about Charities in Canada
Starting and operating a charity is a wonderful activity, but it may be a complicated and involved process, particularly in areas such as Ontario, Canada. In this blog, we'll look at many elements of starting and running a charity, evaluating the credibility of existing charities, and answering specific questions about charitable organizations.

How to Start a Charity in Ontario and Canada

How to Start a Charity in Ontario: Starting a charity in Ontario requires understanding both provincial and federal regulations. To begin, you must determine the cause your charity will support and then register as a "non-profit organization" with Corporations Canada or as a "charitable organization" with the Canada Revenue Agency (CRA). This includes creating a detailed business plan, establishing a board of directors, drafting bylaws, and obtaining a charitable number for tax-deductible donations.
How to Start a Registered Charity: In Canada, registering as a charity with the CRA involves proving that your organization is established for charitable purposes such as relief of poverty, advancement of education, or other beneficial community services. You need to complete the application process that includes defining your organization's structure, purpose, and proposed charitable activities.
How to Establish a Charity: Establishing a charity begins with a clear mission statement and objectives that are exclusively charitable. You'll need to draft a constitution and articles of incorporation, apply for a charitable status, and ensure ongoing compliance with local and national laws.
How to Begin a Charity: Starting a charity begins with identifying a need within the community that aligns with your passion and where you can make a measurable impact. Research existing charities to ensure your efforts won't be redundant. Plan your fundraising strategies and establish strong governance policies from the start.
How to Make a Charity: The creation of a charity involves strategic planning, legal registrations, creating operational guidelines, and effective fundraising and marketing strategies to support your cause.
How to Raise Funds for Charity: Effective fundraising is crucial for the sustainability of a charity. Consider diverse fundraising activities like events, grants, online campaigns, and partnerships with businesses. Transparency and regular communication about how funds are used are vital to maintain trust and engagement from donors.
How to Start a Charity Foundation in Canada: Similar to starting a charity, a foundation may operate on a smaller scale or focus on providing funding rather than direct services. Foundations in Canada must be registered with the CRA and follow strict regulations about fund management and distribution.

Evaluating Charitable Organizations

Is UNICEF a Good Charity?: UNICEF is widely recognized for its global efforts to help children in need. It typically receives high ratings for transparency and effective use of funds.
Is Save the Children a Good Charity?: Like UNICEF, Save the Children is highly regarded for its advocacy and relief work across the globe, focusing on children's rights and emergency aid.
Is the Salvation Army a Good Charity?: Known for its comprehensive assistance programs, the Salvation Army generally has a good reputation for effectively allocating resources to aid those in need.
Is the Cancer Research Society a Good Charity?: This organization is dedicated to funding cancer research and is known for its commitment to high ethical standards and significant contributions to advancements in cancer treatments.
Is Value Village a Charity?: Value Village is a for-profit company that partners with charities to receive donated goods, which it then sells. While it supports charitable causes through these partnerships, it itself is not a charity.
Is World Vision a Good Charity?: World Vision is recognized for its efforts in tackling poverty and injustice worldwide, with a strong emphasis on community-based efforts.

Understanding Charity Shops

What Do You See in a Charity Shop?: Charity shops typically sell donated goods like clothes, books, furniture, and household items. They are a great way to support charitable causes through both donations and purchases.
By understanding how to start and manage a charity, recognizing credible organizations, and knowing what to expect in charity shops, individuals can make informed decisions about participating in philanthropic activities. Whether you're looking to start a charity in Canada or simply aiming to contribute effectively, these insights should provide a solid foundation for your charitable endeavors.
https://preview.redd.it/n5cx9v83n90d1.jpg?width=1024&format=pjpg&auto=webp&s=7c7c35adce51ccaf2b10936bd03f2467c113b9d4
submitted by NightmarenNinja to VOTON [link] [comments]


2024.05.13 23:45 superfan1224 highly specific gourmandish fragances in Paris?

Hi everyone! I'll be in Paris for the next couple days and really want to check out the perfumeries except the issue is that i kind of... dislike most perfumes?
I went to Le Musée du Parfum Fragonard today and sampled some. While I kind of liked the smells at first (they were floral heavy), i have the dried down testers in my purse and cannot STAND the smells (the only one that is tolerable is the single gourmand one). I guess this really confirms that floral, fresh, citrus, etc perfumes aren't for me.
Anyways I've been wanting to smell some fragrances that have super specific vibes to them like the fragrances from the indie brand OSMOFOLIA (not operating right now). Here's a link to the way their perfumes are described with a review to get a feel for it: https://www.reddit.com/Indiemakeupandmore/comments/14pfzp2/osmfolias_summer_collection_single_notes_reviewed/
(one example description for a fragrance I really want to smell is: Woodsmoke from a dying bonfire, a pair of lit cigarettes under a starry sky, two warm bowls of vanilla rice pudding, and sweet, yearning kisses of cardamom.)
Because I've heard this brand really hits the nail on the head with specificity and accuracy of the notes, I was wondering if anyone knows of any kind of indie/similar vibes in paris? I'll also take recs for similar brands even if they aren't physically in paris!
Sorry this was so long! (and maybe too specific to my situation that no one will be able to answer lol)
submitted by superfan1224 to fragrance [link] [comments]


2024.05.13 23:35 Potential_Mind_1866 Repost - linking to original thread. Post was accidentally removed by mods

Drake has made well over $200 million dollars off of his fans' gambling losses which we can easily assume are over $6 billion spent.
I posted yesterday interested to see what people think Kendrick should talk about if he drops again on Drake.
There is something I really want him to break down - Drake's involvement with a website that
  1. Pays him $100m+ annually since 2022
  2. He participates in public engagement media with, knowingly encouraging minors to gamble.

What is this?

(Overall scope of this website)
This website was officially formed in 2017 (7 years ago) for online crypto gambling. There was basically no verification at the very beginning of their launch, and to this day they have very, very flimsy protocols to identify/verify age of their players.
Processing img zeqh1xygz3zc1...
Here are some dates and numbers relating to how many bets had been placed on the platform
In the 14 months leading up to January 2022, 39 Billion bets were placed on the website. 21 Billion of these bets came after trainwreckstv became affiliated.
I don't want to go into trainwreckstv. If you become interested in him, you can watch coffeezilla's video (coffeezilla 360 million dollars)
Some more numbers
Year Bets Placed on the Website
2021 + 2 months 39,229,581,015
2022 62,418,061,486
2023 68,701,192,678
This website reported $2.6 billion in gaming revenue in 2022. Gaming revenue is the total amount wagered on the site minus the total amount paid out to players.Check footnotes for wagered
If you'd like to get further into the numbers...Check footnotes for house edge While some exceptions exist, classic table games typically have lower house edges (1-3%) than progressive jackpot slots , typically the games with the highest house edges (5-15%). Video slots sit somewhere in the middle (4-5%). ...and we take an completely rough, VERY generous, estimate that people are running on about a 3% house edge on average (it is likely much higher than this.)Check Footnote to see what house edge is (bottom)then we can approximate of the $86 billion that was wagered in 2022 on this website, $71 Billion was wagered while Drake was involved in 2022.

Drake's Involvement

Drake has been involved with this website for over two years, being paid NO LESS THAN $200 million for literally just being a poster boy. This is MOST LIKELY not including what he is paid for his streams (which appear to show him placing millions of dollars on single roulette spins). He is probably also given an amount to wager on his own as he, himself, is a gambling addict.
Why do they do this? How do they even have the money for this? Look at the numbers above, they are making an unbelievable fortune off of this and it's because of creators like trainwreckstv and Drake.
There are hundreds of affiliated creators operating through streams and youtube with communities of underage gamblers, a group that is trending up with gambling addictions. Each of these creators tend to make 3%-10% of affiliatesCheck footnotes for affiliates on their community member's deposits.
Casinos are able to pay these dividends because they are making multiples of what these collaborators are making. Why else would they do it?

Why is this bad

These are children gambling on these sites. I have solid evidence of a user having wagered over $100,000 om this website without EVER having been verified for any age, ID, proof of address. NOTHING.
I have researched by going through multiple communities speaking to gamblers who were gambling for years by the time they turned 18 (among others of course). I do not have a large sample size, but my sample is just a few small gambling communities among hundreds of similar, larger and much larger communities.. I believe to be a largely unbiased sample (I know that sounds like an oxy moron "I believe it is unbiased" lol, but you know what I mean)
I have not performed interviews, just mostly got numbers from people. I'm sure many would come forward if asked though.

In conclusion, we can easily assume Drake has made well over $200 million dollars off of his fans' gambling losses which we can easily assume are over $6 billion.

I cannot stress this enough, these are such light numbers. It is probably much more, and the only defense Drake probably has is that he spent it all or lost it gambling too.
THIS IS ALL SOURCED INFORMATION. ASK ME FOR ANY PROOF AND I WILL POST IN COMMENTS.
Footnotes
submitted by Potential_Mind_1866 to DarkKenny [link] [comments]


2024.05.13 23:31 jayseejewel How the Polyamory could have been handled differently

[Obvious spoilers for character romances, relationships, and a few character arcs. I don't recommend reading this post unless you've beaten the game.]
I’ll start off with the most obvious disclaimer: this post is not here to critique polyamory itself or its inclusion in the game. I’m all for adding the option to games (and BG3 as well) as long as it’s done respectfully and in a way that can make both monogamous and polyamorous players comfortable. This post will discuss what the game could have done better, why the characters they chose to make poly were poorly thought out, and what characters should have (hypothetically) been chosen instead. (The suggestions of who SHOULD have been chosen would give poly players MORE options, rather than less, while also maintaining character consistency and helping mono people feel comfortable too).
These suggestions are, of course, my own opinion coupled with a lot of threads I read all over the internet from three groups: monogamous players, poly players who liked what BG3 did, and poly players who felt it was handled poorly/felt uncomfortable with it. I myself didn’t care to go through the poly routes in the game but after I read some youtube comments on the Halsin topic, I got fully invested in the discussion and dove through youtube, reddit, and Larian threads to hear everyone’s opinions. As a monogamous person myself, it was interesting to hear thoughts from the poly players about what they felt uncomfortable with and how things should have been written instead. As a result, this thread is less my own thoughts and more a compilation of all the ideas/suggestions I saw people come up with.
The goal of this post is not to hate on the developers or people from either side of the debate, but to find a middle ground the developers could have used that would make both monogamous people and polyamorous people happy. The current game did appeal to some poly players, but it left a lot of other ones dissatisfied, and when half of your target audience is feeling skeptical about how you handled something, it’s good to take notice (and even though it’s too late for any changes to be made, it’s fun to talk about the hypotheticals and suggest what pitfalls could be avoided when developing future games).
This post will be formatted like so: (yes, I know it’s long but after having all the discussions and debates run through my head for a few days, it’s nice to get them all written down and out of my brain)
  1. Important factors that should be considered when adding poly relationships to your game (in a way that makes at least the majority of your audience comfortable)
  2. Which characters should have been chosen to be poly instead of the ones we got (and why)
  3. Why the characters the developers chose to make poly weren’t ideal
  4. Issues with how Halsin was presented
A few more points I want to emphasize before I start.
  1. This post isn’t just focusing on the story and character motivations, but also on what makes the players feel at ease. You can’t make everyone happy, obviously, but there were a lot of mistakes BG3 made that could have been easily solved (with suggestions from both sides). I want to see games where both monogamous players and poly players can find the romance options they’re seeking without feeling ignored or pushed aside.
  2. While it is easy to say, “It’s just a videogame. We shouldn’t worry about what the characters think because they’re fictional,” I say both yes and no. While the feelings of the characters shouldn’t be cared about (because they’re not real), the writers clearly wanted each character to have their own backstory, morals, opinions, and fears. I’d argue most of, if not all of the characters were written really well and in a realistic manner (as realistic as you can get with tadpoles in your brains and magical abilities). The writers WANTED us to take these characters seriously, as well as the portrayals of abuse that some of them represent, so it’s not surprising that lots of players analyze them. The fact that so many different people took the time to discuss the character romances and relationships is a testament to how well written the characters are. It’s okay to say the poly interactions felt ‘out of character’ and debate why.

Part 1. IMPORTANT FACTORS THAT NEED TO BE CONSIDERED WHEN ADDING POLY RELATIONSHIPS TO YOUR GAME (particularly when monogamous relationships are also part of the game). Most of these will be things other people have said, some of which I never even considered until they brought it up.
- Communication with the players
- Consent (particularly ‘enthusiastic consent’)
- Lying, pressure, and coercion
- Character backstories and potential trauma
  1. Communication with the players
One of the biggest issues I had with BG3’s poly relationships is that the developers didn’t try to effectively communicate which options players had until Act 3 (when it’s too late to change your mind). A monogamous player could start a character romance, only to be disappointed in Act 3 when they find out the character is poly. Likewise, a poly player would assume someone is poly, then have that character change their mind halfway through. Now, in terms of narrative, this can be quite interesting, and in terms of real life, I’m sure this happens often. However, when you’re looking at it from a developer’s standpoint, it's not a good idea to do this. If you want to make players comfortable and satisfied with the romance options, you need to make it clear to them what they’re getting themselves into.
So, if you’ve written a poly character into your game, you need to let the players know. Once the topic of romance/sex is brought up, have that character confidently state their thoughts and expectations about it. This way mono players can go, “Oh, this type of relationship isn’t for me. I’ll try to romance someone else.” Meanwhile poly players can say, “This is what I’m looking for.” This way, neither party has to google which characters are or aren’t poly and risk spoiling important plot points for themselves. Likewise, if a character is monogamous, writers should do the same thing.
Two great poly examples are Act 1 Laezel and Dragon Age’s Zevran. As soon as the topic of relationships is brought up, they explain their stance on sex, relationships, expectations, and possible reasons for why they think the way they do. It’s done in a fairly natural manner and fits their character.
Of course, what makes this more difficult is a character like Astarion, whose entire personality is largely an act until he opens up in Act 2. This does make communication with the player harder, but an easy solution is: once he opens up about his true feelings, have him restate what he truly wants in a relationship. (Even that’s difficult for someone like him, who doesn’t know what he wants, but we’re looking at this from a hypothetical developer’s standpoint, not what we currently have.) Having him (subtly) express his expectations here leaves room for players to again say, “Oh, that’s not what I’m looking for. Let’s stay friends.” The devs should then leave some romance options open in Act 2 so players can reevaluate and choose someone else without getting locked out. (Again, this is obviously impossible to fix now. This should have been thought through in early development).
Consent (particularly enthusiastic consent)
One of the biggest issues I saw being brought up from poly players was the topic of consent, especially what they repeatedly prioritized: enthusiastic consent. The ideal response they’re looking for when talking to their partner is that their lover is wholly on board with the arrangement, comfortable expressing their true feelings, and doesn’t feel pressured to agree when they really don’t want to deep down. Out of the three BG3 poly options, only one of them (Shadowheart) had poly players feeling comfortable with her reaction to ‘opening up’ the relationship with Halsin (and even then, there were disagreements).
I can’t get too far into this discussion without bringing up my next point, so I’ll skip to it.
Lying, pressure, and coercion
This is the part that initially piqued my interest when reading that first youtube comment section. Many of the comments were poly people saying, “If my partner reacted to the Halsin arrangement the way Karlach and Astarion did, I would not go through with it.” Coupled with that were poly players saying, “I was hoping for enthusiastic consent and ethical poly. I was disappointed to find neither.” There were a lot of people disappointed with how the poly was written. One person even recommended it to their poly friends, then walked the recommendation back when they finished the game and felt the writers handled it carelessly.
Lots of people, both monogamous and poly, had their doubts about Karlach and Astarion’s reactions. Were they fully comfortable with the poly relationship or were they just saying what their lover wanted to hear? Were they scared of appearing weak and controlling so they pushed their own wishes down? Karlach literally says she’s not fine with it but will tolerate it because she loves you. Astarion’s true thoughts are more uncertain because he has a history of lying to make people happy and struggles with boundaries. I saw many people on the fence about both of them.
Now, in real life, there can obviously be nuance. You can spend hours discussing poly with your partner and checking in with them throughout the relationship to make sure they’re still on board. Some people may genuinely be fine with it but sound nervous at first. Others may NOT be fine with it and lie to avoid being abandoned.
The issue is that we’re addressing a video game where you CAN’T check in with your partner regularly and you only get 1 minute to gauge their reaction. That, coupled with their backstories and how the characters were written up to that point, is bound to make a lot of people (mono and poly) raise an eyebrow or feel uneasy.
While one can argue that leaving the poly relationships open ended/up to interpretation is an artistic choice or an attempt to add realism to the game, at the end of the day, you’re making a lot more people uncomfortable than you need to. There were plenty of poly players who just wanted to see healthy poly relationships with enthusiastic consent, and that’s it. They didn’t want to ask themselves if this was the right decision or if they were making their lover feel worse deep down. That’s something to address in reality, not fantasy. If the developers wanted to welcome poly players in, they should have done so in a way that makes them feel comfortable/satisfied.
This point will lead into WHO I think should have been poly instead but that’s for a little later in the post.
Character backstories and potential trauma
This is largely referring to Astarion but applies to Shadowheart and Karlach as well: If you are going to give characters a lot of layers, insecurities, fears, and trauma, you need to handle their relationships carefully. Not only are you building a character, but you’re letting players see their own traits reflected back at them. When it comes to abuse (physical or sexual), I personally think it’s important to consider player reactions to certain aspects of the game (especially those who have experienced abuse in their own lives).
I think Astarion’s sexual abuse and overcoming of trauma was well written (and a lot of people who experienced similar situations agreed). However, once the developers added poly into his story, I witnessed two prominent reactions from players:
- People defending it, saying that they were fine with poly relationships in their own lives despite going through abusive relationships (which is completely fine and valid).
- People who had the opposite experience, where they lied and said they were fine with poly to please their partners, then felt miserable throughout the relationships. (This is also fine and valid.) These players (even some who went through with the poly relationship in the game) came out feeling uncomfortable and reminded of their pasts.
The ambiguity the developers went for just made this whole situation worse, as it led to arguments and disagreements in the community, with some people insisting the brothel scene helps Astarion heal, while many believed it had the opposite effect. The same arguments were made regarding the Halsin relationship.
Again, there’s nothing wrong with writing a story and sticking to it regardless of how uncomfortable it makes people feel, but in this case, there were so many other options besides Astarion you could have chosen. I think in the long run, it’s better to leave his character away from poly to avoid making lots of people (including SA victims) uneasy when it’s an optional feature anyway. (No one would have complained if he said a simple “that’s not what I’m looking for” or “I’m not comfortable sharing” and left it at that.)
(I’ll go more into more detail about Astarion, Karlach, and Shadowheart later, but will move on for now.)

  1. WHICH CHARACTERS SHOULD HAVE BEEN CHOSEN TO BE POLY INSTEAD OF THE ONES WE GOT (AND WHY)
Now, just because I recommend removing poly options from certain characters doesn’t mean it should be omitted entirely. I just think there were far better options available to the developers (character wise, story wise, and player expectation wise). I agree with the online sentiment that instead of taking a step back and figuring out which characters worked best for poly, the developers instead chose the most popular male and female characters and called it a day without discussing whether or not these were the ideal options.
As I was reading through everyone’s complaints and critiques of the poly implementation, I took a moment to figure out which characters would fit it best. I took several factors into account.
You need a character who poly players are confident their yes means yes and no means no (meaning they need to be a generally honest and forthright person). It’s not a good idea to have sexual trauma or a past of people pleasing/coercion because while not all SA victims are monogamous by any means, because it’s a video game and not real life, this opens the door to a lot of other issues and can leave poly players unsure if the character’s past influenced their ability to say yes or no. This is especially relevant because the game only takes place over 4 months. Not only are the romantic relationships just beginning, but Karlach and Astarion literally killed their abusers a few days ago. The pain is still fresh and a lot of healing needs to be done. It’s better to leave the sexual content away from them for now (and if poly players want to imagine the characters opening up the relationship later, they can. It just shouldn’t happen in the current game.)
With those factors in mind, I started narrowing down the characters to figure out which ones would suit the criteria.
Ones that AREN’T a perfect fit:
Astarion: two hundred years of sexual abuse (which is a lot to recover from), he just regained his bodily autonomy, he is a habitual liar, he can be talked into doing things he hates and only protests after the deed is done, even after Cazador dies in Act 3 he will do things he doesn’t want to in order to appease the player, killing one’s abuser does not magically fix all the internal issues and insecurities, the list goes on.
Gale: His issues aren’t as obvious or prominent but he also has a history of people pleasing and doing things he doesn’t want to simply to make his partner happy (see Mystra and the brothel scene).
Karlach: While she is pretty chill about the brothel, the most prominent problem this game has is that she’s literally dying. Even if she was open to poly, as someone pointed out, any loving partner would dedicate what little time they have left to focusing on her.
Shadowheart: This one has the most discussions around it because the writing is inconsistent. This is also the only romance I personally haven’t gone through so I can’t get into full details. However, what I have seen discussed is: brainwashing and memory wipes, being forced to be a “honeypot” against her will, she links her love of poly back to the cult that she spent the whole game trying to escape, her personality does a fairly sudden 180 when poly is brought up. This specific case is more of a “the poly aspect makes the writing feel inconsistent” but the issues of her cult and coercion are also very important.
That leads into characters who ARE a better fit (and bear in mind that this would require rewrites and other stuff that would have had to happen in earlier stages of development, though the tweaks would honestly be minimal):
Minthara: She may have insecurities about the Absolute and choosing her own path, but she is never insecure when dealing with romance. She knows what she wants and how to get it. While I adore her “lay a finger on them, and I’ll cut you” dialogue in the brothel, no one would have been surprised if she was written as poly. It fits her character and if she says, “Go right on with Halsin,” we all know she means it. You could honestly take Ascended Astarion’s Halsin dialogue and paste it into hers instead. The “you are mine” line would make more sense for her than him.
Laezel: This is the most obvious one. She is not only confident in her relationships and sexual preferences, but she also comes from a poly society. Like Minthara, she knows what she wants and will refuse if she doesn’t agree with something. Again, while I love her romance shifting from only wanting casual sex to becoming strictly monogamous, no one would have been surprised if she remained consistent throughout instead.
Halsin: He doesn’t have a history of lying, he knows what he wants, and he is supposed to be one of the more mature members of the group. While I think his writing itself was handled poorly (I dedicate a whole section to that at the end), he’s still a fine option for poly. My only change would be that they make his preferences very obvious in Act 1 and or 2. I saw lots of Halsin fans being super disappointed when they found out he wasn’t willing to be monogamous (and again, you don’t learn this until sixty hours in, so you’ve not only missed out on all the other romances but you can’t just go back and remedy that easily). His talk about the drow kidnapping in the brothel is questionable but that’s easy enough to omit (I saw a lot of people wondering why it was added at all. While Astarion’s trauma was carefully implemented, many felt Halsin’s was carelessly tacked on and almost fetishized.)
This final one is tricky. We know the developers wanted a male option but it’s hard when both Wyll and Gale are written as strictly monogamous. However, going by my criteria from before and therefore omitting Gale and Astarion for aforementioned issues, that leaves us only one option (and it makes sense the more I think about it).
Wyll: Like the other three, Wyll doesn’t lie to spare people’s feelings. He knows what he wants, he accepts his decisions (even the Mizora one), and he is always down to have an open discussion about anything. The only thing holding him back from poly narratively is his nobility and wish to be traditional. Just like the others, I personally like this trait, but since we’re speaking in “what if’s” we can ignore that. It’s easy enough to tweak his story to him being more open to try new things (especially because in most endings, he doesn’t end up becoming a noble anyway). I did see a few people mention that making Wyll the poly option instead of Astarion would have made him more interesting and layered as well.
Of course, these implementations would have to be coupled with them being truthful/open about their poly traits from the beginning of the game, as mentioned before.
This lineup also fixes another problem people had: the current BG3 poly options completely cut off lesbians and straight men. Only bisexuals, straight women, or gay men can have a poly relationship in the game.
What I propose (or at least pretend to since no real changes will be made) is that Halsin and Minthara are the ones who suggest the poly thing (or more ideally, it’s a dialogue option for the PLAYER to choose, since many poly people said it’s weird to insert yourself into a couple rather than having the couple proposition you). This way the options can expand. You now have
Minthara and Laezel
Minthara and Wyll
Halsin and Laezel
Halsin and Wyll
I stumbled upon some threads in this rabbit hole where people were initially debating who they thought would be poly (before the game officially came out). The three most prominent answers were: Minthara, Laezel, and Astarion (though I should clarify that at this point, most players assumed Astarion’s hedonistic playboy persona was real and not an act). On the other hand, once the poly options were fully available and explored, most people were surprised (in a negative way) that Astarion, Shadowheart, and Karlach had been chosen. They felt that poly had been slapped on to sell more games, rather than carefully implemented to fit the story.
Now that I’ve established the alternative I believe should have happened, I can expand a little more on why what we got wasn’t satisfactory. (I’d like to add a note that I personally romanced Astarion the most, Karlach once, and Shadowheart never, so the evidence I go over will heavily lean to one side, unfortunately. There are other redditors who get into the Shadowheart debate in more detail than I could. I can link these below if anyone bothers to read this far and wants to see them.)

  1. WHY THE CHARACTERS THE DEVELOPERS CHOSE TO MAKE POLY WEREN’T IDEAL
Karlach:
This is the most simple of the three. On the surface, I initially thought she would be a good idea for poly. She lets you sleep with the prostitutes in the brothel, she’s pretty blatant about her wants and needs, she’s touch starved, and she initially seems like she’d be fine with Halsin.
But there are two issues:
One, in the Halsin proposition dialogue, she outright states that she isn’t really cool with a poly relationship. (She says something along the lines of, “I’ll have to chew on that for a while. I’m not sure I want this right now and don’t think I ever will.”) So she’s very blatant in telling you that this isn’t what she wants, but she’ll tolerate it because she loves you. It’s easy to see why this would make poly people feel bad and wish for an alternative.
Now, this could be fixed by changing her dialogue to being super enthusiastic, but even if you did, you get problem two: She is dying. She has weeks left to live. You the player spend most of your day fighting enemies so you only have a few hours left to spend with your lover. No kind hearted partner, poly or otherwise, would waste those precious hours on a casual relationship with Halsin when they should be focusing entirely on Karlach. Halsin will still be around at the end of the game. To the player’s knowledge, Karlach won’t.
If she wasn’t dying, I would list her as a possible poly option. But because she only has a few weeks to live, she just can’t be. Her existence as one of the three poly options was what cemented the theory (in my mind) that the developers chose the most popular romance options, rather than the ideal ones.
Shadowheart:
Again, this was the one that some skeptical poly people said felt the most right in terms of presentation. She is enthusiastic about Halsin and the twins, she participates, and if you were to pick the most likely to be cool with it, she wins.
However, there are still a lot of issues with this choice (in terms of backstory, insecurities, reasons for poly, and treatment of monogamous players). Again, please bear in mind that this is the one romance I myself didn’t do so some facts may be off or vague.
Backstory: Her entire life up to this point has been erased. She was forced to do horrific things against her will (abusing her parents, being abused herself, torturing others, seducing people). She puts up a constant act of loving torture and being evil, but as you play through the game, you realize she doesn’t actually like harming people and she seeks genuine connections and love despite claiming she doesn’t. I didn’t fully appreciate her until I did an evil Dark Urge run because while my psychotic monk, dictator Minthara, and Ascended Astarion were killing people left and right, she continued to disapprove of our evil actions despite “choosing” Shar in the end. To a lesser extent than Astarion, she does lie to the player about her wishes and intentions, which is one of the criteria I went into earlier.
Insecurities: I didn’t see this myself but I read plenty of threads about how her confidence is also an act. She is one of the only characters to continually ask the player if their relationship is still ongoing and if they’re happy with her. Her dialogue throughout the romance seems to be leading to her preferring monogamy and complete loyalty, so it feels out of character when she suddenly switches at the end of her arc. (Can real life people do this? Sure. Is it a very strange and sometimes off-putting writing choice? Yes, especially because there are very few hints (if any) of her being poly throughout the romance.) This also links into my ‘communicating that a character is poly to the player’ problem from earlier.
Reasons for poly: This is what I personally had the most issue with. If you cheat on her with Mizora, she explains that she’s fine with poly and/or open relationships and asks that you communicate with her first. Fine. No issues there. The problem arises when she explains WHY she’s fine with open relationships. It’s because Lady Shar encouraged it in the cult she grew up in. You know, the cult that abused her and brainwashed her for years. The one she spent the entire game trying to escape. She continually tries to distance herself from both Shar and the practices she encouraged. She expresses disgust in the Act 3 section when talking about how she had to torture and seduce people. She could choose to be poly for herself after the fact, but players are allowed to be a little concerned that her main reason for being poly is directly a result of her abusive goddess’s teachings.
Similar to Astarion, it is possible for someone in Shadowheart’s position to be poly in real life. Everyone is different and reacts to things differently. However, from a writer and developer standpoint, it’s better to just leave her monogamous and avoid all these pitfalls. As we saw, even with her enthusiastic consent to Halsin and the twins, her backstory and character arc up to that point still left people doubtful and uncomfortable. Again, since there are much better options for poly characters, why choose Shadowheart?
My final point for Shadowheart was about how it treated monogamous players. This personally irked me and I feel like it was the worst way to introduce poly because it actively antagonizes monogamous players and ruins the experience for them. (Thankfully Karlach and Astarion’s poly romances didn’t seem to have this issue to such an obvious extent).
I’ll summarize what people experienced when romancing Shadowheart. In Act 3, Halsin asks you to start a poly relationship with Shadowheart. If you tell him, “No, I’m not interested” he says that’s fine and will move on. No problem there. The issue arises if you keep him in your party. Despite you rejecting him, he will proceed to flirt with Shadowheart instead, which makes him seem pushy and creepy (which you don’t want as a writer unless it’s intentional). This made things particularly uncomfortable for lesbian players, though I completely understand how it would make ANY monogamous player annoyed, regardless of gender or preference. What makes it worse is that Shadowheart will then flirt back with him. The game ignores any preferences or input from the player here and they can’t respond to it. This bothered me, since the game up to that point seemed to at least respect the fact that mono players exist and want to have a romance that suits them.
But you could argue it was just a bug/forgetting to flag dialogue correctly. I could accept that, until you take both Shadowheart and Halsin to the brothel. Not only will Halsin invite himself in a third time after being rejected, but Shadowheart will say she’s dreamed of having sex with him before the player can even accept or reject Halsin’s suggestion. Most people would rightfully get angry when their romantic partner mentions wanting to sleep with one of their friends. From a writer’s standpoint, this is just disrespectful to the player’s choices and has zero reason to be this way. I’m not sure how such a mistake was made and why it hasn’t been rectified, but I’m disappointed that they didn’t at least lock that section behind the poly romance. It’s a fine scene if you HAVE agreed to date Halsin, but the existence of poly relationships shouldn’t completely ruin the experience for monogamous players. The writers should have tried to view these interactions from both perspectives, rather than simply one side or the other. And again, because the writers failed to communicate Shadowheart’s preferences early on, no one encountered this until they were three acts in and invested.
[There's a character limit so I'll have to do a part 2 to finish the Astarion points and discuss Halsin.]
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2024.05.13 23:27 Bozo-Bit No samples on Youtube?

Just started using a distribution service for a song, and was kind of shocked to see this restriction on Youtube monetization:
Ineligible: You cannot submit tracks to YouTube for revenue collection that:
Contain any ambient sound effects (like nature sounds), production loops (such as GarageBand loops), or samples from audio libraries (like Musicbed or AudioJungle)
I use an MPC Live as the center of my rig, and it is loaded with samples that I have obtained legally (drums, sound effects.) I use these in my music. According to the above, if I use a drum sound from Splice (for example) or even freesound.org, it cannot be monetized. And according to the distributor, if I attempt to do so they will close my account and pull my music.. from all platforms.
Seriously and WTF? How have others dealt with this?
submitted by Bozo-Bit to musicproduction [link] [comments]


2024.05.13 23:22 WarlordofBritannia Dave Dombrowski: A Retrospective in Transactions

On August 18, 2015 the Boston Red Sox hired the late General Manager of the Detroit Tigers, Dave Dombrowski, to run the team, replacing Ben Cherrington. The development focused Cherrington had failed to follow up the Red Sox miracle 2013 season with even winning records in the two years since, though the farm system ranked among the very best in baseball and a wave of prospects had just hit the majors (among them, Xander Bogaerts, Jackie Bradley Jr., Mookie Betts, and Blake Swihart). Thus, the swapping of Cherington for Dombrowski was rightly interpreted as the Red Sox moving to a more assertive phase, to win now even at the expense of the player development system.
Ironically Dombrowski had been fired by the Tigers because of his belief that the organization’s competitive window had closed and that the team needed to rebuild; the Tigers gave the job to his former assistant who got one more winning season out of their aging core before the inevitabilities became insurmountable. By that time the Red Sox were in the midst of their second straight division crown of three, which climaxed with the single greatest season in franchise history. This is how Dombrowski built that team, as well as the fiscal panic that cost the Red Sox the greatest all around player in franchise history following it:
~2015~
November 13, 2015: Traded Logan Allen, Carlos Asuaje, Javy Guerra and Manuel Margot to the San Diego Padres. Received Craig Kimbrel.
The first major transaction of the Dave Dombrowski era set the pace for the next four years; trading four prospects for a relief pitcher constitutes the classic win-now move. In this case the Red Sox won the deal in both the long and short terms, as only Manuel Margot developed in regular at the major league level, and that at a position where the Red Sox were not in need (center field). Meanwhile Craig Kimbrel made the all-star team in each of his three seasons in Boston, the second of which was one of the greatest relief performances in the game’s history.
December 4, 2015: Signed David Price as a free agent, 217 million dollars over seven years.
At once the most maligned and most underrated move of the Dombrowski era as well as being the biggest, the David Price signing saw the Red Sox for the first time handout a nine figure contract to a free agent pitcher. This was all the more dramatic as they had alienated and traded away their own homegrown southpaw ace (Jon Lester) less than eighteen months before. This was also the first time with the Red Sox that Dave Dombrowski acquired a player he was he previously familiar with, perhaps slightly overpaying for that familiarity. Did we mention that this was largest contract ever given to a pitcher at time, too?
Price had a solid first season in Boston, leading the league in innings pitched with 230 and striking out nearly a man per inning. Nonetheless the first three years of his tenure were marked with mutual hostility towards the ever-ravenous Boston sports media, only alleviated after his fantastic 2018 postseason run. Aging and injuries limited both the quantity and quality of his performance in 2017 and 2019; this trend as well as his 31 million annum salary contributed to owner John Henry’s decision to offload Price even at the cost of Mookie Betts. If only for that last reason alone the David Price signing is one the Red Sox would likely not repeat in hindsight.
December 7, 2015: Traded Jonathan Aro and Wade Miley to the Seattle Mariners. Received Roenis Elías and Carson Smith.
The first of many times Dombrowski would be burned in pursuit of bullpen arms, this deal with Seattle comes down to Wade Miley for Carson Smith. Miley had been signed as a reclamation project by Cherrington before 2015 in the hopes that Miley could serve as a solid mid-rotation option, which he more or less fulfilled with just short of 200 league average innings. Smith on the other hand was coming off his first full season in the majors where he gave the Mariners seventy brilliant innings of high leverage relief pitching (2.31 ERA, 11.8 K/9, and only two home runs allowed).
In a twist of fate, this trade hurt both teams as Smith immediately got injured and only pitched 24 innings in the rest of his career while Miley bombed in Seattle en route to a midseason jettisoning. Yet he rebounded with Baltimore in 2017 and remains an effective if oft-injured starting pitcher to this day, currently with the Milwaukee Brewers.
~2016~
June 10, 2016: Drafted Bobby Dalbec in the 4th round of the 2016 amateur draft.
The once and future Red Sox, Quad A superstar Bobby Dalbec!
July 7, 2016: Traded Wendell Rijo and Aaron Wilkerson to the Milwaukee Brewers. Received Aaron Hill and cash.
With Pablo Sandoval well into his career of eating his way out of Boston, the Red Sox carried a gaping hole at third base from August 2012 to July 2017. One of the short term attempts at a fix featured the acquisition of infielder Aaron Hill, hoping that he and Travis Shaw could platoon for the rest of the 2016 season. The thirty four year old Hill had been decent in Milwaukee in the first half after two bad seasons, but he reverted to that form as soon as he put on a Red Sox uniform, posting a 54 OPS+ in 137 plate appearances. After another terrible eighty plate appearances for the Giants in 2017 Hill was done. On the bright side, the two players Dombrowski gave up for him never amounted to anything.
July 9, 2016: Traded Jose Almonte and Luis Alejandro Basabe to the Arizona Diamondbacks. Received Brad Ziegler.
Ziegler was an accomplished submarine righty who the Red Sox acquired for basically free to get same-sided batters out, a role which he fulfilled to perfection (1.52 ERA in 30 innings). Another clearly won trade for DD.
July 14, 2016: Traded Anderson Espinoza to the San Diego Padres. Received Drew Pomeranz.
At the time, Anderson Espinoza was a teenager in Single A while Drew Pomeranz had appeared to finally unlock his long-salivated over potential with an all-star appearance. Ideally the Padres were hoping Espinoza could eventually develop to that same quality while the Red Sox expected Pomeranz to fill the fourth spot in the rotation. Neither team got what they wanted, at least in 2016 or for most of thereafter; Espinoza immediately went down with a major arm injury which kept him from pitching professionally for five years. Pomeranz himself reverted to his pre-breakout level for the rest of the season, bounced back with a big 2017 (17-6, 3.32 ERA, a strikeout per inning across 174 frames) and then finally was the forgotten man on the 2018 pitching staff due to injuries and ineffectiveness (6.08 ERA in 74 innings, 66 strikeouts to 44 walks). At this point the thirty year old southpaw looked like the quintessential example of TNSTAAPP (There’s No Such Thing As A Pitching Prospect), another electric arm who would never match his potential due to injuries and command woes. Anyways, Pomeranz then seemed to resuscitate his career out of the bullpen for the 2019 Brewers and 2020-21 Padres with a sub-2 ERA across 70 innings in those three seasons…before injuries again struck. Though he has not pitched in the majors in three years he remains in the Dodgers minor league system, currently (where else) on the injured list.
December 6, 2016: Traded Victor Diaz, Luis Alexander Basabe, Michael Kopech and Yoán Moncada to the Chicago White Sox. Received Chris Sale.
It’s easy to forget now, but Moncada was not only a can’t miss prospect but one of the three best in all of baseball at the time, and Kopech was another Top 100 type. I’ve covered Kopech in my previous article on Red Sox pitching prospect busts but Moncada’s own failure to reach his ceiling was due more to injuries and a passive approach at the plate. Thus far into his career, Moncada has had two good seasons out of seven and played in at least 130 games in only three. With a strikeout rate of thirty percent, a declining walk rate, little power and less defense, he’s become a fourteen million dollar albatross even when on the field for the White Sox.
Sale, of course, had two Cy Young Award worthy campaigns before injuries and an ill-advised extension soured his final five seasons as a Red Sox. That extension will be discussed further when we come to it, but the trade on its own was inarguably a major victory.
Traded a player to be named later, Josh Pennington, Mauricio Dubón and Travis Shaw to the Milwaukee Brewers. Received Tyler Thornburg. The Boston Red Sox sent Yeison Coca (June 5, 2017) to the Milwaukee Brewers to complete the trade.
Yet another ill-fated trade for a relief pitcher, this time costing the Red Sox heavily in terms of value lost; Shaw went to become an all-star power bat at second and third base for the next two seasons in Milwaukee before his career petered out. Thornburg on the other hand contracted thoracic outlet syndrome from which he never recovered. Even if he had pitched well, the Red Sox could have used Shaw more than any setup man due to Dustin Pedroia’s career ending knee injury.
December 8, 2016: Signed Mitch Moreland as a free agent.
Mitch Moreland was a decent first baseman, but could Dave really not find someone better to play first over the next three years? Even if they cost more than $18.5 million?
December 20, 2016: Traded Clay Buchholz to the Philadelphia Phillies. Received Josh Tobias.
This was more of a psychic relief to Red Sox Nation than anything else, finally alleviating them of the constant confusion over which Bucholz would show up on the mound—the oft-injured and easy to hit version, or the dominating ace? Fittingly Clay’s last three seasons in the majors featured two horrid starts for Philly, sixteen dominating starts in Arizona, and then finally split the difference with a final dozen poor performances as a Blue Jay.
~2017~
June 12, 2017: Drafted Tanner Houck in the 1st round (24th pick) of the 2017 amateur draft.
Houck’s selection constitutes one-third of the total number of draft picks by Dombrowski that made which helped the Red Sox at the major league level (the other two being fourteenth round pick Kutter Crawford in 2016 and fellow first rounder Triston Casas in 2018); inability to find even depth pieces in the draft left the Red Sox farm system utterly void of impact talent by 2018.
June 23, 2017: Selected Doug Fister off waivers from the Los Angeles Angels.
As alluded to in my previous article, veteran GMs tend to reacquire players they were familiar with from previous stops. Fister had been an excellent fourth starter for the Tigers early in the 2010s but by 2017 the end was clearly staring him in the face; a 4.88 ERA in eighteen appearances (fifteen starts) just underlined this inevitable and unenviable conclusion.
July 26, 2017: Traded Shaun Anderson and Gregory Santos to the San Francisco Giants. Received Eduardo Núñez.
Nunez was the short-term solution to Pedroia’s knee injury. He turned out to be the medium-term solution too, as the degenerate condition of the incumbent’s affliction led DD to resign Nunez that winter. While fantastic down the stretch in 2017 this was a stretch of the infielder’s capabilities; Nunez suffered his own knee injuries and posted a remarkable -2.3 WAR as Boston’s primary keystone occupant over the 2018 and 2019 seasons.
July 31, 2017: Traded Gerson Bautista, Jamie Callahan and Stephen Nogosek to the New York Mets. Received Addison Reed.
Another deadline, another deal to reinforce the bullpen. Reed was inconsistent for the Red Sox during his two month stay, which turned out to be the penultimate chapter for his career—a poor 2018 in Minnesota marked the end of his major league career, an astonishingly quick demise even for a reliever.
~2018~
February 26, 2018: Signed J.D. Martinez as a free agent, five years and 110 million dollars.
The best free agent signing of the Dombrowski era, JD provided the power bat the Red Sox sorely lacked after Big Papi’s retirement. In his first and best season in Boston Martinez led the majors in both runs batted in and total bases, placed third in MVP voting, and earned Silver Sluggers at two different positions! He declined linearly from there, but remains a productive member of any team’s lineup to this day; he has spent the last two seasons as the Dodgers and now Mets’ DH, attempting to compensate for declining bat speed by sacrificing contact for power.
March 4, 2018: Signed Ryan Brasier as a free agent.
The quality of Brasier’s pitching is inversely proportional to the quality of the expectations laid upon him. Thus he alternates excellent if limited seasons with ostensibly healthier but more erratic contributions.
March 24, 2018: Traded Deven Marrero to the Arizona Diamondbacks. Received a player to be named later. The Arizona Diamondbacks sent Josh Taylor (May 15, 2018) to the Boston Red Sox to complete the trade.
Deven Marrero was the prototypical good-field/no-hit infielder. Taylor is yet another oft-injured reliever, though he at least gave the Red Sox two solid seasons as the primary southpaw in 2019 and 2021. After missing all of 2022, he was traded to the Royals for Adalberto Mondesi and a teenage infielder named Angel Pierre; while Mondesi knee injuries seem to have ended his career Pierre posted a .415 OBP in rookie ball last year. Keep an eye and ear out for him as he climbs through the minor league ranks.
June 4, 2018: Drafted Triston Casas in the 1st round (26th pick) of the 2018 amateur draft.
Get well soon. There’s only so much Bobby Dalbec a fan can take.
June 28, 2018: Traded Santiago Espinal to the Toronto Blue Jays. Received Steve Pearce and cash.
Moreland had never and would never hit southpaws, but it took until the middle of his second season in Boston for the Red Sox to provide him with a platoon partner. When they finally did so at least they chose one of the very best platoon players in the major leagues in Steve Pearce; Pearce of course would win the World Series MVP that should have gone to Price later that year.
July 25, 2018: Traded Jalen Beeks to the Tampa Bay Rays. Received Nathan Eovaldi.
Even had he not resigned with the team during the offseason, Eovaldi would have earned his place in Red Sox lore for his heroic six inning relief appearance in the World Series. We’ll discuss the extension later, but also note that Beeks is perhaps the only pitcher who the Rays failed to turn into a Cy Young contender. What’s the opposite of adding insult to injury?
July 30, 2018: Traded Ty Buttrey and Williams Jerez to the Los Angeles Angels. Received Ian Kinsler and cash.
With Nunez playing well below replacement level, the Red Sox needed a replacement for the replacement. Kinsler in his penultimate season at least provided a solid glove; just in case the Red Sox also picked up Brandon Phillips.
November 16, 2018: Signed Steve Pearce as a free agent. AND, December 6, 2018: Signed Nathan Eovaldi as a free agent.
These were covertly two of the worst transactions of the Dave Dombrowski era. Refusing to say goodbye to midseason rentals is risky enough, but the amount of money given to Pearce and Eovaldi also baffled reasonable explanations; a thirty-six-year-old platoon hitter at first base is replaceable enough, even when he’s not the weak side of the arrangement. Had Pearce played well and been healthy in 2019, perhaps the six and quarter million would have seemed mostly worth it; instead, he “hit” .180 in twenty nine games before retiring.
Meanwhile, Eovaldi’s lengthy injury history made it a minor miracle that he was healthy enough for the Red Sox during his three months in Boston—bringing him back for four years and sixty-eight million dollars can only be explained as a sentimental move, an excessive reward for that World Series performance. As could have been reasonably expected in December 2018, Nitro Nate only proved worthy of that contract in one out of four seasons; in the other three he was either injured for most of the season, ineffective, or both.
~2019~
March 23, 2019: Extended Chris Sale for five years, 145 million dollars.
It wasn’t the David Price contract that caused the fiscal panic that cost the Red Sox their best player since at least Carl Yastrzemski, not really. The Red Sox could have eaten that sunken cost, had it been the sole albatross on their pitching staff. But, of course, it was only one of three unnecessary contracts that Dave Dombrowski issued to injury-prone starting pitchers on the wrong side of thirty. Sale had already shown long term red flags in 2018, which argued for letting him play out his walk year in 2019 before possibly ponying up the cash to keep him. After all, the Red Sox also had to extend Xander Bogaerts as well as the inestimable Betts; those two would cost at least sixty million a year to retain. Since they were coming off the most dominant single season in franchise history, perhaps now was the best time to let go some of the chief contributors, before the Red Sox tricked themselves into trying to recapture lightning in a bottle…Well, you know what happened in reality.
Between them, Eovaldi, Sale, and Price cost the Red Sox $52 million in 2019 alone, then $67 million in 2020; accounting for other contracts (JBJ’s arbitration rang up $11 million, Bogey was extended for $20 million, and JD was on the books for about $24 million) that was at least $122 million dollars already assigned to six players entering 2020. Assuming a payroll of effectively $200 million, this would have left about thirty million to spend on the other twenty-odd players required to field a team after giving Mookie his presumed megadeal. Turning back to 2019, just like with the Tigers in 2015, Dave couldn’t even make his customary July trade for pitching; the acquisition of Andrew Cashner from the Orioles felt like a low-budget parody of his previous deadline splashes, which of course it was.
There’s the real reason Dave Dombrowski was fired—just as in Detroit his full throttle commitment to a win-now mandate from ownership eventually led to a top-heavy roster and barren farm system. Have fun while you can, Phillies Phans.
Final Note/Small Self Promotion I forget to add: You could have read this post ten days earlier if you follow my blog
submitted by WarlordofBritannia to redsox [link] [comments]


2024.05.13 23:18 AgentEves Mapping Actuals to Goals

Hi Everyone, I'm probably going to have a bunch of follow-up questions, so I appreciate everyone's help in advance, but for now, I'm going to try and keep it as simple as possible. I think I should be able to work out the other steps if I can just get past the first hurdle. Teach a fellow to fish, and all that.
Unfortunately, I can't upload sample data because the data is sensitive, so I'm going to use a made up example to help explain where necessary.
The End Goal: I am creating a metrics dashboard to display how well we are progressing towards our annual goals. I have one table with the metrics listed, along with the 2024 goal for each metric (numeric values). We'll call this the Metrics table. I also have two tables combined which contains all the data used to calculate the 'Actuals'. We'll call this the Data table. There are no fields that join the 'Metrics' table with the 'Data' table. I plan to create a dual-axis bar graph which shows Actuals vs Goals.
Since there are no matching fields between the Data table and the Metrics table, I plan to create a calculated field for each of the individual metrics, using data from the Data table. I will then create a calculated field named "Actuals" which will contain a series of IF statements based on the metric name. i.e., IF [Metrics].[Metric] = "Metric 1" THEN [Data].[Metric 1] ELSEIF [Metrics].[Metrics] = "Metric 2" THEN [Data].[Metric 2], and so on and so forth.
The issue I'm having is creating the calculated fields for each metric...
An Explanation of the Dataset: Let's say my data is about the delivery of fruit and vegetables. The two tables combined to make the 'Data' table are a 'Delivery Stats' table and a 'Metadata' table. The 'Delivery Stats' table lists the fruits and vegetables delivered, the date, the quantity delivered, the quantity that are rotten, and the % that are rotten. The 'Metadata' table lists every fruit and vegetable that we have ever ordered, and then lists the features of each fruit/vegetable. e.g., if it's a fruit or a vegetable, the colour, the country of origin, etc. Note: each fruit/vegetable is only listed once in the Metadata table, as the metadata is static.
The last piece of the puzzle is that I have a 'Metric Date' which is a calculated field. It shows the last available date from the previous month, based on the data available. So within my dataset, that date is March 29. The reason I am using a calculated field is so that the date can be dynamic based on the data available.
Where I'm Stuck: My first metric is 'Number of Red Fruit/Vegetables'. So I want to do a simple count of the number of rows where the Colour is listed as 'Red', but only on the Metric Date (i.e., March 29). And this is where I'm getting stumped.
I can create a table where I have Date and Colour in the rows, and then Total Fruit in the Marks, but what I need to do is create a calculated field that shows only the count of red fruits and only on the 'Metrics Date'.
What I've Done So Far: I created a binary calculated field called "Red" which uses IF logic to assign a 1 or a 0 to each row:
IIF([Colour]="Red",1,0)
I then created the 'Number of Red Fruit/Vegetables' calculated field which uses IF logic to SUM the "Red" column when the Date = the Metric Date:
IF [Date] = [Metrics Date] THEN [Red] END
But it's throwing out a number that's way higher than it should be. (It should be 224, but I'm getting 1,120). I can't work out what it's doing to get the higher count.
I think a large part of my struggle is because I'm still stuck in the Excel mindset of using a "COUNTIFS" function to get the total. I just can't for the life of me figure out how to do the same in Tableau.
Thanks to anyone who takes the time to read all this and can offer some guidance.
TL;DR: How to I create a calculated field that spits out a single count of all the records where the data meets multiple criteria located across multiple fields?
submitted by AgentEves to tableau [link] [comments]


2024.05.13 23:12 bambaazon Logic Pro 11.0 release notes

New Features and enhancements
New AI-enhanced tools join Smart Tempo and the Pitch Correction plug-in to augment your artistry.
Bass Player and Keyboard Player join Drummer to complete a set of Session Players — all built with AI making it easy to create performances that respond to your direction.
Session Players can follow the same chord progression using Global chord track.
Add warmth to any track with ChromaGlow, an advanced plug-in with five saturation models designed to simulate the sound of vintage analog hardware.*
Separate a stereo audio file into stems for vocals, drums, bass and other parts with Stem Splitter.*
Session Players, ChromaGlow, and Stem Splitter also come to Logic Pro for iPad 2 — making it simple to move between projects created in Logic Pro for Mac.
Play any of six deeply-sampled acoustic and electric basses with Studio Bass.
Perform any of three meticulously-sampled pianos with Studio Piano.
Loops that contain chord tags will automatically populate the chord track when added to a project.
Three new Producer Packs are available: Hardwell, The Kount, and Cory Wong.
Original multi-track project of Swing! by Ellie Dixon available as in-app demo song.
Downmix and trim options allow custom mixing for non-Atmos channel configurations.
Exported ADM BWF files have been expanded beyond Dolby Atmos and can contain settings for stereo and other multi-channel formats.
Bounce in place adds automatic real-time recording for External Instrument regions or tracks that utilize external hardware using the Logic Pro I/O plug-in.
Route MIDI signals generated by supported software instruments and effects to the input of other tracks for creative layering during playback or recording.
Edit more efficiently using key commands for moving, extending, or resizing marquee selections.
The Nudge Region/Event Position key commands now also nudge Marquee selections.
The Transpose Region/Event key commands now also move or expand the Marquee selection up/down.
Pattern regions can now be created on Drummer tracks, and Drummer regions can be converted to Pattern regions.
New key commands include Trim Note End to Following Notes (Force Legato) With Overlap and Trim Note End to Selected (Force Legato) With Overlap.
Bounce in Place and Track Freeze can now be performed in real time, allowing for use of external instruments, I/O plug-ins, and external inserts.
Mastering Assistant analysis now can be performed in real time, allowing for use in projects that incorporate external I/O or instruments.
The Dolby Atmos plug-in now offers Downmix and Surround/Height Trim controls.
The Recent Projects list can now be configured to show up to 50 projects.
* Requires a Mac with Apple silicon.
Stability and reliability
Scripts with 1071 characters or more in Scripter no longer cause Logic Pro to quit unexpectedly.
Fixes an issue where creating a an event in a lane assigned to Note off in Step Sequencer could cause Logic Pro to quit unexpectedly.
Fixes an issue where Logic Pro could fail to launch with an Error Initializing Core MIDI message when the system is under heavy load performing other tasks.
Resolves an issue where Logic Pro could quit unexpectedly when a 64-bit floating point IR file is loaded into Space Designer.
Fixes an issue where Logic Pro could hang when opening a project while the Project Settings > MIDI window is displayed.
Logic Pro no longer quits unexpectedly when creating multiple Aux tracks with multiple existing Aux tracks selected.
Improves stability when bypassing control surfaces with Musical Typing open when EuControl software is installed.
Fixes an issue where Logic Pro could hang when quitting a project containing a large number of instances of Sampler.
Fixes an issue where Logic Pro could quit unexpectedly when replacing a playing Live Loops cell with another loop.
Performance
The UI is now more responsive when adjusting Flex Pitches directly on regions in Deviation mode.
Performance is improved when editing Transient Markers in Take regions with Flex enabled.
Performance is improved when making Flex Pitch edits in the Tracks area with a large number of selected regions.
Alchemy's Performance is improved.
Performance is improved when moving regions in projects with a large number of tracks and regions.
Projects containing a large number of flex-pitched regions now open more quickly.
Resolves an issue where loading a project saved with a Summing stack selected that contains Software Instruments that have no regions and/or with the tracks turned off could load the Software Instruments into memory.
Accessibility
VoiceOver now announces the state of Automation mode buttons on channel strips.
VoiceOver now announces the status of the Pause button in the LCD.
VoiceOver no longer announces hidden controls in the Smart Controls view.
VoiceOver no longer reads the values of pan knobs that are currently hidden in Sends on Faders mode.
VoiceOver now announces the state of the Details button and the Follow button in the Drummer Editor.
VoiceOver now announces left-click and Command-click Tool selections in the Control Bar.
VoiceOver now announces the name of the Time Quantize button in the Piano Roll.
VoiceOver now announces changes in value when the Next/Previous key commands are used to change Quantize values.
VoiceOver now announces state of key commands for Cycle, Mute, Track Solo, Input Monitoring, Track On/Off, and Lock/Unlock Track.
VoiceOver now announces the selection state of focused tracks.
Spatial Audio
Fixes an issue where adding a new 3D Object track for the first time to a Spatial Audio project could cause the Renderer to switch from the current model to the Apple renderer.
The Dolby Atmos plug-in now offers a 5.1.2 monitoring option.
Fixes an issue where setting a project to Dolby Atmos could output to 7.1.4 even when the mode defaults to Apple Renderer.
It is now possible to monitor Dolby Atmos projects directly via HDMI to a surround capable receiveamplifier.
The metering for Height channels now shows as post-fader on the Master channel as expected.
Loading a Master Bus channel strip setting in the 7.1.4 channel format now preserves the 7.1.4 channel layout as expected.
Session Players
Resolves an issue where loading a user-created Drum Machine Designer patch could set the input to a bus and fail to load the Drum Machine Designer instrument.
Using the Create Drummer Region command in a Marquee selection now creates a region that corresponds to the Marquee.
Smart Tempo
In cases where there is not an existing Smart Tempo Multitrack Set, selecting an audio file in the Smart Tempo Multitrack Set window and disabling the “Contribute to analysis” check box now causes the Update button to change to Analyze as expected.
Pressing the Space bar now immediately stops a Free Tempo recording.
Fixes an issue where projects previously open in the same Logic Pro session could unexpectedly affect “Contribute to Analysis” in the Smart Tempo editor.
Recording
Audio regions recorded to unnamed tracks now include the project name and track number in their name.
Mixer
The channel strip Stereo Pan control and the Pan menu now can be adjusted when Caps Lock is enabled.
Creating a single Multi-timbral Software Instrument in the New Track Sheet no longer creates two Software Instrument instances in the All view of the Mixer.
Resolves an issue where remaining tracks in a Multitimbral Software Instrument Track Stack could unexpectedly rename the channel strip.
Adjusting the activity status of a speaker in the Surround panner no longer causes the signal to unexpectedly mute.
Groups now immediately show as inactive when switched off for a selected set of channels in the Mixer.
Metering now correctly works on individual channel strips with plug-ins that send to more than two channels and are routed to a surround bus.
Option-clicking on a send in a selected group of channel strips now sets all corresponding sends to 0 dB as expected.
Fixes an issue where performing Undo after adjusting the fader values of grouped channels with Group Clutch enabled and then disabled could cause the faders to jump up to +6 dB when one member of the group is touched.
Setting multiple selected channels to No VCA now works as expected
Alchemy
The oscillator section in Alchemy offers a new Wide Unison mode.
All controls for Additive Effects now accept typed-in values as expected.
Values typed into parameters related to milliseconds (MS) in Acoustic Reverb are no longer interpreted as full seconds.
Resolves an issue where performance control destinations for modulation could show as duplicated.
Sampler, Quick Sampler, and Quick Alchemy
The Playback direction button in Quick Sampler now immediately updates when clicked.
The view now scrolls correctly when dragging the Trim marker in Sample Alchemy.
It is now possible to adjust the level of a group in Sampler up to +24 dB.
The Up/Down buttons for navigating zones in Sampler now remain available after adjusting the start or end positions of samples.
The general Zoom/Scroll key commands now can be used to trim the current view in Sample Alchemy.
Handles and Trim Handles in Sample Alchemy behave correctly when click-dragged, even when the plug-in window does not have focus.
The Ancient Vocal Chop and Baily Glide plug-in settings for Quick Sampler now open in Classic mode, as expected.
Plug-ins
The MIDI Scripter plug-in now shows in Logic Pro when running in dark mode.
Fixes an issue where clicking on Sampled IR in Space Designer could activate Synthesized IR mode unexpectedly.
Resolves an issue where repositioning the playhead could cause audio to cut out on channel strips that use Step FX.
The preset Note Repeater in Scripter now works as expected.
The wet/dry setting on Ringshifter is now always set to 100% wet when inserted on an Aux.
There's now a DI Delay Compensation switch in Bass Amp Designer to improve phase correlation when blending between Amp and Direct Box in the plug-in.
StepFX now includes presets using Sidechain.
The Beat Breaker preset called “Basic / 2 Slices, Speed 66%” no longer plays the slices at 50% speed instead of 66%.
Resolves an issue where ES2 could produce glitching sounds when using Sine Level or Poly Voice mode on Apple Silicon computers.
Mono > Stereo instances of Console EQ no longer can cause unexpected feedback.
Using the Delete all Automation key command while an Audio Unit window has key focus no longer causes the Audio Unit window to go blank.
The menu for the compression section of Phat FX can now be opened by clicking on the Up/Down arrows.
Beat Breaker now offers new default patterns divided evenly into 2, 4, 8, 16, and 32 slices.
Mastering Assistant
There is no longer unexpected latency with bounces from projects that use the Clean or Clean + Excite mode in Mastering Assistant.
Mastering Assistant analysis is no longer incorrectly triggered in projects that contain no regions, but are previewing audio from Ultrabeat, etc.
Mastering Assistant no longer allows the -1 dBFS peak limit to be exceeded in certain cases.
Automation
The Consolidate Relative and Absolute for Visible / Automation menu item now only displays when automation types that support relative automation are active in the lane.
Region-based Automation is now pasted as Track-based Automation when pasted to an area of a track that does not contain regions.
Pitchbend now works as expected with zones in Sampler that do not have Flex Pitch enabled.
Selecting Region-based automation points on a region now deselects previously selected automation points on other regions
Disabling Region-Based Automation no longer dims the Power button for MIDI CC data lanes in the Piano Roll.
The movie window now updates to show the correct frame when moving Region-based automation points.
The Autoselect automation parameter now works as expected when clicking any plug-in control.
Automation of the Gain plug-in no longer exhibits unexpected latency.
Region-based automation is now drawn correctly when recorded into projects that start earlier than 1 1 1 1.
Automation lane views for all tracks are now maintained when switching into Flex view and then back to Automation view.
Flex Time and Flex Pitch
Flex Pitched notes now play as expected when clicked while Record or Input Monitoring is active on the track.
Flexed audio tracks using Monophonic or Slicing mode no longer produce clicks at tempo changes.
Takes and comping
Fade-ins are now applied when flatten and merge is performed on Comps.
Renaming a take that encompasses the entire length of an audio file no longer unexpectedly changes the file name.
Comps in Take Folders are now preserved when performing Cut Section Between Locators on a section that includes the end of one Take folder and the beginning of another, with a gap in-between.
Track Stacks
Record-arming a Track Stack now arms grouped audio tracks in a Track Stack it contains.
Dragging a subtrack out of a Track Stack that is assigned to a VCA now removes the assignment for the subtrack.
Fixes an issue where Track Stacks could sometimes be dimmed when some, but not all, subtracks are muted or off.
It's now possible to replace stacked instrument patches that are inside a Summing Stack with single track patches.
Track Alternatives
Loading a patch on a Summing Stack containing sub-tracks with Track Alternatives no longer causes inactive alternatives to be deleted.
Track Alternatives can now be created for the Stereo Output track.
Selection-Based Processing
Using Selection-Based Processing on a Marquee selected section within a Take Folder no longer creates an unexpected comp.
Selection-Based Processing on a comp now retains the comp.
Score
The spacing of notes is improved in cases where there is a dotted note on a line with the stem is pointing upward.
Command + Z to undo now works after deleting a Score Set.
Upward bends in TAB staves now display correctly.
Importing an instrument track no longer can cause Score Sets in the current project to disappear.
Imported Score Sets can now be deleted from a project.
Live Loops
“Join Region and Fill Cell” now works as expected.
Recording a performance in Live Loops now temporarily puts all tracks into Automation: Latch mode.
Fixes an issue where changing patches for a Live Loop track could cause the length of cells to change unexpectedly.
It's now possible to paste MIDI notes into a Live Loops cell.
Step Sequencer
It's now easier to use the disclosure triangle to open sub-rows in Step Sequencer.
Pattern regions now play back correctly immediately after being nudged.
Pattern Regions now immediately play as expected after using the Slip/Rotate tool to drag their contents to the left.
The “Separate pattern region by kit piece” command on Drum Machine Designer tracks is now applied to the correct area of the Pattern Region, in cases where the left border of the region has been moved to the right.
The length and number of steps of a newly created Pattern Region accounts for Time Signature changes correctly.
The maximum possible pattern length of a Pattern region is now 4 bars of the current time signature.
Step Sequencer now allows pattern lengths to be added based on 5/4 and 7/8 time signatures.
The Step Sequencer Inc/Dec controls now work in Loop Edit mode.
Fixes an issue where Pattern Regions on frozen tracks be edited unexpectedly.
Region-based automation now displays properly on Pattern regions in tracks that have been partially frozen, and on regions that have been frozen and then unfrozen.
It's now possible to assign MIDI channels per step in a Pattern Region.
MIDI
Reset messages for Software Instruments now work correctly.
Sustain messages are now sent correctly when playing back regions with Clip Length enabled in cycle mode.
There is now an “Internal MIDI in” setting in the Track Inspector to allow for recording MIDI from any other software instrument or External MIDI Instrument track.
The “Send all MIDI settings” key command now sends program changes to external devices assigned to empty tracks.
Resolves an issue where 3 bytes of random MIDI data would be sent when playing back regions containing SysEx data with MIDI 2.0 disabled
New 'internal MIDI in' feature allows recording of MIDI from other tracks, including MIDI FX plug-in output and 3rd party MIDI generators.
The “Delete MIDI events outside region boundaries" key command now correctly creates a starting CC event in the region to match the last matching CC of the same type in the track.
Fixes an issue where Chase could cut off notes that are preceded by notes of the same pitch on tracks with third-party instrument plug-ins.
Editing
The Humanize transform set now works as expected when the Randomize functions for Position, Length, or Velocity are set to very small values.
The menu item Delete and Move in the Event List is now only displayed if regions are displayed in the window.
When MIDI 2.0 is selected in the Settings, clicking on an Event in the Event List no longer plays events back with MIDI 1.0 resolution.
Fixes an issue where using the Cut command in the Audio Track Editor could switch the view to another editor.
When a region in the Project Audio window is double-clicked, the Audio Track editor now opens as expected.
The content link buttons for the Piano Roll and Score show the correct color as expected when toggled using the mouse.
The Event List correctly updates to reflect changes made by using key commands to select notes in other editors.
Resolves an issue where the Velocity tool in the Piano roll could affect the values of non-note events.
Fixes an issue where applying the Transform set Double Speed could cause the notes to disappear from the Piano Roll.
Step Input
Extending the length of note entered using Step Input now works correctly.
Global Tracks
Adding multiple audio Apple Loops of the same key to different tracks of a new project now changes the project key as expected.
Clicked in Tempo points are now placed at their correct positions in projects that start earlier than 1 1 1 1.
Share and export
When No Overlap is enabled, regions bounced onto existing regions no longer overlap them.
Audio files bounced from Logic Pro now include the proper Encoded Date in the metadata.
Fixes an issue where MIDI regions could be truncated when bounced in place.
Fixes an issue where audio files including Volume/Pan automation exported from mono tracks that use plug-ins could export as stereo files.
It is now possible to bounce sub-channels of multitimbral instrument tracks as individual files.
Import
Resolves an issue when dragging multiple audio files into a project, choosing the “Place all files on one track” option could create a second track and places the first file on one track, and the rest on the second.
Output channels in the Mixer can now be imported from other Logic Pro projects.
Apple Loops
The Loops browser now correctly shows the same enharmonic key an Apple Loop was tagged with.
Apple Loops now preview using the Key Signature active at the current position of the playhead.
It's now possible to add Aliases to bookmarks and untagged loops.
Dragging an Apple Loop from the loop browser to an existing track no longer changes the input for the track.
Fixes an issue where MIDI Apple Loops could jump to the start of the nearest bar position when dragged from the Loop Browser to the middle of a bar.
Video Support
A secondary screen that is running a full screen video with Show Animations off will no longer remain black after closing the project.
Key Commands
The “Increase (or Decrease) last clicked parameter” key commands now work for controls in the LCD.
The “Record off for all” key command now works on Software Instrument tracks in cases where one or more audio tracks are also record-enabled.
There is now a key command to add to the current selection of regions or cells that are assigned to a toggle solo group.
The Zoom Toggle key command now works in the Step Editor.
Compatibility
GarageBand projects that use Pitch Correction now sound the same when opened in Logic Pro.
Undo
If Undo is used immediately after creating a project, the New Track Sheet is displayed as expected rather than leaving a project with no tracks.
Undo/Redo now works as expected with Audio Unit v3 plug-ins.
Changing the Automation Mode, or changing a Track On/Off state now creates an Undo step.
Performing Undo after adding a surround track no longer corrects Drummer tracks in the project.
Logic Remote
Logic Remote immediately updates to show time and signature changes made in Logic Pro.
Control Surfaces and MIDI controllers
Controls on Control Surface devices that use Lua scripts now provide feedback when learning assignments for them in Logic Pro.
Illuminated buttons on control surfaces now show the correct state for Show/Hide Track Editor.
General
The LCD now displays the Cycle start and end times in both SMPTE time and Bars/Beats when the secondary ruler is displayed.
Search in the All Files browser now finds matching items in bookmarked folders.
Fixes an issue where the visible editor in the Main window could unexpectedly switch when rubber-band selecting regions.
Audio Take folders created in Cycle mode now loop as expected after recording when Loop is enabled in the Region Inspector.
It's now possible to create external MIDI tracks when Core Audio is disabled in Logic Pro.
Resolves an issue where deleting a Flex marker from an audio region while a Marker List is visible could switch the key focus to the Marker List.
Track information pasted into a text editor now includes the TIME position when the Use Musical Grid setting for the project is not enabled.
Input monitoring buttons are now displayed on audio tracks when Logic Pro has fallen back to an alternate audio device because the selected device is not available.
Previewing an audio region in the Project Audio window no longer causes it to jump to the top of the window.
Command+Option clicking on the On/Off button of a track now toggles the button for all tracks, as expected.
Copy/paste of regions now works when Automation view is enabled.
Right-clicking on a looped segment of a region now opens the contextual menu as expected.
It's now easier to see when black keys are depressed in the Musical Typing window.
The right arrow key now reliably moves the text cursor in the Bounce > Save As file name panel.
Groove Templates created from audio regions now work in Smart Quantize mode.
Dragging multiple regions from the same audio file from the Project Audio browser to the Tracks area now works correctly.
Audio regions are no longer moved to unexpected positions when trimming, if absolute Snap mode is on, and the region anchor is moved away from the start of the region
Fixes an issue where pasting a Marquee selection with No Overlap and Snap Edits to Zero Crossings mode enabled could delete a non-overlapping part of an existing region.
Autozoom now triggers when a region's upper right corner is dragged in the Main window, or the Audio Track Editor.
The Playhead no longer may briefly appear to be in the wrong position when zooming horizontally.
The Time Ruler now immediately updates to reflect changes made to the “Bar Position [bar position] plays at SMPTE” setting.
The File browser correctly shows the full path when using Save As.
submitted by bambaazon to Logic_Studio [link] [comments]


2024.05.13 23:08 pepethejefe Was unemployed for 5 years due to health reasons. Now recovered and trying to get back to working but can't get hired.

Hello. In the past 5 years I was physically ill and I was pretty much bedridden and unable to work. But recently I feel like I made enough recovery where I can get back to working again. I've also depleted my savings so I desperately need any job right now.
I was actually working in a different industry prior to getting sick but I don't think I can go back into that field for various reasons so I am looking to get back in the restaurant industry since I previously had years of experience working when I was young - cook (prep/line), dishwasher, server etc.
Currently I am only applying for entry level jobs such as dishwasher or prep cook jobs. I really do not care that I have to go back to minimum wage jobs. I've accepted that my life has completely changed and I'm willing to start over and I have no complaints.
Although most of my job applications get no response, I'm still getting interviews here and there.
But the problem is when I get to the interviews. They ask me about the gap in my work history, and I always tell them the truth - that I was sick for several years so I couldn't work but now I'm fully recovered. Then they always ask what was my illness, and I politely decline to tell them my medical history and explain again that I had health issues but now I have fully recovered and I'm able to work without assistance or accommodations. And every time, I always see the vibe immediately change and I can see they become disinterested and they start ending the interview. It almost feels like they get offended that I refuse to tell them why I was sick. But I don't want to reveal the health problem I had as I don't think that's relevant (also I think it could be illegal for them to ask that?). I think what's relevant is that I am not disabled and I am recovered and can work.
For example, today I just had a phone interview and the guy asked about the gap in my resume. I told him the usual, and right then and there he changed his tone and suddenly decided to end the interview, saying "Well, we're moving on, good luck" and just abruptly hung up. I was kinda surprised and upset because I thought it was rude. And now I realize all the in-person interviews probably would've ended like that too if it was a phone interview, they just couldn't abruptly cut it off because I was sitting in front of them.
Do I have to lie at this point? I don't want to lie because I am not a good liar. But now I'm starting to think that telling them I was in prison for 5 years might actually be better than saying I was sick for 5 years.
If anyone has any advice, I would greatly appreciate it. I just need to start working again.
submitted by pepethejefe to jobs [link] [comments]


2024.05.13 23:06 Eastpromises Gemini Moon - If History Had Gone Differently.

Gemini Moon - If History Had Gone Differently.
I only knew of this recently. By 1966-7 a classified program existed, to at least circum lunar the Moon in a Gemini capsule, and potentially land a single manned, lunar module variant. Utilizing a Centuar rocket that would already be in orbit waiting for the Gemini capsule to dock with it to assist it getting on a lunar trajectory. In addition to proposed funding for a centaur rocket to aid as a life boat for stranded crews in Gemini & potential Apollo missions. This classified program would have saved hundreds of millions of tax dollars.
submitted by Eastpromises to apollo [link] [comments]


2024.05.13 23:05 pepethejefe Was unemployed for 5 years due to health reasons. Now trying to get back in the restaurant industry but can't get hired.

Hello. In the past 5 years I was physically ill and I was pretty much bedridden and unable to work. But recently I feel like I made enough recovery where I can get back to working again. I've also depleted my savings so I desperately need any job right now.
I was actually working in a different industry prior to getting sick but I don't think I can go back into that field for various reasons so I am looking to get back in the restaurant industry since I previously had years of experience working when I was young - cook (prep/line), dishwasher, server, etc.
Currently I am only applying for entry level jobs such as dishwasher or prep cook jobs. I really do not care that I have to go back to minimum wage jobs. I've accepted that my life has completely changed and I'm willing to start over and I have no complaints.
Although most of my job applications get no response, I'm still getting interviews here and there.
But the problem is when I get to the interviews. They ask me about the gap in my work history, and I always tell them the truth - that I was sick for several years so I couldn't work but now I'm fully recovered. Then they always ask what was my illness, and I politely decline to tell them my medical history and explain again that I had health issues but now I have fully recovered and I'm able to work without assistance or accommodations. And every time, I always see the vibe immediately change and I can see they become disinterested and they start ending the interview. It almost feels like they get offended that I refuse to tell them why I was sick. But I don't want to reveal the health problem I had as I don't think that's relevant (also I think it could be illegal for them to ask that?). I think what's relevant is that I am not disabled and I am recovered and can work.
For example, today I just had a phone interview and the guy asked about the gap in my resume. I told him the usual, and right then and there he changed his tone and suddenly decided to end the interview, saying "Well, we're moving on, good luck" and just abruptly hung up. I was kinda surprised and upset because I thought it was rude. And now I realize all the in-person interviews probably would've ended like that too if it was a phone interview, they just couldn't abruptly cut it off because I was sitting in front of them.
Do I have to lie at this point? I don't want to lie because I am not a good liar. But now I'm starting to think that telling them I was in prison for 5 years might actually be better than saying I was sick for 5 years.
If anyone has any advice, I would greatly appreciate it. I just need to start working again.
submitted by pepethejefe to KitchenConfidential [link] [comments]


2024.05.13 22:59 South-Bottle-7329 AITAH for getting mad at my parents for supporting my sibling but not me?

I (27F) have a brother (25M). My parents have always favored him.
Background and examples: Growing up, it was small things like he’d rip my Barbie’s heads off, or steal my toys, or take my markers and leave them without lids to dry out. He was never told not to do this, it was me who was always in trouble for getting mad at it. However I was like 7. I never, and still don’t, have a reason to mess with him or his items. I just wanted my space and and myself to be left alone.
If we fought, it was always ‘my fault” because I was older. It was like he’d antagonize me, then I’d eventually snap back, but I got in trouble.
Examples - he would like touch with me his finger and hold it there and when I’d say “stop” 3 or 4 times, he wouldn’t. So eventually I’d just slap his hand or something to make him stop, but I’d be in trouble. It was never “well you need to leave her alone” from my parents to my brother.
Fast forward to high school, I always had the hardest time getting my parents to let me hang out with friends, socialize, etc. They were extremely strict, and yelled a lot. I was a normal kid, not exceptionally bad. I made good grades and stayed out of trouble. When my brother was also in high school, they never fought him on anything. He’d have the cops show up with him at our family home for being out drinking, but never got in trouble. I got caught drinking before too (no cops) and it was hell for me from there on out.
Overall, they are extremely harder on me and do not treat us equally. Even he has said it. I don’t have an issue with my brother, I have the issue that my parents have capacity to treat me the same as they do him and they actively have always chosen not to.
They were mean when I went to college, it was not an exciting time (it should be). They wanted me to stay home for college but I couldn’t bc all they did was yell at me. I was always a straight A student, and wanted to do business school. My dad was insistent that I would be “very poor” and to pick something “better”. So I did engineering. I made straight As for first 1-2 years then, started doing badly. My mental health was bad as my parents were just horrible to me, always yelling, and I couldn’t keep up with engineering. They would constantly block me, or rip $$ out from under me, and threaten not to pay my rent or tuition which just added to my stress. I was going through a hard time, and they were everything but supportive and were mean. My mother has since apologized, my dad has not and sees nothing wrong with it. Anyways, I graduated 1 year late (switched to business like I wanted to) but still with honors. My parents made it extremely clear that I was not going to receive a dime from them after graduation, and not to ask. They also made me take a loan for my 5th year of college, which I pay each month. After I graduated, I moved out on my own to Houston and have paid my own way (rent, loan, all expenses). 1-2 weeks after graduation, I asked my dad for $300 dollars and said I’d pay him back. He ignored me. I never asked again. Today- I make enough to support myself and work in finance and enjoy it. I do not need their assistance, although it would be nice.
This weekend I learned that my brother (also was pushed into engineering by my dad, but had a 5th year as well as he switched to criminal justice) has been supported by parents ever sense he graduated. They have been paying his $1500-1900 rent each month as he’s been in law school school. He’s been in school for 2 years now. So they’ve easily paid 30k+. They also pay for this clothes, trips with friends, etc.
I asked to go to grad school, but my dad laughed at me and made it clear that he wouldn’t support me.
I am livid that they have been paying for my brother to just live & go to law school post college , but didn’t help me at all. They basically just said “good luck” and never gave me anything. I don’t even need the money (although it would be nice) as I have a job. However this just majorly hurt my feelings and I cried myself to sleep last night and don’t even want to look at my dad. He thinks I’m in the wrong for being bothered by this. AITAH?
submitted by South-Bottle-7329 to AITAH [link] [comments]


2024.05.13 22:58 bigchives Comparing GrapheneOS with Stock Android: What's Different?

GrapheneOS and stock Android are both OS options for phones. GrapheneOS focuses on keeping your info safe. Stock Android, on the other hand, offers many handy features. Let's dive into how these two differ in privacy, security, and what you can do. This way, you can pick the one that suits your needs best.

Key Takeaways:

GrapheneOS Features

GrapheneOS is known for its strong focus on privacy and security. This makes it perfect for those who want to keep their data safe. Now, let's look at what makes GrapheneOS stand out from the rest.

Sandboxed Google Play Services

One of GrapheneOS's key features is sandboxed Google Play services. This means apps can't freely access your private data. They're limited to a safe area. This helps prevent data leaks and stops apps from seeing more than they should.

Regular Updates for Security Maintenance

GrapheneOS keeps devices safe by offering frequent security updates. These updates fix any new vulnerabilities that might arise. This way, the system is always up-to-date, keeping your device secure.

Attack Surface Reduction Measures

GrapheneOS uses techniques to reduce the chances of different types of attacks. It limits how much apps can interact with the system, blocking some attacks right at the start. It also includes special features that make it harder for attackers to exploit the system.

Enhanced Heap Memory Corruption Defense

Heaps are a common target for hackers, but GrapheneOS strengthens against this. It uses its own memory management system to protect against heap corruption. This includes special memory handling to make attacks harder.

Robust Memory Exploit Detection and Prevention

GrapheneOS is ahead of the game in detecting and stopping memory exploits. It has tools that spot and fix important memory bugs. This helps keep your device safe from complex attacks that target memory use.

Official Production Support for Pixel Devices

GrapheneOS supports many Pixel devices officially. This includes the Pixel 8 Pro and other new Pixel devices. Users of Pixel devices can get the added security and privacy GrapheneOS offers.
After learning about GrapheneOS, it's time to look at Stock Android's setup and features in the next section.

Stock Android Setup and Features

Setting up Stock Android on your device is simple. Its user-friendly interface makes it easy. When you turn on your device, you'll follow some steps to make it yours. This includes picking a language, connecting to Wi-Fi, and signing in to Google.
Stock Android works perfectly with Google's many services. Thanks to Google Play services, you get millions of apps and games from the Play Store. Just sign in with your Google account to start downloading your favorite apps, from work tools to social apps.
Stock Android also brings you Google Maps. It gives you precise directions and updates on traffic in real time. It's great for finding your way in a car or on foot, showing you the best routes and interesting places nearby.
With Google Keyboard, typing is easier and better. It guesses your next words, lets you swipe to type, and supports different languages. This means typing on your phone is faster and more accurate.

Key Features of Stock Android:

Features Stock Android
User-friendly setup
Google Play Store access
Google Maps integration
Enhanced typing experience with Google Keyboard

Functionality Comparison

GrapheneOS and stock Android are much alike in basic phone tasks. Yet, they have key differences.

GrapheneOS Functionality

GrapheneOS values substance over flashy marketing. It cares deeply about privacy and security. By not including Google services, it focuses more on protecting users.
Its main goal is making your device safe from attack. It does this by limiting what attackers can do and safeguarding the core part of the operation system.
It also stops attackers from taking full control even if they somehow get in. This is done through a feature called verified boot.
By removing unneeded code, GrapheneOS makes attacks from far away, close by, or online less likely. It adds layers of protection to apps and the system, making them much harder to exploit.
GrapheneOS Functionality Features Description
Sandboxed Play Services A sandboxed Play Services feature that provides better app compatibility, functionality, and security compared to MicroG.
Push Notifications without Play Services GrapheneOS allows push notifications to work fine without Play Services for many apps.
Privacy-Focused Network Toggle GrapheneOS offers a network toggle without leaks and prefers fine-grained VPNs for enhanced security.
GrapheneOS finds a sweet spot between being private, easy to use, and secure. It designs features to challenge any threats.

Stock Android Functionality

Stock Android, made by Google, aims for everyone. It has many features that cater to diverse needs.
One highlight is Android Auto, making your phone and car work together. This way, you keep your hands off the phone while driving yet enjoy many useful features.
Another cool feature is Now Playing. It shows what song is playing without you needing to open your phone. This is handy for finding new music.
Stock Android Functionality Features Description
Android Auto Android Auto provides seamless integration between Android devices and compatible vehicles for hands-free access to navigation, communication, and entertainment features.
Now Playing Now Playing feature The identifies and displays the currently playing song on the lock screen.
Such features make stock Android attractive for those who want a versatile system. It's packed with tools and tricks to make your life easier.
Remember, GrapheneOS and stock Android are both good for getting things done. Yet, GrapheneOS shines in protecting your privacy. This might mean fewer but more secure features.

Privacy and Security

When you pick a system for your phone, think about privacy and safety. GrapheneOS and stock Android protect your data in unique ways.

GrapheneOS Privacy and Security Features

GrapheneOS focuses heavily on keeping your data safe. It offers many tools to boost your privacy and security. These include limiting data collection and secure updates.

Stock Android Privacy and Security Considerations

Stock Android, made by Google, has its security perks. But it's heavily tied to Google's services. This can lead to less privacy.
Both GrapheneOS and stock Android care about security. However, GrapheneOS's special focus on privacy sets it apart. It's great for anyone who really values their data privacy.

Comparison Table: GrapheneOS vs. Stock Android Privacy and Security

Privacy and Security Features GrapheneOS Stock Android
Data Collection Minimizes data collection May collect user data through Google services
Updates Regular secure updates Regular updates to address security vulnerabilities
Google Services Access Restricted access to Google services System-level integration with Google services
Permission Controls Strict permission controls Permission customization options
Table: A comparison of privacy and security features offered by GrapheneOS and stock Android
In summary, if you're big on privacy, you'll like what GrapheneOS offers. It's a top choice. But if Google's services matter a lot to you, stock Android might be the way to go. It's not as privacy-focused, but it's great for those that love Google's features.

App Compatibility

GrapheneOS and stock Android both excel in app compatibility, but GrapheneOS faces challenges with some banking apps. These apps need special access. Yet, GrapheneOS aims for the highest privacy and security, sometimes making these needs clash.
Many apps are compatible with GrapheneOS, and the project actively works with developers. It encourages them to make their apps work with GrapheneOS. This allows users to enjoy the operating system's enhanced privacy and security safely.
Stock Android, on the other hand, has superior compatibility with all apps, including those from banks. It works across many devices and is chosen by developers. Its wide use makes it easier for developers to ensure app compatibility.
To make the app experience smoother on GrapheneOS, users can choose alternative apps that work well with the system. Also, the project is always updating to boost app compatibility through community efforts.

Recommended Banking Apps for GrapheneOS

Many banking apps face issues on GrapheneOS. Still, several banking apps perform well on this system:
Remember, although these apps are compatible with GrapheneOS, it's wise to confirm with your bank or financial institute for the latest compatibility updates.
As GrapheneOS grows, its app compatibility, including banking apps, is expected to get better. The project is dedicated to offering an experience that values security and privacy while ensuring apps work well.

User Feedback and Experience

GrapheneOS is great for privacy and security, which users love. They feel their data is safer and that Google tracks them less. Plus, it works well with most Android apps. This means users can still do what they want while keeping their privacy a top priority.
Some say that stock Android is smoother and has more useful features than GrapheneOS. They think that GrapheneOS focuses too much on privacy and misses out on some key features. For example, it doesn't work as closely with Google services and apps.
GrapheneOS users share their thoughts in forums, social media, and by talking to the team. They give detailed advice, like how to make permission prompts even safer. They also want the Auditor feature to be better explained, especially to journalists.
Users often request a better way to know when there are system updates. They want to be able to choose when to update, so it doesn't disrupt their day. They also ask about how to use the app pinning and auto-reboot timer, looking for more info.
Users also need more info about the Android Recovery system in GrapheneOS. They want to know more about its role in updating the system. And they worry about any issues the updates might bring.
Some users find features in GrapheneOS that remind them of Google. They want clearer information about these features. This way, they can understand them better.
App compatibility is an issue for some. A few apps won’t work on GrapheneOS because they fear security risks. Some just crash. This is why some users carry a second phone for specific apps, like banking or gaming.

User Profile Usage on GrapheneOS

GrapheneOS encourages the use of separate profiles for different apps. This keeps your privacy and security levels high. Users should have profiles for general use, social media, work, and private matters.

GrapheneOS Installation Ease

Installing GrapheneOS is known for being easy among custom OSes. The web interface makes the process straightforward. However, installing it on various computers might need extra steps sometimes.

GrapheneOS Benefits and Drawbacks

Why do people like GrapheneOS? It's great with most apps, makes you more secure, and doesn't let Google track you much. Plus, it backs up your apps very safely.
But it's not perfect. Some apps, like Facebook Messenger, have issues. The fingerprint sensor on the Google Pixel 6 isn’t the best. And sometimes you might face problems with internet when using a VPN.

Google Pixel 6 User Experience

The Google Pixel 6 is seen as a good buy by users. It offers good features and performance for its cost. However, the fingerprint sensor and the size of the phone get mixed reviews. The camera's quality also varies among users.

Overall Recommendation

Despite some issues, GrapheneOS is recommended by many for its strong privacy and security. It's a good choice for those who worry about Google spying on them.

User Feedback Overview

Feedback Request/Suggestion
Implementation of safeguards in on-demand permission prompts Enhancing permission controls for improved security
Better explanation and marketing of the Auditor feature Targeting investigative journalists as potential users
Proposal for a notification system for system updates Allowing manual installation of updates
Inquiry about the functionality of app pinning with auto-reboot timer Clarification on how the feature works
Request for clarification on Android Recovery system Understanding its role and potential issues with OTA updates
Identification of features resembling "Googlisms" Clear explanations and disclosures for informed usage
Challenges with app compatibility on de-googled version Issues with banking apps, food delivery apps, Uber, and mobile gaming

Future Development and Updates

GrapheneOS gets better thanks to the hard work of gifted developers. They're always updating it to make it safer and easier to use.
Updates bring new security patches, app changes, and more. For instance, new kernel updates might change to versions like 5.15.151 or 6.1.80. Apps like Vanadium might jump to new versions like 124.0.6367.159.0.
They use tags to give updates for certain devices. For example, a tag like 2024040100 might mean a special update for certain phones. These updates are meant to make your experience even better.
Recently, they made sure that VPN apps can't accidentally leak your web requests. They also update apps like PDF Viewer to make sure they run smoother. These updates are all about making your phone more enjoyable to use.
GrapheneOS also pays special attention to certain phones. For example, the Pixel Fold might receive updates specific to its design. This keeps your device running well and safe.
They change settings to make your phone safer and easier to use. For security, a new memory tag setting is available. You might see different settings based on what phone you have, making everything more user-friendly.
Improving apps is just as important to GrapheneOS. Apps like TalkBack, which helps by reading the screen, might get better with version 14.1. These changes aim to make using your favorite apps a smoother experience.
They also make technical updates to stay cutting-edge. A recent kernel update, like 5.15.149, makes your device more secure and faster.
Even the Camera app and GmsCompatConfig (used for Google services) get updated. This ensures your phone is more dependable and full of new features.

Official Device Support

GrapheneOS officially supports many Pixel models including the Pixel 8 Pro and Pixel 5a. These devices let you make the most of GrapheneOS's features.
Some Pixel phones, like the Pixel 5, won't get any more updates. Yet, the Pixel 4a and 4 XL keep getting support, like better security. This means you can still use these devices safely.
The 8th generation Pixel devices offer top security levels. They're supported for 7 years from their launch with features custom-tailored to protect your device.
Pixel devices get different levels of support based on their generation. The 8th generation has a longer 7-year support compared to 6th and 7th generation models, which gets 5 years. This shows GrapheneOS's focus on lasting security and usability.

Future Focus and Community Support

The team behind GrapheneOS aims to make major improvements in device, system, and software security. Their focus isn't on supporting every device but on ensuring profound security.
GrapheneOS has a strong community that loves its security. This community's dedication to privacy drives the project's advancement and success.

Related Alternatives

CalyxOS, RattlesnakeOS, DivestOS, and Ubuntu Touch offer different privacy and security features. Exploring these options can help you find the right system for your needs.

Benefits and Drawbacks of GrapheneOS

GrapheneOS offers big benefits for privacy and security. It keeps your data safe and lets you control your online world better. But, there are drawback to consider too.

Benefits of GrapheneOS

Drawbacks of GrapheneOS

Deciding on GrapheneOS means balancing privacy with how easy your phone is to use. It's great for keeping your data safe. But, you might not find all the apps and features you're used to.

Conclusion

After using GrapheneOS for a year on a Google Pixel 6A, its focus on privacy and security shines. It updates quickly, in about 5 minutes, keeping your phone safe. Occasionally, small graphical glitches happen but are easy to fix.
Most day-to-day apps work well from the Google Play Store and Neo Store. The battery life is outstanding, lasting days even with lots of use.
It integrates well with Google's main products like the Play Store and Calendar. Yet, using these services means thinking about your privacy trade-offs.
When making privacy choices, think about how you use technology and what you're comfortable with. The author has used Apple phones for privacy extensively, which informs this perspective.
GrapheneOS makes Android more secure by adding extra permission controls, reminiscent of iOS. It lets users manage apps' accesses like location and storage.
A Google Pixel phone is a good choice for GrapheneOS because it supports other operating systems. Though some users find the user interface a bit challenging, they like its simple design.
To get push notifications working, the author installed Sandboxed Play Services. Going without Google Play Services can be hard due to its deep ties to Google.
With Android 12, apps start to adapt to your phone’s colors, which looks great, especially on the Pixel 7 Pro. This new look makes the home screen feel personalized and clean.
GrapheneOS takes security and privacy seriously, stepping beyond regular Android. Its multiple profiles help keep your data isolated, enhancing privacy.
Setting up GrapheneOS is easy, thanks to a user-friendly web interface. Most apps work well, giving users a satisfying experience, even with compatibility.
Battery life and performance are as good as regular Android systems, showing it can be just as efficient, with better privacy controls.
With GrapheneOS, users have less tracking and more privacy, surpassing typical Android’s privacy. Yet, there are issues with some specific apps and services.
GrapheneOS with a VPN sometimes has connectivity problems, possibly due to app compatibility. Generally, using it on a Google Pixel 6 is a good experience, despite minor issues.
GrapheneOS Stock Android
+ Strong focus on privacy and security + Wide range of features and convenience
+ Streamlined updates with quick completion time + Regular updates and feature additions
+ Smooth app compatibility for day-to-day apps + Better compatibility with all apps
+ Impressive battery life + Similar battery life and performance
+ Seamless integration with Google products - System-level integration with Google services
+ Additional privacy controls and permissions toggles - Limited privacy control over Google services
+ Multiple user profiles for enhanced privacy + Standard user profile and features

Considerations for Choosing an Operating System

When you compare GrapheneOS and stock Android, think about what matters most. If you are very concerned about privacy and security, GrapheneOS is great. It keeps your data safe and your device secure. However, if you like having many features, stock Android might suit you better.
GrapheneOS is especially good for Pixel devices. It promises many years of support. For example, 8th generation Pixels get 7 years, while older models get 5 years. GrapheneOS might not work with Android Auto or some banking apps. But it's very secure and focuses on keeping your privacy safe.
Stock Android works well with Google apps and has lots of features. You can use Google Maps and Google Keyboard easily. But, if you switch to GrapheneOS, you lose things like Google Pay and some unique Google features.
Choosing between GrapheneOS and stock Android is all about what you need and like. Think about your privacy wishes and how much you value convenience. Then, you can make a smart choice that meets your needs.

FAQ

What are the key distinctions between GrapheneOS and Stock Android?

GrapheneOS focuses on keeping your data safe and private. Stock Android, on the other hand, comes with many useful features.

What are some of the features provided by GrapheneOS?

GrapheneOS gives you a more private and secure playground. It does this by keeping Google Play services separate. It also keeps your phone updated regularly.

How is the setup process and what features does Stock Android provide?

Stock Android is easy to get started with. It includes popular Google services like the Play Store, Maps, and Keyboard.

What are some of the functionalities offered by GrapheneOS and Stock Android?

Both operating systems let you do the basic stuff. But GrapheneOS skips Android Auto and Stock Android has a cool Now Playing feature.

What distinguishes GrapheneOS and Stock Android in terms of privacy and security?

GrapheneOS works hard to make sure your information stays private. It does this by not sharing much with Google. Stock Android, however, is closely tied with Google services, which might affect your privacy.

How is the app compatibility for GrapheneOS and Stock Android?

GrapheneOS might not work with every app. Some banking apps might not fully function on it. Stock Android usually works well with all apps.

What is the user feedback and experience for GrapheneOS and Stock Android?

Users really like GrapheneOS for its commitment to privacy and security. Stock Android is preferred by those who want a smooth experience with lots of features.

How are the future development and updates for GrapheneOS and Stock Android?

GrapheneOS depends on donations to improve with new features. Both systems get updated regularly. Stock Android gets these updates from a bigger team.

What are the benefits and drawbacks of using GrapheneOS?

Using GrapheneOS means your data is more protected. But you might miss out on using some popular apps and features.

What should I consider when choosing between GrapheneOS and Stock Android?

Think about what matters most to you. If privacy and security are top concerns, GrapheneOS is a great choice. Stock Android is better if you want a smoother experience with many features.
submitted by bigchives to AndroidRootPokemonGo [link] [comments]


2024.05.13 22:50 JoshKnoxChinnery Let's say this 'everything can be a partner commander' Pride event were to become its own format. What limitations would it need to be somewhat balanced?

Here's what I've come up with so far to keep this hypothetical format from devolving into generic, turbo combo mayhem. I think these restrictions are likely still not enough:
Now what I'm trying to figure out is just how limited the color combinations of potential partner pairs should be. The more limited they are, the less options there are to play a 4c or 5c deck, which keeps other color identities relevant.
One idea is to limit partners to not share more than 2 color identity colors. This way you could have a RG and a BRG pair, but not a BRG and BRG pair. This restriction would still allow a UBR + GW pair, which admittedly could easily be better--depending on the commanders-- than 5c + monocolor.
I'm not sure if that's a better idea than to just have a blanket restriction on not having two 3c commanders. For example, [[Borborygmos and Fblthp]] + [[Thalia and The Gitrog Monster]]. That pairing lets you play a 5c deck with two very strong commanders, but I'm not sure that's necessarily a bad thing. What do you think?
Even if it's not bad that a huge number of 5c commander combinations would exist, allowing that would make the prior 'no more than 2 shared colors'-restriction kind of pointless, since better options for more colors would exist.
So I think either: Any combination of 3c partners should be allowed, and expect that the best decks are likely going to be 5 colors with either 3c + 3c, 4c + 0-1c, or 5c + 0-1c combinations. Or Make it so that 3c can't be partnered with 3+ color identity commanders at all.
Even if you couldn't partner two 3c commanders together, being able to reach 5c with a 2c and 3c pair might still be overpowered. Perhaps, for power level's sake, 3c shouldn't be able to be partnered at all? Maybe they should only be able have monocolored partners?
To summarize, my additional proposed partner restrictions (EDIT: to clarify, not all of them at once, one of them in addition) to those at the beginning of the post are: - No 3c commanders paired with other 3c commanders - No more than 2 shared colors between the identities of partnered commanders - No 3c commanders paired with 2+ color commanders - No 3c commanders paired with anything (unless they already have the partner mechanic)
Additionally, a couple other options are: - No 4c commanders can be partnered - No 5c commanders can be partnered
Which environment would you prefer to play in? Would you like fewer pairing restrictions or more? Are there different partner restrictions than the ones I proposed, that you think would make for a more balanced partner format?
submitted by JoshKnoxChinnery to EDH [link] [comments]


2024.05.13 22:47 IPThereforeIAm Music Assistant 2.0 + Apple ecosystem?

End-users in our home use HomeKit (iOS, TvOS, HomePod. Etc) exclusively, though we have a fairly robust home assistant-based backend.
Has anyone in a similar situation experimented with Music Assistant to see how best to incorporate it into an Apple household?
For example: - Can we set up scripts that join together (sync) an existing music stream (eg, Apple Music on HomePod, initiated via Siri) with other airplay devices (eg based on a press of a physical button)? - Can we play back pre-recorded (eg MP3) audio on airplay devices (HomePods and AirPort Express) seamlessly (eg, without ending existing music playback and without introducing the announcement into future playlists)?
submitted by IPThereforeIAm to homeassistant [link] [comments]


2024.05.13 22:46 intergrouper3 A "FORUM" Article : Relief

Relief
Since doing my Fifth Step, “Admitted to God, to ourselves, and to another human being the exact nature of our wrongs,” I have heard many Al-Anon members say the same words. They said, “She loved me anyway, even after I told her the exact nature of my wrongs.”
After spending my life being whatever I thought the people around me wanted me to be, I was sure the real me would be rejected if anyone really knew her. I never tried it out, but I’d experienced plenty of rejection and didn’t think I could handle any more.
So, after several years in the program and much trepidation, I asked my Sponsor to listen to some of the things I’d written about myself when I “Made a searching and fearless moral inventory of ourselves,” in my Fourth Step. I was doing the Steps piecemeal and had been giving her a few samples of my experience whenever we got together. This time I described the behaviors that gave me the most shame and I cringed as I waited for her response. She’d told me many times before, “You’re not all that good at being all that bad,” and that was the first thing I heard when I finished. My Sponsor reminded me of some of the parts of her own story that wouldn’t have fit any “Goody Two-Shoes.” With her gentle laugh, she assured me that I’d done the best I could with what I had at the time.
My relief was great. I hadn’t been rejected—I’d been loved! This must be an example of the unconditional love I’d heard about around the tables at Al-Anon meetings. I thought I might just reveal the rest of my secrets if this is what would happen.
As I look back on that Fifth Step and subsequent ones. I see I was receiving example of healthy ways to relate to people. I can just listen when someone shares joy, grief, shame, or confusion. I can relay my acceptance and perhaps help someone accept the circumstances of a situation. Perhaps I can help someone else accept herself, I can love as I have been loved. Such interactions are bound to be contagious.
By Laurie K., Missouri October, 2003Reprinted with permission of The Forum, Al-Anon Family Group Headquarters, Inc., Virginia Beach, VA.
submitted by intergrouper3 to AlAnon [link] [comments]


2024.05.13 22:37 ultralightbeing Jonathan Clay Redick - Reasons For/Against New Lakers HC

For
Against
Continue to post your foagainst and lets do the Lakers homework for them. Personally, I want him as next HC despite the risks.
submitted by ultralightbeing to lakers [link] [comments]


2024.05.13 22:33 Leon_Steel Introduction to my fictional Shared Universe the JoeVerse.

Introduction to my fictional Shared Universe the JoeVerse.
I want to share a overview/introduction to my fictional universe that I've been slowly building overtime. I've unfortunately fallen into eternal world building hell where I build far more than I write but at least I thoroughly enjoy it. What I mostly want from this post is to see if the wild amalgamation that is my universe is at least on a surface level "Coherent". I'll answer any questions best I can.
Disclaimer: the pictures shown in the character summaries are not mine and are shown for concept art purposes. These character summaries are taken from across the JoeVerse universe.
Notes: Some information is purposely left vague due to the requirement of story details and I tried to simply the explanations. It may see very unorganized but I created a continuity timeline to help keep track of the verse.
I also created detailed guides for the many Stories, Races/Species, Factions, Locations and Dear God hundreds of Character profiles. Speaking of characters, I really enjoy casual power scaling of fictional characters etc, so when scaling my own universe I exclusively reference the Vs Battle Wiki Tiering system. It is undeniably superb I recommend everyone at least check it out https://vsbattles.fandom.com/wiki/Tiering_System?so=search
Here is what a somewhat completed character profile would look like. https://docs.google.com/document/d/12KilbOVt5RFYg3IckKOYiLPt_UDjrBo5/edit?usp=drivesdk&ouid=111896033102767588703&rtpof=true&sd=true
Lastly, I agree the name of my verse is terrible, it is a placeholder, I will also be sharing a Fun Facts towards the bottom for shits & gigs.
Introduction:
Welcome to the JoeVerse(Name Pending), a long time literary project that acts as both homage to what I love as well as a deep-dive into my creative mind. The JoeVerse is a fictional "Shared Universe" where a large number of characters, locations and stories created primarily by myself and in collaboration with others take place. The JoeVerse is depicted as existing within a large "Multiverse" consisting of a number of separate & distinct universes, all of which help make up the JoeVerse Multiverse.
The most crucial aspect of the JoeVerse Multiverse is that it also incorporates a large number of genres from all major science fiction and fantasy concepts, such as how aliens, gods, magic, mythology, cosmic beings, parallel universes, interstellar travel and extremely advanced human-developed technology all exist prominently throughout the Multiverse.
The JoeVerse primarily was created to express my love for "Action" and the many forms it comes in. For example the many pieces of media entertainment I consumed as a child. e.g Cartoons, Comics, Anime, Books, Video Games, Martial arts, Music, Movies, etc) all strongly and directly influenced the creation of the JoeVerse. The JoeVerse's many stories primarily focus on the aspects I like about these pieces of entertainment such as Action, Characters, Power-Scaling, Continuity, Worldbuilding and Paying Homage to these oh so cherished pieces of media.
)))JoeVerse Prime: At the heart of this multiverse lies the mainstream continuity, which is known canonically as "JoeVerse Prime". JoeVerse Prime is based on a fictitious take on the real-world. For example, Earth found within the JoeVerse Prime has mostly all the features of the real one: same countries, same public personalities (politicians, movie stars, etc.), same historical events (such as World War II, the Cold War), and so on; however, it also contains many other fictional elements, such as new geographical locations, political organizations and a number of new & different historical events.
Corners & Sub-Corners:(Re-read if needed) The JoeVerse Prime is divided into four separate major settings of distinct & “Broad '' genres known as "Corners". The four respective Corners are Earth, Intergalactic, the Naatherlands and the Interdimensional. All Corners house minor settings of typically more “Focused” genres & stories known as "Sub-corners". The Corners and their respective Sub-corners are liable to "Crossover" and even connect with one another.
Four Corners explained:
)Earth: Starting with "Earth", home to an abundance of "Action & Adventure" series featuring primarily humanity through various times in history (I.e stories can take place anywhere from Ancient times all the way to the Modern era and beyond).The majority of stories told on Earth feature subjects & characters such as war, criminals, detectives, espionage, politics, assassins, soldiers, super soldiers, spies, mutants, zombies, magic, warriors, martial artists and then some.
There are also Earth's five sub-corners, starting with the "Underworld", home to the stories of "Urban Fantasy" about the supernatural & often cruel world of Vampires, Gargoyles, Lycans and much more all vying for survival and power while living just under the periphery of human civilization. The Underworld explores the supernatural civilization that has co-existed alongside humanity since ancient times.
Then the second Sub-corner, the "Holy War", a myriad of stories using lore based on the many “Mythologies & Folklore” of various human cultures, these stories follow the secret, ancient, bloody war of the Celestial Church. The Celestial Church is a 2000 year old clandestine organization of holy; warriors, soldiers, mages, knights, nuns, monks and more gathered from the many religions & cultures from around the globe to be the stalwart shield & sharpened blade against the supernatural, the unending swathes of powerful demons attempting to invade Earth and the unspeakable evil entities from alternate dimensions all of which has threatened humanity since it's conception.
Then the "West Coast Tales", a dramatic & grounded anthology series based in and around the West Coast of America. In every story we follow new characters in vastly different situations in life as they deal with family, drama, violence, romance, finances, sickness, coming of age, natural disasters, etc.
Then, the "Virtual World", a video game-like dimension that is home to various "LitRPG" focused stories. The Virtual World is directly connected to Earth via the highly popular, full-body capsule operated VRMMO known as the T.B.G system(Name pending). The Virtual world naturally houses the concept of "Gaming" thus it converts anything that enters it into data that follows its unique laws of reality and thus it has NPCs, Boss fights, Exp, Quest, Stats, H.U.Ds, Builds, Classes, etc.
Finally, the "Kaijin conflict" is the "Kaiju genre" focused storyline about the international conflict between the South Korean based Iskandar Industries with a human mutant sub-species known as the Kaijin. The Kaijin have superhuman abilities and are liable to become animalistic and go on a rampage; they also have the ability to transform into giant destructive monsters known as Kaijus.
)Naatherlands: The next Corner, the "Naatherlands", a large somber dimension that is home to the land of the "Supernatural & the Macabre". With it having stories of Vampires, Lycans, Gremlins, Gargoyles, Witches & Warlocks, horrific wildlife & flora and warring factions led by barbaric warlords. There is also varying levels of industrialized magic-based technology all in the backdrop of a Victorian era-esque(Gaslamp) setting.
And it's singular sub-corner the "Court of Blood", a "Political" focused series that shows the inner workings of the cunning, devious and often blood thirsty motives and actions of the royal members and leading factions of the upper echelon of the Naatherlands as they go about the cruel game of politics.
)Intergalactic: Third Corner, the "Intergalactic" is the setting encompassing the vast Cosmos of which Earth is a part of. The Intergalactic is home to various "Sci-fi" stories full of aliens, robots, artificial intelligence, spacecrafts, advanced and futuristic weapons & technology, interstellar bounty hunters, psychic power wielding warriors as well as galaxy spanning empires and Interstellar warfare.
Its first Sub-corner, "The War of Order & Chaos" is a "Mecha" inspired set of stories about the eternal struggle across the known universe between the immensely powerful chosen warriors of Order & Chaos known as the "Exuu'd". The Exuu’d are random individuals chosen from around the cosmos, if Chaos they are made to spread destruction, misery & death, if Order they are made to spread salvation, love & positivity. For the side of Chaos an Exuu’d can be criminals, scumbags or even prolific serial killers, for Order the Exuu’ds can be lawmen, samaritans or even average civilians. Regardless of origin the Exuu'd all fight each other for the very balance of the Cosmos. They are also gifted the powerful, sentient mechanized beings known as the Exxoms(Mechas) to assist in their endeavors. Exxoms all have unique designs, personalities and weapons & abilities.
Its second Sub-corner "Aon", a "Sword and Planet" inspired storyline, planet and accompanying solar system. The Aon system is locked outside of time & reality and for unknown reasons travelers from the Intergalactic, Interdimensional and even across time get pulled into the mysterious system by an unknown force. Since being secluded by conventional time both the inhabitants & technology have progressed in a way that there are varying levels of technology. There are crude medieval swords & armor as well as lasers, bolters, throwers and other advanced energy weapons. All inhabitants of Aon regardless of age and race are magically kept in their prime age & appearance. There is also a special & powerful magic known as "Laasa", that only women can harness and use. This has led to the majority of the system being ruled or fought over by factions of women led armies and warriors.
)Interdimensional: Lastly, the "Interdimensional", a catch-all term referring to the nigh-infinite Dimensions that make up the JoeVerse Prime. The Interdimensional is home to many genre blending stories of action, fantasy, science fiction and adventure all in the backdrop of numerous and radically different settings. This corner is populated by a myriad of exotic and powerful races such as the Angels of Heaven, the Demons of Hell, the reality warping Mymths, the cosmic beings known as the Balancers, the biologically altered insectoid empire known as the Urrglom, the humanoid Avian warriors known as the Harrpen, the technologically advanced bloodthirsty androids the Praeoids and much more.
It's first Sub-corner the "Collegium Historia", an “informational” adventure series about an interdimensional group of like minded Scholars, Zoologist, Historians, Explorers and Warriors that work towards the detailed exploration & documentation of the untold number of dimensions and the species & culture they may hold. With the group being led by the renowned, cantankerous explorer and swordsman Scuto Magnus.
Then it's second Sub-corner "The Fantastical Land of ORBIS"(Name pending), a standalone "High-fantasy" world full of adventure, danger, magic and awe. With ORBIS being an immense landmass the size of Earth. ORBIS is also full of creatures & beings such as Orcs, Elves, Dwarves, Dragons and so much more. There are also a slew of fantasy iterations of medieval humans cultures e.g Daiyomondo Empire(Feudal Japan), Gyellhaer(Viking Age Scandanavia), Kingdom of Stanum(Chivalric Knight era Europe) and the Shou Chongtu Empire(Warring States period China).
JoeVerse Fun Facts:
Shared Universe definition: A Shared universe is a fictional universe in which multiple independently created works are set. One or more authors may contribute works to a shared universe. The works within the universe may share characters and other story elements, with or without continuity.(For more detail please check the official Shared Universe Wikipedia. (https://en.m.wikipedia.org/wiki/Shared_universe)
The concept of the “Corners & Sub-corners" are inspired by and based on the genre, character & location organization of Marvel and DC Comics.
Non-Canonically, the characters Cole Xaiver, Aiden Steel and Joseph were the first JoeVerse characters ever created in that order. With each of these characters being made to embody an aspect of the aforementioned media entertainment, Cole (Western media & concepts), Aiden (Eastern (Anime) media & concepts), Joseph(a mixture of both).
The JoeVerse Multiverse is strongly inspired by and to some extent based on fictional works such as, the Marvel universe from Marvel Comics, the DC universe from DC Comics, the Image Universe from Image Comics, Star Wars from George Lucas, the Halo series from Bungie, the Dragon Age series from Bioware, the Borderlands series from Gearbox Software, the Godzilla series by Toho, the Resident Evil series by Capcom, the Gears of War series by (Cliff Bleszinski) Epic Games, the Skyrim & Fallout series by Bethesda, the Call of Duty series by Activision, the Metal Gear(Big Boss) series by Hideo Kojima, One Piece by Eiichiro Oda, the Spawn series by Seth McFarlane, Dragon Ball Z by Akira Toriyama, Overgeared by Park Saenal, Solo leveling by Chugong, Sword Art Online by Reki Kawahara, Psycho Pass by Gen Ubrobochi, the Elex series by Piranha Bytes, A Song of Ice and Fire/Game of Thrones by George R.R Martin, Starship Troopers series by Paul Verhoeven, Avatar by Nickelodeon, Samurai Jack by Genndy Tartakovsky, Ben 10 by Man of action, Bakugan by TMS, Kingdom by Yasuhisa Hara, One Punch Man by One, the Nasuverse/Type-Moon universe by Type-Moon, Ready Player One by Ernest Cline, RWBY by Rooster Teeth, the Tank girl series by Deadline, the Warhammer 40k universe by Games workshop, Street Fighter from Capcom, Mortal Kombat from Midway Games, the Transformers series by Hasbro, the Gundam series by Yoshiyuki Tomino, the Matrix by the Wachowskis, James Cameron's Avatar by James Cameron, Mad Max by George Miller, Fist of the North Star by Buronson, literally all Zombie Media in general and much much more.
submitted by Leon_Steel to worldbuilding [link] [comments]


2024.05.13 22:28 Konseq Endgame and "currencies" need changes

TLDR: There is nothing to do once you have unlocked everything. This kills motivation and the game is destined to loose player once they reach the endgame.
Helldivers 2 rewards players for completing missions with XP, requisition slips, and samples (if you manage to collect and extract them) + super credits if you find any. These are what I consider "currencies". All "currencies" (except super credits) are capped. No further currency is added once you reached the cap.
Once you have unlocked everything, you will soon reach the cap for all of these currencies. There is basically no reward for doing missions (except super credits) once you reached that point. I see this a serious issue. I have reached this point pre current warbond and am about to reach this point again in about 2 days. There is just nothing left to do for me after this point.
Here is my proposal:
  • Give us options to use requisition slips for other things than unlocking things.
  • Give us options to trade in samples for requisition slips.
  • Give us things to do and rewards once we reach the endgame.
Potential options:
  • Let us be able to invest requisition slips into additional things for missions.
  • I want to be able to buy additional single air strikes or orbital strikes beyond the regular 4 slots. Each aiorbital strike should cost 5k-10k requisition slips.
  • Let us buy mission specific bonusses for requisition slips.
  • Let us buy special weapon drops for requisition slips or samples.
Please give the endgame/hardcore players a goal to work towards. Please give us something to do. Thank you for listening to my Ted talk.
submitted by Konseq to Helldivers [link] [comments]


2024.05.13 22:24 No_Contact2425 Got denied a promotion and I don't know what to do about it.

I work as a lab tech in an environmental lab in northeast USA. Well, actually, my job title is Scientist 1, but I really only do tech work for reasons that I will get into later. I was hired on as a temp and worked for nine months before they hired me. When I started, there were two other techs, but within 3 months, both of them were gone and I was alone. I carried the department through our busy season and into our slow season before they hired another person.
Now, they officially hired me as a Scientist, with the promise that eventually I will be made a full analyst. I will prep samples and run Mass Specs and produce data and reports and everything that entails being a scientist. I followed that carrot for nearly a year and now we're being told that our department is being moved to a new location on the other side of the state where CoL is ~20-30% higher. When this was announced for our department, all five of us were told that we basically had our pick of any position available to us as well as a retention bonus for staying with the company by September.
Of course, this did not turn out to be true. We were later given a select list of available positions they were looking to fill, most of which were equivalent to both level and pay. I took this opportunity to try and secure an actual promotion, but I was waffling between two specific positions: Analyst and Project Manager. The analyst position would require me to move out to the new location, which I was hesitant to do given the rise in costs. The project manager position would allow me to stay where I am and even allow me the opportunity to work from home, which most PMs do anyway.
So, I was pretty excited to explore both options. I made it abundantly clear that I was both capable and motivated to fill either position, especially when I was already fulfilling many of the PMs responsibilities by talking to clients, solving their issues, and correcting errors in their orders. I had even forced my way over to the analyst side to learn about how to run a Mass Spec. I've also shown that I'm willing to come in on weekends and stay late to make sure I fill my duties. I have a streak of overtime weeks that spans several months, and everytime they offer overtime, I always take it. I even work in other departments to help them achieve their goals.
So, I feel I've proven beyond a doubt my work ethic and commitment to my job. So I was able to sit down with both of the managers of each respective position and the district manager. Again, I promoted myself as a viable candidate for each position, but I also voiced my concerns with pay. I let them know that my primary concern between these two positions is the level of pay. That would be the likely deciding factor for me. I also made it clear that for the Analyst position, I would need help relocating to the area. They told me they understood, and even wrote up a proposal for a $2500 relocation package for that position. This would really only cover one month's rent for a one bedroom apartment in the area, which means I would be required to pull money out of my bonus just to complete the move.
I interviewed three times for both positions and asked all of them which position would pay more. Both of the lab managers had told me that in the long run, PMs net more than analysts, but that didn't really answer my question until I asked the district manager. He confirmed that both positions pay the same. I took a night to sit on everything and think about what I want and what I need out of my labor for this company.
Of course, my final decision was the PM position. I explained to them that it just does not make sense for me to take a position that increases my costs over a position that could potentially lower my costs when both positions pay the same. Especially if I need to pull money out of my bonus just to move. I'm already struggling with living costs, and that bonus would be extremely helpful in eliminating a significant amount of debt for me. I could not justify taking on a net loss.
That was about three or four weeks ago, and my general sense of the interviews were good. I felt like I got along well with everyone. All of the managers I spoke to seemed happy and excited to take me on. None of them voiced any kind of trepidation at my questions or comments about pay. They all reassured me they understood what I was saying. We also talked about the responsibilities of each job and what my capabilities were and that I would need training for both positions regardless. I walked away thinking that I was guaranteed a promotion.
Cut to today, and the hiring manager for the PM position tells me they're considering other options. Now, I should highlight here that this PM position is specifically for the department that I have been working in. I have experience handling the equipment, processing orders, troubleshooting problems that relate specifically only to my department. I'm a prime and ready candidate that just needs a little more investment. Instead, I was rejected with no real specific reasoning in the email.
I replied asking for specific reasoning, but decided to leave early because I just couldn't really handle being there after that. My boss called me just a few minutes ago and we chatted about it. He told me that I "interviewed terribly" because i was "only focused on money" and "didn't talk about the job." This is not true and I exploded. I was yelling and cursing at my boss. I have never done that.
My boss is a little more relaxed I suppose as he just listened to me, reassured me that he understands, and that he and our general manager were going to have a meeting with the hiring manager and the district manager. I like my boss and I do believe he is advocating for me, but both him and our general manager were the ones leading me on with the promise of being trained as an actual scientist.
Now, I don't know what is going to happen. Most likely, I still won't be getting that job, but I don't know where else I could go, or if another position is still available. Work has been slowing down across the entire lab for some reason. I don't want to spend another year doing tech work. I'm 35 years old, I own basically nothing, I don't have any family support, no girlfriend, no wife, no child. I'm completely on my own and everything is just getting worse.
Should I just start looking for a new job? I really need that bonus, but I don't want to jeopardize my career working for a company that refuses to help me advance.
submitted by No_Contact2425 to careeradvice [link] [comments]


2024.05.13 22:24 SuperIntHuman Showcase Your Administrative Skills in a Portfolio

Creating a compelling portfolio to showcase your administrative skills can significantly enhance your chances of landing a job or client. Here’s how you can effectively display various administrative competencies with these suggestions:

1. Email Management (Real Estate VA)

Skill: Organize and prioritize emails. Portfolio Display: Include screenshots of an organized email inbox with categorized folders, highlighting how you effectively manage high volumes of emails and prioritize critical communications.

2. Calendar Management (E-commerce VA)

Skill: Schedule and manage appointments. Portfolio Display: Display a sample calendar featuring well-coordinated tasks and meetings, demonstrating your ability to maintain a structured and efficient schedule.

3. Meeting Coordination (Paralegal VA)

Skill: Set up and coordinate logistics for meetings. Portfolio Display: Present a timeline or checklist used to organize a complex meeting, showcasing your attention to detail and organizational skills.

4. Travel Arrangements (Executive VA)

Skill: Plan and book travel itineraries. Portfolio Display: Show a detailed itinerary for a multi-city business trip, emphasizing your ability to handle intricate travel plans and ensure smooth travel experiences.

5. File Management (Medical VA)

Skill: Organize digital and physical files efficiently. Portfolio Display: Provide before and after screenshots of a digital filing system, illustrating your capability to streamline and organize extensive documentation.

6. Data Entry (E-commerce VA)

Skill: Accurately input data into systems. Portfolio Display: Highlight a complex spreadsheet used to track inventory, reflecting your precision and meticulousness in data management.

7. Document Preparation (Paralegal VA)

Skill: Draft and format key documents. Portfolio Display: Include redacted samples of legal documents or briefs prepared, showcasing your proficiency in document preparation and attention to legal standards.

8. Expense Tracking (Startup VA)

Skill: Manage and report expenses. Portfolio Display: Showcase a visual expense report or graph, demonstrating your ability to track and analyze financial data effectively.

9. Customer Service (Retail VA)

Skill: Handle customer interactions. Portfolio Display: Provide testimonials or feedback from satisfied customers, highlighting your excellent customer service skills and ability to resolve issues.

10. Research (Academic VA)

Skill: Conduct detailed internet research. Portfolio Display: Summarize a research report or case study created, illustrating your thorough research capabilities and attention to detail.

11. Content Management (Marketing VA)

Skill: Schedule and manage online content. Portfolio Display: Show a content calendar and corresponding posts, demonstrating your ability to plan and execute content strategies effectively.

12. Invoicing and Billing (Freelance VA)

Skill: Prepare and manage invoices. Portfolio Display: Display samples of invoices created with annotations on the process, highlighting your accuracy and attention to detail in financial transactions.

13. Database Management (Non-profit VA)

Skill: Update and maintain CRM systems. Portfolio Display: Provide screenshots of a cleaned and organized database, showcasing your efficiency in managing and maintaining large data sets.

14. Project Management Support (Tech Startup VA)

Skill: Assist in managing projects. Portfolio Display: Include a project timeline or milestones achieved, reflecting your contribution to project planning and execution.

15. Event Planning (Corporate VA)

Skill: Assist with event logistics. Portfolio Display: Provide a detailed event plan or a post-event report, showcasing your ability to manage complex event logistics and ensure successful outcomes.

16. Social Media Management (Fashion VA)

Skill: Manage social media interactions. Portfolio Display: Present before and after analytics reports to show growth, demonstrating your effectiveness in enhancing social media presence and engagement.

17. Proofreading and Editing (Editorial VA)

Skill: Review and edit documents. Portfolio Display: Display before and after excerpts of edited content, highlighting your keen eye for detail and ability to improve text quality.

18. Task Prioritization (General VA)

Skill: Manage and prioritize tasks. Portfolio Display: Provide an example of a to-do list tool with prioritized tasks, reflecting your ability to organize and prioritize workloads efficiently.

19. Communication Liaison (Legal VA)

Skill: Communicate between departments. Portfolio Display: Outline a communication protocol created, showcasing your ability to facilitate effective communication within an organization.

20. Technical Support (IT Support VA)

Skill: Provide basic IT help. Portfolio Display: List common issues resolved with steps taken, demonstrating your technical troubleshooting skills and problem-solving abilities.
By presenting your skills through tangible examples and visual aids, you can effectively convey your competencies to potential employers or clients. Regularly updating your portfolio with new projects and feedback will keep it current and reflective of your evolving expertise.
submitted by SuperIntHuman to VirtualEmployeePH [link] [comments]


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