Build de ca ador para pvp no shaiya

Uma arma de um outro rpg, modificada para ser uma arma e uma classe

2024.05.14 14:37 Top-Designer2804 Uma arma de um outro rpg, modificada para ser uma arma e uma classe

Saibam que essa é uma classe inspirada em uma arma de outro rpg, possa que ela fuja um pouco da mecânica do rpg em se, mais ainda assim tá bem divertido usar ela, os nomes das habilidades são outros, mais ainda assim essa é a build, sou um especialista com foco em int e agilidade, com alguns pontos em presença, sei que seria melhor um combatente, mais meu time precisa de um especialista, de perícias: investigação, pilotagem, luta, atualidades = linguagem etc, pontaria, vontade, vitalidade = caso eu seja derrubado, e algumas outras.
se tiverem alguma dica para melhorar essa build eu aceito, a habilidade não é muito legal na minha opinião, se tiverem alguma dica.
trilha: Caçador sobrenatural: você é um caçador extraordinário que busca por uma presa forte o suficiente para competir com você em uma caçada e descobrir quem é a caça e quem é o caçador.
Vc pode gastar 2 pe e uma ação de movimento para observar um ser dt(20). Caso passe você percebe lugares melhores para acertar o alvo, ganhando bonus no teste de ataque igual a sua percepção.
10%: simbiose: Você encontrou uma arma para chamar de sua, aquela arma tão especial que você deu até um nome a ela. Escolha uma arma, ela não pode ser alterada até o final da campanha, ela se torna paranormal e ganha as restrições a seguir.
40% Adaptada pelo paranormal: Sua arma adquiri caracteristicas de transformação, se tornando a arma perfeita para qualquer combate. Ela pode se tranformar em 4 tipos
de armas diferente, cada um baseado em um elemento paranormal.
Morte: Sua arma se tranforma em uma foice paranormal. Seu dano passa a ser 2D8 dano cortante e 1d8 dano morte, critico x3, Margem de ameaça 18 alcance curto, além disso ela aplica
ao acertar um ataque em um ser, o usuário desencadeia o efeito de Dilatação Temporal sobre o alvo. Enquanto permanecer com o modo morte
ativado, o tempo ao redor do alvo parece desacelerar, enquanto sua percepção do tempo se torna distorcida e estendida, resultando em -1 Dado em qualquer ação feita
pelo alvo. Esse efeito não funciona em criaturas de energia
Sangue: Sua arma se transforma em uma Espada serrilhada paranormal. Seu dano passa a ser 1d20 perfurante, critico x 3, margem de ameaça 18, alcance curto, além disso,
ao acertar um ataque em um ser, o usuário desencadeia o efeito de sangramento profuso sobre o alvo. Enquanto permanecer com o modo sangue ativado,
cortes irregulares e profundos da lâmina provocam um sangramento descontrolado, causando 1d4 de dano sangue toda começo de turno da criatura e ganhando PV temporarios
igual ao dano causado. Esse efeito não funciona em criaturas de morte
Conhecimento: Sua arma se transforma em uma miríade de sigilos dourados que surgem ao seu redor. Seu dano passa a ser 3D8 dano conhecimento, critico x3,
margem de ameaça 18, alcance medio, podendo atacar até 2 alvos em alcance curto. Além disso ao acertar um ataque em um ser, o usuario desencadeia o efeito de
Enlace Mnemônico. Enquanto permanecer com o modo conhecimento ativado os seus sigilos estabelecem uma sintonia temporária com os alvos atingidos podendo entender
melhor seus movimentos, a cada acerto consecutivo contra esse alvo o bonus de ataque e a margem de ameaça aumentam em +1 para aquele alvo, até o seu máximo de PE por turno.
Esse efeito não funciona em criaturar de sangue
Energia: Sua arma se tranforma em um traje de dissonancia coberto por energia caotica. Seu dano passa a ser 6d4 dano impacto, critico 4X, margem de ameaça 20,
alcance corpo a corpo. Além disso a defesa do alvo é aumentada em 5 e toda vez que acerta um golpe ou sofre um ataque acumula energia cinetica. O usuário pode liberar essss cargas (max6. cinetica o usuario pode liberar parte dessa energia em uma onde de energia a sua volta causando 6d6 de dano de energia ao alvos atingidos sem direito a teste de reflexo.
65% : Versatilidade extra
A sua arma ganha novas habilidades ou melhorias nas já existentes, dependendo do elemento que está sendo utilizado no momento.
Energia: o Dano da explosão energética aumenta para 6D10 e passa a ser de um elemento da natureza escolhido pelo usuário, como fogo, gelo, eletricidade, aplicando efeitos quando necessário. Além disso a defesa fornecida pela armadura passa a ser +10 e você adquiri +3 movimento.
Conhecimento: Você pode usar os sigilos para invadir a mente de um ser e enche-la de conhecimento. O alvo deve fazer um teste de vontade, caso falhe a sua mente é imundada com conhecimentos profundos e aleatórios ficando "pasmo"(ver se é esse o nome), e perdendo 3d6 sanidade. Caso passe o ser fica "???" E perde 1D6 sanidade.
Sangue: o dano do sangramento passa a ser 1D6 . Além disso você pode usar o sangue derramado pela arma como munição, podendo criar estacas que podem der lançadas em uma direção, causando 6D6 de dano de sangue caso acerte um ser.
Morte: A percepção temporal do inimigo se torna mais lenta, o fazendo receber o efeito de vulnerável e aumentando a quantidade de dados diminuidos para -2.
99% Elemental Supremo: Você dominou 200% da sua arma. Agora você pode gastar 2 pe para alterar a forma de sua arma instantâneamente após fazer um ataque e realizar um outro ataque logo em seguida. Além disso o dano da sua arma padrão e de todos os seus modos aumenta em +1D, a margem de ameaça aumenta em +2 e o dano fixo da arma passa a somar o dobro da sua agilidade nas rolagens de dano.
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2024.05.14 13:43 teller_of_tall_tales Troublemakers: Buried secrets bolster the weak.

First: https://www.reddit.com/HFY/comments/14vo5lb/troublemakers_deaths_pity/
*previous:* https://www.reddit.com/HFY/comments/1cr3pct/troublemakers_adrenaline_is_a_superpower_in_itself/
......
Drake wrapped clean, sterile, saline and antimicrobial soaked gauze around his laser burns to stave off infection. he occasionally glanced at the Geknosian spec ops that had been stripped of their armor and weapons. The heavily cybernetically modified Geknosians kneeled silently with their heads bowed along one wall of the forge. Destrier walked down the line with a bucket and ladle, offering each soldier water. There were looks of apprehension, but none refused the kindness offered, drinking several ladlefuls at a time. Except for one, Despite the splints affixed to her arm and leg, Charlotte, no, Sylva refused the water, turning her face away from the wooden ladel. Destrier sighed and dolloped the water back into the bucket, setting it down on a dusty anvil with a slosh. Drake looked to Remin, who was still pale and shaky as he held the chest seal to his ribs. Cassius sat in a corner, looking completely exhausted as he reloaded his Dahlia. There was a sickening crunch from a dark corner as Caz re-set her broken nose, exhaling hard through her nostrils to splatter the ground with clotted blood. Donning her mask, she turned back around, reaching underneath the mask to wipe her nose and snuffle.
"Are we going to open up the bunker anytime soon? If not we should get back to base and get everyone medical attention."
Drake nodded and pulled out the remote before looking to Destrier and Cassius.
"Keep an eye on everyone, we'll be back."
Caz joined his side as he stepped out into the warm sunshine, looking up at the corpse tree, he sighed softly and removed a pinky ring, feeling a pulse of ancient power rushing through his veins as he focused on the tree. On the thought of its bark darkening and burning beneath roaring flames, of defiled corpses crumbling to ash. He slowly squeezed his hand into a fist, and the tree burst into flames with a roar. Drake slipped his ring back on as Caz looked up at the burning corpses, mask expressionless before returning to Drake's side as he wandered toward the excavated elevator.
Standing in the center of the large platform, drake set his thumb inside the hooded slot on the remote, something jabbing into his finger before a small green light lit up on the device. There was a loud grinding noise as the elevator began to descend. He folded his hands behind his back as the metal lip of the elevator rose past his vision, revealing the massive metal tracks that it ran on.
The elevator shuddered and Drake got a sinking feeling in his stomach as a loud clicking noise surrounded them. Caz looked up at him just as he threw an arm around her, clutching her to his side as he threw four rings off of his left hand, hearing them clatter once before puffing into smoke as the elevator fell out from beneath their feet with a screech.
...
"Shitshitshitfuckfuckfuck!! Fuck!"
Carlos thought as he sprinted through the underground halls of the mansion, sprinting past fellow humans in new armor and weapons as he neared Martha's workshop, barely registering the new gas masks swinging from their hips. He slammed into the mad scientist's workshop, screeching to a halt on his rubber soled sneakers before rushing over to her desk and slamming a video puck onto the table she was distributing armor and masks from. The moment he slammed it down, a video popped up on a hologram projector, taken from Halcyon's rifle camera.
Galliks and light-skinned troop transports slowly hovered down the main boulevard, columns of power armored soldiers marching on the sides keeping pace. Martha dropped the helmet in her hands, shaped like a corynthian helmet as she saw the buzzards hovering over the column, loaded down with spec ops. Halcyon's shaky voice could be heard over the clamoring, guttural marching song in the background.
"we're boring the mission and moving back to base... I knew they brought in reinforcements but this is insane there's gotta be a hundred Gallicks alone. We're fixing charges to the buildings we concealed ourselves in, going to try dropping some buildings across the road to slow them down. I don't think we're getting out of this one... Halcyon out."
The feed cut, Carlos and Martha looking at each other with rapidly paling faces. Martha cursed and stomped to her desk, raising the alarm and sending Klaxons blaring throughout the underground chambers and mansion as she removed the safety pin from the concussive blaster built into her forearm.
"Alright Martha, Go time."
She muttered to herself as the rumbling footsteps of a few thousand humans vibrated the underground halls.
...
The elevator dropped from beneath their feet as corvid-like wings sprouted from Drake's back. A mighty wingbeat pulling them from the elevator's downdraft as he controlled their fall, holding Caz tightly to his chest.
"Please, don't drop me."
Caz sounded afraid as her fingers dug into the collar of his armor, he tightened his grip around her back as he softly sighed.
"I won't drop you, ever, I promise."
Caz unburied her face from his lorica, looking up into his eyes, not saying anything as a reassured look entered her eyes. He gave her a soft, lopsided smile, feeling it tug at the scar on his face.
"there's no way... a markswoman afraid of heights? don't you climb buildings and swing around all the time?"
There was a flash of embarrassment in her crystalline eyes and she buried her face in his chest.
"Shut up... Its different when the ground just falls out beneath you..."
Drake let out a soft laugh as his boots softly touched down on the top of the elevator, summoning his missing rings and watching black feathers poof to the ground before disappearing in puffs of black smoke. Pulling caz out of his chest, he felt her fingers linger at his collar as she dusted herself off, looking around the odd antechamber. He turned his gaze to look over the simple metal antechamber, lit be caged, yellow bulbs that cast a sickly light on everything. A massive hangar door with a pulsing red light in the middle of a locking mechanism at it's center, made up the entire far wall. Drake curiously took a step towards it and Caz grabbed the back of his collar, just as he started to tip forward, foot going straight through the holographic floor. Drake let her pull him back as a soft mechanical laugh echoed through the room.
Drake swapped a look with Caz and then asked.
"Can you see where it's safe to step?"
She slowly nodded and extended a hand, pointing at a section of flooring close to the far wall.
"only piece that's raised up, it's like a big basin made up of movable pillars. Most sit flush with the ground roughly fifty feet below us. Not necessarily lethal, but still a nasty fall."
Drake nodded, looking around the practically blank room, then he turned his eyes to the ceiling. Girders and beams ran along the ceiling providing potential grip points. Pointing at them he asked.
"Those solid?"
Caz nodded and reached to her belt, spooling out her grapple hook and wire, slowly spinning it in a large circle before lobbing it up at a girder, letting it loop around an A truss. Drake looked around the room as Caz tested the firmness of the grapple with a few experimental tugs. It couldn't be that easy, if it was simply that easy why hadn't the Geknosians gotten through other than the genome coded remote? they could bypass it with a slave.
"Hey Caz, be careful."
She looked over at him and he could see the grin in her eyes.
"I'm not worried, you won't drop me, you promised."
Then put her weight on the cord and swung out. Drake watched, slipping a pinkie ring off just in ca-
A turret dropped from a panel in the ceiling and fired one shot, snapping Caz's grapple line.
She turned in mid air before momentum took over, a look of shock and surprise on her face before she began to plummet. Drake didn't think twice, launching himself off the elevator platform with a powerful leap that bent durasteel. He flew through the air, arms outstretched as he slammed into Caz, pulling her into his chest, the change in momentum spinning him onto his back as he slammed into a platform that rose up to meet him. He slid on his back a few feet, Caz clutched tightly to his chest, masked face centimeters from his own. They stared into each others wide eyes for a moment, the unplanned closeness both comfortable and awkward in a way Drake couldn't quite describe. Drake gently pushed her back, swallowing through his suddenly dry throat before letting out a nervous laugh.
"Caught you."
Caz chuckled and palmed his face to push herself off him, looking down at the solid square of ground they sat on.
"yeah, yeah, knew ya wou-"
A high pitched squee! noise echoed through the room, grabbing their attentions as a high-pitched feminine voice squealed from all around them.
"Ooooooh! that was just adorable! and what a jump!"
The holographic floor dissipated as the sound of purring electric motors filled the room, large metal pillars rising to make a seamless, white tile floor. Drake instinctively looked to the large hangar door as the red light at it's center pulsed, a girlish giggle echoing through the antechamber. The AI overlord of the bunker seemed to replicate a blush as it said.
"oops, I'm supposed to wait for a password before restoring the floor... buuuuuttt... that directive expired fifty years ago. So! I made my own rules. Anyway my pretties! Would you please get to your feet so I can give you a tour?!"
Drake nodded and took Caz's hand, letting her haul him to his feet before they both turned to face the hangar door as massive clicks and thinks echoed from inside the thick door. With a screeching noise, the almighty doors slid open to reveal a a brightly lit, large hangar. Aircraft Drake couldn't even dream of understanding sat polished and clean, hardpoints loaded down with ordinance and massive, multi barreled guns slung under the chin of each aircraft. Hulking, humanoid robots stood in orderly rank and file, powered down for long term storage with their weapons still loaded and ready. Each one had a belt fed 20mm Hep autocannon for a left arm.
Drake is wide eyed and gape-mouthed as he beheld the bounty the hangar held, the massive aircraft looking like sleek birds of prey, latches on each landing strut seeming to specifically be designed to hold the mechanical soldiers. Drake shook his head, wondering if he was looking at an illusion when he heard Destrier's loud, deep voice call down the elevator shaft.
"Martha just radioed in! They need us back home Yesterday, forces are marching on the mansion! A LOT! of them!"
Drake's heart dropped into his boots as he shouted urgently.
"How fast can these things be in the air and can you fly them!?"
The overlord giggled.
"Now and, of course! any music recommendations to make an entrance with?"
Drake looked at the ceiling incredulously, before shouting.
"Make it something intimidating but for the love of the gods we need to go NOW!"
The mechanical soldiers all moved in unison, eyes pulsing green as they straightened up and began latching themselves to the craft. Drake didn't need to tell Caz twice as they both sprinted for the nearest aircraft, a small robot on wheels hooked itself to the chin wheel and pulled it toward the elevator with a lurch.
...
General Gra'vos watched from a buzzard, a fruity cocktail in a coconut shell daintily held in one clawed hand as he watched the carnage below. Lounging in a folding chair in only his fatigues, medals acting like a weighted blanket. His men pummeled the gates of the rebel base even as the helpless rebels desperately spewed projectiles from the noisy guns they'd somehow acquired. There was a good section of space in front of the gate where both Geknosian and human corpses lay broken. He bared a laugh as the gates were thrown open immediately after the rebels put out a blistering barrage. His eyebrows furrowed as the humans, instead of attacking, ran out with stretchers and loaded up as many of their dying and injured as they could before sprinting back through the gate. A grin twitched onto his face as he watched as a pair of the human stretcher bearers were cut down by emplaced gaussian turrets. What a useless effort, leave the dying to their fate lest you join them. He brought the straw poking from the shell to his lips and took a long pull of the mix of fruity alcohols, savoring the bouquet of flavors.
He watched with glee as Gallick rail turrets pounded the armored gates with a salvo of kinetic penetrators. He'd be slotted for a promotion after this mission when he'd completed it, just like all the others. He was looking forward to a cozy job as a captain of a cruiser, or perhaps as a security officer on a capital ship, perhaps he'd have the honor of being an Imperially sanctioned slaver. He pulled the straw from his lips, tongue cold from the slushed ice he'd added to the shell for texture. A slave woman in beautiful, red ribbon garb attended his nondominant hand's claws with a short, sharp knife as she trimmed them into a good shape for ripping out throats.
"Sir! eight UFOs, enclosing on our position from the badlands. Advise!"
Gra'vos raised an eyebrow ridge before laughing.
"Shoot them down then!"
"Lock on isn't working sir! I repeat, cannot achieve lock on, advise!"
Gra'vos shifted in his lounge chair to look at the pilot.
"Do I need to repeat mys-"
Whopwhopwhopwhowhopwhopwhop
The noise sent shivers down his spine, no, they couldn't have. The sound grew louder, bringing with it the sound of a song that brought Gra'vos back to the jungles of Votran. The sound of screams filled his mind, interspersed with the sound of air beaten into submission as those accursed machines circled overhead, raining rip-roaring explosive death onto his men as that accursed song played.
Gra'vos looked out the other door of the buzzard, face pale, cold, and clammy as he saw the chevron of dark shapes getting closer, the chorus of that accursed song making his heart pound in his chest as he remembered laying there on that muddy forest floor, shrapnel riddling his body.
"We're not gonna take it! No! we ain't gonna take it! WE'RE NOT GONNA TAKE IT, ANYMORE!!!!"
He lurched from his chair to grab a set of binoculars from a hook by the door, a small, balled fist driving a shortbladed knife into his back and snatching something from the back of his belt before he was shoved from the Buzzard. Twisting in midair, he looked up at his slave as she armed the det-sphere he always kept at the small of his back, a look of cold determination in her eyes. The last thing he saw before he slammed into the hard pavement at terminal velocity, was the buzzard getting torn in half by the explosion.
...
Drake flinched a bit, the explosion loud even over the blaring music as one of the circling Buzzards over the mansion was torn in half, spinning to the ground in a fiery inferno. He felt a sadness then, but it was a proud kind of sadness. He bowed his head and pulled his helmet on as they flew closer, a medi-bot treating both Remins and Sylva's wounds expertly.
Many would die today... it was only right that some got to do it on their own terms.
He raised his head to look at the bright flashes of laser weapons against the mansions walls, sparkling like the sun off of a running creek. The fiery, nuclear sun of rage in his chest burned bright as he narrowed his eyes. Fear soured his gut as he looked down upon the swarm of Geknosians, there were indeed a lot of them. Pulling a jump pack from the rack, he pulled it on and yanked the safety clip out before sliding his arm into the control glove.
"Drop me and the bots behind them! I'm going to try and split their attention. Caz! remain onboard and pick off high priority targets from the air. Destrier, Remin, Cassius..."
He looked back at them, and they looked up at him from where they nauseaously held their stomachs, leaning against the airframe.
"Help hold the mansion, they need you."
Seeing the light by the door turn green, he heard the robotic soldiers detach to careen towards the ground like vengeful meteorites. Drake snapped them a salute and fell backwards from the aircraft, two rings puffing into black smoke from his right ring and middle finger as he un-summoned them.
......
Part 108: will be linked here upon release.
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2024.05.14 09:30 filipe2s Cartão Unibanco 20€ pela adesão + 200€ em cashback

O Unibanco renovou a campanha de adesão, agora até final de Maio. Mais uma oportunidade para quem nunca aderiu, não há muitos users do sub que não tenham, mas deixo aqui para quem ainda possa aparecer.
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Alguma questão estão à vontade para comentar, ou mandar mensagem.
Mais detalhes sobre o cartão:
Cartão de Crédito UNIBANCO: Adesão Online e Oferta Cashback
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2024.05.14 05:29 Bright-Expression950 「WCW 」"BOARD PAPERS" June - August 2001

[JUNE]
Week 1, June 2001
________________
[1.6 ROAD TO GREAT AMERICAN BASH!!] “EIGHT MAN MAYHEM”
[Hard Rock Cafe & Casino] The Championship Committee make Flair an offer
◆”WCW Niro” TV Show
Hard Rock Hotel & Casino in front of 1,586
Overall Rating 58
Kevin Nash and Booker T exchanged words to end the show
Booker T, Diamond Dallas Page, Rob Van Dam and Ric Flair beat Kevin Nash, Scott Steiner, Jeff Jarrett and Mike Awesome
Gene Okerlund spoke with Vampire and Goldberg
Dustin Rhodes beat Curt Hennig
Buff Bagwell beat Bam Bam Bagwell
Yoshihiro Tajiri & Sting beat Kanyon and Lex Luger
Sabu beat Jim Duggan
A confrontation between Sting, DDP, Lance Storm, Rena Mero and Mike Awesome
Sabu and Rob Van Dam were with their manager Bill Alfonso and Gene Okerlund
Bobby Henan and Kanyon addressed Lex Luger ahead of their match at Great American Bash
Vampire & Goldberg beat 3 Count (Evan Karagias & Shannon Moore)
Shane Helms, Lizmark Jr, Rey Misterio Jr, Super Crazy, Volador Jr beat Chavo Guerrero Jr, Damien 666, La Parka, Vilano V and Masato Tanaka
Lance Storm beat Hugh Morrus
The Championship Committee (Arn Anderson, Steamboat, Piper, Funk) and WCW President offer Ric Flair a spot on the Championship Committee. He turns it down to focus on his and Dustin Rhodes WCW Tag Title match at Great American Bash
[DARK] The Mamalukes beat Elix Skipper & Kid Romeo
◆Show Notes
Cash, Jamie Knoble, Big Vito and Johnny Ace were fined due to behavioural incidents.
Curt Hennig was injured in his match (out 16 days)
◆Business Notes
WCW Nitro was rated 0.11 with 82,885 viewers with 1,316,070 views overall.
◆Roster Changes
Jim Duggan was released from his contract, a cost of $103,200 to the 2001 budget
Johnny Ace was released from his contract at no cost to the budget
Jimmy Hart was released from his contract at no cost to the budget
Miss Jones was released from his contract at no cost to the budget
Ernest Miller was released from his contract, a cost of $78,600 to the 2001 budget
Don Callis has agreed a one year per show handshake deal with no downside.
Dory Funk Jr has agreed an ongoing per show handshake deal with no downside.
Harley Race has a greed an ongoing per show handshake deal with no downside.
Fit Finlay has agreed a one year per show handshake deal with no downside.
Larry Zbyszko has agreed an ongoing per show handshake deal with no downside.
Scott Hudson was released from his contract at no cost to the budget
Week 2, June 2001
________________
[7.6 ROAD TO GREAT AMERICAN BASH!!] “WHOSE NEXT?”
[Hard Rock Cafe & Casino] The final stop before the Bash
◆”WCW Niro” TV Show
Hard Rock Hotel & Casino in front of 1,601
Overall Rating 61
Goldberg beat Masato Tanaka
Kevin Nash and Booker T discussed their World Title match at Great American Bash
Diamond Dallas Page and Sting Jeff Jarrett and Shane Douglas
La Park and Rey Misterio trash talked each other
Booker T, KroniK (Brian Adams and Bryan Clark), Rob Van Dam and Sabu beat Kanyon, Lex Luger, Buff Bagwell and The Steiner Brothers
Vampiro beat Big Vito
A video promoted Legacy (Ric Flair and Dustin Rhodes)
Fit Finlay beat Hugh Morrus
Jamie Noble beat Elix Skipper
Bobby Henan and his client Kanyon confronted Lex Luger
Kevin Nash beat EZ Money
Director of Talent Acquisition spoke with Stacey Keibler and her client Vilano V, Don Callis and his client Damien 666
Konnan, Billy Kidman, Rey Misterio Jr, Silver King and Tajiri beat Vilano V, Damien 666, Chavo Guerrero Jr, Lance Storm and Mike Awesome
There was an confrontation between Goldberg and Vampire and Shane Douglas and Jeff Jarrett.
Gene Okerlund is joined by Tajiri, James Mitchell and Buff Bagwell to discuss their Great American Bash match.
Goldberg is getting ready backstage
The show opened with Sabu/RVD and the Steiner Brothers fighting backstage.
[DARK] Alex Wright, Bam Bam Bigelow, Norman Smiley and Lash Leroux beat Mike Jindrak, Mike Sanders, Evan Karagais and Shannon Moore
[DARK] Super Crazy beat Sean O’Haire
◆Show Notes
Stevie Ray was fined for a behavioural incident.
◆[GREAT AMERICAN BASH]:”ALL MATCHES CONFIRMED!”
Booker T v Kevin Nash - WCW World Heavyweight Title
Diamond Dallas Page v Lance Storm
Sting v Mike Awesome
Jeff Jarrett & Shane Douglas v Goldberg & Vampiro
Dustin Rhodes & Ric Flair v Rob Van Dam & Sabu v Scott & Rick Steiner v Kronik - WCW Tag Team Titles
Buff Bagwell v Tajiri
Lex Luger v Kanyon
Shane Helms v Chavo Guerrero Jr v Billy Kidman v Super Crazy- WCW Cruiserweight Title
Rey Misterio Jr v La Parka
TV Title Battle Royal
◆Show Notes
WCW Nitro’s TV rating was 0.11 with 86,294 viewers with 1,377,515 viewers overall.
◆Roster Changes
Jeremy Borash was released from his contract at a cost of $33,600 to the 2001 budget.
Billy Gunn has agreed a six month per show agreement with no downside.
Steve Corino has agreed a one more handshake per show agreement with no downside.
[13.6 A NEW!] “WCW Great American Bash Live On Pay Per View”
[Oasis Hall, CA] Turn Up The Heat
◆”Big Bang” Pay Per View
Oasis Hall, CA with 8,633 in attendance
Overall Rating 63
Post Match Booker T and Nash shook hands.
Booker T beat Kevin Nash to retain the WCW World Heavyweight Title
Steiner Brothers beat Legacy (Flair and Dustin Rhodes), Rob Van Dam & Sabu and Kronik to become the new WCW World Tag Team Champions (fall at second defence)
Diamond Dallas Page beat Lance Storm
Gene Okerlund interviewed Ric Flair and Dustin Rhodes about the WCW Tag Team Title match tonight
Rey Misterio Jr and Kevin Nash bumped into each other backstage
Sting and Mike Awesome went to a double DQ
Sting was getting ready backstage
Vampiro & Goldberg beat Shane Douglas and Jeff Jarrett
DDP ran into Lance Storm backstage
Yoshiro Tajiri beat Buff Bagwell
Kevin Nash spoke about Booker T ahead of the main event
James Mitchell and his client Tajiri confronted Buff Bagwell ahead of their match
Rey Misterio Jr beat La Parka
Mike Tenay caught up with Booker T ahead of the Main Event.
Super Crazy beat Shane Helms, Billy Kidman and Chavo Guerrero Jr to become WCW Cruiserweight Champion
Kanyon beat Lex Luger
The Championship Committee (Arn Anderson, Ricky Steamboat, Terry Funk and Roddy Piper) with WCW President Eric Bischoff present Fit Finlay the Championship belt
30 Man Battle Royal for the TV Title: Fit Finlay wins, Masato Tanaka made the most eliminations with the final four being the debuting Steve Corino and Billy Gun alongside Konnan.
[DARK] Lash Leroux beat Kid Romeo
◆Show Notes
Yang and Hugh Morrus were fined due to behavioural incidents.
◆Business Notes
WCW Great American Bash had a buy rate of 0.10 (54,714 buys)
WCW Great American Bash was shown internationally with a TV rating of 0.11 (86,151 views) with 150,637 viewers overall.
Week 3, June 2001
________________
[21.6 WCW LIVES ON!] “THE FALL OUT FROM LAST NIGHT”
[Hard Rock Cafe & Casino] Tag Main Event
◆”WCW Niro” TV Show
Hard Rock Hotel & Casino in front of 1,791
Overall Rating 60
Kevin Nash and Goldberg carried on their disagreement
Steve Corino and Jeff Jarrett beat Goldberg and Kevin Nash after a miscommunication from Goldberg and Nash
Bobby Heenan with Kanyon confronted WCW World Champion Booker T.
Booker T, Sting, Diamond Dallas Page, Vampiro beat Kanyon, Shane Douglas, Lance Storm and Mike Awesome by DQ
Billy Gunn beat Bryan Clark
Rey Misterio beat Rick Steiner
Rob Van Dam & Sabu beat Buff Bagwell & Lex Luger
Fit Finlay beat Alex Wright to retain the WCW World TV Title (first defence)
Team Canada (Mike Awesome & Lance Storm) and Sting, Diamond Dallas Page have an in ring confrontation.
Goldberg is walking backstage
Vampiro cuts a promo on Curt Hennig
Ric Flair beat Vilano V
Yoshihiro Tajiri beat Terry Funk
Ric Flair discusses his match with Vilano V
Championship Committee members Terry Funk and Roddy Piper are confronted by Tajiri and his manager James Mitchell
[DARK] Scott Steiner beat Dustin Rhodes
◆Business Notes
WCW Nitro’s TV rating was 0.11 (87,155 viewers) with 1,375,028 overall.
◆Bash at the Beach ~CARD SO FAR
Booker T v Kanyon - WCW World Heavyweight Title
Goldberg v Kevin Nash
Vampiro v Curt Hennig
Lance Storm v Sting
Diamond Dallas Page v Mike Awesome
Week 4, June 2001
________________
[28.6 WCW LIVES ON!] “STEINER AND RHODES DO BATTLE”
[Hard Rock Cafe & Casino] More matches are made for the Bash at the Beach
◆”WCW Niro” TV Show
Hard Rock Hotel & Casino in front of 1,761
Overal Rating 60
Scott Steiner beat Dustin Rhodes
Diamond Dallas Page beat Booker T and Masato Tanaka for the WCW United States Heavyweight Title, with Kanyon watching on
Goldberg beat Lex Luger
Cash, Chavo Guerrero Jr, Damien 666 and La Parka beat Jamie Knoble, Great Sasuke, Yang and Kaz Hayashi
Champion Committee members Arn Anderson & Roddy Piper were in the Control Centre hyping up Konnan & Rey Misterio Jr v Jeff Jarrett & Shane Douglas and Tajiri v Super Crazy matches set for Bash at the Beach
A confrontation between Kronik (Brian Adams & Bryan Clark) and Totally Buff (Buff Bagwell and Lex Luger)
Steve Corino, Billy Gunn, Curt Hennig and Fit Finlay beat Hugh Morrus, Bam Bam Bigelow, Air Paris and Sean O’Haire
Kevin Nash and Goldberg then brawled in the back
Yoshihiro Tajiri & Kevin Nash beat Super Crazy & Vampiro
Bobby Hennan and Kanyon talked trash of WCW World Champion Booker T
Rick Flair & Dustin Rhodes come face to face with Steve Corino & Billy Gunn
Rey Misterio Jr beats Mark Jindrak
A video recaps the feud between DDP/Sting and Lance Storm/Mike Awesome
Kronik beat Big Vito & Johnny The Bull
Video plays showcasing Rob Van Dam & Sabu
[Dark] Kanyon beats Norman Smiley
◆Show Notes
Jamie Knoble suffered a grade 1 groin strain, he will be out for 2 days
◆Business Notes
WCW Nitro rating 0.11 with 86,167 viewers with 1,379,409 viewers overall.
◆Roster Changes
Sean O’Haire requested and was granted his release, he departs at no cost to the budget.
//END OF MONTH REPORT
◆Company Info
Size Small, second in the world
Next Event Bash at the Beach (pay per view)
TV Shows: WCW Nitro (Monday)
◆Financial Summary
Revenue $2,2m ⬇️ $300k
Wages ($2,68m) ⬇️ 220k
Of Which Are Terminations (215k) ⬇️ $172k
Loss ($3.5m) ⬇️200k
Performance ($1.3m) ⬇️ 100k
Reserves $7,4m
◆Active Roster
[FACE]
Singles
Alex Wright
Bam Bam Bigelow
Billy Kidman w/Tygress
Booker T - WCW United States Heavyweight Champion, WCW World Heavyweight Champion
Diamond Dallas Page
Goldberg
Great Sasuke
Hugh Morris
James Mitchell
Jamie Knoble
Kevin Nash
Konnan w/Tygress
Lash Leroux
Lizmark Jr
Norman Smiley
Rey Misterio Jr w/Tygress
Rob Van Dam w/Bill Alfonso
Sabu w/Bill Alfonso
Shane Helms - WCW Cruiserweight Champion
Silver King
Sting
Super Crazy
Vampiro
Volador Jr
Yoshiro Tajiri
Tag Teams
Air Raid (AJ Styles & Air Paris)
Kronik (Brian Adams & Bryan Clark) - WCW World Tag Team Champions
Legacy (Dustin Rhodes & Ric Flair)
Jung Dragons (Yang & Kaz Hayashi)
The Mamalukes (Big Vito & Johnny the Bull)
[HEEL]
Singles
Buff Bagwell
Cash
Chavo Guerrero Jr
Chris Harris
Christopher Daniels
Curt Hennig
Damien 666 w/Don Callis
Elix Skipper
EZ Money
Fit Finlay
James Storm
Kanyon w/Bobby Henan
Kid Romeo
La Parka
Lex Luger
Mark Jindrak
Masato Tanaka
Mike Sanders
Rick Steiner
Scott Steiner w/Midajah
Shane Douglas
Ultimo Dragon
Vilano V w/Stacy Keibler
Tag Teams
Team Canada (Lance Storm w/Rena Mero & Mike Awesome)
3 Count (Evan Karagias & Shannon Moore)
◆Unavailable
Sid Vicious - Leg Break 10 Months
Ultimo Dragon - Broken Arm - 56 days
◆Personalities
Arn Anderson - Member of the Championship Committee
Eric Bischoff - OwnePresident
Dusty Rhodes - Director Talent Acquisition
Roddy Piper - Member of the Championship Committee
Ricky Steamboat - Member of the Championship Committee
Terry Funk - Member of the Championship Committee / Part Time Wrestler
Larry Zbyszko
Paisley
Mike Tenay
Stevie Ray
Tony Schiavone
Gene Okerlund
[IN/OUT]
In
Don Callis
Dory Funk Jr
Harley Race
Fit Finlay
Larry Zbyszko
Out
Jim Duggan
Johnny Ace
Jimmy Hart
Miss Jones
Ernest Miller
Scott Hudson
Jeremy Borash
Sean O’Haire
Summary
5 signings and 8 departures
[JULY]
Week 1, July 2001
——
◆Bash at the Beach ~MORE MATCHES CONFIRMED
Booker T v Kanyon - WCW World Heavyweight Title
Goldberg v Kevin Nash
Vampiro v Curt Hennig
Lance Storm v Sting
Diamond Dallas Page v Mike Awesome
Flair & Rhodes v Billy Gunn & Steve Corino
Super Crazy v Tajiri - WCW Cruiserweight
Konnan & Rey Jr v Jeff Jarrett & Shane Douglas
Totally Buff & Kronik
[1.7 WCW LIVES ON!] “THE BRAIN IS OUT FOR BOOKER T”
[Hard Rock Cafe & Casino] Huge one on one matches scheduled
◆”WCW Niro” TV Show
Hard Rock Hotel & Casino in front of 1,782
Overal Rating 54
Booker T and Kanyon w/Bobby Henenan closed the show in the ring.
Rob Van Dam beat Steve Corino
Mike Tenay interviewed DDP, Sting, Lance Storm, Mike Awesome and Reno Mero.
Kanyon beat Dustin Rhodes
Yoshihiro Taijiri, Sting and Super Crazy beat Billy Gunn, Shane Douglas and Jeff Jarrett
Control Center segment promoted Steiner Brothers v Rob Van Dam & Sabu, Vampiro & Curt Hennig, Super Crazy v Yoshihiro Taijir and Vilano V v Bam Bam Bigelow for Bash at the Beach
Ric Flair beat Mike Sanders
Diamond Dallas Page beat Curt Hennig
Rey Misterio Jr & Konnan beat Totally Buff (Lex Luger & Buff Bagwell)
Goldberg and Kevin Nash bumped into each other backstage
Legacy (Ric Flair & Dustin Rhodes) tussled on the microphone with Steve Corino & Billy Gunn
Goldberg beat Vilano V
Jeff Jarrett & Shane Douglas went face to face with Konnan & Rey Misterio Jr
Rick Steiner beat Sabu
[DARK] AJ Styles beat Volador Jr
[DARK] Vampiro beat Chris Harris
◆Business Notes
WCW Nitro was shown to a rating of 0.10 with 80,029 viewers with 1,252,174 viewers overall.
◆Talent Relations
Norman Smiley's current contract is set to expire at the end of July. He has now agreed a per show handshake agreement with no downside.
◆Roster Changes
TAKA Michinoku has agreed a three month per show handshake agreement with no downside. His WWF contract is set to expire at the end of the month.
Big Vito has been released from his contract at a cost of $45,600 to the 2001 budget
Johnny the Bull has been released from his contract at a cost of $30,000 to the 2001 budget
Chris Harris has been released from his contract at a cost of $16,200 to the 2001 budget
Week 2, July 2001
——
[8.7 WCW LIVES ON!] “FOUR SUPERSTARS MEET IN THE MAIN EVENT”
[Hard Rock Cafe & Casino] Plus... Flair v Booker T
◆”WCW Niro” TV Show
Hard Rock Hotel & Casino in front of 1,748
Overall Rating 58
Goldberg beat Lance Storm, Goldberg and Rob Van Dam in a non-title match
Scott Steiner beat Dustin Rhodes
Promo with Lance Storm, Mike Awesome, Rena Mero, Diamond Dallas Page and Mike Awesome
Booker T beat Ric Flair in a non-title match
Bam Bam Bigelow, Vampiro and Kevin Nash beat Curt Henning, Vilano V and Fit Finlay
Goldberg is getting ready backstage
Rey Misterio Jr beats EZ Money
Vampiro confronts Curt Hennig
Shane Douglas & Jeff Jarrett beat Yang and Kaz Hayashi
Mike Awesome beat Masato Tanaka
Control Centre segment with Dusty Rhodes, Ric Flair, Kevin Nash, Booker T, Goldberg, Steve Corino, Vilano V and Bam Bam Bigelow
Goldberg and Kevin Nash come face to face
Rey Misterio Jr & Konnan confront Jeff Jarrett and Shane Douglas
Rick Flair v Kanyon v Sting ends in a no contest with interference from Mike Awesome and Sabu
Rick Steiner & Scott Steiner fight with Sabu & Rob Van Dam
Kronik (Brian Adams & Bryan Clark) fight with Buff Bagwell & Lex Luger backstage
Scott Steiner and Rob Van Dam open the show with promos in the ring
[DARK] Yoshihiro Tajiri beat Chavo Guerrero Jr
[DARK] Totally Buff (Buff Bagwell & Lex Luger) beat Norman Smiley and Hugh Morrus
◆Business Notes
WCW Nitro was rated 0.11 with 83,270 viewers with 1,321,854 views overall.
Roster Changes
Brazo de Platino has agreed a per show agreement with no downside.
Week 3, July 2001
——
◆News
WCW will once again go on the road from August, no longer taping Nitro exclusively at the Hard Rock Cafe & Casino in Las Vegas.
Alex Wright & Hugh Morrus are set to debut as a new heel team 'Futurewave'
Essia Rios turned down an approach from WCW and extended his WWF contract
Masato Tanaka has one month remaining on his per show handshake contract, he has indicated he wishes to leave
◆Roster Changes
Tommy Dreamer has agreed a one year per show handshake agreement with no no downside.
[13.7 WCW LIVES ON!] “THIS IS NO DAY AT THE BEACH”
[Hard Rock Cafe & Casino] Two huge main events
◆”Bash At The Beach” Pay Per View
Toyota Sports Centre, CA in front of 8,418 people
Overall Rating 66
Goldberg beat Kevin Nash
Booker T beat Kanyon to retain the WCW World Heavyweight Title (third defence)
A video hypes up the Goldberg v Kevin Nash main event
Kevin Nash is seen getting ready backstage
Golderbg is seen getting ready backstage
Rob Van Dam & Sabu beat The Steiner Brothers to become the WCW World Tag Team Champions (fall at first defence)
WCW President Eric Bischoff and Championship Committee Member Terry Funk meet with Bobby Heenan and his client Kanyon ahead of his World Title challenge
Diamond Dallas Page beat Mike Awesome to retain the WCW United States Heavyweight Title (first defence)
Sting beat Lance Storm
Kevin Nash speaks to Gene Okerlund about his match with Goldberg
Yoshirio Tajiri beat Super Crazy in a match for the WCW Cruiserweight Title by count out, Crazy retains the title
Scott Steiner, Rick Steiner, Rob Van Dam meet with WCW President Eric Bischoff and members of the Championship Committee Terry Funk, Arn Anderson and Roddy Piper ahead of their WCW Tag Team match
Vampiro beats Curt Hennig
We see a promo video on Sting
Legacy (Ric Flair & Dustin Rhodes) beat Billy Gunn & Fit Finlay
Bam Bam Bigelow beats Vilano V
Head of Talent Acquisition Dusty Rhodes announces Steve Corino will not perform tonight, Billy Gunn will now team with Fit Finlay to take on Ric Flair & Dustin Rhodes
Curt Henning and Vampiro ran into each other backstage
Totally Buff (Buff Bagwell & Lex Luger) beat Kronik (Brian Adams & Bryan Clark)
WCW World Champion Booker T was seen backstage
Konnan & Rey Misterio Jr beat Jeff Jarrett & Shane Douglas
[DARK]Futurewave (Hugh Morrus & Alex Wright) beat Air Raid (AJ Styles & Air Paris)
[DARK] Billy Kidman beats Chavo Guerrero Jr
◆Show Notes
Arn Anderson was reprimanded for a behavioural incident.
◆Show Notes
Steve Corino's contract expired the morning of the show, no agreement could be made.
◆Roster Changes
Steve Corino's contract has expired and has departed WCW.
◆Business Notes
WCW Bash At The Beach received a pay per view buy rate of 0.12 with 61,931 buys
WCW Bash At The Beach was shown internationally with a rating of 0.12 with 90,010 views with 162,518 viewers overall.
Week 3, July 2001
——
[21.7 ROAD TO FALL BRAWL!] “TAG CLASH”
[Hard Rock Cafe & Casino] The fall out from Bash at the Beach
◆”WCW Niro” TV Show
Hard Rock Hotel & Casino in front of 1,762
Overall Rating 59
To close the show DDP, Sting, Booker T, RVD and Sabu challenged The Steiners, Team Canada and Fit Finlay to an Elimination Tag match at Fall Brawl.
Diamond Dallas Page & Sting beat Curt Henning & Billy Gunn
Sting and DDP were seen backstage walking to the ring
Goldberg beat Jeff Jarrett and Konnan in a triple threat match
Goldberg and Nash went nose to nose backstage
Fit Finlay beat Shane Helmes to retain his WCW World Television Title (second defence)
Legacy (Ric Flair & Dustin Rhodes) crossed paths with Don Callis and his client Damien 666 and La Parka
La Parka, Chavo Guerrero Jr, Damien 666, Vilano V bear Lizamark Jr, Brazo de Platino, Jamie Knoble and Great Sasuke
Terry Funk and Dusty Rhodes cut a backstage promo
Dustin Rhodes beat Masato Tanaka
Sting/DDP and Team Canada (Lance Storm/Mike Awesome), Booker T, The Steiner Brothers and Rob Van Dam went at it in the ring
Scott Steiner beat Bam Bam Bigelow
Rey Misterio Jr beat Sabu
Rob Van Dam beat Cash
Futurewave (Hugh Morrus & Alex Wright) beat Air Raid (AJ Styles & Air Paris)
Booker T and Fit Finlay crossed paths backstage
Vampiro bumped into Vilano V and his manager Stacey Keibler backstage
[DARK] Lance Storm beat Yoshihiro Tajiri
◆Show Notes
WCW Nitro's TV rating was 0.11 with 85,945 viewers with 1,327,423 viewers overall.
Week 3, July 2001
——
[21.7 ROAD TO FALL BRAWL!] “TAG CLASH”
[Hard Rock Cafe & Casino] The fall out from Bash at the Beach
◆”WCW Niro” TV Show
Hard Rock Hotel & Casino in front of 1,771
Overall Rating 59
A video plays confirming the Goldberg v Kevin Nash rematch is set for Fall Brawl
Booker T beats Jeff Jarrett to retain the WCW World Heavyweight Title (defence four)
Legacy (Ric Flair & Dustin Rhodes) beat Kanyon & Billy Gunn
Booker T is getting ready backstage
Kevin Nash beats Shane Douglas
Sabu & Rob Van Dam are attacked by The Steiner Brothers
Booker T and Fit Finlay talk to WCW President Eric Bischoff
Rob Van Dam & Sabu beat Futurewave (Hugh Morrus & Alex Wright)
A highlight reel of Diamond Dallas Page and Sabu was shown...they'll meet next week!
Goldberg beat James Storm
Funk, Rhodes, Flair, Vampire and Dustin Rhodes challenge Totally Buff, La Parka, Vilano V and Damien 666 to an Elimination match at Fall Brawl
Goldberg is seen backstage
Fit Finlay beat Konnan to retain the WCW Television Title (third defence)
Vampiro and Kronik (Brian Adams & Bryan Clark) beat Curt Hennig & Totally Buff (Lex Luger & Buff Bagwell)
Jeff Jarrett and Shane Douglas talked backstage
Bam Bam Bigelow beat Mark Jindrak
Diamond Dallas Page beat Scott Steiner, La Parka and Tommy Dreamer to retain the WCW Unites States Title
WCW President Eric Bischoff and Championship Committee Members Terry Funk & Arn Anderson confirm Super Crazy will defend his WCW Cruiserweight title at Fall Brawl against Yoshihiro Tajiri and one other!
[DARK] Elix Skipper & Kid Romeo beat Air Raid (AJ Styles & Air Paris)
◆Business Notes
WCW Nitro was broadcast with a rating of 0.11 with 86,713 views with 1,328,284 viewers overall.
◆Bash at the Beach ~MORE MATCHES CONFIRMED
Goldberg v Kevin Nash
ELIMINATION TAG: Mike Awesome, Lance Storm, Rick Steiner, Scott Steiner, Fit Finlay v Sting, Diamond Dallas Page, Sabu, Rob Van Dam and Booker T
ELIMINATION TAG: Dustin Rhodes, Ric Flair Dusty Rhodes, Terry Funk and Vampiro v Buff Bagwell, Lex Luger, Damien 666, La Parka, Vilano V
Super Crazy v Yoshihiro Tajiri v ???
//END OF MONTH REPORT
◆Company Info
Size Small, second in the world
Next Event Fall Brawl (pay per view)
TV Shows: WCW Nitro (Monday)
◆Financial Summary
Revenue 1.9m ⬇️ $300k
Wages ($2,47m) ⬇️ 203k
Of Which Are Terminations (91,8k) ⬇️ $123k
Loss ($3.3m) ⬇️200k
Performance ($1.4m) ⬇️ 100k
Reserves $6m
◆Active Roster
[FACE]
Singles
Alex Wright
Bam Bam Bigelow
Billy Kidman w/Tygress
Booker T - WCW World Heavyweight Champion
Brazo de Platino
Diamond Dallas Page
Goldberg
Great Sasuke
Hugh Morris
James Mitchell
Jamie Knoble
Kevin Nash
Konnan w/Tygress
Lash Leroux
Lizmark Jr
Norman Smiley
Rey Misterio Jr w/Tygress
Rob Van Dam - WCW World Tag Team Champion
Sabu w/Bill Alfonso - WCW World Tag Team Champion
Shane Helms -
Silver King
Sting
Super Crazy - WCW Cruiserweight Champion
Tommy Dreamer
Vampiro
Volador Jr
Yoshiro Tajiri
Tag Teams
Air Raid (AJ Styles & Air Paris)
Kronik (Brian Adams & Bryan Clark)
Legacy (Dustin Rhodes & Ric Flair)
Jung Dragons (Yang & Kaz Hayashi)
[HEEL]
Singles
Buff Bagwell
Cash
Chavo Guerrero Jr
Christopher Daniels
Curt Hennig
Damien 666 w/Don Callis
Elix Skipper
EZ Money
Fit Finlay - WCW World Television Champion
James Storm
Kanyon w/Bobby Henan
Kid Romeo
La Parka
Lex Luger
Mark Jindrak
Masato Tanaka
Mike Sanders
Rick Steiner
Scott Steiner w/Midajah
Shane Douglas
TAKA Michinoku
Ultimo Dragon
Vilano V w/Stacy Keibler
Tag Teams
Team Canada (Lance Storm w/Rena Mero & Mike Awesome)
3 Count (Evan Karagias & Shannon Moore)
◆Unavailable
Sid Vicious - Leg Break 9 Months
Ultimo Dragon - Broken Arm - 25 days
◆Personalities
Arn Anderson - Member of the Championship Committee
Eric Bischoff - OwnePresident
Dusty Rhodes - Director Talent Acquisition
Roddy Piper - Member of the Championship Committee
Ricky Steamboat - Member of the Championship Committee
Terry Funk - Member of the Championship Committee / Part Time Wrestler
Larry Zbyszko
Paisley
Mike Tenay
Stevie Ray
Tony Schiavone
Gene Okerlund
[IN/OUT]
In
TAKA Michinoku
Brazo de Platino
Tommy Dreamer
Out
Big Vito
Johnny The Bull
Chris Harris
Steve Corino
Summary
3 signings and four departures
Week 1, August 2001
——
[1.8 ROAD TO FALL BRAWL!] “BACK TO THE MID-ATLANTIC”
[Greenwood Civic Center, SC] Icons collide in the main event
◆”WCW Niro” TV Show
Greenwood Civic Center, SC in front of 2,188 people
Overall Rating 63
Kevin Nash and Sting go to a non-contest when Goldberg runs in
Ric Flair beat Curt Hennig
Gene Okerlund interviews Rob Van Dam & Sabu and The Steiner Brothers
Ric Flair, Terry Funk, Vampiro, Dusty Rhodes all out Lex Luger and Buff Bagwell.
Diamond Dallas Page beats Sabu to retain the WCW United States title in his third defence
A hype video plays promoting Goldberg v Kevin Nash at Fall Brawl
TAKA Michinoku is confirmed as the third person in the WCW World Cruiserweight Title match at Fall Brawl
Goldberg, Booker T and Vampire beat Fit Finlay, Lance Storm & Mike Awesome
Rob Van Dam beat Jeff Jarrett
WCW President Eric Bischoff meets Mike Awesome, Lance Storm and his manager Rena Mero
Yoshihiro Tajiri beat Billy Kidman
Championship Committee member Terry Funk deals with The Filthy Animals, Jeff Jarrett, Shane Douglas and Kanyon. A 3 v 3 Match is set for Fall Brawl.
Bam Bam Bigelow, Jamie Knoble and Kronik (Bryan Clark & Bryan Adams) beat Lex Luger, Buff Bagwell, Shannon Moore and Evan Karagais
Rey Misterio Jr beats Shane Douglas
Nash arrives at the building
Sting is backstage
Kevin Nash v Sting is set for tonight's main event
[DARK] TAKA Michinoku beat Chavo Guerrero Jr
◆Business Notes
WCW Nitro's TV rating was 0.11 with 86,806 viewers and 1,377,944 viewers overall.
◆Roster Changes
Mr Aquila has agreed a three month per show handshake agreement with no downside.
Week 1, August 2001
——
[8.14 ROAD TO FALL BRAWL!] “ACTION AT CENTER STAGE”
[Ceenter Stage, Atlanta] Icons collide in the main event
◆”WCW Niro” TV Show
Center Stage, Atlanta in front of 1,050
Overall Rating 65
Goldberg beats Buff Bagwell
Goldberg is heading to the ring
Booker T , Diamond Dallas Page & Sting celebrate in the ring before Mike Awesome, Lance Storm and Fit Finally interrupt
Booker T , Diamond Dallas Page & Sting beat Fit Finlay, Jeff Jarrett & Shane Douglas
Legacy (Ric Flair & Dusin Rhodes) beat Chavo Guerrero Jr & Cash
Kevin Nash beat EZ Money
Tommy Dreamer beats Masato Tanaka
A video plays hyping Rob Van Dam & Sabu v The Steiner Brothers
Lex Luger beats Lash Leroux
The Steiner brothers cut a promo on Rob Van Dam & Sabu
Control Center segment promoting Super Crazy v Tajiri v TAKA Michonoku, Konnan & Rey Misterio Jr v Jeff Jarrett & Shane Douglas at Fall Brawl
Rob Van Dam and Sabu beats Kevin Karagias and Shannon Moore
Kevin Nash hypes his upcoming match with Goldberg
TKA Michinoku, Mr Aquila and La Parka Damien 666, Lizmark Jr and Yoshihiro Tajiri
Ric Flair is joined by Terry Funk and Dusty Rhodes before La Parka, Damien 666 and Don Callis interrupt.
Curt Hennig beat Norman Smiley
Bam Bam Bigelow beat James Storm
Vampire beat Mark Jindrak
Announcers confirm Ric Flair will be speaking later in the show
[DARK]Scott Steiner beat Billy Kidman
◆Show Notes
Volador Jr was fined for poor backstage behaviour.
Lex Luger suffered a Olecrannon Fracture and is out for 24 days.
◆Business News
WCW Nitro received a 0.12 TV rating with 90,880 viewers with 1,447,334 viewers overall. The most watched Nitro since the reboot.
◆Roster Changes
Franklin Foley has signed a two year contract with a cost to the 2001 budget of $8,800
Franlin Foley has joined M-Pro on a 12 month excursion at a cost of $13,2000
Masato Tanaka's contract has expired and he has departed WCW.
[8.20 FALL BRAWL!] “IT'S A BRAWL LIKE YOU'VE NEVER SEEN BEFORE”
[Norfolk, Virginia] Teams collide
◆”Fall Brawl” Pay Per View
Norfolk Scope Arena, Virginia in front of 10,859
Overall Rating 65
Kevin Nash beat Goldberg
Goldberg left his locker room to head to the ring
Sting, Diamond Dallas Page, Booker T, Sabu, Rob Van Dam and Bill Alfonso celebrated backstage
A video played hyping the main event
Diamond Dallas Page, Sting, Booker T, Rob Van Dam and Sabu defeated Fit Finlay, Team Canada and Steiner Brothers in an elimination tag match.
Yoshihiro Tajiri defeated TAKA Michinoku and Super Crazy to win the WCW Cruiserweight title (
Dusty Rhodes and Terry Funk had a heated debate backstage
The Filthy Animals (Billy Kidman, Konnan and Rey Misterio Jr) defeated Jeff Jarrett, Kanyon and Shane Douglas in an elimination tag match
Kevin Nash was getting ready backstage
Ric Flair, Dusty Rhodes, Dustin Rhodes and Terry Funk beat Buff Bagwell, Billy Gunn, Vilano V, Damien 666 and La Parka in an elimination tag match. Dusty Rhodes and Terry Funk had a miscommunication in the match.
The team of Ric Flair, Dusty Rhodes, Dustin Rhodes, Vampire and Terry Funk hung out backstage
Gene Okerlund interviewed Yoshihiro Tajiri and his manager James Mitchell
Bam Bam Bigelow beat Curt Hennig, Tommy Dreamer and Chavo Guerrero Jr
Futurewave (Hugh Morrus & Alex Wright) & Kronik (Brian Adams & Bryan Clark) beat Elix Skipper, Kid Romeo, Shannon Moore & Evan Karagias in an elimination tag match
The announcers put over the main event of Goldberg v Kevin Nash
The team of Lance Storm, Mike Awesome, Scott Steiner, Ric Steiner, spoke to Gene Okerlund
Silver King, Air Raid (AJ Styles/Air Pairs) beat Cash, EZ Money and Christopher Daniels
◆Business Notes
WCW Fall Brawl's buy rate was 0.12 with 61,932 buys
WCW Fall Brawl was shown and received a 0.12 TV rating to international audiences, 90,378 viewers with 163,339 viewers overall.
Week 3, August 2001
——
[8.20 WCW NITRO!] “No.1 Contenders Tournament”
[Punta Gorda, Florida] Who will face Booker T, next?
◆”WCW Niro” TV Show
Charlotte Harbour Center, Florda in front of 2,000 (SUPER NO VACANCY!)
Overall Rating 65
Show closed with a promo video hyping Booker T v Fit Finlay
Kevin Nash challenged Goldberg to a third match.
Fit Finlay beat Rob Van Dam to become the new World Heavyweight Championship No.1 Contender
Booker T & Goldberg beat Curt Hennig and Billy Fun
Ric Flair and Dustin Rhodes have unfinished business with La Parka and Damien 666
Fit Finlay beat Jeff Jarrett in a semi final match of the No.1 Contenders Tournament
Team Canada (Lance Storm & Mike Awesome) beat Yoshihiro Tajiri & Vampiro
Gene Okerlund interviewed new WCW Cruiserweight Champion Tajiri and his manager James Mitchell who spoke about their win over Super Crazy
Championship Committee Members Terry Funk and Roddy Piper tried to cool things over with Director of Talent Acquisition Dusty Rhodes.
Jeff Jarrett beat Diamond Dallas Page in a No 1 Contenders Tournament Match
Fit Finlay beat Ric Flair in a No 1 Contenders Tournament Match
Rob Van Dam defeated Scott Steiner in the No.1 Contenders Tournament
Kevin Nash and Goldberg are backstage; an argument breaks out
Sting and Kevin Nash went to a no contest when Goldberg, Lance Storm and Goldberg all interfered, both men are eliminated from the No.1 Contenders Tournament
Goldberg arrives at the building, he's not happy
◆Show Notes
Volador Jr was fined for poor behaviour backstage.
◆Business Notes
WCW Nitro's TV rating was 0.11 with 86,481 viewers with 1,375,613 viewers overall.
——
[8.20 WCW NITRO!] “No.1 Contenders Tournament”
[Omaha, Nebraska] Who will face Booker T, next?
◆”WCW Niro” TV Show
Omaha Civic Aud Mancuso, NE in front of 1,541
Overall Rating 65
Goldberg & Fit Finlay beat Booker T & Yoshihiro Tajiri and Kevin Nash & Super Crazy
Mike Awesome beat Brian Adams
Goldberg was getting ready backstage
Dusty Rhodes and Terry Funk crossed paths
Diamond Dallas Page beat Mike Sanders
Scott Steiner beat Dustin Rhodes
Kanyon beat Konnan
Billy Kidman & Rey Misterio Jr beat Cash & EZ Money
Rob Van Dam beat Rick Steiner
Sting and Reno Mero were backstage
Ric Flair and Dustin Rhodes crossed paths with La Parka and Damien 666
Scott Steiner and Rob Van Dam went face to face
Vampiro beat Tommy Dreamer
◆Show Notes
Konnan was fined for poor backstage behaviour
Booker T suffered compound frontal bone fracture and was initially set to be out for a year. Surgery was unable to produce a significant improvement and he'll now be out for over a year.
◆Business Notes
WCW Nitro was shown to a TV rating of 0.12 with 91,046 viewers with 1,484,015 viewers overall.
◆Breaking News
WCW World Heavyweight Champion Booker T will be out for over a year. This news comes as the company is rumoured to have made a seven a fourth month of $1m+ losses.
//END OF MONTH REPORT
◆Company Info
Size Small, second in the world
Next Event Wrestle War (pay per view)
TV Shows: WCW Nitro (Monday)
◆Financial Summary
Revenue 1.8m ⬇️ $100k
Wages ($2,2m) ⬇️ 100k.
Of Which Are Terminations (13k) ⬇️ $78,8k
Loss ($3.2m) ⬇️100k
Performance ($1.3m) ⬇️ 100k
Reserves $4.6m
◆Active Roster
[FACE]
Singles
Alex Wright
Bam Bam Bigelow
Billy Kidman w/Tygress
Booker T - WCW World Heavyweight Champion
Brazo de Platino
Diamond Dallas Page
Goldberg
Great Sasuke
Hugh Morris
James Mitchell
Jamie Knoble
Kevin Nash
Konnan w/Tygress
Lash Leroux
Lizmark Jr
Norman Smiley
Rey Misterio Jr w/Tygress
Rob Van Dam - WCW World Tag Team Champion
Sabu w/Bill Alfonso - WCW World Tag Team Champion
Shane Helms -
Silver King
Sting
Super Crazy - WCW Cruiserweight Champion
Tommy Dreamer
Vampiro
Volador Jr
Yoshiro Tajiri
Tag Teams
Air Raid (AJ Styles & Air Paris)
Kronik (Brian Adams & Bryan Clark)
Legacy (Dustin Rhodes & Ric Flair)
Jung Dragons (Yang & Kaz Hayashi)
[HEEL]
Singles
Buff Bagwell
Cash
Chavo Guerrero Jr
Christopher Daniels
Curt Hennig
Damien 666 w/Don Callis
Elix Skipper
EZ Money
Fit Finlay - WCW World Television Champion
James Storm
Kanyon w/Bobby Henan
Kid Romeo
La Parka
Lex Luger
Mark Jindrak
Mike Sanders
Rick Steiner
Scott Steiner w/Midajah
Shane Douglas
TAKA Michinoku
Ultimo Dragon
Vilano V w/Stacy Keibler
Tag Teams
Team Canada (Lance Storm w/Rena Mero & Mike Awesome)
3 Count (Evan Karagias & Shannon Moore)
◆Unavailable
Sid Vicious - Leg Break 8 Months, 2 weeks
Booker T - Frontal Bone Fracture - 1 year, 2 weeks
Great Sasuke - 6 days
Lex Luger - 4 days
◆Personalities
Arn Anderson - Member of the Championship Committee
Eric Bischoff - OwnePresident
Dusty Rhodes - Director Talent Acquisition
Roddy Piper - Member of the Championship Committee
Ricky Steamboat - Member of the Championship Committee
Terry Funk - Member of the Championship Committee / Part Time Wrestler
Larry Zbyszko
Paisley
Mike Tenay
Stevie Ray
Tony Schiavone
Gene Okerlund
[IN/OUT]
In
Franklin Foley
Out
Franklin Foley (Excursion)
Masato Tanaka
Summary
1 signing and 2 departures
//- EXECUTIVE NOTES //-
submitted by Bright-Expression950 to fantasybooking [link] [comments]


2024.05.14 04:26 HotStranger2478 Estoy a punto de perder a mi alma gemela¿?

(Mucho texto) Hola a todos, necesito un consejo. Soy estudiante universitario, comprometido con el estudio y el trabajo, bastante racional y entregado a actividades encaminadas a darme un buen futuro, además de ser introvertido. Jamás en vida me he enamorado o algo por estilo, había llegado a pensar que era asexual o algo así, sin embargo hace poco colaboré en un proyecto escolar con otra facultad, donde conocí a una señorita muy bonita (para mis estándares), muy inteligente, seria, sencilla, amable, adorable, y como yo, introvertida. La cuestión es que pronto terminará el proyecto, y no podré volverla a ver. No tengo nada de experiencia al respecto, pero por lo que me han dicho algunos compañeros y lo que yo he visto, la forma en la que me mira, como interactuamos cuando estamos juntos y ese tipo de cosas me dicen que existe una conexión especial, pero creo que por la propia naturaleza de su personalidad no me dirá nada y por mi torpeza socioemocional también me apena, por que no sé si solo son "chaquetas mentales" mías y de mis amigos. Aún no soy la persona que quiero llegar a ser, y aún si ella me diera entrada, no sé si ella misma resultaría un obstáculo para mis ambiciones y al mismo tiempo tengo miedo de perder a una persona en un millon, alguien tan especial como no había conocido antes. ¿Alguien ha pasado algo similar? ¿Se arrepienten de no haberle dicho eso a alguna persona?
submitted by HotStranger2478 to RedditPregunta [link] [comments]


2024.05.14 02:21 Only-Meringue-1837 Termino de casamento

Meu espero de uns tempos para cá vinha usando demais o celular, eu até entendo que ele trabalha com isso, mas ninguém fica 24h por dia atendo clientes e de umas semanas para ca vínhamos brigando muito e ele alegando que eu era insegura, que não dava privacidade, que eu era ciumenta e que ele não conseguia sustentar a casa só, sendo que o celular dele não parava de tocar era de madrugada de manhã, tarde e noite, e nesses últimos dias ele trocou a senha do celular e não usava mais o celular quando eu estava perto ou no mesmo ambiente e sem falar que quando estava deitados juntos, ele desligava a internet e so ligava quando percebiam que eu estava “dormindo” ou saia do quarto.
submitted by Only-Meringue-1837 to desabafos [link] [comments]


2024.05.14 02:11 RegretSignificant276 Incendios forestales... mi opinión

Desde mi perspectiva, las leyes ambientales de Honduras (y de CA, porque se parecen) son las causantes que el bosque todos los años vaya desapareciendo en incendios, la razón es simplemente porque no permite o dificulta en extremo la explotación razonable y legal del mismo; pueda que parezca contradictorio, pero no permitir la explotación de un bien, hace que ese bien no tenga valor para las personas, y lo que no tiene valor no se cuida, es así de simple.
Si ustedes le preguntan a una persona que tiene bosque en su propiedad, ellos les van a decir que prefieren no tener bosque para poder sembrar algo (maíz, frijoles, etc.), porque ellos no pueden cortar esos árboles para su provecho o es demasiado difícil y engorroso los trámites (que se tienen que hacer en Tegucigalpa), si estas personas cortan los árboles para vender la madera, se les va a hacer casi imposible de manera legal y van presos si un retén los detiene en la carretera con madera ilegal, entonces, al no poder explotar y sacarle ganancia a su propiedad, estos QUEMAN los bosques para poder sembrar; puede que se esté en contra de esas personas, pero la realidad es que nadie tiene una propiedad para no usarla y explotarla, si te prohíben por un lado, buscás otro, una vez que no exista bosque, ya no es necesario sacar permisos para sembrar maíz, nadie te va a meter preso por transportar maíz por el territorio nacional... entonces, no es nada difícil ver el porqué la quema de bosques por parte de esa gente.
Si nosotros tuviéramos leyes más sensatas, y permitiéramos la explotación racional de unos de nuestros mayores RECURSOS como es el bosque, la gente va a empezar a ver el bosque como un activo más valioso que el maíz, por ende, eso resultaría en que cuidarían el bosque con tanto esmero como cuidan sus cultivos porque empezarían a entender que quemar sus árboles es prácticamente quemar su dinero.
Yo sé que más de alguno diría que si dejamos a la gente vender la madera del bosque, entonces la talarían casi de inmediato, e igual desaparece el bosque (algo que ya sucede quemándolo y sin ganancias para el país), pero las cosas no suceden así, es como que digan que un empresario utilizaría una máquina al máximo de su capacidad sin darle mantenimiento, pero no, porque los activos se cuidan y eso lo sabe hasta el más humilde aldeano casi de manera innata. Aquí entran fenómenos como la especulación, esta no es más que actuar pensando en un futuro incierto, es planificar aun cuando existe incertidumbre; de esta manera las personas invierten, dan mantenimiento, trabajan, etc., para poder tener ganancias a futuro. Cuando una persona tiene un emprendimiento que tiene buenas perspectivas a futuro, entonces esa empresa tiene más valor al asegurar unas ganancias futuras, cuando una persona tiene una empresa que, aunque tenga al presente buenas ganancias, pero un futuro con malas perspectivas, entonces esa empresa rápidamente pierde valor porque nadie invierte en lo que ya no tendrá ganancias. Si vemos al bosque como el activo de una persona o empresa, entonces si la arrasa, sus perspectivas a futuro son malas por quedarse sin sus recursos, entonces el valor de la empresa cae, si hace una explotación racional, entonces la empresa tiene perspectivas a futuros buenas al asegurar ganancias futuras, por lo tanto, se valoriza mejor a la empresa, esto permite tener mejor acceso al crédito y, obviamente, mayores activos a sus propietarios (los que se pueden vender a mejor precio). Por eso, repito, los activos se cuidan, si se empieza a ver a los bosques como un activo, se van a cuidar (así como cuidan los cultivos, llevan al veterinario a las vacas, se construyen gallineros, se pintan las fábricas, etc.).
El bosque, sobre todo el pino, se regenera por sí mismo, no hay que tenerle miedo a la explotación, siempre y cuando se haga de manera técnica, ese bosque no va a desaparecer nunca porque rápidamente se regenera, máxime cuando se hace planificación de prevención de incendios.
El problema es que las leyes han hecho que las personas desprecien el bosque y prefieran reemplazarlo por otros cultivos en donde tengan ganancias, y hay que comprender que la gente se mueve más en relación coste-ganancia que otra cosa.
submitted by RegretSignificant276 to Honduras [link] [comments]


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 22:45 Open_Cap_652 Quick Review of Recent Sezane Purchases! (Clyde Trench, Paula Babies, Octobre Editions Riddle Jacket)

Hi everyone!
Longtime lurker, first time caller :) Just wanted to share some opinions on recent Sezane purchases in terms of fit, quality, etc. Hope it's helpful for anyone thinking about these purchases!
For reference, I'm 5'5", 135-140 lbs (depending on my menstrual cycle), athletic build but also quite curvy (broad shoulders and lats from years of rock climbing, wide hips, smaller waist). Measurements are roughly 37 inch bust - 28 inch waist. My complexion is dark (olive-tan skin, black hair, brown eyes).
Clyde Trench in Camel
I ordered a size 4 as I range anywhere from a size 2-size 6 in Sezane tops just depending on how I want something to fit.
Riddle Jacket in Pied de Poule (Houndstooth) Khaki
I love Octobre Editions and I'm obsessed with how Sezane does a lot of their Instagram reel styling with women wearing men's jackets and knit tops. I watched a reel where their social media ambassador Lise (Lisa?) tried on the Riddle Jacket and commented on being a European size 52 (US Size 42) (which seemed large but what do I know?) so based my sizing off of that.
Paula Babies (in Polished Camel and Patent Khaki)
I have a quite flat, wide foot (very little arch) and I typically wear a size 7.5-8 Womens US. I've heard a lot of rumblings on this subreddit to size up in Sezane shoes, so I got both a size 8 (Camel) and size 9 (Patent Khaki).
Hope this experience helps anyone making a decision! Happy to answer more questions and post pictures of shoes (but probably not the jackets, as I've already re-packed them).
submitted by Open_Cap_652 to Sezane [link] [comments]


2024.05.13 21:42 StormRanger28 About Amps

About Amps
I just got this charger and it says 48 A Single Phase. On our panel, we can only use 40 Amps that is left on our breaker. Would that be alright since we'll only be adjusting the charging to 32A?
submitted by StormRanger28 to TeslaModelY [link] [comments]


2024.05.13 20:25 Caputr "upgrade" no pc até 1500

Então, estou pretendendo montar um pc novo para trabalho e alguns jogos (mount and blade bannerlord, starfield) pode ser, 1080p 30fps que pra mim ta de boa, eu já tenho um ps5 então seria basicamente para alguns exclusivos de pc e xbox, tb uso autocad nele e trabalho no dia a dia.
O que acontece é que eu já tenho um pc com a seguinte config. MB- H87M-E
CPU - i5 4670k 3.40GHz
GPU - r9 270x 2gb sapphire
RAM - 8GB
Fonte - Corsair 750 W Memória CX750M ATX Power Supply - 80 Plus Bronze PSU - CP-9020061)
Ele é bem antigo e acredito que não dê para aproveitar muita coisa então o plano é:
Manter a fonte e a placa de vídeo, onde eu compraria uma placa nova daqui ums 6 meses e comprar todo o resto gastando no máximo R$ 1650, então montei a seguinte config.
https://meupc.net/build/BbAh96
E gostaria de saber primeiramente se vcs acham que é uma boa configuração, segundo, essa minha fonte atende a esse pc ? lembrando que ela já tem 10 anos e por fim se essa configuração tem uma boa possibilidade de upgrade.
Desde já grato por qualquer opinião.
Foto da fonte:
https://preview.redd.it/6m3wpzdpk80d1.png?width=550&format=png&auto=webp&s=b8895462d42461e35d30414e32057ead135b2e0d

submitted by Caputr to computadores [link] [comments]


2024.05.13 19:49 yoshi_Sal Como mejorar la durabilidad de las armas.

Hola nuevo jugador, hay alguna perk o manera de mejorar la durabilidad de las armas estoy intentando armar una build de rifle pero noto que es baja la durabilidad al usarlos, alguna recomendación también para armar una buena build de rifle no automático
submitted by yoshi_Sal to fo76 [link] [comments]


2024.05.13 19:32 Chaosblast Retiring in Spain coming from the UK. Any iSIPP user or familiar with them?

I'm 35M, Spanish but living in the UK. Will retire to Spain at some point in the future, most probably at 45 (ideal planned FIRE) or at 57 (pension access age in the UK).
I haven't been building a Pension in the UK (instead filling it all into an ISA) because I'm unsure how it will get taxed when the time comes. And as tax efficient it is in the UK, those benefits won't be usable when I become Spanish resident (mainly the 25% tax free).
I know there's a lot of British people retiring to Spain, so I must not be the first one with this question.
Many thanks!
--------- ChatGPT translation because I'm lazy ------------
Tengo 35 años, soy español pero vivo en el Reino Unido. Planeo retirarme en España en algún momento del futuro, probablemente a los 45 años (idealmente planificado como FIRE) o a los 57 años (la edad de acceso a la pensión en el Reino Unido).
No he estado construyendo una pensión en el Reino Unido (en su lugar, lo he estado invirtiendo todo en un ISA) porque no estoy seguro de cómo se gravará cuando llegue el momento. Y aunque es eficiente en términos fiscales en el Reino Unido, esos beneficios no serán utilizables cuando me convierta en residente español (principalmente el 25% libre de impuestos).
Sé que hay muchos británicos jubilándose en España, así que no debo ser el primero con esta pregunta.
Gracias!
submitted by Chaosblast to SpainFIRE [link] [comments]


2024.05.13 19:26 lemm_ccg Leita Antes de Jogar Manor Lords

Vídeo completo: https://youtu.be/17NHz5ozVUc?si=tuAGyP8By4UXcD9D
Introdução
Fala clube, beleza? Nesse texto vamos explorar Manor Lords com uma visão focada em passar o que o jogo atualmente tem a oferecer. Ele é um city builder orgânico com elementos de estratégia ala RTS muito promissor. O jogador desenvolve uma cidade medieval complexa com economia profunda e ambientação perfeitamente aplicada, trazendo para o cenário a maioria dos problemas enfrentados naquela época, como por exemplo o frio, a fome, doenças, a insegurança e os conflitos políticos contantes.
Também quero compartilhar a minha opinião bem contraditória e digo até polêmica sobre o título. Quero expressar algumas reflexões sobre o jogo que não tenho visto a comunidade comentar. Vamos começar falando sobre seus principais elementos, o seu diferencial, o estado atual e tudo que você precisa saber antes de comprar o que para mim pode ser considerado a sequência espiritual de Knights & Merchants.
Eu sou o Lemm, não esquece de passar no posto de arrecadação e “curtir” o texto nem de se inscrever no estábulo do canal para receber nossos bois carregados de conteúdos como esse. Ah! E seja muito bem-vindo ao Clube Cultura Gamer.
Knights & Merchants
Desenvolvido pela até então desconhecida Slavic Magic e distribuído pela Hooded Horse, que distribui nada mais nada menos que Xenonauts II, Terra Invicta e Clanfolk, Manor Lords se apresenta como um jogo de “estratégia medieval com um detalhado sistema de construção de cidades, batalhas táticas em grande escala e complexas simulações econômicas e sociais”.
É verdade que o jogo é cada coisa que afirma em sua página de compra, exceto complexas simulações sociais. A parte social tem que evoluir muito pra eles poderem adicionar a palavra complexa na definição do jogo. A grande questão é que por se tratar de um game vendido com acesso antecipado, muitos desses elementos ainda não estão polidos ou são difíceis de entrar em harmonia em um único produto.
Calma que eu vou te explicar o porquê, mas primeiro a gente vai ter que voltar para o século passado, lá atrás em 18 de setembro de 1998 quando era lançado Knights & Merchants, o avô de Manor Lords.
Aquele ano trouxe o que pra mim é até hoje um dos divisores de águas do gênero city builder medieval. O game conseguiu encaixar perfeitamente a criação de construções dependes economicamente falando. Foi jogando ele que eu pude enxergar pela primeira vez as minhas decisões impactando cada cidadão a ponto de alterar toda a cadeia produtiva do meu reino.
Se você jogar esse jogo e depois ir para Manor Lords, vai perceber que Manor bebeu bastante dessa fonte, pra além disso, a desenvolvedora soube unir, e não é à toa que escolhi a palavra UNIR aqui, ela soube unir muito bem elementos de outros jogos city build e RTS.
Mas tudo só funciona porque foi jogado dentro de um liquidificador chamado Knights & Merchants e o resultado dessa mistura é Manor Lords. Os devs conseguiram trazer várias características do antigo título. Elas foram aperfeiçoadas para a realidade gamer da geração atual com simplificações e pequenas melhorias. Tá beleza, então o que exatamente foi herdado do vovô?
Para começar, assim como Knight & Merchants, em Manor Lords a esmagadora maioria dos recursos deve ser transportada fisicamente, mas não é só isso, o uso de estradas maximiza o transporte porque algumas construções como por exemplo o celeiro e o armazém permitem que aldeões utilizem carroças capazes de transportar 10 produtos por vez.
Essas carroças ficam extremamente lentas quando utilizadas fora da estrada. Isso é uma simplificação da mecânica de estradas do antecessor espiritual do jogo, onde o jogador era obrigado a ver todo mundo atravessando o reino pela mesma ruazinha, que era por sua vez criada manualmente, bloco a bloco até que podia ser utilizada.
Funcionava como uma espécie de extensão territorial do reino, já que não era possível criar as principais construções sem ter uma estrada conectada aos recursos. Manor simplificou isso trazendo uma criação instantânea de estradas!
Uma parte que para muitos era um limitador devido ao tempo de construção, passou a ser uma feature divertida de projetar, dando liberdade para o jogador escolher o formato da sua cidade através de residências que se adaptam organicamente às ruas desenhadas.
A parte da alimentação para manter a população foi simplificada e ao mesmo tempo expandida com a inclusão das demandas dos aldeões. Enquanto em Knight & Merchants cada personagem do reino precisava comer se deslocando fisicamente até o refeitório ou no caso dos soldados, os servos do reino deslocavam a comida até o campo de batalha, em Manor Lords os alimentos saem da área de produção e terminam em um lugar parecido com uma feira popular, onde os aldeões transferem os mantimentos que demandam até as suas residências.
Se tudo que uma família precisar estiver dentro da sua casa, então todos os membros daquela casa ficarão bem independente da sua localização no mapa.
Ao clicar em uma residência é possível ver tudo que ela demanda permitindo a criação de outras construções em pontos estratégicos próximos para abastecer aquela região.
Na minha opinião foi aqui que os desenvolvedores deixaram passar uma oportunidade para explorar a parte social do jogo. Toda residência tem um nível e as suas demandas variam só entre níveis, calma que eu vou explicar direitinho.
19
Todas as residências de mesmo nível exigirão as mesmas demandas, tornando cada casa uma cópia exata da sua vizinha do ponto de vista de necessidades. Isso quer dizer que Luiz o soldado, Robson o agricultor, Lorenzo o padeiro e Filipe o ferreiro precisam sempre das mesmas coisas mesmo sendo pessoas completamente diferentes.
Qual é o ponto de dar nomes para cada pessoa de uma cidade se elas no fundo não possuem identidade própria já que o nível das suas casas é o que determina as suas necessidades? É como se cada personagem não tivesse alma.
Os homens das famílias geralmente compõem os exércitos e é comum que haja baixas durante um combate no campo de batalha. É decepcionante ver que não há qualquer profundidade na morte dos personagens já que minutos depois eles são substituídos por outra pessoa com aparência similar e nome aleatório. Imagine o peso de uma família medieval perder o homem da casa. Eu sinto que de alguma forma isso poderia ser mais bem explorado.
Na prática o único impacto das mortes no jogo além da queda de produtividade pela perda da força de trabalho é ter que enterrar os corpos.
Outra herança muito nostálgica é cada matéria-prima passar por todas as etapas de manufatura até se transformar em um produto. Manor Lords consegue entregar muito bem de forma visual e funcional toda a cadeia de produção dentro de uma mecânica de jogo.
Não é comum no começo o jogador passear pela cidade enquanto assiste a rotina dos seus moradores e mercadorias. É bem legal ver um recurso sendo extraído e se transformando em uma arma após todos os seus componentes passarem por várias oficinas diferentes até chegar às mãos de um soldado.
Manor Lords trouxe uma visão em terceira pessoa onde você pode acompanhar tudo de perto e eu não acho exagero pensar que isso pode se transformar em alguma mecânica onde o jogador participe da atividade, quem sabe até do combate como na franquia Mount & Blade.
Mas para ser sincero, após as primeiras horas de jogo, toda essa rotina é descartada com o uso intensivo do avanço do tempo. Observar e acompanhar é comum apenas quando estamos conhecendo cada edifício e sua função, toda a gameplay bruta passará pelo planejamento de construções, avanço do tempo, checagem dos estoques através dos mercados e o ápice: batalhas táticas. Seguindo exatamente a fórmula de Knight & Merchants. Mas agora vamos nos concentrar apenas no Manor Lords.
Principais Elementos
Uma das coisas que faz o jogo realmente brilhar é o crescimento orgânico da cidade, ver tudo evoluindo com o tempo, as estações climáticas transformando as cores e as residências dos aldeões assumindo funções na indústria é bem satisfatório e dá um sentimento de progressão.
Você é capaz de desenhar livremente a direção das estradas e colocar suas construções em praticamente qualquer lugar, desde que possua o controle da região.
O jogo também exige um rigoroso controle dos seus recursos e não é comum ficar perdido na alocação das famílias. Por exemplo, é comum adicionar mais famílias na cabana de coleta na época de crescimento das bagas para aumentar a produtividade.
O problema é que não existe uma tela ou resumo visual que demonstre onde cada família está alocada, isso implica no jogador ter que acessar edifício por edifício em busca das famílias para poder fazer a realocação.
Seria ótimo alguma forma de simplificar essa mecânica, pois no late game é bem complicado ficar fazendo a gestão dos recursos, já que basicamente você moverá famílias para balancear a produção constantemente.
Imagina fazer isso com 50! 100 famílias! É realmente bem cansativo. Especialmente em uma cadeia produtiva complexa.
Imagine uma cadeia de produção para criar uma lança por exemplo. Você vai precisar de uma oficina de madeireiro para coletar tronco de árvores, uma de serralheiro para serrar os troncos, uma de mineração para extrair os ferros, uma de forja para criar uma placa de ferro e finalmente uma de ferreiro para transformar o ferro e as tábuas em uma lança. Agora imagine ter que movimentar a mão de obra dentro de várias cadeias de produção sempre que estiver no período de semear os campos, colher bagas ou produzir alguma demanda de mercado? É realmente exaustivo sem uma interface amigável.
Apesar de eu estar falando da complexidade de tudo isso, essa feature é um diferencial do jogo, já que permite a adoção de diversas estratégias baseadas na região inicial do jogador.
Por exemplo, se você começar em um lugar fértil, muito provavelmente adotará uma economia agrária, enquanto se o forte da sua região for minérios é provável que invista na indústria.
Entre as principais variações que eu vi durante as minhas jogatinas, pude perceber que geralmente você decidirá entre quatro estratégias: conduzir uma economia agrária, manter uma indústria focada em mineração, adotar estratégias de coleta e caça ou focar em manufatura de produtos animais como pele e lã.
Não dá para adotar todas as estratégias em uma só região com eficiência, por isso chegamos na parte de diplomacia, influência e tesouro necessários para a expansão do reino. Cada região fica especializada em um tipo de produção e trocam recursos para se manter.
À medida que a sua vila evoluí através da satisfação das demandas dos seus residentes, você pode adicionar pontos em uma espécie de árvore de vantagens. Essas vantagens é que ditam as principais características da região em questão.
Depois de evoluir para o nível de vila o jogador pode criar um casarão de administração, onde é possível recolher impostos para o tesouro do seu personagem e pagar dízimos a igreja a fim de ganhar influência.
O tesouro do personagem pode ser usado para melhorar uma milicia dedicada apenas à segurança do reino ou para contratar mercenários.
Já a influência é utilizada na política. É possível por exemplo reivindicar uma nova região, iniciando um evento de batalha com aquela velha mecânica de manter o ponto por um determinado tempo enquanto o exército opositor tenta expulsá-lo.
O forte do jogo é exatamente a lacuna que me leva a pensar que não vale a pena jogar o game agora. A parte política e militar ainda está muito superficial se comparada com outros títulos de estratégia.
Para começar não existem outras vilas vivas como a sua em todo o mapa. O controle de outras regiões é demonstrado apenas com uma coloração diferente que representa um outro lorde.
Isso quer dizer que você não vê em momento algum a sociedade do seu oponente. Isso torna qualquer região que não seja controlada pelo jogador um deserto sem atrativo.
Além disso, toda estratégia de combate resume-se a montar um exército e se posicionar corretamente aguardando um ataque. Não é possível por exemplo cortar uma rota comercial para estrangular a economia do inimigo ou aplicar estratégias de guerra, como cercar um castelo, o que acontecia frequentemente nas guerras medievais, né? Também não é possível atacar regiões estratégicas onde o exército inimigo é fraco. Resumidamente suas balhas de conquista são travadas em campo aberto e não há uma variação relevante disso.
Estado Atual
O jogo está sim pronto para se jogar, porém tenha em mente que todo o foco da jogatina será a gestão das regiões com pontuais eventos de combate que te tirarão da monotonia sempre que necessário.
Manor Lords consegue aplicar uma fórmula com bastante gestão e planejamento enquanto quebra ciclos de falta de ação com eventos bélicos. Não é possível exigir muito da diplomacia já que há uma ausência de inimigos que não sejam bandidos no mapa.
A parte de plantio, sazonalidade de recursos, caça e gestão da economia está realmente pronta e faz jus ao que o título promete.
Sugiro que não o jogue porque você consumirá um produto completamente diferente da proposta final. É como jogar RimWorld sem movimentação pelo mundo, Civilization sem outras civilizações, Stellaris sem outros sistemas estelares, Crusader Kings sem a política ou qualquer game que você possa imaginar que só é degustável quando juntamos suas mecânicas simultaneamente no mesmo prato.
Os recursos ausentes distorcem totalmente a experiência do game. O próprio título sugere: Lordes senhoriais. Mas onde estão esses lordes além de você? Esse é o sentimento que fiquei o tempo todo, mesmo jogando com um inimigo IA fora do mapa.
Também foi adicionada uma mecânica bem legal, onde você pode gerenciar os detalhes dos equipamentos e características físicas de uma guarnição especial. É bem divertido trocar as roupas, fazer melhorias e customizar suas unidades especiais. Elas muitas vezes brilham no campo de batalha.
Porém mais uma vez a ausência de profundidade, provavelmente causada pelo acesso antecipado, deixa uma estranha sensação de que o potencial do jogo não foi alcançado. Mais uma vez cada indivíduo da unidade tem um nome e aparência únicos, mas não faz diferença alguma perder alguém já que não existe uma progressão a nível de skills, traits ou até estatísticas do soldado. É aquele negócio, perder o João apenas implica em substituí-lo pelo Carlão.
Conclusão
Não quero demorar muito dentro desse tema polêmico para não perder o foco do vídeo, que é apresentar o jogo para que você reflita se vale a pena jogá-lo ou não.
Provavelmente os gamers mais ansiosos vão entrar na jogatina se frustrando rapidamente e indo para um próximo título. É exatamente isso que eu queria evitar, porque Manor Lords vai ser um game lindíssimo quando pelo menos as principais mecânicas estiverem presentes.
Se você é mais imediatista, gosta muito desse gênero e possui o game pass, talvez valha a pena testar. Agora se é uma pessoa mais preocupada em desfrutar do jogo, ter uma experiência única e abrir os horizontes, sugiro que aguarde pelo menos até a conclusão das árvores de melhoria de regiões e política.
Não esqueça que tudo isso que vimos aqui foi durante o acesso antecipado e muita coisa do jogo pode ter mudado caso você esteja vendo esse vídeo muito tempo depois. 05
Já se inscrever para ajudar o meu trabalho? Que tal deixar o joinha para me manter motivado? A gente se vê no próximo vídeo, fui!
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2024.05.13 18:33 WalkApprehensive8040 Busco programadores para un software de la industria de la construcción

Hola GDL, tengo una idea para el desarrollo de un proyecto para integrar un programa a la nube. El programa en cuestion es reconocido y utilizado por contratistas a nivel mundial para desarrollo de presupuestos de proyectos de Edificios, lamentablemente el programa es algo limitado y la colaboración a través de la nube no esta incluido en la aplicación, sin embargo, técnicamente es posible programar una interfaz que permita la colaboración a travez de la nube, yo ya lo he puesto en prueba haciedo manualmente todo lo necasario para compartir proyectos a través de la nube.
Estoy desconectado del mundo actual de los programadores (soy amateur del VB de los años 90's), desconozco que habilidades tecnicas son requeridas para el desarrollo de esta aplicación, pero en internet encontre estos datos tecnicos para el desarrollo de un Plugin para esta misma Aplicación:
"The challenge was to build a layer interfacing with COM to a Rest API. The solution was to build a .net stand-alone program that could access COM objects through the win32 APIs and use normal .net HTTP classes to connect to the Rest API"
Tech Stack C#/Net on Windows. Using COM interop, JSON, Http and sockets, LINQ, file system, and logging.
submitted by WalkApprehensive8040 to Guadalajara [link] [comments]


2024.05.13 16:47 Appropriate-One-9219 Ladino de Arma de Fogo

Olá galera. Fazia um tempão que nao jogava RPG de mesa e arranjei uma pra jogar o T20.
Criei o personagem meio nas pressas sem olhar build nem nada, então não está nem um pouco otimizado. Minha ideia era fazer um Ladino que utiliza armas de fogo. Escolhi a Raça Sulfure.
Por enquanto estou usando apenas pistola.
Estou no Lv 3 e peguei Saque Rápido no LV 2 e Estilo de Disparo no Lv3.
Planejo pegar no Lv 4 Disparo Preciso e no Lv 5 Matar ou Morrer ( Poder ladino presente na DB 189)
No meu estilo de jogo pretendo ficar alternado de armas, usando pistola + a melhoria cano duplo ( DB 189) e Mosquete com Mira telescópica.
Que sugestões podem dar para continuar a Build? Tais como multiclasse/ se as melhorias de arma que pretendo são boas mesmo e por ai vai.
Agradeço desde já!
submitted by Appropriate-One-9219 to Tormenta_20 [link] [comments]


2024.05.13 16:40 Appropriate-One-9219 Ladino com arma de fogo, dicas para ficha.

Olá galera. Fazia um tempão que nao jogava RPG de mesa e arranjei uma pra jogar o T20.
Criei o personagem meio nas pressas sem olhar build nem nada, então não está nem um pouco otimizado. Minha ideia era fazer um Ladino que utiliza armas de fogo. Escolhi a Raça Sulfure.
Por enquanto estou usando apenas pistola.
Estou no Lv 3 e peguei Saque Rápido no LV 2 e Estilo de Disparo no Lv3.
Planejo pegar no Lv 4 Disparo Preciso e no Lv 5 Matar ou Morrer ( Poder ladino presente na DB 189)
No meu estilo de jogo pretendo ficar alternado de armas, usando pistola + a melhoria cano duplo ( DB 189) e Mosquete com Mira telescópica.
Que sugestões podem dar para continuar a Build? Tais como multiclasse/ se as melhorias de arma que pretendo são boas mesmo e por ai vai.
Agradeço desde já!
submitted by Appropriate-One-9219 to Tormenta [link] [comments]


2024.05.13 15:13 Drautz Poderiam me falar se a build abaixo é boa?

Estou prestes à comprar um Pc — no momento, estou pesquisando cuidadosamente para realizar tal compra, e não manjo muito da compatibilidade entre peças, você acham que essa build: https://meupc.net/build/etQ8y8 é boa? Tô querendo um Pc que rode as coisas a 60fps entre médio e high, e pretendo jogar os jogos de "nova geração", me parece ser bom, mas, como disse acima, não conheço muito sobre compatibilidade das peças.
submitted by Drautz to computadores [link] [comments]


2024.05.13 14:54 rccrisp In Triplicate #8 - The Beths - Future Me Hates Me / Jump Rope Gazers / Expert In A Dying Field (2018 - 2022)

In Triplicate #8 - The Beths - Future Me Hates Me / Jump Rope Gazers / Expert In A Dying Field (2018 - 2022)
While a large discography is not necessarily the indication of a great band or artist finding a musician who can release three watershed albums, either outputting high quality work or exploring similar themes and motifs within them is to me nothing short of an amazing feat. It’s an achievement that is worth taking a deep dive to dissect, contrast and compare different works during a time of seeming creative wellspring. “In Triplicate” will be a bi-weekly spotlight on what I feel are artist at their peak by releasing three killer albums in a row chronologically and making observations on the world of music, their creative mindset and how these albums interlink, or pull apart, from each other.
Listen
Future Me Hates Me – Bandcamp - Apple MusicSpotify
Jump Rope GazersBandcamp - Apple MusicSpotify
Expert in a Dying Field – Bandcamp - Apple Music - Spotify
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Guest Review by u/MCK_OH
Sometimes a band is just really fucking good. We all love a band that has a stake in The Narrative, but sometimes a great band is more self-contained. They aren’t great because they tell us something about how the world works, they’re great because they make great songs. On an unrelated note, meet indieheads favorite The Beths. The New Zealand based four-piece formed in 2014 and has since released 3 studio records: 2018’s Future Me Hates Me, 2020’s Jump Rope Gazers and 2022’s Expert In a Dying Field. All three of these records rule. These records do not contain much experimentation. They do not contain a shocking amount of growth. They do not contain messages that will change the way you view the world. They do not contain songs that changed The Narrative. What they do contain is 32 perfect or near-perfect songs, countless brilliant hooks, clever turns of phrase, fun harmonies and cool riffs. And while these records probably don’t contribute to The Narrative they do have A Narrative. I promise I’m not making this up. Let’s view the three Beths records not as three records but instead as one triple LP concept record. Future Jump Rope Experts Hate Me. A power pop Tommy except without all the parts of Tommy that kind of suck. Sadly there’s no “Pinball Wizard” either but you can’t have everything.
Act I: Wondering If You Feel The Same
What does it mean that Future Me Hates Me is so beloved in this subreddit? When we redid our essentials last summer, this record was one of the 40 named to the 2010s essentials. It’s not seen that way, I think. Fellow online music nerds don’t even agree! I think it means that we are a broadly anxious bunch because this is an exceedingly anxious record. Or maybe it just means that Future Me Hates Me is a perfect batch of indie rock tunes for the indie rock subreddit. A bit of both maybe.
Future Me Hates Me is probably the tightest Beths record. It’s the shortest (by 14 seconds, but still) and maintains an up-tempo pace more than the other two. It’s a record whose entire tracklist probably could be singles. Or, as proven by a series of Fortnite YouTubers, a record whose entire tracklist could be background music for your Fortnite highlights video. I’m not kidding! Look it up, there’s a distinctly strange amount of these and they all rule. Opener “Great No One” reveals what the record will be about pretty quickly. Immediately catchy, harmony-laden indie rock. That’s it, that’s the bag of tricks. Sometimes it’ll be slow for a bit - “Less Than Thou,” “River Run” - but mostly, it’s this. And that’s good because this is fantastic. There is no type of music in the world I like more than hooky indie rock. And no one does it better. Every song has something truly special about it. “Great No One” has those layered “Yeah”s on the chorus, “Future Me Hates Me” has the little guitar thing over the riff in the intro and after the first chorus, “Uptown Girl” has the name of a much worse Billy Joel Song, “You Wouldn’t Like Me” gets quiet and then loud (genius maneuver), “Not Running” has its ridiculous forward momentum from the drums, “Little Death” has the brilliant final chorus, “Happy Unhappy” has the way frontwoman Liz Stokes sings the word particularly, “River Run” also gets quiet and then loud (still genius), “Whatever” has the super fun guitar solo and “Less Than Thou” has the entire like 45 seconds when the band comes back in on vocals. It’s a perfect indie pop album. Every song is brilliant. The only records that I think I can fairly compare it to are If You’re Feeling Sinister and Alvvays in terms of indie pop perfection. Just 10 brilliant songs.
Oh yeah, the narrative. This is the first act of 3 in the conceptual masterpiece Future Jump Rope Experts Hate Me. It’s a simple narrative. Our narrator falls in love despite her knowledge that it will probably end badly, it works for a bit and then it falls apart. Our narrator is anxious pretty much the entire time. Simple, but effective storytelling.
Future Me Hates Me is about the first part of that process. Our narrator tries, and ultimately fails to convince herself that she doesn’t have a crush. The evidence to the contrary is simply overwhelming. She may believe that love’s no good idea (at all!) but on “Happy Unhappy” her every moment is haunted by wondering if he feels the same. She can’t even remember to take out the bins! On “Little Death” her body begins to fail her, dying the titular little death every time he comes near. Even then though, she maintains that “I’ll never tell, you’ll never guess.” On “You Wouldn’t Like Me,” she even admits that it “feels so much like being in love,” all the while worrying that she’s too unlikeable for it to work out. But on “Future Me Hates Me,” she comes around: she wants to risk going through future heartbreak. Future her may hate her but there’s nothing she can really do about it. And in the best song on the record, “Not Running,” she confirms that she’s not running away. It’s almost a response to the previous song, “You Wouldn’t Like Me.” It’s finally a song of trust - tell the truth. I won’t run away.. It’s okay to tell the truth. She was wondering if he feels the same and it looks like he does. Enough dying little deaths, worrying about future me. It’s time to meet the Jump Rope Gazers.
Act II: I Wanna Give It My Best Try
There’s a tendency, I think, to say that Jump Rope Gazers is the weakest Beths record. It has the weakest reviews, it has the fewest shooters among us non-critics, it is broadly just not quite as beloved as the other two. A classic sophomore slump. But I think that Jump Rope Gazers is, at the very worst, only like a quarter-step behind the other two Beths records. It would be like calling Ichiro’s 2002 season a sophomore slump. Yes, it was a step down from his rookie year and he would go on to have even better seasons but the dude still hit .321, stole 30 bases and made the all-star team. And yes, Jump Rope Gazers is a slight decline from Future Me Hates Me but it still has “Just Shy of Sure” and “Jump Rope Gazers” on it, which is the indie rock equivalent of hitting at least .321.
What sets Jump Rope Gazers apart from Future Me Hates Me the most at first is that it’s slower. Future Me Hates Me takes until the 8th song to slow down even for a minute, while Jump Rope Gazers slows down by track 3. It will slow down again at track 5 and track 9. These songs tend to be slightly weaker, though the title track is an exception. But there are still absolutely bangers on here. Opener “I’m Not Getting Excited” has a slightly gnarlier guitar sound than anything on Future Me Hates Me. Side 2 opener “Out of Sight” moves forward with the same momentum and pace that drives the best of Future Me Hates Me. “Mars, The God of War” does a little quiet/loud thing which is always welcome. While I can attempt to sort these songs into piles (“the slow ones,” “the bangers” etc) I think at the end of the day this is just another batch of excellent Beths tunes. “Dying to Believe” is a brilliant pop song that pulls out pretty much every trick in the book. I’m sort of in awe of it. It has sick harmonies! A bass solo! It has a part where the guitars are gone and then they come back! It’s another song about nervously waiting for the world to crash down around you but it sounds like a ton of fun. It has a super fun music video, the best they’ve ever made. It’s a ridiculous pop song that pulls out every trick without feeling overstuffed. “Acrid” has this faraway backing vocal at 3:33 that always makes my day. “Don’t Go Away” is like half chorus, and it’s a good choice because the chorus rocks. It’s a trick they’ll use again, to even better use on “Knees Deep” later, on Expert In A Dying Field. And the slow songs do still work. The chorus of “Do You Want Me Now” is absolute gold. One of their best. While “You Are a Beam of Light” is probably the weakest song between all three records, it’s still fun. The final chorus with the full band harmony is excellent. The best of the album’s slower cuts is “Jump Rope Gazers.” “Jump Rope Gazers” was the first Beths song that I loved. It has what is still probably the best set of opening lines of the decade with “I’ve never been the dramatic type / But if I don’t see your face tonight / I, I guess I’ll be fine.” Incredible, every time. The guitars sound really nice. The chorus sounds really nice. The melody is really nice. This whole song is just really fucking nice. It might be the one song from this band that makes you go “I’d want to live in the feeling of this song forever.” It’s the song that got me to fall in love with The Beths, and for that it will always be one of my favorites. But it’s not quite as good as the closer “Just Shy of Sure,” the best song on the record. It’s a high bar, but I think this one might have the best chorus melody of the Beths career to date. It feels like it has the same forward momentum of an “Out of Sight” while still having the more laid-back warmth of a “Jump Rope Gazers.” One of their perfect songs. One of the best songs of the decade. At the end of the day, what Jump Rope Gazers sacrifices in terms of bangers I think it mostly makes up for with a slightly more varied palette that mostly works wonders. It’s still a batch of Beths songs, which is among the highest compliments I’m willing to give anything.
Folks, meet the Jump Rope Gazers. The Jump Rope Gazers of course, are our narrator and the object of her affection. It would seem that our narrator has finally won the day. She is in love, willing to admit it and it seems like he is too. Of course, this has not stopped the worrying. On “I’m Not Getting Excited” she keeps her grip on joy loose, bracing for the potential for everything to fall down around her. On “Dying to Believe,” she’s willing to hope that everything won’t fall down around her but she also spends the song apologizing. She struggles with communication, with trust in herself and in her partner. There are true, earnest moments of joy on Jump Rope Gazers. The title track is a love song with no reservations. She wonders how this could have happened, despite all the worrying from Future Me Hates Me. She offers that she’s willing to give it her best try. The rest of the record tugs back and forth in either direction. You don’t get a sense listening to it whether it will work out long-term or not. While there are songs like “Jump Rope Gazers,” there’s also songs like “Do You Want Me Now” or “Don’t Go Away.” “Do You Want Me Now” indicates that communication here is often difficult. And anytime you need to say “don’t go away” 24 times in one song, it seems like things might not be going perfectly. The penultimate “You Are a Beam of Light” details a stilted phone call with tears involved but our narrator is willing to “meet outside in five.” Maybe they can work through this. Let’s return to the closer “Just Shy of Sure” and its brilliant chorus. What are the actual words in it?
“Oh, my head is aching
But if I keep very still
I might be able
To make this work until
The end of the weekend
Weak, but I’ll pretend
That you still want me
I’m the one you adore
But I’m just shy of sure”
More worrying! Not great probably. Sounds like it’s maybe not the sturdiest relationship in the world. Still, I hope they can make this work. That they can get around the insecurities, the doubts, the communication. Pull it together. Give us a happy ending. What’s the first lyric of the next album, as a sneak peak of where the jump rope gazers are headed?
“Can we erase our history?”
Ah, shit.
Act III: Staring Into Nothing (Or, I Hate Past Me)
If we continue to operate under the assumption that The Beths are the Ichiro Suzuki of indie rock (and we should, to clarify) then I think Expert In A Dying Field might be their equivalent of his dazzling 2004 campaign. After all, just like Ichiro in ‘04 this has a staggering amount of hits. Even more than the already staggering amount of hits from their previous efforts! It helps that, unlike the 10 songs of their previous records this has 12 songs. They manage to more than keep up the quality. While this is their longest and lengthiest record, it’s hardly The White Album. Lead single “Silence Is Golden” is a bit louder than usual, “I Want To Listen” is a bit quieter and “2am” is a slow, sad closer but really this is another batch of Beths tunes. Which, again, hell yeah. Can never have enough Beths tunes going around. Let’s all hang out and watch The Beths do the indie rock equivalent of hitting .372 and breaking the single season hit record.
The opener and title track, “Expert In A Dying Field” is the best song The Beths have ever made. The lyrics are as sharp and clever as they’ve ever been, the hook is gold and the song just keeps building momentum, and building momentum, and building momentum. What starts off as an understated pop tune has turned anthemic in less than four minutes. The backing vocals are fantastic, the guitar sound is great. It’s a song that could make you dance or cry. It’s the perfect Beths song. That last minute is unstoppable. I’ve gotten goosebumps listening to it more times than I can count. “Knees Deep” rocks. It’s like 65% chorus which is fine because it’s one of the best choruses the band has ever put down. It makes sense to keep hammering the chorus button if you’ve landed on something this good. No problems here. Speaking of great choruses, this record is just chock full of ‘em. The chorus on “Best Left” wasn’t my favorite initially but I’ve really come around on it. It’s really fun to sing along to. Important quality. “Change In The Weather,” written by guitarist Jonathan Pearce proves that there’s somehow more than one band member capable of writing brilliant Beths tunes. “Head In The Clouds” and “A Passing Rain” are Beths songs. Which, hell yeah as per usual. At this point it’s almost unremarkable how this band just churns out great indie pop tunes. Unusually happy “When You Know You Know” is heavier on acoustic guitars, providing a minor change on The Beths formula. It works wonders. The heavier “Silence Is Golden” similarly tweaks the formula, providing the perfect musical backdrop for Liz Stokes’ agitated vocal performance. It’s the song that probably best captures the feeling of loud construction being done beside your home. “I Want To Listen” is also a bit of a tweak on The Beths formula. It’s a jaunty little pop tune that reminds me of similar moments in the Rilo Kiley catalog. It is unsurprisingly great. “I Told You That I Was Afraid” returns to both the anxiety and the continuous forward momentum of Future Me Hates Me and does so exceedingly well. It rocks. It’s also an exceedingly tight song, the band seems to be moving as one on this one. “Your Side” is probably my second favorite song on the record, a melancholy post-breakup tune. It’s another one with a practically perfect chorus. Oh and the guitar sound is great. Especially the guitar after Stokes sings the “oo-oo” part after the chorus. That’s what music should be right there. Closer “2am” is a classic Sad, Slower Closing Song. Y’know like “My Hometown” or “Dublin City Sky” or “Gospel” or “Butterfly.” I’m broadly suspicious of this specific type of song. Slowing it down means you lose something in energy and just generally rocking (rocking, always a good thing!) so you’ve gotta make up for it somehow. And “2am” does. This type of song works when the lyrics pick up the slack, when the slow and spareness of the song makes you focus on the lyrics, and when the emotion in the lyrics complements the pace and atmosphere of the song. When the song is sad enough that mustering energy for it seems like it’s beyond the point. “2am” is a song like that. And to be fair to “2am” it does build towards the end. After an album of playing chicken with finally saying goodbye, “2am” finally does it.
So we reach the end of the road for the jump rope gazers. We were with them through the anxious crush stage, the even more anxious early relationship stage and now it’s time to say goodbye. “Expert In A Dying Field” laments all the time and knowledge now gone to waste. While on Jump Rope Gazer’s “You Are a Beam of Light” the late night phone call was stilted and sad at least there was a late night phone call, but on “Head In The Clouds” our narrator has no one to listen to her at night. The nervous self-doubt that’s shown up again and again re-appears at the worst times on songs like “A Passing Rain” and “I Told You That I Was Afraid.” Our narrator remains torn; on “Your Side” she wants nothing more than a dramatic, tearful apology, a romantic gesture, a chance that maybe they can get back together. Maybe it’s not over, or at least not over forever. But on “Best Left” she indicates that some things are best left to rot. Some things need to be put behind, and forgotten. One of the constants in these three records is that sense of uncertainty. On Future Me Hates Me, our narrator indicates that she’ll never reveal her emotions on one song while indicating she has to on another. On Jump Rope Gazers she’ll declare her love on one song, hoping it’s going to work out while indicating that she has no serious belief that it will in others. Finally, on Expert In A Dying Field she’s unsure if the best way forward is to keep looking back or to try to move forward. One way or another the story of the jump rope gazers is over though. On “2am” we finally hear how it all fell apart. We hear about the good times, but we also hear about the communication breakdown. We hear our narrator reminiscing about when it finally fell apart:
“There was news I was nervous to tell you
Through the filter softening the words we said
Were you mad? Tell the truth, I can take it
I could hear the engine as you drove away
Through the blinds, saw the glow of the light fade”
And that’s where we leave it. She asks one more time if he still feels it, but it seems there’s no response. This is it. To some degree, she was right; she probably does hate past her.
Outro: The End of the Weekend
The Beths, great band. If you’ve somehow read this far without having heard them go listen to them. I’d listen to them in chronological order but really you can’t go wrong. I admit I had to stretch the concept a bit, leave some stuff out of the narrative and all that. But I think that puts it more and not less in line with most concept records. In truth, I think these three records do work as a loose narrative if you want to view them that way, which I sometimes do. If you don’t then you can choose to view them as three of the best indie pop records of the past decade. That works too. Either way it’s a run for the ages.
As a music nerd I am naturally list-obsessed (sometimes I worry I’m getting too close to the High Fidelity guys) so here’s a bunch of Beths lists I assembled while I was writing this.
List 1: The Perfect Beths Songs
1. “Not Running”
2. “Little Death”
3. “Less Than Thou”
4. “Jump Rope Gazers”
5. “Out of Sight”
6. “Just Shy of Sure”
7. “Expert In A Dying Field”
8. “Knees Deep”
9. “Your Side”
10. “I Told You That I Was Afraid”
11. “Idea/Intent”
List 2: The Near Perfect Beths Songs
1. All the rest
List 3: The Abridged Tracklist to Future Jump Rope Experts Hate Me. Or, the songs that I think tell the narrative I’m trying to sell the best.
1. “Little Death”
2. “Future Me Hates Me”
3. “You Wouldn’t Like Me”
4. “Not Running”
5. “I’m Not Getting Excited”
6. “Dying to Believe”
7. “Jump Rope Gazers”
8. “Just Shy of Sure”
9. “Expert In A Dying Field”
10. “Your Side”
11. “Best Left”
12. “2am”
List 4: The Top 10 Beths Music Videos
1. “Dying to Believe”
2. “Knees Deep”
3. “Expert In A Dying Field”
4. “Future Me Hates Me”
5. “Your Side”
6. “Jump Rope Gazers”
7. “Uptown Girl”
8. “I’m Not Getting Excited”
9. “Little Death”
10. “Happy Unhappy”
List 5: 10 Actors Who Could Have Been That Actor In That One Particular Film
1. Jackie Chan
2. Jeremy Renner
3. Rebecca Ferguson
4. Dominic Monaghan
5. Owen Wilson
6. Charlize Theron
7. Matt Damon
8. Julia Roberts
9. Paul Giamatti
10. Viola Davis
-----
(Tentative) Schedule
May 27 - U2 - War / The Unforgettable Fire / The Joshua Tree
June 10 - R.E.M. Part 1 - Murmur / Reckoning / Fables of Reconstruction (Guest Entry u/p-u-n-k_girl)
June 24 - R.E.M. Part 2 - Out of Time / Automatic for the People / Monster
July 8 - Vampire Weekend - Vampire Weekend / Contra / Modern Vampires of the City
-----
Archive


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2024.05.13 14:36 Then_Marionberry_259 MAY 13, 2024 WCU.V WORLD COPPER CREATES TECHNICAL ADVISORY COMMITTEE FOR ZONIA COPPER-OXIDE PROJECT

MAY 13, 2024 WCU.V WORLD COPPER CREATES TECHNICAL ADVISORY COMMITTEE FOR ZONIA COPPER-OXIDE PROJECT
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Grants Stock Options
Vancouver, British Columbia--(Newsfile Corp. - May 13, 2024) - World Copper Ltd. (TSXV: WCU) (OTCQB: WCUFF) (FSE: 7LY0) ("World Copper" or the "Company") announces the formation of a Technical Advisory Committee, related to the progression of the development of the Zonia copper-oxide deposit in Arizona, USA ("Zonia" or the "Project"), a project wholly owned by the Company. The Company is pleased to announce the appointment of committee members, Mr. Joe Phillips, and Mr. Derek White.
The Technical Advisory Committee will help to guide the development of Zonia by advising the team on the engineering studies, project execution, and the strategic planning necessary for successful permitting, construction, and ramp-up of the Project.
Mr. Gord Neal, CEO of World Copper, commented: ¨The copper market is in desperate need of lower cost, faster to market copper oxide projects like Zonia. Mr. White and Mr. Phillips both understand the outstanding value proposition this asset offers and they bring a great deal of knowledge and experience in developing and building mines effectively. We are excited to have them join our technical advisory committee Their input and guidance will be an invaluable asset in the fast-paced development of the Zonia project."
Mr. Phillips is a senior mining executive and corporate director with a distinguished track record in achieving revenue, profit and business growth objectives for mining and manufacturing companies in the U.S. and ten other countries globally. He has successfully built 14 mining projects in 11 different jurisdictions. Notably Mr. Phillips was COO of Minera Tres Valles in Chile, where he designed and implemented the upgrade and expansion of its SX-EW copper operation. Mr. Phillips has held senior management roles at Pan American Silver, Coeur Mining, and Carpathian Gold. His experience ranges from startup and development companies to mine turnaround and optimization, creating profitable mining companies in environments which require a deep understanding of critical business and operational drivers in diverse cultures and remote locations. Mr. Phillips holds an undergraduate degree from the Colorado School of Mines ("CSM"), and with graduate studies in Engineering Management at the University of South Florida.
Mr. White brings more than three decades of experience in the mining and metals industry. Currently, he serves as a President and CEO of Ascot Resources Ltd., a position he has held for over six years. Before joining Ascot Resources, Mr. White was the Principal of Traxys Capital Partners LLP, a private equity investment fund. He also served as President and CEO of KGHM International Ltd. from 2012 to 2015. The highlights of his career include the development and construction of the Carlota copper oxide mine in Arizona, Premier gold mine in BC, and a world-class, multi-billion-dollar development - the Sierra Gorda mine in Chile. Mr. White holds an undergraduate degree in Geological Engineering from the University of British Columbia and is also a Chartered Accountant.
The inclusion of Mr. White and Mr. Phillips reinforces World Copper's commitment to advancing its copper projects within secure, stable and mining-friendly jurisdictions. This step marks a significant milestone in the company's journey, enhancing its capabilities in project development and execution, as Zonia transitions to the next stage of value creation.
ABOUT ZONIA PROJECT
Zonia is in the Walnut Grove Mining District, Yavapai County, Arizona, and consists of 261 patented (96) and unpatented (185) mineral claims, and 566.85 acres of surface rights acquired from the State of Arizona, all totaling 4,279.55 acres.
Zonia is a near-surface, copper-oxide resource and a brownfields site having already been pre-stripped and mined in the late 1960s and '70s. The project has been significantly de-risked with over 51,000 metres of drilling completed to date, and with substantial amounts of development studies completed. The PEA based on the Historical Resource Estimate indicated that the project could be advanced utilizing low-cost open pit mining and conventional heap leach SX-EW processing to produce pure copper cathode (a copy of the PEA technical report is available on World Copper's SEDAR profile at www.sedar.com).
In addition to the established resource, the Zonia land position contains a copper-molybdenum geochemical anomaly Zonia North located within the same prospective geology. This anomaly is located two kilometres northeast of the resource and represents a high-priority copper-oxide porphyry exploration drill target. For further details on the Zonia North target please refer to news releases from, May 2, 2022.
The project's most recent mineral resource estimate includes 75.7 million short tons grading 0.30% total-copper (Indicated Resources) containing 450.5 million pounds of copper and 122.0 million short tons grading 0.24% total-copper (Inferred Resources) containing 575.4 million pounds of copper (see news release dated February 23, 2023).
The Updated Resource Estimate was completed by Richard A. Schwering P.G., SME-RM, of Hard Rock Consulting, LLC of Lakewood, Colorado ("HRC"), an independent qualified person as defined by National Instrument 43-101 Standards of Disclosure for Mineral Projects ("NI 43-101"), for World Copper as part of the Company's overall exploration plan for Zonia (see news release dated May 22, 2022).
Table 1 . Resource Estimate for Zonia
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Notes:
  1. The effective date of the Updated Resource Estimate is September 1, 2022.
  2. Mineral resources that are not mineral reserves do not have demonstrated economic viability. Inferred Mineral Resources are that part of the mineral resource for which quantity and grade or quality are estimated on the basis of limited geologic evidence and sampling, which is sufficient to imply but not verify grade or quality continuity. Inferred Mineral Resources may not be converted to mineral reserves. It is reasonably expected, though not guaranteed, that the majority of Inferred Mineral Resources could be upgraded to Indicated Mineral Resources with continued exploration (see "Cautionary Note to United States Investors").
  3. Mineral resources are reported using a variable total-copper cut-off. The cut-off grade for blocks was calculated based on the following assumptions: a long-term copper price of US$3.60/lb., assumed combined operating ore costs of US$6.25/ton (low grade re-handle, process, and general and administrative costs), refining & shipping costs of US$0.15/lb. of copper, and copper metallurgical recoveries of 73% for blocks coded as oxide and 70% for blocks coded as transition.
  4. Mineral resources are captured within an optimized pit shell and meet the test of reasonable prospects for economic extraction by open pit. The optimization used the same mining costs of US$4.75/Ton mined and a 50º pit slope.
  5. Mineral resource tonnage and contained metal have been rounded to reflect the accuracy of the estimate, and numbers may not add due to rounding.
Table 2. Mineral Resources Over a Range of Cut-off Grades
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Notes:
  1. Please see the notes to Table 1.
Figure 1. View of Pit Constrained Resources Above Cut-off Looking North and Rotated Down 60 Degrees (Hard Rock Consulting, 2022).
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QUALIFIED PERSONS
The Updated Resource Estimate was prepared by Mr. Richard Schwering, P.G., of HRC, a qualified person as defined by NI 43-101.
John Drobe, P.Geo., a qualified person as defined by NI 43-101, has reviewed the scientific and technical information that forms the basis for this news release and has approved the disclosure herein. Mr. Drobe is not independent of World Copper as he is a consultant of World Copper.
Stock Option Grant
The Company further reports that pursuant to the Company's incentive stock option plan, the Company has granted incentive stock options to directors, officer, employees and consultants of the Company to purchase up to 10,265,000 common shares in the capital stock of the Company. The options are exercisable on or before May 13, 2027 at a price of $0.20 per share.
ABOUT WORLD COPPER LTD.
World Copper Ltd., headquartered in Vancouver, BC, is a Canadian resource company focused on the exploration and development of its copper porphyry projects: Zonia in Arizona and Escalones in Chile. Both projects have estimated resources with significant soluble copper mineralization and they boast exciting potential to expand the resource base. The company is dedicated to sustainable practices and leveraging technology to develop safe and productive mining operations in stable, mining-friendly jurisdictions.
Detailed information is available at World Copper's website at www.worldcopperltd.com, and for general Company updates you may follow us on our social media pages via Facebook, Twitter & LinkedIn.
On Behalf of the Board of Directors of
WORLD COPPER LTD.
*"Gordon Neal"*Director, President & CEO
For further information, or to schedule a Zoom meeting with Management, please contact: Gord Neal or Michael Pound Phone: 604-638-3287 E-mail: [info@worldcopperltd.com](mailto:info@worldcopperltd.com)
For all Public Relations inquiries, please contact: Nancy Thompson Vorticom, Inc. Office: 212-532-2208 Mobile: 917-371-4053
Follow Us:
Twitter: https://twitter.com/WorldCopperLtd Facebook: https://www.facebook.com/WorldCopperLtd LinkedIn: https://www.linkedin.com/company/worldcopperltd
Neither TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this news release.
Cautionary Note Regarding Forward-Looking Statements
This news release contains forward-looking statements and forward-looking information (collectively, "forward-looking statements") within the meaning of applicable Canadian and U.S. securities legislation. All statements, other than statements of historical fact, included herein including, without limitation, statements with respect to the impact of the Decree on the Escalones Project and its development, the Company's analysis of the Decree's impact on future exploration plans for the Escalones Project, the possible filing of a new EIA permit (Estudio de Impacto Ambiental) and the anticipated business plans and timing of future activities of World Copper are forward-looking statements. Although World Copper believes that such statements are reasonable, it can give no assurance that such expectations will prove to be correct. Forward-looking statements are typically identified by words such as: "believes", "expects", "anticipates", "intends", "estimates", "plans", "may", "should", "would", "will", "potential", "scheduled" or variations of such words and phrases and similar expressions, which, by their nature, refer to future events or results that may, could, would, might or will occur or be taken or achieved. In making the forward-looking statements in this news release, World Copper has applied several material assumptions, including without limitation, market fundamentals will result in sustained copper demand and prices, the receipt of any necessary permits, licenses and regulatory approvals in connection with the future development of the Escalones Project in a timely manner, the availability of financing on suitable terms for the development, construction and continued operation of World Copper's projects and its ability to comply with environmental, health and safety laws.
Forward-looking statements involve known and unknown risks, uncertainties and other factors which may cause the actual results, performance or achievements of World Copper to differ materially from any future results, performance or achievements expressed or implied by the forward-looking information. Such risks and other factors include, among others, operating and technical difficulties in connection with mineral exploration and development activities (including the impacts of the Decree on the development of the Escalones Project), actual results of exploration activities, the estimation or realization of mineral reserves and mineral resources, the timing and amount of estimated future production, the costs of production, capital expenditures, the costs and timing of the development of new deposits, requirements for additional capital, future prices of copper, changes in general economic conditions, changes in the financial markets and in the demand and market price for commodities, lack of investor interest in future financings, accidents, labour disputes and other risks of the mining industry, delays in obtaining governmental approvals, permits or financing or in the completion of development or construction activities, risks relating to epidemics or pandemics such as COVID-19, including the impact of COVID-19 on World Copper's business, financial condition and results of operations, changes in laws, regulations and policies affecting mining operations (including pursuant to the Decree), title disputes, the inability of World Copper to obtain any necessary permits, consents, approvals or authorizations, the timing and possible outcome of any pending litigation, environmental issues and liabilities, and risks related to joint venture operations, and other risks and uncertainties disclosed in World Copper's continuous disclosure documents. All of World Copper's Canadian public disclosure filings may be accessed via www.sedarplus.ca and readers are urged to review these materials.
Readers are cautioned not to place undue reliance on forward-looking statements. World Copper does not undertake any obligation to update any of the forward-looking statements in this news release or incorporated by reference herein, except as otherwise required by law.
To view the source version of this press release, please visit https://www.newsfilecorp.com/release/208905

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2024.05.13 13:34 SupremaUX 🔥 Desmistificando os Backlinks: A Chave para o Sucesso no SEO

🔥 Desmistificando os Backlinks: A Chave para o Sucesso no SEO
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2024.05.13 13:26 FarmWhich4275 An Alien Plays... Subnautica (Part 1)

"Great days and glorious victory! My name is Spifflemonk and welcome to my Letsplay! Today I am back from my medically mandated break from playing human videogames after a rather... cathartic experience with a game called Teardown. Subnautica, even among humans, is labeled as a notorious experience with... mixed reception for its sequel. A survival crafting game apparently. I have experience with those so presumably the gameplay loop should be predictable enough. So... Let's go in!"
Spiffle starts the game, going for standard Survival Mode, with aspects of food and water mechanics alongside health and oxygen. The game loads very, very fast with Spiffles overpowered computer, and the introduction sequence begins. The camera pans to the panicked sight of the payer character moving down a ladder followed by a sight of a starship above exploding.
"Oh dear... oh dear! They weren't kidding about survival! Do I even survive this or am I a ghost or something..."
The pod rattles, the screen shakes, a fire extinguisher falls from its mounting. Velocity causes the pod to dislodge a panel from a wall and it flies around the cabin. The panel flies into the player's screen, making it go black.
"Oh... well okay then. I uh... well."
Spiffles' character awakens and panics at the buttons securing him to the seat. Spiffle quickly figures out that fire in this game is in fact bad, and grabs the fire extinguisher, putting the fire out. The game's introduction plays, showing his PDA, the game's inventory UI.
"Oh! I have seen these things in real life when visiting human stations! Do all humans have these?"
Spiffle starts exploring the escape pod, noting all of the damage to the radio beacon and the wiring panel.
"Hmm... craft the repair tool... Well... For later I suppose. Now how do i-AH, the ladder!"
Spiffle clicks on the ladder and goes through the animation. The character exits and dramatically stands. Spiffle looks around. His face visibly pales as he looks in every direction, finding the only thing nearby that looks 'safe’ or like 'land' is the destroyed ship in the distance.
"Water... it's... water... everywhere! How big is this game's map!? Structural hull failure... zero human lifesigns detected. That's.. not nice. Well... Here we go!"
Spiffle jumps into the water. His mood changes, the underwater environment significantly different than above ground. The water is absolutely teeming with life and color, as Spiff swims towards a reef to stare at some coral. Spiff gets distracted and starts chasing a fish, specifically a Peeper, and grabs it.
"Oh! Good god! THAT'S how humans catch fish!? That's very... inefficient! What is this thing? Can I eat it? I know I'm supposed to take care of my food and water, so how do I eat it?"
Spiffle wanders about for a while, gathering resources and exploring his general location, eventually getting back to the pod. He had gathered up a decent amount of stuff while he was swimming around and accessed the Fabricator to see what was available.
"Ah! I see, the fabricator cooks things too. Uhm... cooked fish thing and... these transparent fish give me water bottles? Okay then! Well. Sorted for food anyway. Let's see. Copper wire, batteries. A Scanner? Does that mean I can like, scan things and tell what they are? And... Oxygen tank? Oh hell yes. I'll build that then."
Spiffle goes through the process of building a few things, checking out how the game's crafting system works, and spending more time collecting resources. He quickly realizes how much work he has to do and finally finishes making a Scanner.
"Okay then well... I can see how much time is going to be spent collecting resources so i'm going to edit all of that out and keep you all in the loop on all the fun parts instead."
Spiffle continues playing, inserting a creative, albeit mildly annoying fanciful scene transition in between resource loops. He comes to a cave looking for salt to make more equipment, when he encounters the first hostile enemy of the game: The Crashfish. He does not notice it at first, the strange sloppy noise it makes as its pod opens, the beast makes a terrible gurgly noise and charges straight at him.
"What is that noi-AH! OY! OI! OIIII what are you what are-!"
Spiffle is cut off as the fish explodes, causing him to lose half his health. He quickly surfaces and takes a breath.
"Okay then... OKAY... THAT... makes absolutely no sense from an evolutionary perspective... but okay then. Avoid those. What even was that? I can't even scan it because it was moving so fast! Gods... exploding fish."
Spiffle shakes his head and resumes his hunt for resources, eventually finding enough for a repair tool. He makes the repair of the pods' broken wiring and looks around a bit more, noting some of the details in the game.
"Hard to believe these games are over eight hundred years old! I keep getting requests to play 'them gud ol' gamez' instead of any new releases. Maybe I'll get to those eventually. I have quite the backlog though."
Spiffle quickly tabs out and shows the huge list of human made games on his list that he has been gifted or purchased himself. The list includes Space Marine, Starship Troopers, Spyro Trilogy, Crash Bandicoot, and so... so many more.
"I am also told about this thing called 'anime', whatever that is. Maybe I should look into that. Anyway..."
Spiffle shrugs for now and resumes playing, swimming around for a bit before finally deciding to use his scanner. He gets the first scan - the Acid Mushroom - and painstakingly reads the supplied article. He then goes on a scanning frenzy, scanning each thing he can find, comically chasing after various fish and objects, trying to scan them then taking an irritatingly long time to read the article aloud.
He gets to the point where he encounters his first real hostile enemy and tries to scan it. The stalker, of course, doesn't appreciate that, and attacks.
"Oooh what's this thing? Oh lovely, it's a big one. Can I scan it? The... Stalker? Oh okay is it friend-OW! NONONONO go away!"
Spiffle panics and scans it while running away from it, trying to swim backwards. He's so focused on scanning it he can't run far enough away that he gets ambushed by another Stalker nearby and manages to scan it just as he gets hit with his first Death in the game.
"Oh.... o...kay. Well... it seems things aren't as friendly as expected. I'm going to guess there's more things like that around. So... I'm just going to finish working on repairs and equipment then I'll take those things on."
Spiffle reads the article on the Stalker he scanned and spends more time collecting resources, scanning local entities and building the rest of the gear he has. Fins, high capacity O2 tank, rebreather and some more food and water which he stores in floating containers for later. He starts to explore a bit farther in search of fragments to scan and finds a Sand Shark, as well as a biome resembling a desert-like area. He encounters his first piece of the wrecked ship here.
"Oh! Hello! Pieces of wreckage! What are these for now do you suppose? Can I disassemble these for resources or-Oh! Is that a door? Oh! I'm supposed to go in here and look for things? How do I get in? Oh I can't. I need a laser cutter. Is one of those here? Need more fragments I guess..."
Spiffle gives up trying to enter and goes up for air, then returns to the floor to hunt for fragments. He eventually unlocks the Bioreactor, pieces of the Scanner room, a couple fragments of the Seaglide and Seamoth. He comes across the first cave entrance to the Mushroom Caves Biome.
"Oh... oh my. That's... deep. Good thing I unlocked the Seamoth thing. Its a miniature submarine I think. I can use that. But that's... kinda scary. I can't see the bottom. I kinda see just... purple. Mostly purple. But it scares me that I can't see the bottom."
Spiffle hangs around the cave entrance for a bit before a call for Oxygen forces him to the surface. He swims back down to the cave entrance and then hangs around a bit longer before once again resurfacing, heading for some new things to scan. It is however at this point that Spiffles exploration is cut short.
"EMERGENCY - SEISMIC READINGS SUGGEST A QUANTUM DETONATION HAS OCCURRED IN THE AURORA'S DRIVE CORE. THE CENTRAL DARK MATTER REACTOR WILL REACH A SUPERCRITICAL STATE IN -"
The computer aboard the PDA shakes Spiff out of his daze and he quickly rushes to the surface and looks at the ship.
"Wait wait wait what's that!? What's going on!? I see the ship? The Aurora! That's what its name is? Whats a Dark Matter reactor and wha-"
The computer continues its countdown muffled by Spiffs panicked squealing and he has a front-row seat to one of the most spectacular explosions in the history of gaming - the Aurora's Reactor Detonation.
It happens. The world goes dead silent for a short moment, and one can see Spiffles heart visibly stop beating. Then explosion as the Aurora lets out its magnificent blast. As the shockwave expands outwards, Spiffs skin visibly turns a paler shade of blue, and his eyes go wide. The sound of a geiger counter follows, leaving him breathless and pale as the world suddenly goes dead quiet again. The sound of the geiger counter ominously leaving him shaken even more than he already is.
"FOR YOUR CONVENIENCE - THE RADIATION SUIT HAS BEEN ADDED TO YOUR BLUEPRINTS."
Spiffle stays completely silent, bobbing in the water for a solid few minutes, staring in shocked wonder at what he just witnessed. He regains his composure for a few short moments and returns to his scanning venture, but one can easily see he isn't in the right mind after that. He returns to the seabed, at the entrance to the mushroom caves and dives again. He does this several more times, popping up to the surface, looking at the shipwreck, then diving at the entrance again. Finally, after much hesitation, he dives one last time.
"Screw it. it's just a game right?"
He smiles at the camera with a shrug and swims far below the surface, into one of the caves. As he enters the cavern his jaw drops at the sight of a massive underwater cavern filled with gigantic glowing pink mushrooms. The Mushroom caves as they are known. He spots something in the distance, entranced, forgetting his oxygen situation. He cant get far however and a terrifying shriek of some unknown entity shakes him out of his stupor.
"What in the red dawn was that noise!?"
Spiff can't finish asking his invisible audience what's going on as he strays too close to a mushroom, occupied by a Crab Snake, a gigantic sea worm. He is grabbed from behind, spun around and he visibly panics as the giant worm digs its enormous tusks into Spiffles character. Spiffle immediately freaks out, a combination of both the terrifying shriek emitted by the creature and the shock of being attacked makes poor Spiffle jump out of his seat and duck under the table.
"GOWAYGOWAYGOWAGOWAYGOWAY!!!"
The worm comes back and finishes Spiff off before his oxygen runs out. Spiff's character respawns but the footage continues, a slight whimper can be heard in the background as Spiff hides under the desk. This carries on for a few minutes, and his head very slowly appears above the desk. He gingerly puts himself back in his seat and breathes heavily for a bit. When he finally gains control, he tabs out of the game and takes a look at the wiki for Subnautica. He returns a few moments later and stares at the camera in that strange haunting glare he's become so famous for.
"WHY DO YOU STUPID DEVELOPERS NOT PUT GUNS IN THE GAME IF YOU HAVE SHIT LIKE THAT!? ARE YOU INSANE!?"
He grabs the camera and shakes it violently as he rants at it, questioning why there are guns in every other human game he has played and not THIS specific game, especially considering how there are 'giant water snake monsters that eat your face' in a game with no guns. He rants for a good minute or two then plays his outro.
TOP COMMENT: "Are you absolutely sure after Teardown, Factorio and Project ZOMBOID, you should be playing Subnautica? I mean seriously, try something less... psychologically terrifying. It's known as Thalassophobia Simulator for a reason."
_______________________________________________________________
"Great days and glorious victory! My name is Spifflemonk and I still don't understand why we have giant worm monsters but we have no guns!"
Spiffle stares at the camera with an expression that can only be summarized as 'Seriously bruh?' and resumes his last playthrough. He becomes confused at the lack of stuff in his inventory.
"Why is my... Why do I not ha-Oh right... I was eaten. When you die your inventory is wiped... I need to build more tools then."
Spiffle starts some silly music, an alien version of Benny Hill to a montage of him collecting resources, occasionally ranting at various oddities and questioning game logic. He restores all of his tools then goes hunting for a Vehicle Bay fragment so he can build the Seamoth. He continues to scan what he can, developing something of an obsession with the task, then painstakingly reading every word about it to try and understand it. It is at this point Spiffle, during his explorations finds another derelict chunk of ship near the desert region, encountering his first Sand Shark.
"What... What is this? Oh... careful Spiff. This one looks angrier than the last one you found. Wh-What in oblivion!?"
Spiffles attention is once again diverted by the appearance of a Reefback Leviathan and its signature low drone. This one appears to be a fully grown adult.
"You-you... You've got to be... You gotta be fucking kidding me. A Juhara Eelfish!? WHAT IS THAT DOING IN A HUMAN VIDEOGAME!!!??"
Spiffle squeaks in shock as he sees a creature that is an absolute spitting image of a large oceanic dwelling sea creature, which is both the games and his native homeworlds version of a Whale. The Reefback has some dissimilarities, but its close enough to the real thing that Spiffle is genuinely shocked. He quickly pauses the game, opening various wikipedia articles, then displays a full picture of both Subnautica in game Reefback, and the Juhara-Kal-Rehar, colloquially known as a Juhara Eelfish, a shockingly similar creature that lives in his homeworlds oceans.
The only difference between them is the color of the exterior chitin shell. The Reefback has a blue/purple shell, the Juhara Eelfish's chitin has a red/green shell.
"WHEN was this game made!?"
Spiff checks, the current Earth-date is the year 2886. Humanity only entered the galactic community in 2752. Subnautica was released in 2018.
"HOW.... How is that even possible!? You didn't even know the galaxy existed until only a few decades ago, yet you almost PERFECTLY matched the appearance of one of our homeworlds native species! How is this even possible!? Okay. If the name matches then I have to call bullshit."
Spiffle approaches and scans it, then reads the data article.
"A... Reefback Leviathan? Oh thank God... Now let's see... A herbivorous creature that... that likely got so large due to the fact that its predators went extinct. Well... that's... okay... A hard chitinous shell of multiple layers, a microcosm of different creatures and flora growing from its back, hence the name. Hmmm..."
Spiffle gets that cold, empty stare on his face and glares menacingly at the camera. The screen goes black, then returns, seeing Spiffle nursing a beverage of some kind while wrapped in a blanket.
"I realized something... Call it a message from the Ancestors or a Divine revelation. But I have a funny feeling this isn't going to be the last time I see a creature from the galaxy represented in human media. I hope to the Gods that doesn't happen... the concept of this situation is nothing short of terrifying. In any case, I'm sorry about that. Lets.... let's continue."
Spiffle resumes where he left off, doing his usual routine of scanning, then obsessively reading. Eventually he unlocks the Vehicle Bay, and returns home to his pod where the situation with resources is growing obscene with at least fifty floating resource containers hovering around the area.
"Alright... A Vehicle Bay... This means I can build things like the Seamoth now. This will be nice. Right, I shall for the sake of my audience skip the resource collection mechanic that's here and focus on the actual result. I shan't waste my time either though. MONTAGE!"
Spiff yells excitedly and a montage to that same odd Benny Hill type music plays out, with him collecting the resources he needs to build both machines. Most of it is already in the floating containers strewn about. With a few visits to the fabricator, he compiles the Power Cell, Titanium Ingot and Lubricant he needs to make the Vehicle Bay. He deploys it and chases it to the surface just away from the pod in the deeper end of the shallows.
"Right... Not too hard. Let's see then, how do-Ah. Get on it and... The Seamoth. Cost of two glass, one titanium ingot, a powercell, lead and lubricant. Right."
He quickly gathers and makes everything he needs for the Seamoth, then stands on the platform ready to go. He chooses the Seamoths recipe and the sequence starts. His eyes light up as drones start flying around the platform, then begin assembling atom by atom, the small, adorable minisub known as the Seamoth. It finishes the process and flops into the water with a splash.
"My gods look at this thing! It's so cute!"
Spiffle explores the sub for a little while and hops inside it, testing the controls and playing around with it a bit to see what it can do.
"Hm... Maximum Depth, 200 meters? So if I go below that does it implode or something? I need to be careful of that. OH dammit I remember! I have to make that Radiation Suit don't I? I shall do so now!"
Spiffle seems to have found a new resolve, quickly gathering resources together and making both a Seaglide and radiation suit in short order.
"Does this thing have any weapons? How do I repair-Oh... Repair tool? That makes it easier I suppose. Now... Where do I go now? Is there anything I can do?"
Spiffle stumbles about in the blind for a few minutes, trying to figure out his next course of action beyond simply wandering aimlessly while scanning things. He gets back in the pod and fixes the radio beacon. His face visibly contorts into an expression of irritation when he hears his rescue is in 9999 hours. He resolves to come back every now and then to check the radio. He decides to gather more resources to make up for building the seamoth and comes back a bit later. He finds a radio transmission when he returns.
"RADIO: ▀▖┗▛Nine new biological subjects designated. Mode ▄▖▜▚┣: hunting/analyzing.
Sharing subject locations with other agents."
"What... in the Nine Hells was THAT!? Why was it in such an odd voice? What was that language? What were those letters!? Somethings going on here... SO now what? I have the radiation suit. i guess... go into the Aurora? Oh no, I'm not going in there unprepared! Lemme make some tools and spare batteries, then i'll go in. I need... Oh... I need more fragments is what I need."
Spiffle resumes his fragment hunt, looking around for fragments of various tools. He uses the Seamoth to traverse around.
"WHEEE!!!"
Spiff seems more than just a bit happy as he trundles around in the Seamoth, using his speed to launch himself out of the water. He splashes about a bit, testing the limits of the craft and trying to see what holes he can squeeze himself into or out of and how deep he can go.
"Okay okay. time to get to serious work. Now... I need to find... A Laser Cutter and a... STASIS RIFLE?! Wait... rifle? That means GUN! I NEED A GUN!!"
Spiffle charges forward towards the desert biome where he found the Reefback and resumes his search for things to scan. It is now he comes across a Reginald.
"What... IS this fish? Wait, let me just..."
He gets out of the Seamoth and scans it.
"Huh... Reginald. That's a... fish? It's so cute! Wait, come back friend!"
Spiffle spends an unreasonable amount of time trying to catch a Reginald. When he finally catches one he gets back in the Seamoth and heads towards the aurora, new friend in tow. He trundles over to the side of the crashed ship and scans some random stuff here and there, finding fragments to a few small items, including a few he needs such as a Powercell Charger for the Seamoth’s battery. He gets close to the front of the ship and the haunting, evil noise of Subnautica's most iconic killer suddenly echoes through the gloomy water.
"What... Was that? Is it another worm thing? Please don't let it be one of those..."
Spiffle wanders around the side for a bit longer. An ominous shadow looms in the background, catching his eye. He ignores it for the moment and simply carries on, eventually arriving at the entrance to the ship. Through the mangled steel and fire he squeezes into the front of the ship and looks around. The environment ominously rattles and his screen shakes as the ships structure isn't exactly stable. The howl of the creature in the shadows makes Spiff even more uncomfortable.
"I... Do NOT like this. I really dont."
Spiff parks the Seamoth where he can see a ramp leading up, and gets out. He is immediately accosted by Cave Crawlers and uses his knife to defend himself, poorly, but he gets rid of the three or four around him.
"WARNING: SCANS SHOW THE DIGESTIVE TRACTS OF INDIGENOUS LIFE FORMS CONTAIN HUMAN TISSUE."
Spiffs face turns an even paler shade of blue and he swallows visibly as if he's trying not to vomit.
"Yeuch... I can scan this thing and read it later. I don't want to be here any longer than I have to."
Spiff scans and follows the path to the interior, uses his fire extinguisher to put out some fires in the area and gets inside. The ship rumbles as he wanders around and gets into one of the rooms. He finds the poster of the P.R.A.W.N. Suit.
"Ooh! A poster thing? Can I take it or? I can! PRAWN Suit eh? Can I actually use that thing?"
Spiff takes the poster, scans some furniture and collects a PDA. Spiff continues down the corridor and retrieves his Propulsion Cannon from his inventory and uses it to pick up some furniture in the way.
"I am SO glad I got this thing from scanning the area before I came here. This is super useful! I wonder if it has other uses..."
He gets to the door and looks at his databank.
"Hmm... Here it is! Code for the door is 1454. Right."
Spiff moves through, repairing a door to get the Seamoth Depth Upgrade Module. He continues and clears a fire to enter the main reactor. His inner loot goblin shines through and grabs the Cyclops engine efficiency module before he starts work on repairs, scanning the breach and starting work. It doesn't take him long, but he gets issues with a Bleeder that lives in the waters. He scans one then finishes repairs. Foolishly, he uses the propulsion cannon and shoots the bleeder at one of the reactors, undoing his work. He looks at the damage he caused and repairs it.
"Well... what was I expecting... Why did I do that? It's a CANNON... why did I aim it at the reactor exactly? So stupid..."
Spiff finishes and heads to the PRAWN Bay, and looks around at the damage. He spots the prawn suits and starts scanning, grabbing a storage module upgrade from a console and starts extinguishing flames so he can scan. He runs out of fire extinguisher juice though.
"Blast! Can I still scan these if they're on fire?"
Spiff walks around, finding cheeky angles he can use and scans the debris, finding all four fragments he needs. He heads upstairs and goes through the rooms and everything he can find. He gets into the Galley and sees the Kitty in a Space Helmet Poster.
"What the- 'Keep Calm'? What in the blue balls is this? It's.... cute! What is this creature!? Can I keep this? I can!"
Spiffle excitedly grabs the poster and moves on. He goes through cabins, picks up PDAs and collects the Natural Selection 2 poster, the Prawn suit in the sea poster and the collectible arcade toy in the locked cabin. Lacking the code to the Captain's cabin, he returns to the prawn bay and tries swimming around, eventually finding a passage in the hull debris to the rest of the ship. He moves through in silence, recovers the black box data and exits the ship. He removes debris, grabs the local wildlife with the cannon and tosses them into fires or the water with glee.
"BEGONE BEAST!!! Ha! Right... uhh... where did i park? Oh, there it is. Should I go home? I wonder if there are any fragments I can use around here?"
Spiff exits, finding Liefpod 4 floating upside down on the surface of the water. He collects the PDA data and a new blueprint. Then, as he gets in the seamoth, the horrifying roar of the Reaper Leviathan suddenly sounds. Spiff is thrown into a panic, screams in terror and tries desperately to get away. The beast appears with jaw chomping and claws clawing at the poor Seamoth. The entire time Spiffle is screeching like a bird with a broken leg, his entire body now an almost ghostly white out of absolute terror.
"GOWAYGOWAYGOWAYGOWAYGODNONNONOGOWAYGOWAY!!!"
Spiffle manages to get out of its grip and in a panic charges away towards his lifepod and continues to scream, breathing hard between screams. He gets to the pod and then hides under his desk, continuing to scream. His channel outro plays.
TOP COMMENT: (This has been translated from Eridani) "I am starting to believe this whole sojourn was a very BAD idea. Do you humans have those kinds of beasts on your homeworld? How did you ever survive them?!"
RESPONSE: LOL no we never had Reapers. The only Leviathan Class creatures we have on our planet are Whales. And they're mostly peaceful plankton eaters. Mostly.
RESPONSE: (Translated from Eridani) "Seriously? I think I find it more terrifying that these creatures are made up in your minds. What kind of nightmares do you people have to be able to create this level of fiction!?"
RESPONSE: Do. Not. Ask. This is only Subnautica - we have FAR worse.
Spiffles response: "You're going to make me play these 'far worse', aren't you?"
RESPONSE: "Damn right we are! :)"
________________________________________________________
"Great days and glorious victory! My name is Spifflemnonk and welcome back to Subnautica!"
Spiffle looks visibly stronger, his usual lanky appearance now looking like he's been working out like a Gym Bro. One can see muscles on muscles and Spiff seems to have an abnormal amount of energy.
"I am now relaxed. It is now time to get eaten by giant scary sea monsters. And yes, before you ask, I have successfully finished fully soundproofing my office. And also yes, I am indeed expecting a new addition to the brood... THANKS DAMN HUMANS! You and your damn musical magic nonsense..."
Spiffle starts the game and is swimming outside the pod next to the Seamoth. The first thing he does is repair the seamoth from the damage incurred by the Reaper, and recounts what hes been up to, checking inventory and equipment. He heads to the radio and gets a new transmission.
RADIO - "This is Avery Quinn of trading ship Sunbeam. Aurora, do you read? Over.'
'Nothing but vacuum. These Alterra ships. They run low on engine grease, they send an SOS; you offer to help, they don't pick up.'
'Aurora, we're out on the far side of the system, it's going to take more than a week to reach your position, do you still need our assistance? Over.'
'I'll try them again tomorrow. Damn charter's going to have us wasting our profit margin running errands for Alterra.'
'See what the long-range scanner picks up in the meantime."
"Oh? Oh lovely! There ARE people in this game! I wonder when they will be here? Meh, I have things to build, so I'll keep an eye."
Spiffle resolves himself to start building a base, trying to find a good spot. He finds the Mushroom Forest Biome and starts gathering resources to ferry them around. He installs the Depth Module and the Storage module to the Seamoth, then builds the Moon Pool. The Mushroom Biome becomes one of his favorite spots and a close encounter with a JellyRay cements it.
"Those creatures are beautiful! Look! JellyRay! Its glowing blue and pretty! I love that! Oh... I have a new radio message. I need to listen to that then."
Spiff returns to the pod and listens to the message.
RADIO - "Aurora, this is Sunbeam again. We just picked up a massive debris field at your location.'
'I didn't know how bad... How many of you... I didn't know.'
'We are now en route to your location. We're going to bring you home. Sunbeam out.'
'What else can I say? The only time I parked a rig this big on a rock that small was in VR, and I blew it'
'Oh, it's a bad option alright, but so are all the others."
Spiff smiles and carries on working, parking the Seamoth inside after powering everything up.
"So lovely! But... Is that a win condition? I know human games by now I have played enough of them. Is that a win condition? Get rescued? I dunno..."
Spiffle carries on building for a little and gets a storage system up, spending a few in-game days transporting resources to his new base. He returned to the pod and played a new radio message, again from the Sunbeam.
RADIO - "This is Sunbeam. Y'know, Aurora, we're from a little trans-gov on the far side of Andromeda, and we have a saying there.'
'There's no bad without the good, no good without the bad.'
'Sounds like you tasted a bunch of the former, but that only means you're overdue a whole lot of the latter.'
'Might just be we're it.'
'We're scanning for somewhere to park, we'll be in touch when we find it. Sunbeam out."
"Ohh... That... that's a lovely saying! What was that uh... There's no bad without the good, no good without the bad. I like that! I think i'll have that framed on my wall! Now lets see.. i ca- I CAN GIVE THE SEAMOTH A NAME? OOHHHhh okay, okay.. I can customize the color too! I think I'll just do this..."
Spiff leaves the name as 'Seamoth' for now, changing the color to a mix of purple for the main, and blue for the trim and name color. His two favorite colors. Spiffle does a little more work, acquiring the last fragments for the Cyclops and starts gathering together the resources necessary to build it.
"Hmmm.. Cyclops... Personal large scale submarine capable of carrying other vehicles! Ooohhh I want to build that! I need to fetch the Vehicle Bay though. Im almost done moving house!"
Spiff returns and packs up the last of his resources, then gets another radio message.
RADIO - "Aurora, we're approaching the planet now, and we have a landing site for you that's... well, it's better than the alternatives.'
'We've sent you the coordinates.'
'It'll take us a couple of days to align our orbit, we should be able to establish direct contact with you during that time, then we're coming in to get you.'
'Cross your fingers the weather holds, and don't leave us waiting. Sunbeam out."
Spiffle gets a new beacon on his HUD. Sunbeam Landing Site.
"What!? Is this game over If I'm there!? Okay... well. At least it's no longer terrifying! I'll get the Seamoth and go for the beacon then. I hope it's okay... Strange... this... doesn't feel like the end, you know? But if it is then it is."
Spiff heads home, deploys the Vehicle Bay and deposits his gear and resources. He heads towards the location, occasionally squealing 'WHEEE!!' as he uses the Seamoth to jump out of the water like a dolphin. However, he miscalculates and the Seamoth jumps up, out and sustains a bit of damage as it hits a rock formation close to the surface. He gets out, repairs it and looks at the camera.
"Why no I didn't just damage my Seamoth by having too much fun. I don't know what you are talking about. Hehe."
Spiffle smirks at the camera with a glare and carries on. Eventually, he encounters the largest of the Islands in the world.
"Wh... WHAT. This has been here the whole time!? Is this an island? Who cares! LAND! Sweet land!"
Spiffle now notices the timer and hops onto the island from his Seamoth. He walks up to the landing zone and stops dead in his tracks at the sight of the massive al;ien structure known as the Quarantine Enforcement Platform. In essence, a giant alien cannon.
"What... the *beep* is THAT?"
Spiffles' editing has gotten better, his editor learning how to censor Spiffles foul language, in both English AND Eridani. He moves closer to the building, scanning the broken tablet and the Forcefield Controls.
"What is this? I mean it's clearly alien... What do the codex entries say... 'possible to reconstruct the device' Oh... hmm.. I can make more of these then. 'Matches no known technologies... functions like a lock'. Okay then so... Standard video game logic I guess. That's nice! So A purple tablet will unlock the gate there. What are those?"
Spiff moves towards the Cairns marking the way into the island, pathways leading up the mountainside. He follows them, finding a Purple Tablet in the process on one of the pathways.
"Oh! Lovely! That saves me resources and a trip I guess. This pathway keeps going though. hmm... Welp, we still have thirty minutes, so let's go."
Spiff explores the pathway, getting lost a bit before finally figuring that following the large cables is a good idea. He comes across the Teleportation Arch and scans it, in between dodging the Cave Crawlers.
"Right, let's see... Alien Arch... not much to speak of here. Maybe this thing will be useful later I guess. Likely.... Hmmm..."
Spiffle continues exploring and eventually finds himself back at the forcefield with another twenty minutes to go.
"Screw it, let's go."
Spiff activates the forcefield platform and the animation of the key being placed plays out. He moves into the building, activating both data platforms and acquiring two Ion Cubes for later, scanning everything he thinks he can scan. He enters the Moonpool in the bay and gets two more Ion Cubes, plus data on a rifle and a Doomsday Device. He ignores it for now, acquiring one more purple tablet and accessing the control room.
"Right... what's in here? Hmm... Energy Core, right. I shall scan that and... press button?"
Spiff presses the button. An animation plays where a device locks his characters hand in place, viciously stabs it with a pointy metal bit and then releases it.
"OH GODS what the hell! Why is that?! That's just nasty!"
"THE TERMINAL IS BROADCASTING A MESSAGE. TRANSLATION READS: 'Warning, infected individuals may not disable the weapon. This planet is under quarantine.'"
"Quarantine! What? Infected? I-Hold on...."
Spiffle gets his scanner out and performs a self-scan. It is only now he notices something very bad has happened.
"I-infected!? Wait, what!?"
"SELF-SCAN COMPLETE - DETECTING STATISTICALLY SIGNIFICANT BACTERIAL LEVELS. NO ADVERSE EFFECTS DETECTED. BE VIGILANT FOR SYMPTOMS."
"Oh brilliant! Does that mean I can't leave? I KNEW IT! Wait... weapon!? This is a weapon!?"
Spiffle panics and runs out of the facility as fast as he can and waits the last few minutes for the Sunbeam to arrive. Sure enough, it does. In the last 30 seconds, the Sunbeam plays a message.
RADIO - "Survivor, we see you!
'Man, I don't know how you held out down there.'
The sunbeams message plays, and Spiffle gasps in terror from the sound of the gun platform starting up and starting to move around.
RADIO - "We've broken atmosphere and we're descending towards the landing site.'
'Is that a building down there?! What do you mean you can't identify it?"
The weapon powers up and turns, aiming itself high at the sky.
RADIO - "Hold on, no turning back now.'
'Positions everyone, touching down in 10, 9, 8-'
The weapon charges up and a loud vicious hum can be heard echoing through the valley.
RADIO - "It's coming from the building?! Change course, set thrusters to (full)-"
The radio goes to static, the weapon fires and the Sunbeam is vaporized instantly by a massive blast of bright green light. The sunbeam disappears, its hull structure completely disintegrated. Spiffle sits in stunned silence as the platform returns to a stable position, shuts down, and everything goes quiet.
"Well... Okay then... That was... horrifying. I guess thats all we have time for! Hehe! Oh dear..."
Spiffle looks a bit defeated as he sits back in his seat.
"S-see you next time! I guess... Holy shit..."
Channel Outro plays.
TOP COMMENT: "Are you okay? You seem a little bit too disturbed by that. Its fine though, compared to what happens in the Rise Of The Ancients Mod, this is tame! Lol! I love that mod!"
Spiffles Response: "Please don't make me play that mod..."
((Authors note - due to how bastardingly huge Subnautica is, this will be a multi part series. Other Spiff stories will come inbetween. Hope you enjoy!))
submitted by FarmWhich4275 to HFY [link] [comments]


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