X-rated ornaments

Honkai: Star Rail Progression (F2P): Every Owned Character (37 + 1) at Lv. 80 with Traces at 5/8/8/8-3-10 & Light Cones (22) at Lv. 80

2024.04.30 14:34 Aleie Honkai: Star Rail Progression (F2P): Every Owned Character (37 + 1) at Lv. 80 with Traces at 5/8/8/8-3-10 & Light Cones (22) at Lv. 80

Honkai: Star Rail Progression (F2P): Every Owned Character (37 + 1) at Lv. 80 with Traces at 5/8/8/8-3-10 & Light Cones (22) at Lv. 80

Honkai: Star Rail Progression (F2P)

Honkai: Star Rail Progression (F2P)

Preface

This is a followup to a post I made previously:
  • Honkai: Star Rail Progression (F2P): Every Owned Character (26 + 1) at Lv. 80/80 with Traces at 5/8/8/8-1/1/2/1/2 & Light Cones (21) at Lv. 80/80
  • https://redd.it/18m7acf
  • Posted on: Tuesday, December 19, 2023
F2P means F2P, I have not spent money on the game.

Progression Details

Type Rarity* Level Traces Bonus Ability Stat Bonus Amount**
Character ⭐⭐⭐⭐⭐ 80/80 5/8/8/8 3/3 10/10 15
Character ⭐⭐⭐⭐ 80/80 5/8/8/8 3/3 10/10 23
Light Cone ⭐⭐⭐⭐⭐ 80/80 N/A N/A N/A 4
Light Cone ⭐⭐⭐⭐ 80/80 N/A N/A N/A 18
* I don't count Trailblazer as a 5⭐, since their progression resource amount is that of a 4⭐
** Each Trailblazer's Path does not require additional resources to level up the Character
Formatting as follows:
  • I will not put a denominator for Lv. 80/80, since 80 is the max
  • a/b/c/d-e-f, where (a-d follows in-combat Ability order)
    • a: Basic Attack
    • b: Skill
    • c: Ultimate
    • d: Talent
    • e: Bonus Ability (there are three)
    • f: Stat Bonus (there are ten)
So my all my Characters are Lv. 80 5/9/9/9-3-10.

Trailblaze Power Distribution

By chance, the Honkai: Star Rail (H:SR) Anniversary web event "The Astral Express Annual Trailblaze Report" had a section that showed the user their Trailblaze Power Consumption Distribution, with data collected before 2024/03/31 (server time).
Trailblaze Power Consumption Distribution (%)
Trailblaze Power Consumption Distribution (Absolute Value)

How I Use My Trailblaze Power

Nothing has really changed since my first post.
I have not spent Trailblaze Power on Cavern of Corrosions (i.e. Relics) outside of double/triple rewards events EXCEPT for 2 days worth of Trailblaze Power on Cavern of Corrosion: Path of Holy Hymn (Knight of Purity Palace 4-Pc effect was very helpful early game).
  • 1st Anniversary Relic triple rewards event... HAHAHA 😭 INTO THE TRASH 🗑️ THEY ALL GO 🚮
    • No "content creator" benefits for me, like the vast majority
I have not spent Trailblaze Power on Planar Ornaments (you obtain and spend Immersifiers in Simulated Universe).
I said I would get my characters to 6/9/9/9-1/1/2/1/2/2/1 (6/9/9/9-3-10) first, which I will. However during the process I went with 5/8/8/8-3-10 before 6/9/9/9-3-7 because having to see three locked Stat Bonuses in the Traces menu really bugged me. Getting your Traces to x/9/9/9-3-7 is definitely better in terms of strength than x/8/8/8-3-10.

Battle Pass Progression Value

Nameless Glory (paid Battle Pass) provides months of progression.
Apparently one Nameless Glory provides 15 days worth of Trailblaze Power, "not accounted for 4 special passes + 200 relic remains + BP LC + 680 jades" (https://redd.it/15ycymz).

How am I Doing in End Game Content?

Forgotten Hall: Memory of Chaos
In Genshin Impact (GI), it took me ~3.5 months since its release to clear Spiral Abyss Floor 12, and shortly after I have been 36⭐ clearing Spiral Abyss ever since.
H:SR on the other hand... If you couldn't guess, ever since the start of the game I have been progressing Character Levels, Character Traces (and Bonus Abilities and Stat Bonuses), and Light Cones evenly. This means I couldn't clear Memory of Chaos (MoC) earlier. I think I was able to clear MoC Stage 10 ~6-7 months into the game, and then being able to 36⭐ clear MoC Stage 12 (MoC Stage 11 and 12, along with Jade Feather were introduced in v1.6) during v1.6, specifically the second MoC of v1.6, ever since.
Except right now for MoC, Chronicle of the White Nights Dream Kingdom... Ya I'm stuck on getting 3⭐ for Stage 12... I'm not the smartest player, but I have tried different team comps and have landed on what I deem to be the most optimal. I just simply do not have the damage, even with taking advantage of the Memory Turbulence. There're still 26 days left, so I should be able to farm my Traces to x/9/9/9 for my damage dealers and supports, or maybe Robin 🎼🎵🎶🎵 will save me.
Pure Fiction
I've been 12⭐ clearing Pure Fiction ever since it came out, including the latest one, Fictitious Wordsmithing. Herta & Himeko (my 5⭐ from the Departure Warp) have been carrying every single Pure Fiction. There was one Pure Fiction that made it so putting Herta & Himeko on the same side was sub-optimal. The answer? Herta on one side with Himeko on the other.
Feel free to skip my rant, however I highly recommend reading it, or at least read the last post I link in the rant because this rant is basically a regurgitation of that post (https://redd.it/15cdgkh).
-----RANT START-----
Back in good old v1.2 (Blade's first Banner), there was a fun new event that came out called "Tales of the Fantastic". Now if you were here during that time, you'd know that the general sentiment was that Tales of the Fantastic was "very hard" and "pretty much impossible for F2P". You can look up the posts by searching the subreddit (Reddit search sucks; sort by new):
The most popular discussion post was the following:
  • Tales of the Fantastic is impossible at TL 65+
  • https://redd.it/156bcc3
  • Posted on: Saturday, July 22, 2023
  • Upvotes: ~1000
  • Upvote %: 92%
  • Comments: 388
There was also a meme/fluff post that was more popular, but it was more meme/fluff than an actual discussion:
Also, big brain u/BIG_MOIST_WAIFU for predicting Pure Fiction, the game mode:
  • The Tales of the Fantastic event combat could be developed into an alternative MoC for Erudition characters
  • https://redd.it/1594yyx
  • Posted on: Tuesday, July 25, 2023
Long story short, the original post is a subreddit circle-jerk saying that Tales of the Fantastic is hard (look at the title, read the comments, look at the upvotes and upvote %).
I'm almost never for circle-jerking. For example, here's a post I made back in November 8, 2020 about miHoYo and GI:
  • Thoughts on Genshin Impact and what to anticipate for and to expect in the future
  • https://redd.it/jqdtga
  • Posted on: Sunday, November 8, 2020
  • Upvotes: ~90
  • Upvote %: 63%
  • Comments: 233
I highly recommend reading:
  • the post
  • the list of posts I listed in that post about people complaining about GI
  • the comments
  • the post/comment history of the users of the top/best comments (you'd realize these users are highly questionable)
  • my response to the comments
Compare the sentiment around GI before (including the general sentiment about games in general e.g. price, micro-transactions, etc.) to now. You'd realize that the general/majority sentiment basically became what I stated/my sentiment was ~4 years ago.
I also made another post on houkai3rd about appreciating/liking miHoYo:
  • Appreciating/Liking miHoYo and what to anticipate for and to expect in the future
  • https://redd.it/o4wgaz
  • Posted on: Monday, June 22, 2021
  • Upvotes: ~80
  • Upvote %: 95%
  • Comments: 27
What's weird is that around a year after making that post, I've seen people expressing the same sentiment in comments/posts (e.g. gachagaming, Genshin_Impact) about miHoYo (they typically use "HoYoverse"). This isn't the weird part. The weird part is that these comments are practically a copy-paste of what I typed in my post. It's like some "content creator(s)" one way or another came across my post, made a video regurgitating my post, and now you have "content creator(s)" consumers regurgitating the regurgitation of my post.
Now back on topic (the first post mentioned). Quoting from my response post (will talk about and link later):
Now, I want to touch upon the community sentiment to this event and my thoughts on it (limited scope of Reddit, take that as you will).
"Tales of the Fantastical is impossible at TL65+" "Event is way harder" "It's meant for whales to reach the last reward" "you don't have the correct characters you're pretty much screwed" "whine"
There are many more where that came from with highly questionable upvote amounts and percentages.
The one thing I hate is how people make it seem that you need specific limited Characters (which leads to spending money) in order to clear content.
Seele. Jing Yuan. Seele. Clara. Seele. Sushang. Seele. Tingyun. Seele. Bronya, Seele No-Last-Name. Did I forget Seele?
Hey I don't have Seele and I'm sure a lot of people don't. I lost my 50/50 trying to get her and went with Silver Wolf instead with my guarantee (she's my only limited Character at this point in time). I don't have Jing Yuan. I don't have Clara. I don't have Tingyun. I don't have Bronya.
So I go through Tales of the Fantastic, and four days later I make the following post (please read my repost):
  • Tales of the Fantastic is very easy, being fully clearable with only three Characters the game gives you for free with minimal investment
  • https://redd.it/15a40jf
  • Posted on: Wednesday, July 26, 2023
  • Upvotes: ~60
  • Upvote %: 62%
  • Comments: 40
  • Total Views: 61k
    • The link above is to the original post. It got auto-removed after I made an edit to it (you can still read the original comments)... Here's a link to the repost on my profile with my response/refutation to top comments
    • https://redd.it/15cdgkh
Response was great as you can see, going against the circle-jerk is always fun. Facing against logical fallacy after logical fallacy is great. Having literal video evidence of proving that the circle-jerk is wrong doesn't make the circle-jerk like your post any better:
This event is not hard. In fact, it is very easy and I've shown how to fully clear it with three Characters the game gives us for free with minimal investment. The real question is how much less stats can I give these three free Characters in order to fully clear the event.
Initially my knee-jerk reaction was that this event was indeed hard. However if you just put a little bit of thinking as well as a little bit of trial and error together, this event is probably on par or with or slightly harder than most temporary event gameplay in Genshin Impact.
It's really funny. miHoYo literally shows us that Himeko and Herta are exceptionally strong in this event from the first stage. Continuously spawning enemies. Enemies with relatively low HP for Herta's Talent to abuse. Enemies with relatively low Toughness for Himeko to abuse. It's also really funny because you know what is very similar to this event? Calyx (Golden): Bud of Memories i.e. the Character EXP farming Calyx. The one where everyone brings Himeko and Herta to autobattle it.
Also, it just so happens that Version 1.2 gives us a free Yukong! Wow, what a coincidence.
I've also cleared Scene 2 with Arlan instead of Herta. I've cleared stages with Sushang instead of Trailblazer (Destruction). I've cleared stages with Himeko instead of Herta.

Where's the suggestions of using Herta (I've literally seen no Herta suggestions other than the trial Herta)? A speck of Trailblazer? Barely any Yukong?
All these suggestions sure do help people that don't have these Characters or combinations of these Characters and don't give off the impression that spending money solves all your problems.
There were posts complaining about the difficulty of Starcrusher Swarm King: Skaracabaz (Synthetic). Search the subreddit and see for yourself:
My goodness gracious really?
Long story short, there's a reason why Paimon in GI is the way she is. There needs to be a Paimon in H:SR for combat because matching colours/shapes is too hard for the vast majority of players given the amount of upvotes/comments/views these types of posts get (and the equivalent on other platforms).
-----RANT END-----

Tidbits

I do not farm experience through farming enemies/daily farming routes.
I will be gated by Tracks of Destiny to get to 6/10/10/10 for all Characters (I'm not buying them from the Store), at which point I will start leveling all unique Light Cones to Lv. 80.
The vast majority of my Relics and Planar Ornaments are 💩 (not the greatest) as you may have guessed.
I have not used a single Self-Modeling Resin.
In GI, I have every Character (68 + 5) at Lv. 80, (62 + 5) Characters at 9/9/9, and 6 Characters at 6/6/6 (this is due to time-gated boss materials, i.e. Narwhal, and now The Knave; they nerfed the boss materials drop rate since IMO 4.0. Instead of 20-33% drop rate for 3, now it's like 10% for 3).
In GI, I spent exorbitant amounts of Resin on Artifacts, and stopped farming Artifacts after obtaining a good Deepwood Memories set for Nahida in v3.2. What this means is that I haven't farmed Artifacts from Artifacts Domains longer than I have been playing H:SR (which I have been playing every day since it came out, including GI).
If you plan to play this game long term (i.e. years), at some point within a year you'll realize that purchasing the Battle Pass for progression materials is a waste (first hand experience from GI). However, from seeing how H:SR is conducting itself in terms of Character releases, Character strength, and end game content, I still have the same sentiment, but maybe instead of within a year, it would be 1.3 - 1.5 years.

My Banner Luck 😢

Character Outcome
Seele ❌ L
Silver Wolf 🟡 G
Kafka ❌ L
Kafka 🟡 G
Fu Xuan ✅ W
Jingliu ❌ L
Topaz 🟡 G
Ruan Mei ✅ W
Black Swan ✅ W
Sparkle ❌ L
Sparkle 🟡 G
Acheron ❌ L
Robin 🟡 G
That makes 5 (❌ L), 5 (🟡 G), and 3 (✅ W).
Currently sitting on 23 🎫, 26612 💎 (=166.325 🎫), and +68 🎫 if I convert my Undying Starlight.
This makes 257 🎫 (please miHoYo let me win the next 50/50s 🙏🙏🙏🙏🙏).

A(nother) Rant

Once again, feel free to skip my rant. I don't necessarily recommend reading this one.
-----RANT START-----
Here was my original post to this post:
  • Honkai: Star Rail Progression (F2P): Every Owned Character (26 + 1) at Lv. 80/80 with Traces at 5/8/8/8-1/1/2/1/2 & Light Cones (21) at Lv. 80/80
  • https://redd.it/18m7acf
  • Posted on: Tuesday, December 19, 2023
  • Upvotes: 0
  • Upvote %: 40%
  • Total Views: 6.9K
Wow thanks HonkaiStarRail! I made the post in response to another post I saw on HonkaiStarRail:
There was a post (Meme/Fluff flair) ~5-6 hours earlier than this with the title pretty much being (not exact words) "Every Character I Own maxed/Level 80" or some variation of this with a merged image of their quick Character select screen showing their Characters at Level 80, with what I recall 15 Characters. It's also weird how that post is now gone/not findable ¯\_(ツ)_/¯.
There, the vast majority of the most upvoted (hundreds) comments (hundreds?) were saying "show Traces", "what about Traces", "Traces 1/1/1" and so forth.
That post had ~550 upvotes at a ~85-95% Upvote rate.
This post? 0 at 38% Upvote rate at 6.6k views.
I don't expect a lot of upvotes in any posts I make, what's surprising is that this is at 0 and a <50% Upvote rate. Even my "Tales of the Fantastic is very easy, being fully clearable with only three Characters the game gives you for free with minimal investment" post has 65 Upvotes at 62% Upvote rate. My comment above is even downvoted for it to show 0. What can I say about the HonkaiStarRail subreddit?
Then you have other people posting their account progression such as:
  • Alright EXP calyx, I'll stop beating up your bat...bird...things. For now.
  • https://redd.it/19drvnu
  • Posted on: Tuesday, January 23, 2024
  • Upvotes: ~2700
  • Upvote %: 98%
  • Comments: 160
"By the Aeons What is this". One of the top comments on that post. Really though. By the Aeons, what is this? How does this post get so many upvotes and comments when the poster themselves state they are "A day one whale who hates farming relics. They're all also 4/6/6/6 minimum and have all three abilities unlocked" (https://reddit.com/comments/19drvnu/comment/kj7qkz0/).
First, 4/6/6/6 is nothing. Also, what about Stat Bonuses? Second. THEY'RE A WHALE. You don't even need the poster to say they are a whale to tell that they spent a significant amount of money on the game to get all those Characters to Lv. 80. It boggles my mind. How do people feel compelled to upvote someone whaling for progression? Right HonkaiStarRail? At least what I do shows some level of discipline i.e. I hate gambling resources.
Here's another example, but less egregious:
  • All my 19 units finally fully built, without relic swapping
  • https://redd.it/1acs3hf
  • Posted on: Sunday, January 28, 2024
  • Upvotes: ~790
  • Upvote %: 93%
  • Comments: 82
An avid Light Cone banner Warper. "I buy monthly and battle pass. Also farming simulated universe 33 times per week at max level can give a lot of free relic dust" (https://reddit.com/comments/1acs3hf/comment/kjwfo43/).
Ignoring the SU 33 times per week. Remember, apparently one Nameless Glory provides 15 days worth of Trailblaze Power, "not accounted for 4 special passes + 200 relic remains + BP LC + 680 jades" (https://redd.it/15ycymz). So 9 * 15 days = 135 days = ~4.5 months extra Trailblaze Power from the monthly pass.
-----RANT END-----

Conclusion

I'll make an updated post when I get every Character (including the new ones) to Lv. 80 6/9/9/9-3-10.
I'll make a comment if I clear the current MoC, Chronicle of the White Nights Dream Kingdom.
Good luck on your pulls 🎲
submitted by Aleie to HonkaiStarRail [link] [comments]


2024.04.30 11:24 Borsund 30 April, 2024 - 3.0.0 Update Discussions Megathread

Ahoy! This post is created specifically for discussions of update. Some other useful links to follow:
For bug reports please comment on 3.0.0 Update Bug Reports Megathread
Previous 2.10.3 Discussions Megathread
Safes Seas FAQ
Sea of Thieves 2024 Preview Event
Sea of Thieves Season 12: Official Content Update Video
Official Release Notes

Launch on PlayStation®5

A new era begins! Read through this recap from the previous release notes to find out how to get set up, get into a crew and get the best performance from Sea of Thieves on PlayStation®5, or scroll on to find out what’s new for all players with the arrival of Season 12...

Microsoft Account Linking

  • All players will need to sign in with a Microsoft account to play Sea of Thieves. When launching the game, players will be guided through the account linking process.
  • Be warned, account linking is a permanent decision, as players are only able to associate a single Microsoft account with a single account for PlayStation™Network. Only use the Microsoft account on which you intend to carry over your progress to launch!
  • Experienced players from other platforms who joined during the PlayStation®5 Closed Beta will have their pirate and all associated progress seamlessly transferred and accessible for play. Be sure to use the correct Microsoft account, as the two accounts chosen to be associated cannot be changed later.

Player Names and Online IDs

  • Once a Microsoft account is linked for Sea of Thieves play, all players will be displayed using their Microsoft account gamertag.
  • Players on PlayStation®5 can utilise the Recent Players List feature, located within the Game Options menu, to view the Microsoft account and linked online IDs of players on PlayStation™Network they encounter, as well as directly viewing their profile.

Inviting Friends into a Crew

  • When setting up a crew, players can use the PlayStation®5 Game Base to invite existing PlayStation friends using ‘Invite to Game’.
  • Players are also able to use the new in-game friends list, which consolidates friends from the linked Microsoft account and the account for PlayStation™Network into a single location for seamless crew management.

Cross-Platform Play

  • Cross-platform play is enabled by default, ensuring that all new players joining High Seas will find their home on the waves with other players from all walks of life. Players on PlayStation®5, however, can choose to disable crossplay from Matchmaking Settings and only matchmake with others on PlayStation™Network.

Performance on PlayStation®5

  • Sea of Thieves on PlayStation®5 is optimised to run at 60 FPS in 4K resolution, ensuring complete parity with Xbox Series X players.
  • Players can access an additional Performance Mode from the game settings for supported TVs, allowing for 120Hz refresh rates at 1080p resolution.

HDR Setup on PlayStation®5

  • New players on PlayStation®5 using a HDR-supported screen should perform HDR calibration when playing for the first time. Navigate to ‘HDR Calibration’ in Game Settings to configure your experience.

DualSense™ Wireless Controller Support

  • Hungry for haptic feedback? The DualSense™ wireless controller enhances the experience of movement and interactions with the world.
  • Adaptive triggers leveraging unique qualities of the controller heighten the gunplay experience, allowing players to feel every bullet they fire.
  • When a headset isn’t connected, the controller’s built-in microphone will serve as the default device for communication, granting all players access to in-game voice chat.

Voice Chat Notifications

  • When using in-game voice chat with crewmates or other players you meet in the world, the name of the broadcasting players will be shown within the HUD in a new indicator.

Player Moderation

  • Players now have access to the Player Blocking tool in the game’s settings. This allows a player to be blocked, resulting in them being restricted from communicating with you using in-game voice chat.
  • The Player Blocking tool also allows for easy management of your Blocked Players list.

The War Chest

New weapons waiting to be mastered and tools to take your tactics to the next level! Try your luck with fresh loadouts and feel the rush while riding the ziplines. To learn more about this new Season’s headline features, head over to our dedicated Season 12 page.

Throwing Knives

  • These new weapons in the pirate armoury come as a set of five, which are wielded one at a time when equipped and can be restocked from any Ammo Chest.
  • Wielding a throwing knife allows players to stab enemies with a quick melee attack or charge for a devastating downward strike.
  • Throwing a knife allows for a high-damage ranged attack. If a thrown knife misses its target, it becomes lodged in the environment and can be recovered to replenish stock. But be aware that another player can also retrieve your knife and use it against you!

Double Barrel Pistol

  • This new fast-firing weapon holds six bullets and can be fired twice before needing to be reloaded, or both barrels can be fired together by charging the shot.
  • Shots fired from the Double Barrel Pistol have reduced range and damage compared to the standard pistol, but compensate with a faster firing speed.

Scattershot

  • This new type of cannonball can be found in storage barrels across the seas, providing players with an effective short-range option for devastating enemy ships in combat.
  • Scattershot breaks apart when fired, sending four smaller projectiles in an outward spread. These have a lower trajectory than standard cannonballs, making scattershot a shorter-range option.
  • Each projectile deals light damage to the impact area, increasing if existing damage areas are hit repeatedly. Ship interaction points such as the wheel, mast and capstan can also be damaged by the blast, and players caught in the spread will receive light damage without knockback.

Bone Caller

  • This mystical throwable item possesses the power to summon a loyal skeleton crew who will attack nearby enemies. After a time, these skeletons will expire in a cloud of bones.
  • Bone Callers can also be fired from a cannon, giving players the ability to send a targeted package of disruption to rival ships at sea.
  • Bone Callers can be recovered from crates left behind by defeated Skeleton Fleets, or found in barrels at Skeleton Forts.

Horn of Fair Winds

  • This Siren shell is a treasure artefact that harnesses the power of the wind, and is discoverable in shipwrecks and other locations throughout the Sunken Kingdom.
  • Crews can use it to get ahead by filling their sails to full billow, giving a boost to a Rowboat or propelling themselves through the water.
  • Players can also harness the Horn’s powerful effects to knock back enemies, cushion a potentially fatal fall or even extinguish a blazing ship.

Harpoon Tightropes

  • Players firing a harpoon line into a rock, beach, tree or even another ship can now climb onto the line and perform a tightrope walk, maintaining their balance as they go.
  • Stepping onto a steeply descending harpoon line will allow players to slide effortlessly, even with treasure on their back!

Island Ziplines

  • Navigation has been further improved with the addition of ziplines to a range of islands across the Sea of Thieves. Seek out these permanent new structures to experiment with speedier traversal!

Updated Weapon Pose Emotes

  • With the introduction of the Double Barrel Pistol and throwing knives, previously released Weapon Pose Emotes have been updated to support the new weapon types.

Season 12

Another Season means 100 new Renown levels to climb and rewards to snag – and an optional Plunder Pass adding even more! Read on for more on this plus details of other improvements landing with this Season’s launch, on top of those already applied in last week’s update...

Season 12 Rewards and Plunder Pass

  • Progressing through the 100 levels of Renown in Season 12 will reward players with Famous Pirate and Famed Buccaneer cosmetics alongside other time-limited Seasonal specials. Head to the Seasons profile page to browse the new rewards and check your pirate’s progress!
  • Pick up the latest Plunder Pass to gain access to a plethora of additional unlockable cosmetics from the Gorgon set, including a full ship set and two-stage Stone Curse, all available to earn by raising Renown. Purchase a Pass in-game through the Pirate Log or Pirate Emporium, or via the Pirate Emporium webpage, Microsoft Store, PlayStation™Store or Steam Item Store.

Season 12 Emissary Ledger Rewards

  • This Season, the Guild Emissary Ledgers offer the Ocean of Siren Song Painting, Mysterious Siren Carving Ornament and Guild of Fearsome Depths Title to Guilds who represent them well and perform proudly in the Ledgers.
  • While Emissary Ledgers will continue to refresh each month and celebrate our most prolific pirates, the delivery of fresh cosmetics into the Ledgers’ topmost tiers is paused from this Season onwards. For the vast majority of players though, the Ledgers still hold a treasure trove of locked rewards ready to earn by competing against other Emissaries. Log in and track your performance on the Emissary Ledgers page!

Pirate Emporium

Show off your personal style with purchases from the Pirate Emporium! Pick up exclusive cosmetics such as ship liveries, costumes, weapons, pets and emotes using your Ancient Coins, purchasable with real money. Head to the Pirate Emporium page to browse and buy the latest additions!

New Items – Now in Stock!

  • Checkmate Ship Collection
  • Checkmate Weapon Bundle
  • Checkmate Clothing Bundle
  • Checkmate Ship’s Crest
  • Crimson Crypt, Lodestar and Dark Warsmith Throwing Knives
  • Great Grey, Tawny, Snowy, Barn and Black Banded Owl pets
  • Scrappy Weapon Pose Emote
  • Sting Tide Ship Collection (returning from Season Nine Plunder Pass)
  • Sting Tide Costume Set (returning from Season Nine Plunder Pass)
  • Sting Tide Lantern
  • Paradise Garden Pistol (free!)

Additions to the Classics Range

  • The Classics range has been expanded to include a range of costumes, weapons and equipment from older sets, now permanently reduced in price.
  • Cosmetic sets such as Shining Pegasus, Ruby Splashtail and Sea of Sands are among those that now have more than just ship liveries represented in the Classics range.

Events

PlayStation®5 Launch Celebration

  • To celebrate the official launch of Sea of Thieves on PlayStation®5, all pirates who log in during Season 12 on any platform will receive a commemorative gift in the form of the New Dawn Sails.

Fixed Issues

Gameplay

  • Open Crew matchmaking has been re-enabled as an option when starting a Sea of Thieves session, allowing players to form a crew with other random players from all platforms.
  • Players are no longer able to use a Quest Map while travelling through the air to modify their trajectory.

User Interface

  • After a lobby is filled with players from different platforms, the platform icons shown next to players upon setting sail should no longer display a default image.

Known Issues

Full Guild Access Temporarily Disabled

  • Due to a recently discovered issue, Guild Members are not currently presented with the full suite of ships pledged to their active Guilds. Guild Members will be shown any ships they have pledged, but no other ships or active sessions from others within the Guild.
Download Size:
Xbox Series X: 2.49 GB
Xbox Series S: 29.2 GB
Xbox One X: 2.49 GB
Xbox One: 29.2 GB
Microsoft Store: 2.4 GB
Steam: 1.09 GB
PlayStation®5: 76.97 GB (update only: 0.5 GB)
submitted by Borsund to Seaofthieves [link] [comments]


2024.04.10 23:38 Wrap-Physical The Infinite Strings - [Strategem]

0700 Hours, August 16th, 2310 TSC destroyer T.S.S Aurora, Carrier Battle Group 6, Yelosis Star System
Marisa Khet stood on the bridge of Aurora, leaning against the railing and watching the rest of the battle group exit voidspace and come to formation. As part of the Kyrothi naval delegation attached to Tiberius - the Terran supercarrier leading them - she was there to jointly oversee the execution of the highly secretive PROJECT: PATHWAY - a joint Terran-Kyrothi defense program to develop ultra long-range, interstellar precision strike capabilities.
It was for this purpose that the battle group had travelled to this frontier star system, all the way from the naval docks at HQ TSC, Eden. The wars raged by the barbaric Dominion in the outer rim would soon reach inner starspace, and the Terran Republic was preparing for a possible invasion with its military-industrial complex in overdrive. It was only logical that their Kyrothi allies would join in their efforts - both due to the proximity of their worlds and their 'sister-species' status, as many xenoscientists from both races had started calling themselves. ['Space-elves' was what one particularly cultured reporter had termed the Kyrothi as, after first contact. While it was a travesty of a classification, the biophysical and biochemical forms of the Kyrothi did somewhat confirm to this notion.]
The nascent Orion League, having 26 members from the explored regions of the Orion Arm, was next to toothless in dealing with the threat. The vastness of space, a lack of capable militaries and general apathy for 'rim races' meant flimsy support or preparation against the barbarians. What little the League knew from fragments of the border wars, was that the Dominion seemed to be a violent race of 8-feet high, four-armed quadrupeds. Apparently warlike nomads, they had rudimentary FTL technology, though their weapons themselves were sophisticated and their horde tactics terrifying. Not much else was known about their society or history.
Under such circumstances, the Republic had tried convincing the League of the urgency of militarization, but that didn't make much impact. Regardless, the Terrans began a massive arms drive, supported by niche tech provided by the Kyrothi. Supercarriers, orbital defenses, satellite reconnaissance networks, new munitions - and PATHWAY.
Sniping from across star systems would be an unmatched capability to have, and Marisa knew that. She still marveled at the ingenious (and in her opinion, slightly unhinged) strategy that the Terrans had come up with - a ship-borne Electromagnetic-Coilgun firing a hypervelocity round, which would then pass through a voidspace gate produced by a support vessel, and reenter another system to engage its preset target. It would require massively upgraded target-acquisition satellites and probes, uprated firing solutions, many modified systems and so much precision - one mistake, and something would definitely blow up, or someone would definitely die. But the humans were confident, and Kyrothi military researchers were all too willing to join in the ride.
"Commander Khet, this is your first time onboard a Terran warship, yes?"
She turned around to see Andrew Riker, commanding officer of Aurora, seated on his chair. He was sipping coffee (a human drink she had come to cherish) and looking at the star map. A dynamic man in his early thirties, Andrew was one of the youngest officers in the TSC to command their own ship. Marisa admired his talent deeply and respected her counterpart.
"Yes, Cdr. Riker. I must say, Aurora is a lethal beauty, though a bit lacking by Kyrothi aesthetic standards.", Marisa grinned. "Tell that to the enemy.", Riker smirked smugly.
Aurora had been built in the space yard at Eden - one of the TSC's primary naval docks - just over a couple years ago. Part of the classified, very expensive and now terminated Project Darkship, Aurora was fast, quite, heavily armored, packed with sensors plus spy equipment and bristled with advanced weaponry. Riker couldn't have asked for a finer warship.
Aurora was 12 meters longer than a standard destroyer and almost twice as heavy. Armed with two primary Electromagnetic Coilguns [EMCs], 512 Kalki cruise missiles, six directed lasers, eight close-in weapon systems [CIWS] and five Zeus nuclear warheads, she was one of the most lethal warships in the entire Terran Space Command. She also sported the latest in physical, electronic and energy based countermeasures. With 2.5 meters of TitaniumX-composite alloy armoring and additional stealth coatings from stem to stern of her sleek hull, Aurora could sneak by most forms of surveillance, apart from dishing out and taking a tremendous amount of punishment.
The crew clearly appreciated her capabilities, for they had secretly persuaded the yard workers to paint a red-black serpent on either side of the hull. Strictly non-regulation, of course, but when your warship is classified as a 'Hyper Lethal Weapon L-2', few can stop your wishlist - and Riker loved the ornamentation.
"Incoming transmission from Tiberius, sir." Lt. Shannon Kviski, Communications Officer, reported, "We've been ordered to move towards Launch Point 3, Pos-5Y. Standard galactic bearings in effect."
"Right, route it to my screen - and plot course as directed, Lt. Shinji."
"Aye sir.", said the Navigation Officer over his monitor.
Riker and Marisa both peered over his screen, looking at the coordinates received from the supercarrier. The plan was to fire a self-directing, Tungsten-Hafnium Carbide round from there, while a stationary probe stationed about 7 light-minutes away would await commands to open up a voidspace. They had outfitted an outsized recon drone with an experimental, miniaturized Quantum Voidspace Generator (QVG) - taking care to fit it with some tracking equipment as well. Several other instrumentation and telemetry ships were also taking their place along the designated projectile flight path. Data from this test would be critical for future development of the program, among other purposes.
The target was a recently decommissioned Kyrothi frigate floating at the edge of the Cambrian system. Addon chemical thrusters and small tugs had been installed on the ship, to provide a moving adversary for the incoming round. That would validate its in-flight redirecting and maneuvering capabilities, so as to have a better chance at hitting Dominion ships. The stage was all set for PATHWAY to demonstrate its genius.
"Sir, EMC gun 1 is now online! Supercapacitors at 96% charge, decaying in low rate.", called out Lt. Jena D'Souza - Weapons Systems Officer. "Mod round loaded."
"Nice, let's lock on the bogey. Get me a firing solution now.", commanded Riker.
"Aye sir."
Marisa watched as the bridge officers worked on processing data from the DSRN (Deep Space Reconnaissance Network), and triangulated the near-exact position of the frigate, in a system over 3 light-years away. She was fascinated by the pace at which Terran command and control network had matured over the years.
"Killing track 0-3-0-5 ... target acquired!"
"Fire at will!"
Lt. Jena clicked her console, and the 1-tonne slug rumbled through the barrel, slightly shaking Aurora, and blasting away in the empty space at hyperX speed. "Round 1 away!"
The bridge crew watched the main screen as it tracked the flight path of the round. With bated breath, they waited for nearly 11 minutes before it reached the support drone. Then, the reigns of the operation were taken over by Tiberius, which remotely directed the QVG to activate. All of this happened with the utmost precision within a fraction of a second, a marvel onto itself.
As the space around the drone began tearing apart to open a slightly distorted voidgate, the projectile tore through it, the immense speed of it affecting nearby sensors. It emerged almost instantaneously through a smaller voidgate in Cambrian's edge, about 0.5 light-minutes away from the target ship.
As the round streaked through space, closing the distance, the frigate's maneuvering thrusters fired, attempting to evade the incoming threat. But the projectile was designed to adapt to its target's movements. With split-second calculations, it adjusted its trajectory, closing in on the frigate with unerring accuracy.
With a thunderous impact, the hypervelocity round struck the frigate's hull, unleashing a cataclysmic explosion that reverberated through space. Debris scattered in all directions as the frigate's superstructure crumbled under the devastating force of the strike. Within moments, it was an unrecognizable mess of space debris, such was the sheer kinetic force of the projectile.
On the bridge of the Aurora, cheers erupted as the successful test unfolded before their eyes. Marisa felt a surge of pride at the culmination of PROJECT: PATHWAY, knowing that their combined efforts had resulted in a game-changing capability for their forces.
As the debris of the destroyed frigate drifted through space, the implications of the test were clear. PATHWAY had proven its effectiveness, demonstrating the ability to deliver precision strikes across interstellar distances with unparalleled accuracy. It was a weapon unlike any other, and one that would undoubtedly shape the course of the conflict to come.
While congratulating the crew-members, all Marisa could think was, "May the One forgive our enemies, because PATHWAY won't..."
submitted by Wrap-Physical to HFY [link] [comments]


2024.04.07 19:18 LifeguardLeading6431 C-Class AMG wheels on E-Class - other than the obvious clearance factor is there other reasons why it shouldn’t be done?

C-Class AMG wheels on E-Class - other than the obvious clearance factor is there other reasons why it shouldn’t be done?
I recently purchased a set of 19” AMG multi-spoke wheels with Tyres of marketplace without putting any thought into the suitability of the wheels on my vehicle. The wheels are originally from a CLA I believe and they fit my vehicle without any clearance issues.
I have a 2009 E350 Avantgarde Sedan W212
I have noted the tyre width is less than the factory specs as is the load index rating and am now wondering is the tyre + wheel setup within an acceptable range of the OEM specifications. To hinder this I have reviewed the wheels on Mercedes website configurator and these wheels are not compatible with my vehicle (according to Mercedes).
The wheels look great on my vehicle, really updates the look closer to the look of a more modern version. But as the wheels are not compatible (according to Mercedes) I am left wondering there could be a safety issue and if so what this would be.
Factory 5-spoke wheels and tyres: Front: 8.5j x 18 245/40/R18 Rear: 9j x 18 265/35/R18 (unfortunately I don’t know the offset, I know it’s not ideal).
AMG multi-spoke wheel setup: Front: 7,5 J x 19 ET 44 225/40/R19 Rear: 8,5 J x 19 ET 55 255/35/R19
If anyone would has advice related to these particular wheels or these wheels + tyres fitted on my E350 they would like to share I would appreciate the feedback. If you do not think it’s safe for any reason would you mind sharing the reason why you think that (other than noting Mercedes said it’s not compatible as they fit so in my mind they are compatible), and perhaps note what the effects may be if I continue to drive on these wheels. The same for tyres if you don’t think they are appropriate why do you think that and what would you recommend as a replacement.
Can I make a request comments are kept on topic and specifically trolls do not post comments related to the hood ornament and grill double badging. Currently I am waiting to the hood badge I purchased to arrive.
Thank you in advance
submitted by LifeguardLeading6431 to mercedes_benz [link] [comments]


2024.04.07 05:39 Aquatection Legitimate Sword = Rare; "Reportedly" so unconfirmed spear = Epic. I like the logic.

submitted by Aquatection to crusaderkings3 [link] [comments]


2024.04.01 00:21 Little-Monster1000 Dangerous love - 2

Dangerous love - 2
Nathan would like to think that her kingdom was built in Florence. The haze would breeze at The Cathedral of Santa Maria del Fiore, ring the bell, and transform his heart into a butterfly. He would flap his wings tenderly and create a magical breeze. His love would gust through Venice as lovers kissed in gondolas, the fairy pools in Isle of Skye Scotland as birds quenched their thirst, Manila Bay in Philippine as the sun set, Paro Taktsang (the Tiger's Nest) in Bhutan as Buddhist monks meditated, Lake Atitlán in Guatemalan as indigenous girls fetched water, Neuschwanstein Castle in Germany as Medieval Myth and fantasy drafted in the air, the great barrier reef as life celebrated ecosystem with coral reef under water and beautiful marine creatures, wishing to collect them, as if they were Christmas ornaments, Luxembourg Gardens in Paris, France as lovers bill and coo, Angel Falls in Venezuela as water fell 3,199 feet, Sydney Opera House in Sydney as Mozart’s The Marriage of Figaro was being performed live. It would breeze through the active volcanoes of Hawaii and get a feel of her love and gust down the Arctic as heaven celebrate Christmas with aurora borealis. It would seduce all the beauties on land and water; peaks and valleys; earth and heaven… luring them into serving his soul’s joy, make them create perfect peace, and happiness in her heart, and bring aesthetic, bliss, magic, music, and euphoria to her beautiful soul. Still, that wouldn’t do his heart justice. Her beauty outshone everything in heaven and earth. Perhaps, he couldn’t talk about heaven. He hadn’t seen it yet, and he doubted that he was going to see it in the future unless miracle happened; he was in a dark but glamorous and seductive place. Yet, all embarrassment of the riches in the world couldn’t come near her. She would put them in shame.; she was flawless, made with love potion and beauty of the highest order. She had a rare beauty; not only was it a classic formula of true love, but it was also the recipe for French kiss. She enticed his soul into doing her wish; he would anything for her.
Nathan thought that she was the purest end product of all living things. She cast a shadow over all matter in the solar system. He deemed that she was an idol, it was time for Aphrodite to relinquish the throne and crown Megan as the goddess of love and beauty; the stars worshiped her eyes, the roses bled on her lips, the sun rose on her face, and he lived for her in all aspects. Nothing in life had moved him emotionally, spiritually, metaphysically, and psychologically like how she affected him. His heart was like a castle that didn’t have electrical system and was completely dark, she walked in, channeled the electricity in his brain to his heart, installed a chandelier, switched on the light, and wrote a fairy tale in his soul, which she thought that the story didn’t have to end with happily ever after: Once upon a time, there was a girl, who just wanted to have fun. Her beauty was beyond compare. Her face glowed brighter than the moon in the summer. Her eyes were more sparkling than the stars in the sky. Society favored beauty before good manners. And she was the most beautiful girl in the world. A man, who had a sensitive heart, saw her and fell in love with her. It was love at first sight. They made acquainted with each other and hit it off. She was the light of his life, he cherished her day and night. They got along like a house on fire. She then walked out on him without saying goodbye. The man was left with a broken heart and a dark soul. When she left, she turned off the light, removed the lamps from the chandelier, and took them away with her, turning his heart into an artificial cave, which once was her fortress. The truth was that his heart was like a garden and she was like the sun, and when she deserted him, the sun was taken away from him. The flowers in his heart grew cold and died of pneumonia. Why had she forsaken him? It wasn’t fair, he just couldn’t stop thinking about her, it became a disease, he should truly seek a professional help. He could even hear her voice in his head. It was getting out of control. Nathan asked himself what was going on. She had gotten the best of him. Perhaps, he should have expected the unexpected; hope for the best and expect the worst. He thought that he was the luckiest person in the world; she chose him over all of the other men, who were chasing her. She made him feel special and disappeared from the face of the earth. Yet he continued to give hope the benefit of the doubt. He would take her back in a heartbeat if she showed up at his doorstep. He would continue to love her no matter what. He would continue to adore her to the moon and back, he would fall in love with her over and over again, he would support her through the good times and the bad whether she was with him or not; that part was tricky. How could he support someone, who was no longer with him? No doubt his thoughts would go out to her, but he wished he gave her a million kiss whenever she felt blue; still who knew? Love was energy, his emotions could travel through air, come to where she was at, and comfort her heart; faithful and true-blue. She was the object of his affection, she was his crush, she was his everything. He loved her to death. He thought that they were meant to be together forever and ever and he was blessed to have her in his life. Yet, she filled his soul with desire, turned that famous heart of his into flour, baked a cake, put candles around them, lit them with a match, made a wish (whatever it is), and blew out the candles, as if it were her birthday, while leaving him in the dark.
That was half of the story as usual, she ate the entire cake, and abandoned his soul like how a cat, who gave birth to three kittens, abandoned kitten number 3 after she ate kittens 1 and 2; perhaps, that wasn’t a pretty picture, at any rate, it was a good analogy; she devoured his heart to the last beat, but in the meantime, he could neither picture a cat eating its own kittens nor feel good about it, he liked cat more than life itself and a Queen cat would fight to the death for her kittens, she is very protective. Or it was like a girl, who adopted a duckling, she watched him take a couple of steps and sang him a song as he floated on her pond, she then cut his throat, boiled hot water, dropped the duckling in the hot water, plucked its feathers, roasted him and ate him to last bone marrow before he learned how to quack. That was a bad idea. Nathan wasn’t comfortable with that either; it was graphic; those yellow ducklings were super cute, he didn’t have the heart to roll with it. He would stick with a cat. Perhaps, a cat that lived in the street. Or preferably, Megan abandoned him like how a cat abandoned her kitten after eating its placenta, that didn’t sound bad, he would take it even though his heart was nothing like placenta, it was like a bird kept in a cage. Not just any bird, it was a raven. Darkness had descended upon his soul and turned his heart into Pitch black. His feelings are genuine but blue. He wanted to see her eyes more than ever. His heart had given itself to despair and misery. In such anxiety, the muscles in his chest twitched with violent pinches on and on; was he suffering from atrial fibrillation? He was confused and lost, but there was no sign of shortness of breath, and he didn’t have symptoms like fatigue, dizziness, sweating, and faintness but confusion; indeed, there was fluttering in his chest, which he thought that it might be caused by electrolyte problem, and rapid heartbeat as a result of being infatuated with her, however, doubted that he suffered from atrial fibrillation or heart attack. He was perfectly healthy apart from chest pain on account of loving her too much. Perhaps, he was dying of love or who knew? it could be a panic attack. The muscles in his chest kept twitching like a man who was being executed in a broken electric chair. He didn’t understand why the love in his heart was bent on destroying him. It didn’t make sense at all. He adored her like the Greek adored Aphrodite. He couldn’t get enough of her. Longing might take all the blame, but she was the cause of his anguish; she should be held accountable, she must be brought before a court, put on trial, and face justice, they would find her guilty on all charges. But how something that was made of flesh and blood caused him to suffer like the wrath of God? It was against the law of nature to make a man put up with ache more than he could endure, wasn't it?
Nathan concluded that love was a sadistic schadenfreude, which was not a surprise at all; it derived pleasure from his pain. He hoped that he was not blowing things out of proportion or being overdramatic about it but thought that love should assume the responsibility as well. It was a force like holy trinity: father, son and holy spirit as one divine, emphasizing the level of its complexity, he reckoned the three manifested themselves as one truth... except in his case, it was holy duality: Megan and love as one energy. Although she was far away, she lived in his heart as true love. Or it could pass as holy trinity: Megan, his heart, love as one entity. His heart belonged to her, she was his heart, and he couldn’t live without her. What about holy quaternity: Megan, love, his heart and pain as one vitality? Love hurt his soul in such a way as to permit her to have authority over his heart or rather to walk on his blood like how Jesus Christ walked on water before she stabbed his aorta with a dagger, so she could get a kick out of his pain metaphorically speaking, but love had overwhelmed him. She was the judge, jury and executioner. She wouldn’t let him breathe. For Better or worse, he was at the mercy of love. But how could he be at the mercy of something that didn’t know clemency? Love was like Terminator. "She can't be reasoned with. She can't be bargained with. She doesn't feel pity of remorse or fear and she absolutely will not stop. Ever. Until he is dead." Nathan knew that he was being a little bit sarcastic; he didn’t believe that love was cold like a machine; although he thought Kristanna Loken, who played T-X in terminator 3, was something, Megan would have a field day with T-X if they ever made a remake or do a reboot, and cast her or gave her a solo movie. Nevertheless, they said, "If you don’t want to get hurt, don’t dance on a minefield." But then again, he knew that giving up on love would be a poor decision. He didn't know who said it, but he heard "Cowards die many times before their death." Lamenting over love might be an ill wind that blew no one any good, but he knew that it was far from the truth. Love was nothing but pain and bloodshed; his heart continued to bleed for her, with an arrow in its aorta and ache the depth of his soul, and he was trying to be a brave about it to no avail.
Nathan put his feelings aside and bury ill-will for the time being, he hoped that she was doing well. He had no animosity toward her, and even though he accused love of being sadistic, he hoped tender mercies of love would find his heart and mend his soul sooner or later. That being said and whatever the case might be, the truth could still be hidden if the truth chose to play hide and seek, but now the truth wasn’t in the mood for such nonsense... In all honesty, he would love to open his chest with a scalpel, remove his heart, put it on a plate while it was still beating, grab a fork and a knife, and place them in front of her, and watch her eat his heart raw if it were possible to live without a cardiovascular muscle. He liked red wine, who didn’t? it was good for heart, red wine provided antioxidants, which furthered longevity, and prevented heart disease and all. It also protected heart against terminal inflammation, but the situation was calling for blood. Blood would boost her health with iron. He would grab a wine glass, cut his wrist to the bone and fill the glass with his blood like a vampire, who was optimistic about walking in the sun, and give it to her, so she could wash his heart down with it like Samuel Jackson in Pulp Fiction; it would hit the spot while she was thinking it was all right. She might expect the heart to sit in her belly like an embryo and grow in her womb, after nine months, she would give birth to a healthy baby, and breastfeed him. And given the love that he had for her, she would kiss him a million of times and she wouldn’t take her eyes off him, but bearing in mind all the things she put him through and the passion he felt deep in his soul, he betted that his heart would burst out of her stomach, bite her nipple like a monster, and put things in perspective. However, Nathan knew that it was no use crying over spilt milk, truth or no truth, contradiction or no contradiction, paradox or no paradox, his heart wouldn’t hurt her feelings let alone bite her nipple; his soul wouldn’t allow it despite the fact it was sick as a parrot; cutting his heart to pieces with a knife that he made with his shoulder blade, mixing it with sugar and honey and feeding her with a fork that he crafted from his lower rib was a recipe for disaster figuratively speaking, but he gave her his heart and it drove her away, and his feelings got hurt. Still, his soul would burn for her, his heart would bleed for her, and he would give his life for her. She was the force (love) that held the cells in his heart together like the energy that held the molecules together in all living things and was responsible for the chemical bond in his body; she had replaced the original force that attached them together, and without her, the molecules in his cells would disengage and disperse in all directions. There would be nothing left of him but debris in outer space. That was understatement, she was the breath of life that god put in his heart. No, that wasn’t it. She was the breath of light that god put in his soul, which allowed his heart to beat and his cells to grow, divide, and replica, she had been interfused with his DNA, and lived, breathed, and pulled the strings, and roved under his skin disguised as spell. He would never let anything do her harm. Even if they rubbed her the wrong way, it would injure his soul to the core. Every time he thought about her eyes, every atom in his heart jolted vehemently with joy like Mexican jumping beans. Sometimes, he feared that the protons and neutrons would split, and his heart would explode inside his chest more violent than uranium that was subjected to nuclear fission.
Talking about the fascinating relationship between Sebastiania pavoniana (jumping bean plant), and Cydia saltitans (jumping bean moth) even though it wasn’t mutualistic, which he just brought as an analogy, he liked to think that his heart was like a flower, her love was like a butterfly, she lay her egg in his heart and her love ate the pulp, drilled a hole at the bottom in the shape of a star, dropped in his belly, and buzzed in his abdomen fervently or rather consumed his soul to the last gram, metamorphosis into a hummingbird, burst out of his heart, crashed against his ribcage, descended down drunkenly, and buzzed inside his belly till her wings caught on fire, sending not only heatwave but also shockwave throughout his body, which repaired the bones in his body, tendons, and soft tissues, mended his heart and allowed his body to regenerate new soul from scratch, and just so her wings happened to be immune to fire, she rose in the air and quenched her thirst with the flowers in his heart while flapping her wings 100 mph and in doing so, she rejuvenated every cell in his body. He would do anything for her; he loved her till it hurt, he was fond of her, she was the love of his life, she was his girl. Be that as it may, indeed, she had hurt him; a man didn’t miss a country that he had never set foot on and even supposing there were countries that he visited, only one country could be a cut above the rest; missing the times that they spent together, tears filled his eyes, the stars in his irises twinkled, he couldn’t act like nothing happened, her beauty had injured his soul to the core; it gorgeously disturbed the animating principle that was placed in his flesh and spirit, and the governing conscience in his brain and the presence of light and darkness in his essence and negative and positive in his DNA; she had affected his life beyond good and evil, he would never find peace in this world as long as he was alive or sit still in heaven or dance with demons in hell or breeze silently in Nirvana or became nothing. Nathan remembered that night when they had dinner together at his house, she was so beautiful, he didn’t want to stare at her eyes too long, it pained his heart deliciously to the point of no return; his soul was dancing in her eyes even though it was torn apart by her fragile beauty, sparkling eyes, succulent lips, exquisite face, and radiant skin; dreading that the world might rip her apart to pieces and eat her flesh like a clan of hyenas or a pack of wild dogs in order to absorb the magic behind her extraordinary beauty. His heart was beating on her luscious lips while bleeding like a bird that got shot in the air, and his life flashed before his eyes whenever he blinked, and as ironic as it sounded, he knew that every bone in his body would turn into powder if he gazed at her face just a little too much due to the level of care that was required to soothe her soul... such as tender heart, compassion, generosity, delicacy, unselfishness, the state of being subtle, and vulnerability. And his lungs would boil and collapse if he kissed her far too much; she was truly breathtaking, at the same time, as puzzling as it may sound, he didn’t want to take his eyes off her for the reason that he might die, and he wanted to kiss her till he was out of breath, died in his own heart, and be reborn on her lips. It was oxymoron with the touch of catch-22. And to add insult to injury, she deserted him like a dog.
Longing had been twisting the knife in his wound and wistfulness had imposed its will on him. And sadness that has taken over him was a force to reckon with. Nothing but love could save him, but love kept on distancing herself from him, he wished he wouldn’t go to his last resting place before he saw her eyes again or did something that would make her be proud of him... such us writing a graphic novel (he is a comic book writer) and dedicating it to her. In fact, he wished many things, he wished she had a beautiful day; wake up with smile on her face, three little birds came to her window and sang her a song with sweet melody: "Don’t worry about a thing. Every little thing goanna be all right," like Bob Marley & The Wailers, she drank a good coffee, ate breakfast, meditated with Beethoven's Moonlight Sonata, and had peace of mind. He wished her to go to where she chose to go and arrive safely, be where her heart wanted to be, do what she enjoyed doing to her soul’s content and meet her objectives; he wished that she was appreciated for whatever she had been doing, admired everywhere she set foot on, surrounded by loved ones, friends and family, told jokes, laughed till she cried, stayed positive, and had a lot of fun; love was in the air as usual and the wind was its lips, and her beauty was kiss, he wished her to kiss and be kissed, love and be loved, play coy and be cherished, smile and be adored, and pucker her lips and be treasured. He wished she watched the sun as it set in the pacific, forgot her troubles, danced till her feet caught on fire, and when she went to her bedroom late at night, the moment she lay on her bed, and rested her head on her pillow, she blushed about the whole day till her cheeks turned into crimson, said good night to the stars, gave them air kiss, closed her eyes, and slept without anxiety. And if she had trouble sleeping, he wished the angels would take out his heart from his body, turn it into a teddy bear, name him Teddy, and place it on her bed, so she could cuddle it next to her heart and go back to sleep. And if that didn’t put her to sleep, since Teddy was a conscious being and alive, he would tell her a bedtime story.
Once upon time, there was a princess, who lived in a big castle. Her name was Megan just like hers. She was so beautiful; a butterfly, whom she named Jack, floated nearby. He was her best friend; she trusted him with her life, he accompanied her everywhere she went to. There was an evil witch, who alleged that she would become beautiful, powerful, and immortal if she continued to consume the hearts of the most beautiful girls in the world every 20 years when the moon was full; she would slaughter a swan, perform a satanic ritual, burn the swan on a bonfire, and whoever the most beautiful girl was would appear in the form of a cloud spirit. She had a vulture named Bret, who led her where the girls were. The witch also had a servant named Dante, who helped her kidnap the lassies. This time, the image of Megan appeared on the fog. The witch disguised as a queen came to the palace and met the king, the queen, and the princess, they all got alone fine even though Jack the butterfly was flapping his wings fanatically, buzzing around. He was trying to tell the princess that the witch wasn’t who said she was. She was up to no good. Nonetheless, the witch told them that she was a remarkable cook, she cooked them a delicious meal, they all ate.
The princess ate as well against Jack’s wish. Jack did his utmost to warn her, but the princess didn’t want to be bothered while she was eating and shooed it away. Unbeknownst to them, the food was poison, although it wasn’t meant to kill them, it put them into deep sleep. The witch and Dante took Megan to the Witch’s castle and kept the princess in a prison cell till full moon. Jack, who had followed the princess, kept her company. The princess took comfort on Jack despite the fact she was cold and scared. Jack wasn’t always a butterfly, he was a boy, who liked playing with butterflies, he used to catch them with a net and set them free in the beach as the sun set. Jack’s mother once was the most beautiful woman in the world. When he was 10, the witch poisoned his parents the same fashion how she poisoned the princess’s parents, killed her and ate her heart. Prior to that, the witch saw Jack, who was secretly following her, and turned him into a butterfly with her magic Wanda as he attempted to stop her. The spell could only be broken if he drank a nectar from a rose that the princess (the fairest them of all) kissed. The princess used to have constant dreams about a handsome man giving her a rose. And when she kissed the rose, the petals fell from the sepal, turned into butterflies magically, and danced around her. Nonetheless, Jack excused the princess and left the cell to reach out for help despite the fact she didn’t want him to leave, fearing that he might get lost. Jack returned to the city and made an attempt to convince the townsfolk of Megan’s dilemma, but they all ignored him. He got lost in the confusion. Megan missed him; she didn’t know where it was. Dante, who felt sorry for the princess, asked her to make 1 last wish, she wished for a rose. Dante brought her a rose.
The princess kissed the rose and gazed at the flower, hoping they would turn into butterflies and look for Jack. Out of nowhere came Jack, drank the nectar from the rose that she kissed, and turned into a handsome man. It was the same man from her dreams; in her dreams, they had many conversations. She had always loved him from the bottom of her heart, so did he. Her dreams were vivid, sometimes, she even thought that they were real, Jack as a butterfly also had the same dreams; in fact, their dreams were real, it occurred in a universe that belonged to them, which they could only access in their sleeping states... except this time, the spell was broken, they met in the real world. She was very happy to see him, her dream came true right in front of her eyes, and he was in seventh heaven. They kissed intimately, as if they had known each other their whole lives; the princess wouldn’t mind if she died in his arms, Jack would be honored if he took his last breath on her lips, he fell in love with her the moment he saw her. Anyhow, Jack told her his story, how the witch killed his mother and all, and why he had been following her; he knew this day would come and he wanted to protect her from the evil witch. He wished he had told her when he spent time with her in his dreams (their dreams), but he didn’t want to frighten her; perhaps, it was because Megan wasn’t too keen on hearing bad news, and he just wanted to make her happy. In addition, the witch had warned him that he was forbidden from revealing that secret or he would remain a butterfly for the rest of his life. It was full moon. Dante and the witch came to kill the princess. Dante opened the door. Jack, who was hiding by the door, hit their heads with a fire torch and knocked them unconscious. The princess and Jack escaped from the witch’s castle and ran in the forest. The witch transformed to a dragon and came after them, breathing fire.
The dragon kicked them with its feet. Jack and Megan fell on the ground. There was a sword on the ground, which belonged to Jack’s father, who had been searching for his better half in vain, whom the witched killed, and he had been wandering in the forest for years. One night, he fell asleep, the wolves surrounded him. He tried to fend them away with his sword, but there were too many of them. They tore him apart. Nobody touched the sword till Jack fell on it. Jack picked it up and tried to ward the dragon off. The dragon went after Megan, Jack stabbed the dragon in the heart. The dragon transformed back to the witch and the witch turned into an ugly old woman and died a painful death. Yet, it wasn’t over. The wolves came out of nowhere and surrounded them. For some reason, they wanted to eat Megan first; the witch’s spirit had already entered the alpha wolf. Jack killed the alpha wolf, the alpha wolf changed to Bret (the vulture) before he died, and the witch’s ghost left his body. Jack chased the rest of the wolves away with fire and rescued Megan. They did kiss like two birds that couldn’t live without each other. The Princess returned to her castle and reunited with her parents. Later, Jack and Megan kiss more passionately. They got married and lived happily ever after. The End. In addition, Teddy would remind her that someone somewhere loved her very much, just the thought of kissing her made him go weak at the knees; and in his dreams, he had kissed her a million times. He wished Teddy would then plant a soft kiss on her lips before she closed her eyes and slept in beauty. He would snuggle in her arms, fall asleep, and pass the energy to her that someday, the hero would hold her in his arms like how she held him. He would make her feel safe, secured and loved above everything. In the morning, the angels would return his heart back in his chest, so the heart would pump blood throughout his body and indulge his organs and tissues with rich oxygen, nutrients, and her love. Meanwhile, not finding Teddy with her, she might feel distraught. He wished that cupid would make her think that it was just another sweet dream and go about her business and do things that she loved to do. However, Nathan doubted that Megan was a kind of girl who was moved by a sunset and a fairy tale but few lines of cocaine and glasses of whiskeys. She was on a whole nother level. But he hoped that he got that backwards, it wasn’t true even though nowadays girls weren’t into flowers and butterflies; all they cared about partying and getting high. That was the devil speaking. In fact, he could be dead wrong. A lot of girls were moved by sunrise, shopping with someone they loved, love poems, romantic outings, and wildflowers; some were into Valentine’s day, dark chocolates, and picnic in sunset, and others enjoyed cooking at home and they would do pretty much anything for dinner in the candlelight and slow dance with Al Green's let's stay together. And there were those, who fancied taking a ride in a horse-drawn carriage with someone they adored and being in a bubble bath with them. But Megan was wild, she was drop dead beautiful, seductive, aphrodisiac and scrumptiously unique with sweet fragrant...
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2024.03.27 10:42 PandaFlyh [EN] [Version 2.1] Acheron In-Depth Guide & Teams

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2024.03.27 10:39 PandaFlyh [EN] [Version 2.1] Acheron In-Depth Guide & Teams

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2024.03.21 20:11 AbstractBettaFish The Beginners Guide to War of Rights

Hello everybody, as we all know the Steam Sale is currently going on and as always this means lots of new players to the game. As the game does not have a tutorial per se I just thought Id take the time to write out some things that I think brand new players may find helpful. This game is one that easy to pick up the basics on but may take a while to figure out all the subtleties of. There are some things that took me a while to learn as a new player and Im hoping this guide can help. Now I dont know everything...yet. If I got anything wrong let me know in the comments and Ill make amendments. So with that said lets get started
The Basics of Movement - So to move around this this game, it probably wont surprise anyone who played a PC game in the last 15 years, but hey in case you haven't (we dont judge) WASD is to move. As opposed to most shooter games when you spawn in you do not start with a loaded weapon. As such its good to get in the habit of pressing R the moment you spawn in to begin the game. After a while this will become second nature. You will often hear your officer say in spawn "Full kits" meaning to get your load in and bayonet on. but more on this later. You can sprint with shift however this will drain stamina and can make aiming more difficult. To avoid this it can be better to travel long distances at "Double Quick". To Double Quick simply press C and you will move at a Quick March which will be faster than the regular marching speed somewhat confusingly known as Quick Time. This will be the speed you use the most and you will often hear officers ordering it
The Basics of Standing - How hard can standing be? It literally is doing nothing! Well yes and no. This is a game based on the line infantry era of warfare so its worth going over some of the subtleties for lack of a better term of all the ways that you can stand and how they are important. In this game when you first spawn in you may hear your officer ask you to form a double column. For those of you who attended grade school this will be familiar. It means to form up in 2 lines, usually behind the officer. This or single column is the most common way for a company to move in game because it keeps order and keeps the company together. While traveling in this column you may eventually hear "Form a Line!" Which is exactly what it sounds like. Spread out from a vertical line to a horizontal one and prepare to meet the enemy. But again more on this later. While moving you may be told to Right Shoulder Shift, which means to press X and you will bring your rifle up on your shoulder. There is a common misconception that this saves stamina however the Devs have confirmed this is not true. But now speaking of ways to hold your rifle, the function keys have several fun ways to modify your standing while you're not in combat if you're into that sort of thing. Keys such as F5 will allow you to salute, F6 will allow you to stand at attention, and F8 will allow you to be chill as hell parade rest to give some examples.
T is your best friend - So you may notice that HUD is kept to a minimum in this game. I know when I first started playing if I lost my line, I was lost. Well this is what the T button is for. The T button will activate your HUD and give you important information. A common phrase heard in game is "Press T Follow your Star" What this means is that by pressing T you can see the Star that represents your companies officer and you should follow him. It will also show chevrons to represent your NCO's. It will also show how much time is left in the game, the current morale state, and your current formation status. and at the risk of sounding like a broken record, more on those later. However it also has one other very important feature and that is Identifying Teammates. When you are hurt or near danger you gain suppression. This will reduce your FOV and begin to turn the screen black and white. If you are ever in a melee this becomes very dangerous because most units will look the same in black and white. By pressing T you can minimize the likelihood of accidently killing a team mate.
Spawning - When spawning into the game you will be given two options, to spawn main/infantry or to spawn on flag. Spawning on your companies flag will have you spawn with your unit so you will be back in action faster however only one man may spawn at a time so it comes with a wait timer and if your company has taken lots of casualties you may have a long wait time. If the timer is too long it maybe worth spawning main. However this can come with the downside of taking a long time to reach your line, and may expose you to out of line kills before you can reach them. This is why I often tell new players that its better to be in the wrong line rather than no line if you are separated. For example, say you are in the 9th Vermont Company A, but Company A is across the map and for whatever reason you could not spawn on flag, as you try and get back to your unit but now you've come across 4th Rhode Island Company B. You're better off sticking with them until you get a chance to safely rejoin your original company. Generally speaking some say that 60's seconds is the cutoff, if the timer is longer than 60 seconds, spawn main, if its under spawn flag. Though some maps are bigger and smaller than others so YMMV. This is why its important that if you see a friendly flag go down you want to pick it up ASAP. Having your flag taken own can seriously hamper a units combat effectiveness.
===============================-=Game Modes=====================================
There are currently 4 game modes over three historical campaigns set in the Maryland Campaign of 1862 in this game. These are Skirmish, Contention, Conquest and Pickets Patrol. The 3 campaign areas are Battle of Antietam, Harpers Ferry and South Mountain. Dev's have indicated Shepard's Town is planned for the future but it is not known when
Skirmish - Skirmish is the common Common game mode. One could say you could call it Historical Battle Mode. These are matches based on events that happened during the real life battles, or in the case of some HF maps interpretations of how some of these battles may have gone. One team defends and one is attacking the Point of Contention which can be seen by pressing T. You may hear people mention something called Early Cap. So to explain this, if you are the attacking team, most of the time you will avoid capturing the point until the enemy team is in Breaking, this is in reference to the enemy moral state which (say it with me now kids) more on that later. But once you have inflicted enough casualties on the defending team to get them into breaking, then capturing the point is an instant win for the attacker.
Conquest - Conquest is a three point domination-like mode. Points are captured by hoisting one of your teams company flags on the point while tearing down your enemies. All the while you are still fighting the enemy team. Casualties can impact the moral state much like in skirmish, however having more points captured than the enemy team will cause the enemies moral to bleed out as well.
Contention - The gameplay is similar to Conquest with one difference, there is only one capture point and it moves throughout the game. King of the Hill style.
Pickets Patrol - This games version of Team Death Match. In this game mode there are no Points of contention. Simply two army's on the field fighting each other. Every soldier has one life and when you die, you're done. Much like real war! This is one of the more uncommon game modes as many people don't like having nothing to do once you're dead and some say the maps are too big leading to a lot of fumbling around looking for each other. If you do see this game it will mostly likely be organized by a small group.
===================================Moral=========================================
Moral State - Alright, finally cycling back to something. Moral is the core of the score of this game. It is affected by casualties and capture of points. There are several moral states and you can check which both team is on by pressing T and seeing how close each team is dropping to the next one based on the fullness of the color in the bar. Each time the bar drops a level your will hear a war cry from the opposing team "HUZZAH" for the Union and the Rebel Yell for the CSA. There are 5 states Battle Ready>Engaged>Taking Losses>Breaking>Last Stand/Final Push. If the defending team is about to lose they will go into Final Stand. If you die in Last Stand, you die in real life you do not respawn. If the Attacking team is losing they go into Final Push they will have only 2:30m to capture the point or they will lose.
In Line - Not all casualties are created equal. This game tries to encourage fighting in a historically authentic way and thus we have the line mechanic. If you are standing in formation with 5 more more men you will be considered "In Line", you can check your status by once again, pressing T and checking the text on the bottom right. If you die while standing in line it will say you have taken an 80% debuff to your moral penalty. This is kind of an abstract way of thinking about it but you can think of it as your death counting for 1 while in line. The game calculates who's in line by an invisible ring that that calculates a sort of center of mass when players stand together. Its not perfect and sometimes youll feel like you should in inline when youre not or vice versa. However usually a small amount of shifting around will put it right.
Skirmish - The next line down is Skirmishing, this will appear in yellow if you press T. A few things can cause you to go into skirmish. Being in a group between 3-5, having your line be spread out, or be crouching. When you die in skirmish in the same way that having your death count for 1 while being in line, it now counts for 3. While this maybe contentious there are sometimes when you may want to be in skirmish, though this will be up to your officer. Generally you always want to be standings as this will keep you inline and you will reload faster. However if you are behind a stone wall such as on Harpers Cemetery where there is little chance of being killed while crouched it maybe worth it. Alternately by spreading out and taking cover a skirmishing unit maybe be able to punch above its weight class by hitting an enemy line or artillery position with fire that is difficult to return forcing the enemy to either eat the casualties, move or send people to deal with you that would otherwise be engaging your main line.
Out of Line - If you are in a group of less than 3 and you press T, you will see Out of Line in Red. Sometimes being out of line is necessary such as if you spawn away from your regiment and you have to cross open ground to get to yours. However engaging the enemy while out of line is frowned upon and referred to as Ramboing. Each state away from being in-line will reduce the steadiness of your aim and will increase the suppression effect from incoming fire. On top of this the death modifier is now increased to 5. So needless to say you will want to avoid this state as much as possible.
==================================Shooting=======================================
How to Shoot - Similar to the basics of moving I'd wager most of you who have played a shooter know how this but aim with right-click shoot with left. But dont worry Ill give you more than that. As previously stated before several things can effect shooting, being in line, fire suppression. In ideal circumstances when you are in line and not being suppressed it takes about 4 seconds for the initial swaying of the rifle to stabilize. This makes is especially important to keep in mind when calling a firing volley. If you continue to hold your aim after this your muzzle will begin to steadily lower.
Which Rifle? - This game features several regiments and some of these will offer multiple choice in rifles. Not all of them but many. You can cycle through these options when you pick your class and checking the primary weapons tab. The options that you will see in the game are the Springfield's (1842, 1855 and 1861), Pattern Enfield 1853, Lorenz Rifle, Mississippi Rifle, Whitworth and Sharps rifles**.** To start off let's talk about Springfields. Also I will be editorializing in this section more than others, remember YMMVTo begin the Springfield 1842, The 1842 is the only smoothbore in the game but that's not all that makes it unique. It is also the only gun in the game with 2 types of ammo. That's right? two! Thats one better then one! These two ammos make the 1842 somewhat a rifle of extremes. The default ammo is the roundball. So if youre looking to channel your inner Francis Marion you can fight a rebellion the old fashioned way. Now the short answer is that that bullet type doesn't really make a difference in this game. whether it be Minié ball, compression ball, round ball, if youre hit you die and thats the long and short of it. However the roundball fired from smooth bore barrel will suffer from being the least accurate over long distance. However it makes up for this with its other ammo, Buck and Ball. Buck and Ball is for all intents and purposes a proto shot gun round that you can switch to by pressing 5. Buck and Ball is not great for shooting at individual targets, however against a line it is devastating. Shooting at a mass of men, with little need for precise aim able to effectively represent 3-4x the firepower of the enemy with a single shot. It does work. Now some say that its not all that effective at long distance, and a patch last summer supposedly reduced buck and balls lethality after 40 yards. However Ive been playing this game quite a bit and can count on one had the amount of times Ive been hit by projectile and it hasnt been an instakill. I have also seen an experiment where we volleys buck and ball into an enemy line at about 100-150 years and it still shredded them. So I do not personally believe its the the short range specialty item some will tell. Regardless other notes about the rifle are that its sights are very primitive, basically a single front notch. But this isn't a long range precision instrument anyway. You can find the '42 in most CSA regiments, not all of them but Ill call it a healthy majority. A Couple regiments on the Union have it too, most notably the famed 69th NY.
The Springfield 1855/61*,* Im combining these into one because for all practical purposes theyre the same rifle. This post is long enough so you can google the lore reason behind that but the only meaningful way they really differ is in the sights. So this will come down to subjective opinion. Popular opinion generally favors the '61 as the front sights are a bit more distinct and less squat. But again this will come down to preference. An important thing to note about these later Springfields is trajectory. I'm sure you've experienced bullet drop in game but now were going to talk about bullet rise. Civil War rifles are a bit finnicky, theyre shooting a high caliber bullet with a low muzzle velocity which gives them a bit of a rainbow arch when shooting. At close range (under 200 yards) you can generally aim center mass and be fine. but at ranges greater than that you may hear your officer say things like "Aim low, aim at their belt buckles, aim at their knees, aim at their dicks, cut the grass etc) This is to compensate for the bullets rise. Many rifles in the game have this effect but Ive found the later 2 Springfields to demonstrate it most effectively visa-vis their sights. However application of this rule is not universal when you factor in things such as distance and elevation. The '55 is moderately spread-out in both armies but almost like the opposite of the '42 the '61 is very common in the Union and appears in a handful of CSA regiments. The Pattern Enfield 1853, Probably the 3rd most common rifle in the game mechanically the Enfield is similar to the later 2 Springfields in terms of mechanics. Where it differs is the sites. Now once again Im going to go editorializing. Personally I like the Enfield's sights for long range, the needle like front notch makes for good shooting of those small targets on the distance. Personally I have made some of my most impressive long range team kills confirmed kills with the Enfield. We have the video game benefit that while many civil war soldiers liked the performance of the Enfield its popularity was hindered by the fact that they found maintaining it to be a pain in the ass and thankfully we as game players dont have to deal with that. Now the sights can be a bit finnicky, they're not zero'ed perfectly. Get ready to channel your inner Oliver Stone and you go "UP...and to the right. UP...and to the right" It takes a little drill camp practice to get used to but once you've got the hang of it, its a consistent rifle. The Enfield can be found spready pretty evenly across both armies.The Lorenz, Boy if the Lorenz hasnt had the popular opinion whiplash. It felt like for the last year the Lorenz went from one of the least to the most popular rifles in the game. The reason is because I assume it visually wasn't very remarkable. A very basic look and sight. However in recent months people seems to be discovering that its a LASER. You don't have to worry about the rise and drop of the other rifles in this game quite to the degree. You can aim straight on with almost any target. Also its sight while nothing too fancy, is pretty user friendly. The Lorenz isnt exactly a rare or common gun on either side. It pops up, maybe a bit more often on Union than CSA.
The Mississippi Rifle, the Mississippi is an interesting rifle. Im a little biased cause I find it to be the prettiest rifle in the game with its reddish-brown finish and brass fixing, that sideways bayonet. What can I say, Im a sucker for ornament. Now besides visuals the Mississippi has two unique features. One is that its the shortest rifle in the game which can impact melee, the other is its sights. While its V-Notch sights are on the surface pretty straight forward they're defaulted sighted to a much longer distance than the average file. I dont have exact figures but Ive heard it said almost every rifle in this game is sighter for up to 300 yard, the Mississippi is for 1,000 or 1,100. Either way, if yore in the habit of aiming low with other rifles, you want to aim real low with this one. This rifle is on the rarer side but it does show up on both sides. Despite its name maybe slightly more on the Union side.
The Whitworth, Ah the infamous Whitworth. The OG sniper rifle with its weird hexagonal bullets. The rifle allegedly behind the killing of General John "They couldn't hit an elephant at this distance" Sedgwick. Allegedly the most accurate rifle in the game. However I saw the games director mention yesterday that the only difference between the Whitworth and other rifles is a higher muzzle velocity meaning it experiences less vertical variation than other rifles. Big if true. The sights are probably the wonkiest of the game. Full discretion I have used this rifle the least of any other in the game and its not even close. Not really sure where Im supposed to align what I call the "Thors Hammer sight". I find it to be one of lifes little irony's that this rare rifle is featured on short range maps like Down Town. The other drawback to this rifle is that the front sight disappears if you have a bayonet attached, this is a specialty long range tool. Unless Im missing something this rifle is a CSA exclusive, I don't think any Union regiments have it.
The Sharps Rifle - Now were getting into something different. A handful of in game regiments wield the Sharps. You will know when you've entered a match with one because for balancing reasons there will only be 3 companies instead of 4 and you'll want to be quick because the one with Sharps has a max that will fill fast. Obviously the thing that makes the Sharps special is the fact that its a breach loader and has a faster loading speed of a standard rifle. If youre anything like my you will be frustrated by this great boon feeling wasted as the loading animation mid battle seems like its being done by a man with all the time in the world. But I guess they gotta balance it somewhere. Im not certain on the accuracy on the Sharps but its power comes from rate of fire. A Good Sharps company is a mobile one that is able to bring extra fire power where its needed and quick. Mobility is a handy tool for a competent sharps commander and those tactics and ethos I mentioned in my section on skirmishing can very much come in handy in a Sharps company. Ive once or twice seen officers try to do open field volley fires with Sharps but those men are fools. Sharps are rare in the game but they are slightly more common on the Union Side, with I think only 1st VA Cav getting them on the CSA if Im not mistaken.
Pistols - Only two people get pistols in this game, Officers and the rare dismounted Cavalry Unit. The pistol is for close range and you only get 6 shot's. There is no reloading in this game, remember these arnt the six-shooters of the wild west, these are cap and ball revolvers which would take an exceptionally long time to reload. You do need to press R however to cock the pistol after every shot, being meeled will decock it so dont think you can just walk into the middle of an enemy unit and go all Road House on them. Now do not quote me on this but I have heard that all this pistols are really the game and the only difference is aesthetics. Like with the rifles caliber doesn't really matter, if youre hit youre dead. So this will come down to personal choice (Note: Only officers get to chose, Cav regiments are armed with the Colt Army) Personally I find the Colt Navy to be a pretty sexy looking gun so I usually go with that. Though I mentioned there is one pistol that is different
The LeMat Revolver - The LeMat is only available for Colonels and Lt. Colonels on CSA. But where as all other pistols fire 6 shots. This one hold 9 shots and can fire a single round of buck shot from the middle. You may not run into this one as often due to the high level required to be a LT. Col but if you do, watch out, officers are already dangerous at close range and this gives them extra firepower.
===================================Melee=========================================
V for Violence - Melee is fairly straight forward in this game. First you want to press B to fix your Bayonet then press V to go into melee mode. If you dont have your bayonet on V will have you bust out your rifle butt instead ready to bonk your opponent to horny jail. It takes 2 stabs to kill with a bayonet and 3 hits to club them. Generally speaking unless you *know* youre going to be very far from the enemy, its a good idea to always have your bayonet on. It can impact aim, however I find this impact to be negligible and youre better off being ready incase of something unexpected. It is also always a good idea to have your bayonet forward when moving through an area of low visibility like corn or dense woods. The reason for this is twofold. One, it means youre prepared if you happen to suddenly come across the enemy and Two, it can keep your bayonets from sticking out above your heads and giving your position away.
Charging - Charging is the food of the wiseman and the liquor of the fool. A good charge can completely upend an enemies plan and inflict lots of casualties. But a poorly done one can bleed your team of tickets and lose them their flag. Theres always going to be some damn fool who's itching to charge any time and every time. Ignore them. When charging and being charged it is important to try and stay in a group. Because everyone dies in 2 hits having backup with you who can stab twice in quick succession can be the main difference maker. The same goes for when defending against a charge. Remember what I said about T being your best friend? In the chaos of a melee youre going to want to be hammering that button to know who your friends are and avoid any Team Kills.
================================Class============================================
Private - Realistically this is the one you should primarily stick to while new to the game, though I suppose thanks to the rank system you wont have much choice for a while. This is the bread and butter of each army. My only advice to be sure to do your best to stay in line, and listen to your NCO's and Officers.
NCO - As the old saying goes the NCO is the backbone of the army. As an NCO your job it fundamentally to assist your officer. At the bare minimum you should be repeating your Officers orders down the line to make sure everyone has heard him. Ontop of this you should be keeping an eye out on your line, make sure everyone knows what theyre doing, and need be take command of the line if your officer is killed until he can come back. Functionally there is no difference between the different ranks of NCO. If you would like to lead one day this is a great way to get your feet wet.
Flag Bearer - This is one of the most important roles in the game. When holding the flag youre your companies life line. Speaking of lines, youll want to do your best to always have 'In-line Status", your team cannot spawn on you if you are out of line and you take a big penalty if youre in skirmish. Ideally youd like to find some cover you can stand behind but this isnt always possible. When you have to be in the open its best to keep moving behind your line to be a harder target. If you see the flag go down you will want to pick it up, dont just hope someone else does it. Sometimes if your company is going to charge the flag bearers will be told to hang back just incase it fails, you wont lose your forward spawn. In that same vein you want to be aware of how your companies situation looks. If it seems like youre going to be overrun sometimes its worth it to fall back. You dont want the flag to go down under the enemies feet.
Musician - Ok, this is sort of the blacksheep of roles. Nominally the Bugler and Drummer are there to broadcast orders. Its not really necessary in this game and even if you do play the right orders most players dont know their civil war bugle calls. So as it stands the role doesn't have a tone of purpose beyond ambiance. Some people consider it a waste of a slot, but eh... The only advice that I would give is to make sure youre not making noise when your unit is trying to be sneaky.
Officer - This role will be rank locked for a while but one thing I want to stress is to not try Officer until you feel like you have a confident feel of the map youre playing on. The blind leading the blind helps no one. If youd like to one day play as officer Id recommend spending a lot of time getting practice as an NCO first. Everyone's got their own style when it comes to leading in game. Youll see many of these on display while you play. Now This isnt a guide to leadership but there are a few things Id recommend. When the match begins, take a moment to talk to your fellow officers to come up with a game plan. Next everyone's a little nervous when theyre in charge for the first time. My advice is fake it till you make it, if you found confident people will be confident in you. If youre too nervous people will second guess you and you may lose control of your line. If your uncertain its ok to ask your NCO's their opinions but dont sound too hesitant cause then youll have everyone and their mother shouting their opinions. Even if you mess up, every one does, Ive told people after Ive made terrible decisions "Im sorry guys, thats on me, I thought it would work out this way but it didnt" Just having some accountability goes a long way to people having trust in you. This leads me to my final section
=================================Community======================================
Public - So generally speaking there are two kinds of matches, events and pubs. Pubs as you might infer refers to public matches. Now one thing to know about this community is that its pretty niche. Muzzle loader milsims appeal to a very specific type of person and its not for everyone. That said it is very dedicated. Most of the people you see playing have played for years and have hundreds of hours in the game. There is usually enough people to fully populate the 300 or 400 man server at peak times (i.e. weekends and evenings in NA). The thing with this being a small community though is that the more you'll play the more you'll start to recognize other players. Many of the regulars know each other to some degree or another and the more you stick around and actively participate the same will go for you. Pub matches can be a bit chaotic and this is especially true after a steam sale. A large influx of new players will do that. But its ok, we were all new once. It will settle down after a while as the players who take it seriously learn the ropes and the ones who just are fucking around lose interest and move onto the next time. If you took the initiative to seek out this guide Id count you in the former).
Private Events - Now to build on with what I said where the community is small and dedicated and knows each other, may of that has to do with the Private Events. These are also referred to as Regimental Events due to the participation of Regiments. As you look around youll see many people will have tags in front of their name such as 14th TN, CQB or The Glorious 65thIL. Many of them will play in organized private events throughout the week. IF you like the game so far I highly recommend joining one. Many of the events are run as two games back to back, they tend to be more structured than pubs and have internal rules however if you like the MilSim aspect of the game that may be just up your alley. If youre ever in the server browser and you see a large game that is password protected it is likely a private event.
Choosing a Regiment - If you are interested in regimental life you have many options to choose from. Im going to tell you why the 65th Illinois is the best one and why you should choose it! ways you can find which is best for you. The important thing to consider is they are all different, would you prefer a large one that has a large presence on the battlefield or a smaller one where you feel you may matter more as an individual. Do you like to keep things structured, leaning into the military like set up of the game, or do you prefer a more relaxed setting? Do their event times work with your schedule? You can start your search on the regimentfinder subreddit. Alternatively you might want to check out the games Main Discord Server which has a regimental finder channel. Maybe while playing pubs someone just walked up to you and asked you to join their regiment, it happens. Everyone wants to grow and Steam sales are kind of a feeding frenzy for that. Now you know what its like to be a woman at a bar! If youve played a while and you find players in game that you like you can always ask them about theirs, Im sure theyll be happy to tell you. If you pick one and you dont feel its a good fit you can always shop around. Either way, if regimental life feels appealing for you I know youll make the right decision and choose the 65th find one that fits you well!
submitted by AbstractBettaFish to WarOfRights [link] [comments]


2024.03.14 05:25 TheMBahaby I might build this..... let me know your thoughts. (For ambient sounds)

I might build this..... let me know your thoughts. (For ambient sounds) submitted by TheMBahaby to modular [link] [comments]


2024.03.13 08:17 braveheartt101 Dangerous Love 2

Dangerous love - 2
Note: You can't fight hate with hate. If you do that, you would lose. Love conquers all.
Nathan would like to think that her kingdom was built in Florence. The haze would breeze at The Cathedral of Santa Maria del Fiore, ring the bell, and transform his heart into a butterfly. He would flap his wings tenderly and create a magical breeze. His love would gust through Venice as lovers kissed in gondolas, the fairy pools in Isle of Skye Scotland as birds quenched their thirst, Manila Bay in Philippine as the sun set, Paro Taktsang (the Tiger's Nest) in Bhutan as Buddhist monks meditated, Lake Atitlán in Guatemalan as indigenous girls fetched water, Neuschwanstein Castle in Germany as Medieval Myth and fantasy drafted in the air, the great barrier reef as life celebrated ecosystem with coral reef under water and beautiful marine creatures, wishing to collect them, as if they were Christmas ornaments, Luxembourg Gardens in Paris, France as lovers bill and coo, Angel Falls in Venezuela as water fell 3,199 feet, Sydney Opera House in Sydney as Mozart’s The Marriage of Figaro was being performed live. It would breeze through the active volcanoes of Hawaii and get a feel of her love and gust down the Arctic as heaven celebrate Christmas with aurora borealis. It would seduce all the beauties on land and water; peaks and valleys; earth and heaven… luring them into serving his soul’s joy, make them create perfect peace, and happiness in her heart, and bring aesthetic, bliss, magic, music, and euphoria to her beautiful soul. Still, that wouldn’t do his heart justice. Her beauty outshone everything in heaven and earth. Perhaps, he couldn’t talk about heaven. He hadn’t seen it yet, and he doubted that he was going to see it in the future unless miracle happened; he was in a dark but glamorous and seductive place. Yet, all embarrassment of the riches in the world couldn’t come near her. She would put them in shame.; she was flawless, made with love potion and beauty of the highest order. She had a rare beauty; not only was it a classic formula of true love, but it was also the recipe for French kiss. She enticed his soul into doing her wish; he would anything for her.
Nathan thought that she was the purest end product of all living things. She cast a shadow over all matter in the solar system. He deemed that she was an idol, it was time for Aphrodite to relinquish the throne and crown Megan as the goddess of love and beauty; the stars worshiped her eyes, the roses bled on her lips, the sun rose on her face, and he lived for her in all aspects. Nothing in life had moved him emotionally, spiritually, metaphysically, and psychologically like how she affected him. His heart was like a castle that didn’t have electrical system and was completely dark, she walked in, channeled the electricity in his brain to his heart, installed a chandelier, switched on the light, and wrote a fairy tale in his soul, which she thought that the story didn’t have to end with happily ever after: Once upon a time, there was a girl, who just wanted to have fun. Her beauty was beyond compare. Her face glowed brighter than the moon in the summer. Her eyes were more sparkling than the stars in the sky. Society favored beauty before good manners. And she was the most beautiful girl in the world. A man, who had a sensitive heart, saw her and fell in love with her. It was love at first sight. They made acquainted with each other and hit it off. She was the light of his life, he cherished her day and night. They got along like a house on fire. She then walked out on him without saying goodbye. The man was left with a broken heart and a dark soul. When she left, she turned off the light, removed the lamps from the chandelier, and took them away with her, turning his heart into an artificial cave, which once was her fortress. The truth was that his heart was like a garden and she was like the sun, and when she deserted him, the sun was taken away from him. The flowers in his heart grew cold and died of pneumonia. Why had she forsaken him? It wasn’t fair, he just couldn’t stop thinking about her, it became a disease, he should truly seek a professional help. He could even hear her voice in his head. It was getting out of control. Nathan asked himself what was going on. She had gotten the best of him. Perhaps, he should have expected the unexpected; hope for the best and expect the worst. He thought that he was the luckiest person in the world; she chose him over all of the other men, who were chasing her. She made him feel special and disappeared from the face of the earth. Yet he continued to give hope the benefit of the doubt. He would take her back in a heartbeat if she showed up at his doorstep. He would continue to love her no matter what. He would continue to adore her to the moon and back, he would fall in love with her over and over again, he would support her through the good times and the bad whether she was with him or not; that part was tricky. How could he support someone, who was no longer with him? No doubt his thoughts would go out to her, but he wished he gave her a million kiss whenever she felt blue; still who knew? Love was energy, his emotions could travel through air, come to where she was at, and comfort her heart; faithful and true-blue. She was the object of his affection, she was his crush, she was his everything. He loved her to death. He thought that they were meant to be together forever and ever and he was blessed to have her in his life. Yet, she filled his soul with desire, turned that famous heart of his into flour, baked a cake, put candles around them, lit them with a match, made a wish (whatever it is), and blew out the candles, as if it were her birthday, while leaving him in the dark.
That was half of the story as usual, she ate the entire cake, and abandoned his soul like how a cat, who gave birth to three kittens, abandoned kitten number 3 after she ate kittens 1 and 2; perhaps, that wasn’t a pretty picture, at any rate, it was a good analogy; she devoured his heart to the last beat, but in the meantime, he could neither picture a cat eating its own kittens nor feel good about it, he liked cat more than life itself and a Queen cat would fight to the death for her kittens, she is very protective. Or it was like a girl, who adopted a duckling, she watched him take a couple of steps and sang him a song as he floated on her pond, she then cut his throat, boiled hot water, dropped the duckling in the hot water, plucked its feathers, roasted him and ate him to last bone marrow before he learned how to quack. That was a bad idea. Nathan wasn’t comfortable with that either; it was graphic; those yellow ducklings were super cute, he didn’t have the heart to roll with it. He would stick with a cat. Perhaps, a cat that lived in the street. Or preferably, Megan abandoned him like how a cat abandoned her kitten after eating its placenta, that didn’t sound bad, he would take it even though his heart was nothing like placenta, it was like a bird kept in a cage. Not just any bird, it was a raven. Darkness had descended upon his soul and turned his heart into Pitch black. His feelings are genuine but blue. He wanted to see her eyes more than ever. His heart had given itself to despair and misery. In such anxiety, the muscles in his chest twitched with violent pinches on and on; was he suffering from atrial fibrillation? He was confused and lost, but there was no sign of shortness of breath, and he didn’t have symptoms like fatigue, dizziness, sweating, and faintness but confusion; indeed, there was fluttering in his chest, which he thought that it might be caused by electrolyte problem, and rapid heartbeat as a result of being infatuated with her, however, doubted that he suffered from atrial fibrillation or heart attack. He was perfectly healthy apart from chest pain on account of loving her too much. Perhaps, he was dying of love or who knew? it could be a panic attack. The muscles in his chest kept twitching like a man who was being executed in a broken electric chair. He didn’t understand why the love in his heart was bent on destroying him. It didn’t make sense at all. He adored her like the Greek adored Aphrodite. He couldn’t get enough of her. Longing might take all the blame, but she was the cause of his anguish; she should be held accountable, she must be brought before a court, put on trial, and face justice, they would find her guilty on all charges. But how something that was made of flesh and blood caused him to suffer like the wrath of God? It was against the law of nature to make a man put up with ache more than he could endure, wasn't it?
Nathan concluded that love was a sadistic schadenfreude, which was not a surprise at all; it derived pleasure from his pain. He hoped that he was not blowing things out of proportion or being overdramatic about it but thought that love should assume the responsibility as well. It was a force like holy trinity: father, son and holy spirit as one divine, emphasizing the level of its complexity, he reckoned the three manifested themselves as one truth... except in his case, it was holy duality: Megan and love as one energy. Although she was far away, she lived in his heart as true love. Or it could pass as holy trinity: Megan, his heart, love as one entity. His heart belonged to her, she was his heart, and he couldn’t live without her. What about holy quaternity: Megan, love, his heart and pain as one vitality? Love hurt his soul in such a way as to permit her to have authority over his heart or rather to walk on his blood like how Jesus Christ walked on water before she stabbed his aorta with a dagger, so she could get a kick out of his pain metaphorically speaking, but love had overwhelmed him. She was the judge, jury and executioner. She wouldn’t let him breathe. For Better or worse, he was at the mercy of love. But how could he be at the mercy of something that didn’t know clemency? Love was like Terminator. "She can't be reasoned with. She can't be bargained with. She doesn't feel pity of remorse or fear and she absolutely will not stop. Ever. Until he is dead." Nathan knew that he was being a little bit sarcastic; he didn’t believe that love was cold like a machine; although he thought Kristanna Loken, who played T-X in terminator 3, was something, Megan would have a field day with T-X if they ever made a remake or do a reboot, and cast her or gave her a solo movie. Nevertheless, they said, "If you don’t want to get hurt, don’t dance on a minefield." But then again, he knew that giving up on love would be a poor decision. He didn't know who said it, but he heard "Cowards die many times before their death." Lamenting over love might be an ill wind that blew no one any good, but he knew that it was far from the truth. Love was nothing but pain and bloodshed; his heart continued to bleed for her, with an arrow in its aorta and ache the depth of his soul, and he was trying to be a brave about it to no avail.
Nathan put his feelings aside and bury ill-will for the time being, he hoped that she was doing well. He had no animosity toward her, and even though he accused love of being sadistic, he hoped tender mercies of love would find his heart and mend his soul sooner or later. That being said and whatever the case might be, the truth could still be hidden if the truth chose to play hide and seek, but now the truth wasn’t in the mood for such nonsense... In all honesty, he would love to open his chest with a scalpel, remove his heart, put it on a plate while it was still beating, grab a fork and a knife, and place them in front of her, and watch her eat his heart raw if it were possible to live without a cardiovascular muscle. He liked red wine, who didn’t? it was good for heart, red wine provided antioxidants, which furthered longevity, and prevented heart disease and all. It also protected heart against terminal inflammation, but the situation was calling for blood. Blood would boost her health with iron. He would grab a wine glass, cut his wrist to the bone and fill the glass with his blood like a vampire, who was optimistic about walking in the sun, and give it to her, so she could wash his heart down with it like Samuel Jackson in Pulp Fiction; it would hit the spot while she was thinking it was all right. She might expect the heart to sit in her belly like an embryo and grow in her womb, after nine months, she would give birth to a healthy baby, and breastfeed him. And given the love that he had for her, she would kiss him a million of times and she wouldn’t take her eyes off him, but bearing in mind all the things she put him through and the passion he felt deep in his soul, he betted that his heart would burst out of her stomach, bite her nipple like a monster, and put things in perspective. However, Nathan knew that it was no use crying over spilt milk, truth or no truth, contradiction or no contradiction, paradox or no paradox, his heart wouldn’t hurt her feelings let alone bite her nipple; his soul wouldn’t allow it despite the fact it was sick as a parrot; cutting his heart to pieces with a knife that he made with his shoulder blade, mixing it with sugar and honey and feeding her with a fork that he crafted from his lower rib was a recipe for disaster figuratively speaking, but he gave her his heart and it drove her away, and his feelings got hurt. Still, his soul would burn for her, his heart would bleed for her, and he would give his life for her. She was the force (love) that held the cells in his heart together like the energy that held the molecules together in all living things and was responsible for the chemical bond in his body; she had replaced the original force that attached them together, and without her, the molecules in his cells would disengage and disperse in all directions. There would be nothing left of him but debris in outer space. That was understatement, she was the breath of life that god put in his heart. No, that wasn’t it. She was the breath of light that god put in his soul, which allowed his heart to beat and his cells to grow, divide, and replica, she had been interfused with his DNA, and lived, breathed, and pulled the strings, and roved under his skin disguised as spell. He would never let anything do her harm. Even if they rubbed her the wrong way, it would injure his soul to the core. Every time he thought about her eyes, every atom in his heart jolted vehemently with joy like Mexican jumping beans. Sometimes, he feared that the protons and neutrons would split, and his heart would explode inside his chest more violent than uranium that was subjected to nuclear fission.
Talking about the fascinating relationship between Sebastiania pavoniana (jumping bean plant), and Cydia saltitans (jumping bean moth) even though it wasn’t mutualistic, which he just brought as an analogy, he liked to think that his heart was like a flower, her love was like a butterfly, she lay her egg in his heart and her love ate the pulp, drilled a hole at the bottom in the shape of a star, dropped in his belly, and buzzed in his abdomen fervently or rather consumed his soul to the last gram, metamorphosis into a hummingbird, burst out of his heart, crashed against his ribcage, descended down drunkenly, and buzzed inside his belly till her wings caught on fire, sending not only heatwave but also shockwave throughout his body, which repaired the bones in his body, tendons, and soft tissues, mended his heart and allowed his body to regenerate new soul from scratch, and just so her wings happened to be immune to fire, she rose in the air and quenched her thirst with the flowers in his heart while flapping her wings 100 mph and in doing so, she rejuvenated every cell in his body. He would do anything for her; he loved her till it hurt, he was fond of her, she was the love of his life, she was his girl. Be that as it may, indeed, she had hurt him; a man didn’t miss a country that he had never set foot on and even supposing there were countries that he visited, only one country could be a cut above the rest; missing the times that they spent together, tears filled his eyes, the stars in his irises twinkled, he couldn’t act like nothing happened, her beauty had injured his soul to the core; it gorgeously disturbed the animating principle that was placed in his flesh and spirit, and the governing conscience in his brain and the presence of light and darkness in his essence and negative and positive in his DNA; she had affected his life beyond good and evil, he would never find peace in this world as long as he was alive or sit still in heaven or dance with demons in hell or breeze silently in Nirvana or became nothing. Nathan remembered that night when they had dinner together at his house, she was so beautiful, he didn’t want to stare at her eyes too long, it pained his heart deliciously to the point of no return; his soul was dancing in her eyes even though it was torn apart by her fragile beauty, sparkling eyes, succulent lips, exquisite face, and radiant skin; dreading that the world might rip her apart to pieces and eat her flesh like a clan of hyenas or a pack of wild dogs in order to absorb the magic behind her extraordinary beauty. His heart was beating on her luscious lips while bleeding like a bird that got shot in the air, and his life flashed before his eyes whenever he blinked, and as ironic as it sounded, he knew that every bone in his body would turn into powder if he gazed at her face just a little too much due to the level of care that was required to soothe her soul... such as tender heart, compassion, generosity, delicacy, unselfishness, the state of being subtle, and vulnerability. And his lungs would boil and collapse if he kissed her far too much; she was truly breathtaking, at the same time, as puzzling as it may sound, he didn’t want to take his eyes off her for the reason that he might die, and he wanted to kiss her till he was out of breath, died in his own heart, and be reborn on her lips. It was oxymoron with the touch of catch-22. And to add insult to injury, she deserted him like a dog.
Longing had been twisting the knife in his wound and wistfulness had imposed its will on him. And sadness that has taken over him was a force to reckon with. Nothing but love could save him, but love kept on distancing herself from him, he wished he wouldn’t go to his last resting place before he saw her eyes again or did something that would make her be proud of him... such us writing a graphic novel (he is a comic book writer) and dedicating it to her. In fact, he wished many things, he wished she had a beautiful day; wake up with smile on her face, three little birds came to her window and sang her a song with sweet melody: "Don’t worry about a thing. Every little thing goanna be all right," like Bob Marley & The Wailers, she drank a good coffee, ate breakfast, meditated with Beethoven's Moonlight Sonata, and had peace of mind. He wished her to go to where she chose to go and arrive safely, be where her heart wanted to be, do what she enjoyed doing to her soul’s content and meet her objectives; he wished that she was appreciated for whatever she had been doing, admired everywhere she set foot on, surrounded by loved ones, friends and family, told jokes, laughed till she cried, stayed positive, and had a lot of fun; love was in the air as usual and the wind was its lips, and her beauty was kiss, he wished her to kiss and be kissed, love and be loved, play coy and be cherished, smile and be adored, and pucker her lips and be treasured. He wished she watched the sun as it set in the pacific, forgot her troubles, danced till her feet caught on fire, and when she went to her bedroom late at night, the moment she lay on her bed, and rested her head on her pillow, she blushed about the whole day till her cheeks turned into crimson, said good night to the stars, gave them air kiss, closed her eyes, and slept without anxiety. And if she had trouble sleeping, he wished the angels would take out his heart from his body, turn it into a teddy bear, name him Teddy, and place it on her bed, so she could cuddle it next to her heart and go back to sleep. And if that didn’t put her to sleep, since Teddy was a conscious being and alive, he would tell her a bedtime story.
Once upon time, there was a princess, who lived in a big castle. Her name was Megan just like hers. She was so beautiful; a butterfly, whom she named Jack, floated nearby. He was her best friend; she trusted him with her life, he accompanied her everywhere she went to. There was an evil witch, who alleged that she would become beautiful, powerful, and immortal if she continued to consume the hearts of the most beautiful girls in the world every 20 years when the moon was full; she would slaughter a swan, perform a satanic ritual, burn the swan on a bonfire, and whoever the most beautiful girl was would appear in the form of a cloud spirit. She had a vulture named Bret, who led her where the girls were. The witch also had a servant named Dante, who helped her kidnap the lassies. This time, the image of Megan appeared on the fog. The witch disguised as a queen came to the palace and met the king, the queen, and the princess, they all got alone fine even though Jack the butterfly was flapping his wings fanatically, buzzing around. He was trying to tell the princess that the witch wasn’t who said she was. She was up to no good. Nonetheless, the witch told them that she was a remarkable cook, she cooked them a delicious meal, they all ate.
The princess ate as well against Jack’s wish. Jack did his utmost to warn her, but the princess didn’t want to be bothered while she was eating and shooed it away. Unbeknownst to them, the food was poison, although it wasn’t meant to kill them, it put them into deep sleep. The witch and Dante took Megan to the Witch’s castle and kept the princess in a prison cell till full moon. Jack, who had followed the princess, kept her company. The princess took comfort on Jack despite the fact she was cold and scared. Jack wasn’t always a butterfly, he was a boy, who liked playing with butterflies, he used to catch them with a net and set them free in the beach as the sun set. Jack’s mother once was the most beautiful woman in the world. When he was 10, the witch poisoned his parents the same fashion how she poisoned the princess’s parents, killed her and ate her heart. Prior to that, the witch saw Jack, who was secretly following her, and turned him into a butterfly with her magic Wanda as he attempted to stop her. The spell could only be broken if he drank a nectar from a rose that the princess (the fairest them of all) kissed. The princess used to have constant dreams about a handsome man giving her a rose. And when she kissed the rose, the petals fell from the sepal, turned into butterflies magically, and danced around her. Nonetheless, Jack excused the princess and left the cell to reach out for help despite the fact she didn’t want him to leave, fearing that he might get lost. Jack returned to the city and made an attempt to convince the townsfolk of Megan’s dilemma, but they all ignored him. He got lost in the confusion. Megan missed him; she didn’t know where it was. Dante, who felt sorry for the princess, asked her to make 1 last wish, she wished for a rose. Dante brought her a rose.
The princess kissed the rose and gazed at the flower, hoping they would turn into butterflies and look for Jack. Out of nowhere came Jack, drank the nectar from the rose that she kissed, and turned into a handsome man. It was the same man from her dreams; in her dreams, they had many conversations. She had always loved him from the bottom of her heart, so did he. Her dreams were vivid, sometimes, she even thought that they were real, Jack as a butterfly also had the same dreams; in fact, their dreams were real, it occurred in a universe that belonged to them, which they could only access in their sleeping states... except this time, the spell was broken, they met in the real world. She was very happy to see him, her dream came true right in front of her eyes, and he was in seventh heaven. They kissed intimately, as if they had known each other their whole lives; the princess wouldn’t mind if she died in his arms, Jack would be honored if he took his last breath on her lips, he fell in love with her the moment he saw her. Anyhow, Jack told her his story, how the witch killed his mother and all, and why he had been following her; he knew this day would come and he wanted to protect her from the evil witch. He wished he had told her when he spent time with her in his dreams (their dreams), but he didn’t want to frighten her; perhaps, it was because Megan wasn’t too keen on hearing bad news, and he just wanted to make her happy. In addition, the witch had warned him that he was forbidden from revealing that secret or he would remain a butterfly for the rest of his life. It was full moon. Dante and the witch came to kill the princess. Dante opened the door. Jack, who was hiding by the door, hit their heads with a fire torch and knocked them unconscious. The princess and Jack escaped from the witch’s castle and ran in the forest. The witch transformed to a dragon and came after them, breathing fire.
The dragon kicked them with its feet. Jack and Megan fell on the ground. There was a sword on the ground, which belonged to Jack’s father, who had been searching for his better half in vain, whom the witched killed, and he had been wandering in the forest for years. One night, he fell asleep, the wolves surrounded him. He tried to fend them away with his sword, but there were too many of them. They tore him apart. Nobody touched the sword till Jack fell on it. Jack picked it up and tried to ward the dragon off. The dragon went after Megan, Jack stabbed the dragon in the heart. The dragon transformed back to the witch and the witch turned into an ugly old woman and died a painful death. Yet, it wasn’t over. The wolves came out of nowhere and surrounded them. For some reason, they wanted to eat Megan first; the witch’s spirit had already entered the alpha wolf. Jack killed the alpha wolf, the alpha wolf changed to Bret (the vulture) before he died, and the witch’s ghost left his body. Jack chased the rest of the wolves away with fire and rescued Megan. They did kiss like two birds that couldn’t live without each other. The Princess returned to her castle and reunited with her parents. Later, Jack and Megan kiss more passionately. They got married and lived happily ever after. The End. In addition, Teddy would remind her that someone somewhere loved her very much, just the thought of kissing her made him go weak at the knees; and in his dreams, he had kissed her a million times. He wished Teddy would then plant a soft kiss on her lips before she closed her eyes and slept in beauty. He would snuggle in her arms, fall asleep, and pass the energy to her that someday, the hero would hold her in his arms like how she held him. He would make her feel safe, secured and loved above everything. In the morning, the angels would return his heart back in his chest, so the heart would pump blood throughout his body and indulge his organs and tissues with rich oxygen, nutrients, and her love. Meanwhile, not finding Teddy with her, she might feel distraught. He wished that cupid would make her think that it was just another sweet dream and go about her business and do things that she loved to do. However, Nathan doubted that Megan was a kind of girl who was moved by a sunset and a fairy tale but few lines of cocaine and glasses of whiskeys. She was on a whole nother level. But he hoped that he got that backwards, it wasn’t true even though nowadays girls weren’t into flowers and butterflies; all they cared about partying and getting high. That was the devil speaking. In fact, he could be dead wrong. A lot of girls were moved by sunrise, shopping with someone they loved, love poems, romantic outings, and wildflowers; some were into Valentine’s day, dark chocolates, and picnic in sunset, and others enjoyed cooking at home and they would do pretty much anything for dinner in the candlelight and slow dance with Al Green's let's stay together. And there were those, who fancied taking a ride in a horse-drawn carriage with someone they adored and being in a bubble bath with them. But Megan was wild, she was drop dead beautiful, seductive, aphrodisiac and scrumptiously unique with sweet fragrant...
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2024.03.12 19:49 DRG227 Which goblet is better

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2024.02.15 20:01 DTG_Bot This Week In Destiny - 02/15/2024

Source: https://www.bungie.net/7/en/News/Article/this_week_in_destiny_02_15_24
This Week in Destiny, we are sharing a lot of changes coming to the Destiny 2 sandbox in just a few weeks.
Here's the list of topics for today:
  • Destiny 2 x BioWare collaboration is live.
  • Preview of the upcoming sandbox changes.
  • Celebrate the Lunar New Year with us.
  • Trials map voting results are in.
  • Destiny 2 deal at Humble Bundle.
  • Our latest Player Support Report.
  • And the Art and Movie of the Week winners.
Let's do this!

Assuming Direct Control

You can fight like a Krogan, run like a leopard, but you'll never be better than Titans cosplaying as Commander Shepard and awkwardly dancing in the middle of the Tower. They are alone on the dance floor because Hunters are busy with calibrations as Garrus Vakarian, and Warlocks can’t stop arguing about the best biotic Void build as Dr. Liara T'Soni. And this is all possible thanks to the new Destiny 2 x BioWare collaboration!
Video Link
Look for the Normandy Crew Bundle at the Eververse in-game, where you’ll find these looks as well as the Flux Dance emote and Omni Strike finisher. You can also pick up the Alliance Requisitions Bundle at no cost, which includes the Enhanced Defense Ghost Shell, Alliance Scout Frigate ship, and Alliance Drop Ship Sparrow.
To celebrate this collab, we want to see your strongest builds inspired by Shepard, Garrus, and Liara. Maybe you like charging with a Shotgun and punching everything in sight? Or staying behind and shooting from a vantage point with a long-range weapons? If you prefer to go nuts with your abilities, that's fine, too.
Show us using the #NormandyCrew hashtag and we'll reward our favorite ones with a very special emblem called Felis Galaxias. You have only until the next TWID.

Let's Talk About Sandbox Updates

Update 7.3.5 arrives on March 5, and it includes changes across weapons and abilities, as well as some Crucible-specific tuning. This is intended to set up the sandbox for success in the new PvP landscape as well as the new content coming with Destiny 2: Into the Light in April. Let's first dig into abilities. Take it away, Combat Gameplay team!

Abilities Sandbox

Image Linkimgur
Hey folks, Combat Gameplay here with a quick update. This is a lightweight one for us, as we are heads down on The Final Shape, but we have a few changes coming that we wanted to share.
As a quick rundown, Update 7.3.5 will bring the following:
  • A reduction in uptime for Threaded Specter.
  • A few changes to Threadlings to make them easier to deal with in the Crucible.
  • A fix for the Restoration timer extension issue, with a few corresponding changes to relevant Solar Fragments.
  • A small number of ability buffs that we’re pulling forward from our balance pass in The Final Shape.
Threaded Specter
Threaded Specter is currently overperforming in high-level PvP activities, particularly Trials of Osiris. We believe there are two core issues that drive this overperformance, so let’s talk about each separately. First, uptime on Threaded Specter is significantly higher than we think is healthy, particularly with the fast cooldown of the Hunter’s dodge combined with the two Threadling Grenade charges granted by Widow’s Silk. For Update 7.3.5, we’re implementing a change that applies the same class ability regeneration penalty that Ensnaring Slam uses when the player creates a Threaded Specter.
We don’t want this change to have a significant negative impact on Threaded Specter’s performance in PvE, so we’re reducing the duration of that regeneration penalty by 50% when in PvE activities (which will also apply to Ensnaring Slam, increasing its uptime in PvE). In addition, we’re increasing the Threaded Specter’s detonation damage vs. PvE combatants by 25%, with the goal that while you may be able to create fewer shadow clones overall, each one will be more impactful to compensate.
  • Ensnaring Slam
    • Reduced class ability regeneration penalty duration by 50% in PvE activities.
  • Threaded Specter
    • Now applies the same class ability regeneration penalty used by Ensnaring Slam when the player creates a Threaded Specter.
    • Increased Threaded Specter detonation damage by 25% vs. PvE combatants.
Threadlings
The other half of Threaded Specter’s PvP potency comes from Threadlings themselves. Like Axion Bolt projectiles prior to Update 4.0.1, we believe that Threadlings are currently too difficult to clear off the battlefield. To address this, we’re implementing a change to make them easier to shoot and reduce instances where it feels like your bullet went straight through a Threadling without it detonating.
In addition to their potency as a distraction tool, Threadlings deal enough chip damage to players to significantly change the outcome of an engagement. So, we’re slightly reducing their damage vs. players (both at base and with Thread of Evolution equipped). Finally, we’ve identified a bug where groups of Threadlings were not chain detonating as intended when one is destroyed, which is being fixed.
  • Threadlings
    • Increased aim assist shape size from 0.41m to 0.5m (this makes aim assist more effective against them, making them easier to shoot)
    • Reduced base damage vs. enemy players from 40 to 35.
      • Damage with Thread of Evolution equipped reduced vs. enemy players from 45 to 38.5.
    • Fixed an issue where groups of Threadlings were not reliably chain detonating when one was destroyed.
    • Fixed an issue where Threadlings sometimes did not play their (non-damaging) destruction performance when destroyed by enemy fire, resulting in them appearing to blip out of existence.
We realize these changes are not localized to Threadrunner and will also affect Broodweaver potency in the Crucible. To compensate for this, we’re pulling some other buffs forward that we originally planned to ship in The Final Shape to keep the power of their overall kit in roughly the same place. With Update 7.3.5, we’ll be increasing Arcane Needle’s aim assist and tracking strength, making it significantly more consistent against close- to –mid-range or fast-moving targets.
  • Arcane Needle
    • Increased aim assist angle (the size of the cone that the aim assist system uses to bend the projectile’s initial direction) by about 50%.
    • Increased aim assist falloff distance (the distance at which aim assist begins to decay) from 30 to 45 meters.
    • Increased tracking angular velocity (how quickly the projectile can bend towards its target) by about 5%.
    • Increased the length of the projectile's tracking shape (the shape in front of the projectile that it uses to find targets).
    • Fixed an issue where uncharged melees while Arcane Needle is equipped resulted in the player appearing to freeze in a melee pose.
Restoration and Radiant Updates
Update 7.3.5 will also bring an update to the Restoration and Radiant keyword buffs, which currently have a number of buggy interactions with timer extensions, most notably the Ember of Empyrean Fragment in combination with Ember of Mercy. We’ve rebuilt a significant portion of these keyword buffs to store their timer data more safely.
  • Restoration and Radiant
    • Fixed an issue where the maximum duration of Restoration and Radiant buffs was being incorrectly stored, resulting in their buff timers resetting to their initial duration instead of their maximum when the buff was reapplied.
    • This also resolves similar issues with shorter Restoration sources like Sunspots with the Sol Invictus Aspect.
Alongside these changes, we’ll be adjusting both the Ember of Empyrean and Ember of Mercy Fragments. Left unchanged with the dramatically increased consistency resulting from this bug fix, these two Fragments (particularly when paired together) would vastly exceed our power bar. We believe that even with these changes, the experience of using each of these Fragments (whether alone or paired) should be equivalent or better than the experience in the experience in the game right now.
  • Ember of Mercy
    • Now extends your current Restoration duration by 2 seconds when a Firesprite is collected. If you don’t already have Restoration active, collecting a Firesprite grants Restoration with a 2-second duration.
    • This Restoration extension is increased to 3 seconds while Ember of Solace is equipped.
  • Ember of Empyrean
    • Increased the maximum duration extension from 12 to 15 seconds.
    • Reworked the duration extension granted with each Solar defeat.
      • Previously, it always granted a 4-second duration extension, regardless of the type of target defeated.
      • Now the duration extension varies based on the strength of the defeated target. Defeating an Elite or weaker combatant will result in less time added than in the game currently, but defeating Champion or stronger combatants results in a greater extension.
Solar Ability Buffs
Let’s stick with Solar for a bit. In combination with the Arcane Needle improvements detailed above, we have a small number of Solar ability buffs that were originally slated for our balance update coming with The Final Shape. We now feel confident enough to move those buffs up to this release, in conjunction with the Solar-aligned Seasonal Artifact.
For our Sunbreakers, we’re improving the consistency of Consecration, making it better able to catch floating targets or enemies that jump too late. We’re also increasing the travel distance of both the scorch wave and ignition wave and further increasing the ignition wave’s travel speed (both with and without the Pyrogale Gauntlets Exotic armor equipped).
  • Consecration
    • Increased the travel distance of the initial ground follow (a projectile that travels along a surface like Thermite Grenade’s wave or the Coldsnap Grenade seeker) from 18 to 20 meters.
    • Increased the height of the slam ground follow detonation by about 1 meter.
    • Increased the travel distance of the slam ground follow from 16 to 20 meters.
    • Increased the travel speed of the slam ground follow (including the Pyrogale Gauntlets’ enhanced version) from 16 to 24 meters per second.
We’ve also heard some consistent feedback about Gunpowder Gamble’s self-damage resulting in untimely misadventures, so we’re reducing it to make the Gamble slightly less risky.
  • Gunpowder Gamble
    • Reduced the maximum self-damage from 144 to 80.
That’s it for us this time. When Update 7.3.5 goes live on March 5, we’ll be keeping an eye on how these changes are landing, so please keep the feedback coming. See you soon.

Weapons Sandbox

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G’day G’dians, it’s Chris Proctor and the Weapons team here with what’s planned for Update 7.3.5 (and a little tease of what’s coming later).
Each release we make changes to weapon archetypes, Exotic weapons, perks and more, intended to improve the balance of the game and introduce some more variety. In this release, we have some small adjustments to PvP tuning for weapons (the bulk of the PvP changes are PvP-specific, in the Crucible Sandbox section, hefty PvE changes to Rocket Launchers, Drum Grenade Launchers and Caster Swords, and a set of weapon perk changes (mostly buffs).
Weapon Archetypes
When we created the new Heavy Burst Hand Cannon subfamily for Warden's Law, we inadvertently included some content that made them harder to control while playing with a mouse and keyboard.
  • Heavy Burst Hand Cannons
    • Corrected an issue that was causing Heavy Burst Hand Cannons to have 25% less aim assist than other Hand Cannons when hip firing or airborne on mouse and keyboard.
Bows continue to be hard for some players to counter in PvP. They've always been strong, but we recently made them easier to use by making their fully drawn projectiles hitscan at longer distances, which makes them much more reliable at range. We're keeping that change, but we're adjusting some aim assist data to require more skill to use them at extended range.
  • Bows
    • Reduced the auto aim falloff distance start and end by 15%
    • i.e. aim assist will be less effective at long range
    • Reduced the maximum auto aim cone size by 5%.
We shipped Breakneck with one fewer perk than intended in the right column. Oops.
  • Auto Rifles
    • Added the missing 12th perk (Target Lock) to Breakneck's second trait column.
Lightweight Scout Rifles have always had a following, but they’ve suffered from being unforgiving when missing crits. We're making a change that reduces the proportion of crits required for optimal time to kill (TTK) from 4 crits to 3 crits + 1 body.
  • Lightweight Scout Rifles
    • Increased base damage by 5%.
Despite being less popular than some other special weapons in PvP, Sniper Rifles are disproportionately oppressive to play against, particularly in 3v3 game modes. We're making them slightly harder to use by nerfing aim assist a little bit.
  • Sniper Rifles
    • Reduced the auto aim cone size by 10%.
The Rocket Launcher meta has become more set than we'd like, with Adaptive and Aggressive subfamilies outperforming the rest. We're making changes to the Precision and High-Impact subfamilies that give them more reserve ammo than the others, as well as making other adjustments to give them some unique strengths.
  • Rocket Launchers
    • Precision
      • Increased reserve ammo by 2 and reduced damage penalty from -10% to -5%.
    • High-Impact
      • Increased reserve ammo by 2.
      • Now deals more detonation damage and less impact, for roughly the same total damage.
        • This should make them more effective vs. groups, or when getting splash damage on a target with a near miss.
    • The above changes also affect Deathbringer, Gjallarhorn, and Truth.
We've touched Heavy Grenade Launchers a few times lately, and while they're fairly strong mathematically, it hasn't moved the needle. It's time to make some more substantial changes. We're pushing them more into sustained damage and add clear, and we’re also tweaking Spike Grenades to make them less of a dominant pick. Note that this change is not a nerf to overall Grenade Launcher damage output, as we've increased impact and detonation damage to compensate and dramatically increased reserve ammunition.
  • Heavy Grenade Launchers
    • Increased reserve ammo by a minimum of 6 rounds, maximum of 10 rounds, depending on the Grenade Launcher.
    • Reduced Spike Grenade's impact damage buff from 50% to 12.5%. With the below changes, this reduces the total Spike Grenades damage buff from about 8% to 3%, making them less mandatory.
    • Increased direct hit impact damage by 10%. Combined with the above change, this brings non-Spike Grenade Launchers almost up to the level of Spike Grenade Launchers, and very slightly reduces damage output with a Spike Grenade Launcher.
    • Increased detonation damage by 5%. (In PvP, this is offset by a reduction to detonation damage, for no overall change.)
Wave Frame Heavy Grenade Launchers have struggled to find an identity, with not enough ammo to really work for add clear (as addressed above) and not as much single-target damage as standard Grenade Launchers. With these changes, they will be able to compete with other Grenade Launchers, and it will be easier to land damage.
  • Wave Frame Heavy Grenade Launcher
    • Increased damage by 20%.
    • Increased wave width by 40%.
Caster Swords are the only Swords that have a ranged attack (for now), and the tradeoff for maintaining distance was damage. This reduction was more extreme than it needed to be, so we've brought the heavy attack damage up to approach other Swords, while also reducing the heavy attack energy cost to grant higher uptime on the projectile attack.
  • Caster Swords
    • Reduced heavy attack energy cost from 5 to 4.
    • Increased heavy attack damage by 16%.
Exotics
Vigilance Wing is strong in PvP already, but it's fairly hard to control with how much that 5-round burst kicks, so we’ve made that easier to compensate for.
  • Vigilance Wing
    • Now has a deterministic recoil pattern.
Vex Mythoclast fires like a High-Impact Auto Rifle. Other High-Impact Auto Rifles have a larger aim down sights (ADS) damage falloff scalar, so we've increased Mytho's to match.
  • Vex Mythoclast
    • Increased ADS damage falloff scalar from 1.5x to 1.7x.
Wish-Ender's True Sight is a big part of its Exotic identity, so we wanted to retain that, but in its current form, it's far too useful in PvP, particularly with the Oathkeeper Hunter Exotic Gauntlets equipped.
  • Wish-Ender
    • True Sight will now deactivate if you leave ADS or hold it for longer than 3 seconds. To reactivate, you must fully redraw the Bow.
Edge of Action's bubble isn't intended to compete directly with Ward of Dawn, and with the Glaive changes from Season of the Wish, we hit its health too hard. There's room to make it a lot more durable in PvE.
  • Edge of Action
    • Increased its damage resistance in PvE against all combatants except bosses to 85% and increased its damage resistance against bosses to 15%.
Manticore shipped with a unique airborne playstyle, but it has several usability issues that we aim to address, including the need for a reliable way to drop out of the air (and prevent accidentally activating antigrav), survivability in PvE, and synergy with builds that utilize Void overshields.
  • Manticore
    • Players must now be airborne for 0.5 seconds and deal damage with the weapon to activate the perk. (This prevents accidental activation while running down stairs or doing small jumps.)
    • We gave it a special reload to quickly disengage antigravity thrusters. (Swapping weapons will continue to disengage as well.)
    • Tarrabah also receives this special reload animation.
    • While antigrav thrusters are engaged, combatants will be less accurate when targeting the player, similar to the Always on Time Sparrow.
    • With the catalyst, final blows and sustained damage with Manticore while airborne grant a Void overshield and return ammo to the magazine.
Players enjoyed the Ex Diris Grenade Launcher for delivering on the Boomer Knight fantasy, but ultimately it just wasn’t hitting hard enough in PvE to be a top-tier pick. Fortunately, this was easy to address by bumping the damage and rate of fire.
  • Ex Diris
    • Increased impact damage against PvE enemies by 50%.
      • Detonation damage is unaffected, so the total damage increase works out to be around 20% (varying by target type).
    • Increased the maximum rate of fire by 17%.
Perks
Heal Clip wasn't as valuable to the activating player as we wanted it to be, so we fixed that.
  • Heal Clip
    • Now grants Cure x2 to the player while still granting Cure x1 to nearby allies.
Trench Barrel was originally designed in a world where there were few ranged melee attacks, and it wasn't desirable to make them even more valuable by allowing them to activate certain perks. That's no longer the case, and we're starting to open these up.
  • Trench Barrel
    • Can now be activated by dealing damage with ranged melee attacks.
Barrel Constrictor was fairly experimental, so we shipped it in a constrained state. We're now removing some of those limits.
  • Barrel Constrictor
    • Once activated, it no longer deactivates upon firing a shot, it lasts for 7.5 seconds, and it buffs all shots fired during that time.
    • Enhanced Barrel Constrictor lasts for 8.5 seconds.
Loose Change is strong in a PvE subclass build, but it isn't particularly interesting for PvP. We're adding some buffs to help with that.
  • Loose Change
    • Applying a subclass 3.0 debuff now grants +20 aim assist stat and 20% reduced ADS movement speed penalty in addition to the existing +50 reload stat. Applying another debuff now refreshes the duration, too.
Dual Loader takes up a trait slot, which is a sufficient enough cost that it doesn't need a penalty. The wording also locked it to Shotguns, when there are other continuous reload weapons in the game that already load more than one round at a time.
  • Dual Loader
    • Removed the reload speed penalty.
    • Changed the wording of the perk description to make it clearer that it increases the number of shots reloaded, so we can now apply it to other weapon types without confusion in the future.
Since we're shipping a couple of Tex Mechanica Legendary weapons in 7.3.5, we wanted to take another pass at the Tex Mechanica Origin Trait. It wasn't really landing the hip-fire fantasy of the foundry. With this change, landing damage while firing from the hip will make it easier to land follow-up crits.
  • Tex Balanced Stock
    • Now grants +20 range and a +1.5 degree hip-fire precision cone angle in addition to its other effects, making it easier to land follow-up crits with hipfire.
Häkke Breach Armaments, Deconstruct, and Sundering felt like they should work against more targets that look like constructs or vehicles.
  • Häkke Breach Armaments, Deconstruct, and Sundering
    • Now work against Void Souls, Strand Clones, Cabal Projection Shields, and Brigs.
Häkke Breach Armaments has one specific edge case that increases the complexity of the perk and is no longer needed, so we’re reducing the number of different damage bonuses this perk has.
  • Häkke Breach Armaments
    • Damage bonus vs. Stasis crystals reduced from 85% to 60% to match other constructs.
As an Origin Trait, Sundering has a fairly high uptime in Warlord's Ruin because of the number of Eye turrets. However, a perk themed around "breaking stuff" feels like it could apply more broadly, and shield break is an obvious activator.
  • Sundering
    • Can now trigger on shield break in addition to final blows on vehicles and constructs. We added a small reload speed scalar while reducing the charge rate benefit to account for the higher uptime.
Hatchling is a fun perk, but weapons that can technically crit but are bad at it suffer from precision kills being the only activator on certain weapon types.
  • Hatchling
    • Activation requirements are no longer locked to the archetype in terms of precision or non-precision kills. Instead, the perk will trigger with either a precision kill or 3 non-precision kills.
Target Lock is a large part of the reason why Submachine Gun (SMG) popularity has remained high despite changes to the weapon archetype. With this change, it's still a solid perk, but is much less oppressive in PvP.
  • Target Lock
    • Now activates later in the magazine for SMGs (at 20% instead of 12.5%), so the damage buff will swing Primary weapon gunfights less often.
Envious Assassin's loop works well, but with certain weapon types, the payoff was far too great for the amount of effort involved. For example, even with the above large buffs to Drum Grenade Launcher reserves, it was possible to shove all of your reserves into your magazine, making the perk the best option by far. With this change, it's still very strong, but its potential has limits.
  • Envious Assassin
    • Each activation is now capped at 100% of magazine size instead of 150%, and the maximum overflow is now 3 times the magazine size instead of 4 times.
Bait and Switch is a little too strong in its current form, outpacing most other options. But at the same time, it doesn't need a massive change.
  • Bait and Switch
    • Reduced damage bonus from 35% to 30%.
And to finish the perks section, we’re making these two additional fixes.
  • One-Two Punch
    • Now correctly deactivates after dealing damage with a powered melee.
  • Deconstruct
    • Updated the perk description to correctly state that it pulls ammo from thin air, not reserves.
    • Fixed a bug preventing the perk from triggering when shooting an enemy Titan barricade (and similar targets).
Mods
Bonus damage against minibosses should have been part of Boss Spec, not Major Spec. We’ve updated these mods to correct that.
The Future
We’ve pulled a lot of balance changes from The Final Shape and Destiny 2: Into the Light into Update 7.3.5, but we’ll still have a number of small but exciting changes shipping in Into the Light, touching content many players haven’t thought about in several years.
In The Final Shape, we’re rebalancing many weapon types in PvE, buffing underperforming weapons, and leaving most high performers untouched. Since we’re looking at PvE weapon tuning anyway, over the course of the year of The Final Shape we’ll be looking at weapon mods that feel mandatory, and we intend to make some changes that will increase player choice, particularly in PvE. We’re also making substantial changes to several of the least used Exotic weapons (we see a lot of requests for these, see if you can guess which Exotics we touched), and adjusting some perks (including a long-requested change to Chill Clip, making it more viable to use on slower-firing weapons).
You can also look forward to being able to enhance many more weapons. We’ll be back with more information on weapon enhancement soon.

Crucible Sandbox

Image Linkimgur
Hey folks, the PvP Strike Team has a lot to talk about in the coming weeks—in this section we’re covering the changes to PvP-specific tuning for weapon types, Exotic weapons, abilities, and Special ammo generation.
Note: These changes are not applied to Mayhem, Momentum, and Checkmate. They retain their own custom modifiers. Checkmate has been retuned to be more representative of its original intended form, and there will be more info on that from the PvP Strike Team next week.
Our base Crucible sandbox currently faces a number of issues. What we'll talk about here today represents a large, macro pass designed to begin to address several of these concerns, and it will be followed by additional micro-tuning in the future. The symptoms of these issues affect players across the skill spectrum, from 2,000-hour veterans to New Lights, so it's important that we begin to address them as best we can. Let's identify our goals, what the symptoms are in terms of how our gameplay is affected, and then we can discuss the root causes and the corresponding changes.
Goals:
  1. Help players to more clearly understand the sequence of events that led to their death, so that they can more easily learn how to improve
  2. Alter the weapon sandbox to account for the increased average skill of our player base by reducing the amount of high-reward low-risk options.
  3. Encourage primary weapon mastery to be an aspirational pursuit for players
As we've increased the prevalence and strength of some sandbox elements, the ability to clearly understand what is happening from a target's perspective has suffered. It is increasingly common to be defeated instantly (or so quickly that there is no time to react), and often so many different things are happening that it’s nearly impossible to determine the sequence of events that killed you.
When a defeated player has difficulty recognizing and reacting to how they were defeated, it creates a situation where it feels like there was nothing they could have done, making it hard to learn what to do better next time. It also places a strong focus on being the one to deliver as many of these types of unreadable kills as possible, while utilizing buildcrafting to avoid becoming the recipient. Then sandbox elements that do not benefit either of those paths fall out of favor.
Additionally, while the average skill of our players has crept up over the years, the weapons’ sandbox has not grown alongside it. For example, a much higher percentage of our players can hit optimal time-to-kill with SMGs, peek-shoot with Hand Cannons, or “blint” (look it up) with Wish-Ender today than could several years ago.
In large part, this is because a certain amount of forgiveness was baked into many Primary weapons to allow more players to utilize them at their full potential. For example, high-reward weapons like Precision SMGs or Aggressive Hand Cannons only requiring 67% critical hits to achieve optimal time-to-kill, and Wish-Ender allowing you to follow up the Bow swap with a body shot from a Hand Cannon. This leniency allows players to make mistakes and still benefit from the full strength of the playstyle.
That made sense when the average player skill was lower, but in the current ecosystem, a far larger number of players can take advantage of those benefits. This is manifesting itself in multiple places, but it’s most noticeable in the significant compression of the skill gap at high levels of play. An additional byproduct is an increase in difficulty for new players finding their footing in a game where many veteran players have near-mastery of these existing playstyles, which increases the friction of refreshing the pool of players in Crucible.
Finally, at high levels of play, things like high body shot damage, generous aim assist, Primary weapon flinch, and low critical hit requirements all contribute to the feeling that putting in the time to improve your skill with Primary weapons is generally not worth the effort.
With many meta Primary weapons, hitting optimal or near optimal time-to-kill is less representative of mastery of the weapon and is instead merely an expectation of standard play. Similarly, at lower levels of play, players can still lose relatively quickly to an inaccurate opponent, which minimizes the time they have to figure out the sandbox and learn, often making them feel like they are playing higher skilled players than they really are.
These symptoms are all generated by a handful of root causes, each generally linked to the others in a cycle of balance that encourages us to touch all of them at once if we’re making big changes, or in smaller increments if we are modifying things individually:
  • We have certain ability builds with either higher uptime or higher potency than we believe is healthy.
To help keep those builds in check:
  • We’ve provided a near-constant availability of Special ammo, which means there is always a surplus of one-shot-kill weapons on the field.
And to keep Primary weapons competitive:
  • We have made Primary weapons highly lethal, fast-killing, and in general also very forgiving.
All that leads to:
  • A high percentage of deaths in our sandbox where, from the target's perspective, it feels like there was nothing they could’ve done differently.
Simply put, we have a risk vs. reward problem. Over time, we pushed some of our sandbox elements to have higher rewards without offsetting them with the risk of punishing sub-optimal play. Some elements take it a step further. Instead of just rewarding the attacker, they punish the target (e.g., the Explosive Payload Hand Cannon’s flinch and Wish-Ender's True Sight).
To begin to address these issues, the following changes will be applied to the Crucible starting with Update 7.3.5. on March 5.
Player Health
We have two goals with the following increase to player health: It gives us far more granularity to balance our current and future sandbox elements and it lets us decrease the relative lethality of multiple sandbox elements (e.g., grenades and body shot damage) all at once and universally.
  • Player health will be increased by 30 HP in base Crucible, so players have 100 health (up from 70) and 116-130 shield, depending on the player’s Resilience values.
Ability Cooldowns
These values, combined with the changes to the mod economy earlier this Season, will move us to a place where ability uptime is healthier for the Crucible.
  • Melee, Grenade, and class ability cooldowns now have a 15% penalty applied to them in Crucible only.
  • Super cooldowns now have a 20% penalty applied to them in Crucible only.
Ability Damage
To account for the increased player health and the reduced uptime, we have made some general changes to melee and Super damage (and one grenade) to make sure that we maintain moment-to-moment muscle memory and retain our current general rules of most Supers killing in one-shot and most melees killing in two.
  • Supers
    • Increased base Super damage by 31%.
  • Melee
    • Increased base melee damage by 16%.
  • Grenades
    • Increased Arc Flux Grenade damage by 16%.
Primary Weapon Archetypes
To maintain the same optimal time-to-kill rates as the current sandbox with the new HP values and to place an increased emphasis on precision, all Primary weapons except Bows will have their critical hit damage increased. We will also reduce the flinch dealt by Hand Cannons, as they were a consistent outlier, even compared to other high-damage Primary weapons like Scout Rifles and Bows.
  • Pulse Rifles, Auto Rifles, Sidearms, and Scout Rifles
    • Increased critical hit damage by 14%.
  • Hand Cannons
    • Increased critical hit damage by 10%.
    • Reduced body shot damage by 5%.
    • Reduced flinch dealt to players by projectile impact by 12.5% and by Explosive Payload by 10%.
  • Submachine Guns
    • Increased critical hit damage by 12.5%.
    • Reduced body shot damage by 3%.
  • Bows
    • Reduced base damage by 15%.
Special Ammo Acquisition
After a lengthy test period in Crucible Labs, we are ready to move the Special ammo meter system into the wider Crucible. We have made several changes between the initial version and this one, so here are the details on how it will work now:
  • You will start every game (all game types, including round-based modes like Dominion) with two kills worth of Special ammo for your chosen weapon.
  • Instead of two kills worth of Special ammo being granted every time you respawn, you will earn more ammo by filling up a Special ammo meter, with points given for getting kills, assists, or completing objectives. Getting 100 points grants you two kills worth of Special ammo for your chosen weapon.
    • Base Point Values
      • Kills: 23
      • Assists: 10
      • Deaths: 10
      • Control zone capture: 14
      • Heavy ammo pulls: 8
    • Elimination/Dominion Point Values
      • Kills: 38
      • Assists: 16
      • Deaths: 16
      • Heavy ammo pulls: 10
    • 3v3 Respawn Modes (Survival, 3v3 Clash, and Countdown Rush)
      • Kills: 26
      • Assists: 12
      • Deaths: 11
    • Rumble
      • Kills: 30
    • Countdown
      • Charge armed: 20
      • Charge defused: 40
      • Charge detonated: 70
  • General Notes
    • Kills from Special ammo weapons and Heavy ammo weapons do not grant any points toward Special ammo meter progress.
    • Jumping off the map will subtract progress from the Special ammo meter.
    • Ammo is not dropped on death, and you will not lose the Special ammo you have earned when you are defeated or are revived.
    • Earned Special ammo will carry over between rounds.
    • Swapping from double Primary weapons to a Special ammo weapon will reset your Special ammo meter progress.
Special Weapon Archetypes
To offset the increased health and partially make up for the reduced uptime, we have increased the base damage of several Special ammo weapons.
  • Trace Rifles, Shotguns, and Fusion Rifles
    • Increased base damage by 20%.
  • Glaives
    • Increased projectile damage by 20%.
    • Increased melee damage by 16%.
Heavy Weapon Archetypes
Heavy ammo Grenade Launchers have been the meta pick for PvP for a long time, and we wanted to make sure that they did not get any better with the PvE changes outlined above. (In fact, due to the increased health, it will be a little more difficult for them to kill high-resilience Guardians when using Proximity Nades.) Machine Guns have long been in the shadow of other Heavy weapons, so we wanted to give them a little boost upward as well.
  • Heavy Grenade Launchers
    • Reduced detonation damage by 5%.
  • Machine Guns
    • Increased base damage by 20%.
Exotic Weapons
Some Exotic weapons partially bypass the Special ammo economy changes, and in a world with reduced Breech-Loaded Grenade Launchers and Fusion Rifles, they quickly rose to the top of the list of annoyances. Crimson, like other Hand Cannons, has long been dealing extreme amounts of flinch to other players, and this was exacerbated by the fact that it fires in a burst. It has been custom tuned to deal slightly less flinch than other Hand Cannons. There were also a couple of Exotic weapons that we felt deserved to come up a bit, so that they were not punished by the changes.
  • Fighting Lion
    • Decreased damage versus players in Crucible by 20%.
  • Devil's Ruin
    • Decreased charged beam damage against players by 15%.
  • Crimson
    • Reduced flinch dealt to players by projectile impact by 17.5%
  • Forerunner
    • Increased damage versus players in Crucible by 20%
  • Symmetry
    • Increased Revolution damage versus players in Crucible by 16%
Whew! That’s a lot to cover, and there’s even more coming next week from the PvP Strike Team, including info on new rewards, game modes, matchmaking details, spawn tuning changes, Trials updates, and more.

Happy Lunar New Year!

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February 10 marked the start of the Lunar New Year, so let's celebrate together and welcome the Year of the Dragon. Very fitting, don't you think? Riven would be pleased. To honor this occasion, we have a very special emblem called Risen for you all. It can be redeemed using this link or the code below.
THR-33A-YKC
We also have new items available at Eververse as part of the celebrations for the Lunar New Year. The Leporine Jubilation Riskrunner ornament is back, and we have a new ornament for Two-Tailed Fox called Herald of Spring. There’s also a Year of the Dragon Bundle, which includes the Auspicious Exotic Ghost Shell, the Lunar Omen Exotic ship, and the Firecracker Exotic Sparrow.
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And the Next Trials Map is...

Do Guardians want to play Multiplex next? Maybe Distant Shore? How about Dead Cliffs? We asked for input last week, and the community voted via email for which map would be featured in Trials of Osiris starting tomorrow. Polls are closed, and we just got the results. The winning map with 43% of the votes is none other than...
Dead Cliffs
Image Link[imgur](https://i.imgu
submitted by DTG_Bot to LowSodiumDestiny [link] [comments]


2024.02.15 20:01 DTG_Bot This Week In Destiny - 02/15/2024

Source: https://www.bungie.net/7/en/News/Article/this_week_in_destiny_02_15_24
This Week in Destiny, we are sharing a lot of changes coming to the Destiny 2 sandbox in just a few weeks.
Here's the list of topics for today:
  • Destiny 2 x BioWare collaboration is live.
  • Preview of the upcoming sandbox changes.
  • Celebrate the Lunar New Year with us.
  • Trials map voting results are in.
  • Destiny 2 deal at Humble Bundle.
  • Our latest Player Support Report.
  • And the Art and Movie of the Week winners.
Let's do this!

Assuming Direct Control

You can fight like a Krogan, run like a leopard, but you'll never be better than Titans cosplaying as Commander Shepard and awkwardly dancing in the middle of the Tower. They are alone on the dance floor because Hunters are busy with calibrations as Garrus Vakarian, and Warlocks can’t stop arguing about the best biotic Void build as Dr. Liara T'Soni. And this is all possible thanks to the new Destiny 2 x BioWare collaboration!
Video Link
Look for the Normandy Crew Bundle at the Eververse in-game, where you’ll find these looks as well as the Flux Dance emote and Omni Strike finisher. You can also pick up the Alliance Requisitions Bundle at no cost, which includes the Enhanced Defense Ghost Shell, Alliance Scout Frigate ship, and Alliance Drop Ship Sparrow.
To celebrate this collab, we want to see your strongest builds inspired by Shepard, Garrus, and Liara. Maybe you like charging with a Shotgun and punching everything in sight? Or staying behind and shooting from a vantage point with a long-range weapons? If you prefer to go nuts with your abilities, that's fine, too.
Show us using the #NormandyCrew hashtag and we'll reward our favorite ones with a very special emblem called Felis Galaxias. You have only until the next TWID.

Let's Talk About Sandbox Updates

Update 7.3.5 arrives on March 5, and it includes changes across weapons and abilities, as well as some Crucible-specific tuning. This is intended to set up the sandbox for success in the new PvP landscape as well as the new content coming with Destiny 2: Into the Light in April. Let's first dig into abilities. Take it away, Combat Gameplay team!

Abilities Sandbox

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Hey folks, Combat Gameplay here with a quick update. This is a lightweight one for us, as we are heads down on The Final Shape, but we have a few changes coming that we wanted to share.
As a quick rundown, Update 7.3.5 will bring the following:
  • A reduction in uptime for Threaded Specter.
  • A few changes to Threadlings to make them easier to deal with in the Crucible.
  • A fix for the Restoration timer extension issue, with a few corresponding changes to relevant Solar Fragments.
  • A small number of ability buffs that we’re pulling forward from our balance pass in The Final Shape.
Threaded Specter
Threaded Specter is currently overperforming in high-level PvP activities, particularly Trials of Osiris. We believe there are two core issues that drive this overperformance, so let’s talk about each separately. First, uptime on Threaded Specter is significantly higher than we think is healthy, particularly with the fast cooldown of the Hunter’s dodge combined with the two Threadling Grenade charges granted by Widow’s Silk. For Update 7.3.5, we’re implementing a change that applies the same class ability regeneration penalty that Ensnaring Slam uses when the player creates a Threaded Specter.
We don’t want this change to have a significant negative impact on Threaded Specter’s performance in PvE, so we’re reducing the duration of that regeneration penalty by 50% when in PvE activities (which will also apply to Ensnaring Slam, increasing its uptime in PvE). In addition, we’re increasing the Threaded Specter’s detonation damage vs. PvE combatants by 25%, with the goal that while you may be able to create fewer shadow clones overall, each one will be more impactful to compensate.
  • Ensnaring Slam
    • Reduced class ability regeneration penalty duration by 50% in PvE activities.
  • Threaded Specter
    • Now applies the same class ability regeneration penalty used by Ensnaring Slam when the player creates a Threaded Specter.
    • Increased Threaded Specter detonation damage by 25% vs. PvE combatants.
Threadlings
The other half of Threaded Specter’s PvP potency comes from Threadlings themselves. Like Axion Bolt projectiles prior to Update 4.0.1, we believe that Threadlings are currently too difficult to clear off the battlefield. To address this, we’re implementing a change to make them easier to shoot and reduce instances where it feels like your bullet went straight through a Threadling without it detonating.
In addition to their potency as a distraction tool, Threadlings deal enough chip damage to players to significantly change the outcome of an engagement. So, we’re slightly reducing their damage vs. players (both at base and with Thread of Evolution equipped). Finally, we’ve identified a bug where groups of Threadlings were not chain detonating as intended when one is destroyed, which is being fixed.
  • Threadlings
    • Increased aim assist shape size from 0.41m to 0.5m (this makes aim assist more effective against them, making them easier to shoot)
    • Reduced base damage vs. enemy players from 40 to 35.
      • Damage with Thread of Evolution equipped reduced vs. enemy players from 45 to 38.5.
    • Fixed an issue where groups of Threadlings were not reliably chain detonating when one was destroyed.
    • Fixed an issue where Threadlings sometimes did not play their (non-damaging) destruction performance when destroyed by enemy fire, resulting in them appearing to blip out of existence.
We realize these changes are not localized to Threadrunner and will also affect Broodweaver potency in the Crucible. To compensate for this, we’re pulling some other buffs forward that we originally planned to ship in The Final Shape to keep the power of their overall kit in roughly the same place. With Update 7.3.5, we’ll be increasing Arcane Needle’s aim assist and tracking strength, making it significantly more consistent against close- to –mid-range or fast-moving targets.
  • Arcane Needle
    • Increased aim assist angle (the size of the cone that the aim assist system uses to bend the projectile’s initial direction) by about 50%.
    • Increased aim assist falloff distance (the distance at which aim assist begins to decay) from 30 to 45 meters.
    • Increased tracking angular velocity (how quickly the projectile can bend towards its target) by about 5%.
    • Increased the length of the projectile's tracking shape (the shape in front of the projectile that it uses to find targets).
    • Fixed an issue where uncharged melees while Arcane Needle is equipped resulted in the player appearing to freeze in a melee pose.
Restoration and Radiant Updates
Update 7.3.5 will also bring an update to the Restoration and Radiant keyword buffs, which currently have a number of buggy interactions with timer extensions, most notably the Ember of Empyrean Fragment in combination with Ember of Mercy. We’ve rebuilt a significant portion of these keyword buffs to store their timer data more safely.
  • Restoration and Radiant
    • Fixed an issue where the maximum duration of Restoration and Radiant buffs was being incorrectly stored, resulting in their buff timers resetting to their initial duration instead of their maximum when the buff was reapplied.
    • This also resolves similar issues with shorter Restoration sources like Sunspots with the Sol Invictus Aspect.
Alongside these changes, we’ll be adjusting both the Ember of Empyrean and Ember of Mercy Fragments. Left unchanged with the dramatically increased consistency resulting from this bug fix, these two Fragments (particularly when paired together) would vastly exceed our power bar. We believe that even with these changes, the experience of using each of these Fragments (whether alone or paired) should be equivalent or better than the experience in the experience in the game right now.
  • Ember of Mercy
    • Now extends your current Restoration duration by 2 seconds when a Firesprite is collected. If you don’t already have Restoration active, collecting a Firesprite grants Restoration with a 2-second duration.
    • This Restoration extension is increased to 3 seconds while Ember of Solace is equipped.
  • Ember of Empyrean
    • Increased the maximum duration extension from 12 to 15 seconds.
    • Reworked the duration extension granted with each Solar defeat.
      • Previously, it always granted a 4-second duration extension, regardless of the type of target defeated.
      • Now the duration extension varies based on the strength of the defeated target. Defeating an Elite or weaker combatant will result in less time added than in the game currently, but defeating Champion or stronger combatants results in a greater extension.
Solar Ability Buffs
Let’s stick with Solar for a bit. In combination with the Arcane Needle improvements detailed above, we have a small number of Solar ability buffs that were originally slated for our balance update coming with The Final Shape. We now feel confident enough to move those buffs up to this release, in conjunction with the Solar-aligned Seasonal Artifact.
For our Sunbreakers, we’re improving the consistency of Consecration, making it better able to catch floating targets or enemies that jump too late. We’re also increasing the travel distance of both the scorch wave and ignition wave and further increasing the ignition wave’s travel speed (both with and without the Pyrogale Gauntlets Exotic armor equipped).
  • Consecration
    • Increased the travel distance of the initial ground follow (a projectile that travels along a surface like Thermite Grenade’s wave or the Coldsnap Grenade seeker) from 18 to 20 meters.
    • Increased the height of the slam ground follow detonation by about 1 meter.
    • Increased the travel distance of the slam ground follow from 16 to 20 meters.
    • Increased the travel speed of the slam ground follow (including the Pyrogale Gauntlets’ enhanced version) from 16 to 24 meters per second.
We’ve also heard some consistent feedback about Gunpowder Gamble’s self-damage resulting in untimely misadventures, so we’re reducing it to make the Gamble slightly less risky.
  • Gunpowder Gamble
    • Reduced the maximum self-damage from 144 to 80.
That’s it for us this time. When Update 7.3.5 goes live on March 5, we’ll be keeping an eye on how these changes are landing, so please keep the feedback coming. See you soon.

Weapons Sandbox

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G’day G’dians, it’s Chris Proctor and the Weapons team here with what’s planned for Update 7.3.5 (and a little tease of what’s coming later).
Each release we make changes to weapon archetypes, Exotic weapons, perks and more, intended to improve the balance of the game and introduce some more variety. In this release, we have some small adjustments to PvP tuning for weapons (the bulk of the PvP changes are PvP-specific, in the Crucible Sandbox section, hefty PvE changes to Rocket Launchers, Drum Grenade Launchers and Caster Swords, and a set of weapon perk changes (mostly buffs).
Weapon Archetypes
When we created the new Heavy Burst Hand Cannon subfamily for Warden's Law, we inadvertently included some content that made them harder to control while playing with a mouse and keyboard.
  • Heavy Burst Hand Cannons
    • Corrected an issue that was causing Heavy Burst Hand Cannons to have 25% less aim assist than other Hand Cannons when hip firing or airborne on mouse and keyboard.
Bows continue to be hard for some players to counter in PvP. They've always been strong, but we recently made them easier to use by making their fully drawn projectiles hitscan at longer distances, which makes them much more reliable at range. We're keeping that change, but we're adjusting some aim assist data to require more skill to use them at extended range.
  • Bows
    • Reduced the auto aim falloff distance start and end by 15%
    • i.e. aim assist will be less effective at long range
    • Reduced the maximum auto aim cone size by 5%.
We shipped Breakneck with one fewer perk than intended in the right column. Oops.
  • Auto Rifles
    • Added the missing 12th perk (Target Lock) to Breakneck's second trait column.
Lightweight Scout Rifles have always had a following, but they’ve suffered from being unforgiving when missing crits. We're making a change that reduces the proportion of crits required for optimal time to kill (TTK) from 4 crits to 3 crits + 1 body.
  • Lightweight Scout Rifles
    • Increased base damage by 5%.
Despite being less popular than some other special weapons in PvP, Sniper Rifles are disproportionately oppressive to play against, particularly in 3v3 game modes. We're making them slightly harder to use by nerfing aim assist a little bit.
  • Sniper Rifles
    • Reduced the auto aim cone size by 10%.
The Rocket Launcher meta has become more set than we'd like, with Adaptive and Aggressive subfamilies outperforming the rest. We're making changes to the Precision and High-Impact subfamilies that give them more reserve ammo than the others, as well as making other adjustments to give them some unique strengths.
  • Rocket Launchers
    • Precision
      • Increased reserve ammo by 2 and reduced damage penalty from -10% to -5%.
    • High-Impact
      • Increased reserve ammo by 2.
      • Now deals more detonation damage and less impact, for roughly the same total damage.
        • This should make them more effective vs. groups, or when getting splash damage on a target with a near miss.
    • The above changes also affect Deathbringer, Gjallarhorn, and Truth.
We've touched Heavy Grenade Launchers a few times lately, and while they're fairly strong mathematically, it hasn't moved the needle. It's time to make some more substantial changes. We're pushing them more into sustained damage and add clear, and we’re also tweaking Spike Grenades to make them less of a dominant pick. Note that this change is not a nerf to overall Grenade Launcher damage output, as we've increased impact and detonation damage to compensate and dramatically increased reserve ammunition.
  • Heavy Grenade Launchers
    • Increased reserve ammo by a minimum of 6 rounds, maximum of 10 rounds, depending on the Grenade Launcher.
    • Reduced Spike Grenade's impact damage buff from 50% to 12.5%. With the below changes, this reduces the total Spike Grenades damage buff from about 8% to 3%, making them less mandatory.
    • Increased direct hit impact damage by 10%. Combined with the above change, this brings non-Spike Grenade Launchers almost up to the level of Spike Grenade Launchers, and very slightly reduces damage output with a Spike Grenade Launcher.
    • Increased detonation damage by 5%. (In PvP, this is offset by a reduction to detonation damage, for no overall change.)
Wave Frame Heavy Grenade Launchers have struggled to find an identity, with not enough ammo to really work for add clear (as addressed above) and not as much single-target damage as standard Grenade Launchers. With these changes, they will be able to compete with other Grenade Launchers, and it will be easier to land damage.
  • Wave Frame Heavy Grenade Launcher
    • Increased damage by 20%.
    • Increased wave width by 40%.
Caster Swords are the only Swords that have a ranged attack (for now), and the tradeoff for maintaining distance was damage. This reduction was more extreme than it needed to be, so we've brought the heavy attack damage up to approach other Swords, while also reducing the heavy attack energy cost to grant higher uptime on the projectile attack.
  • Caster Swords
    • Reduced heavy attack energy cost from 5 to 4.
    • Increased heavy attack damage by 16%.
Exotics
Vigilance Wing is strong in PvP already, but it's fairly hard to control with how much that 5-round burst kicks, so we’ve made that easier to compensate for.
  • Vigilance Wing
    • Now has a deterministic recoil pattern.
Vex Mythoclast fires like a High-Impact Auto Rifle. Other High-Impact Auto Rifles have a larger aim down sights (ADS) damage falloff scalar, so we've increased Mytho's to match.
  • Vex Mythoclast
    • Increased ADS damage falloff scalar from 1.5x to 1.7x.
Wish-Ender's True Sight is a big part of its Exotic identity, so we wanted to retain that, but in its current form, it's far too useful in PvP, particularly with the Oathkeeper Hunter Exotic Gauntlets equipped.
  • Wish-Ender
    • True Sight will now deactivate if you leave ADS or hold it for longer than 3 seconds. To reactivate, you must fully redraw the Bow.
Edge of Action's bubble isn't intended to compete directly with Ward of Dawn, and with the Glaive changes from Season of the Wish, we hit its health too hard. There's room to make it a lot more durable in PvE.
  • Edge of Action
    • Increased its damage resistance in PvE against all combatants except bosses to 85% and increased its damage resistance against bosses to 15%.
Manticore shipped with a unique airborne playstyle, but it has several usability issues that we aim to address, including the need for a reliable way to drop out of the air (and prevent accidentally activating antigrav), survivability in PvE, and synergy with builds that utilize Void overshields.
  • Manticore
    • Players must now be airborne for 0.5 seconds and deal damage with the weapon to activate the perk. (This prevents accidental activation while running down stairs or doing small jumps.)
    • We gave it a special reload to quickly disengage antigravity thrusters. (Swapping weapons will continue to disengage as well.)
    • Tarrabah also receives this special reload animation.
    • While antigrav thrusters are engaged, combatants will be less accurate when targeting the player, similar to the Always on Time Sparrow.
    • With the catalyst, final blows and sustained damage with Manticore while airborne grant a Void overshield and return ammo to the magazine.
Players enjoyed the Ex Diris Grenade Launcher for delivering on the Boomer Knight fantasy, but ultimately it just wasn’t hitting hard enough in PvE to be a top-tier pick. Fortunately, this was easy to address by bumping the damage and rate of fire.
  • Ex Diris
    • Increased impact damage against PvE enemies by 50%.
      • Detonation damage is unaffected, so the total damage increase works out to be around 20% (varying by target type).
    • Increased the maximum rate of fire by 17%.
Perks
Heal Clip wasn't as valuable to the activating player as we wanted it to be, so we fixed that.
  • Heal Clip
    • Now grants Cure x2 to the player while still granting Cure x1 to nearby allies.
Trench Barrel was originally designed in a world where there were few ranged melee attacks, and it wasn't desirable to make them even more valuable by allowing them to activate certain perks. That's no longer the case, and we're starting to open these up.
  • Trench Barrel
    • Can now be activated by dealing damage with ranged melee attacks.
Barrel Constrictor was fairly experimental, so we shipped it in a constrained state. We're now removing some of those limits.
  • Barrel Constrictor
    • Once activated, it no longer deactivates upon firing a shot, it lasts for 7.5 seconds, and it buffs all shots fired during that time.
    • Enhanced Barrel Constrictor lasts for 8.5 seconds.
Loose Change is strong in a PvE subclass build, but it isn't particularly interesting for PvP. We're adding some buffs to help with that.
  • Loose Change
    • Applying a subclass 3.0 debuff now grants +20 aim assist stat and 20% reduced ADS movement speed penalty in addition to the existing +50 reload stat. Applying another debuff now refreshes the duration, too.
Dual Loader takes up a trait slot, which is a sufficient enough cost that it doesn't need a penalty. The wording also locked it to Shotguns, when there are other continuous reload weapons in the game that already load more than one round at a time.
  • Dual Loader
    • Removed the reload speed penalty.
    • Changed the wording of the perk description to make it clearer that it increases the number of shots reloaded, so we can now apply it to other weapon types without confusion in the future.
Since we're shipping a couple of Tex Mechanica Legendary weapons in 7.3.5, we wanted to take another pass at the Tex Mechanica Origin Trait. It wasn't really landing the hip-fire fantasy of the foundry. With this change, landing damage while firing from the hip will make it easier to land follow-up crits.
  • Tex Balanced Stock
    • Now grants +20 range and a +1.5 degree hip-fire precision cone angle in addition to its other effects, making it easier to land follow-up crits with hipfire.
Häkke Breach Armaments, Deconstruct, and Sundering felt like they should work against more targets that look like constructs or vehicles.
  • Häkke Breach Armaments, Deconstruct, and Sundering
    • Now work against Void Souls, Strand Clones, Cabal Projection Shields, and Brigs.
Häkke Breach Armaments has one specific edge case that increases the complexity of the perk and is no longer needed, so we’re reducing the number of different damage bonuses this perk has.
  • Häkke Breach Armaments
    • Damage bonus vs. Stasis crystals reduced from 85% to 60% to match other constructs.
As an Origin Trait, Sundering has a fairly high uptime in Warlord's Ruin because of the number of Eye turrets. However, a perk themed around "breaking stuff" feels like it could apply more broadly, and shield break is an obvious activator.
  • Sundering
    • Can now trigger on shield break in addition to final blows on vehicles and constructs. We added a small reload speed scalar while reducing the charge rate benefit to account for the higher uptime.
Hatchling is a fun perk, but weapons that can technically crit but are bad at it suffer from precision kills being the only activator on certain weapon types.
  • Hatchling
    • Activation requirements are no longer locked to the archetype in terms of precision or non-precision kills. Instead, the perk will trigger with either a precision kill or 3 non-precision kills.
Target Lock is a large part of the reason why Submachine Gun (SMG) popularity has remained high despite changes to the weapon archetype. With this change, it's still a solid perk, but is much less oppressive in PvP.
  • Target Lock
    • Now activates later in the magazine for SMGs (at 20% instead of 12.5%), so the damage buff will swing Primary weapon gunfights less often.
Envious Assassin's loop works well, but with certain weapon types, the payoff was far too great for the amount of effort involved. For example, even with the above large buffs to Drum Grenade Launcher reserves, it was possible to shove all of your reserves into your magazine, making the perk the best option by far. With this change, it's still very strong, but its potential has limits.
  • Envious Assassin
    • Each activation is now capped at 100% of magazine size instead of 150%, and the maximum overflow is now 3 times the magazine size instead of 4 times.
Bait and Switch is a little too strong in its current form, outpacing most other options. But at the same time, it doesn't need a massive change.
  • Bait and Switch
    • Reduced damage bonus from 35% to 30%.
And to finish the perks section, we’re making these two additional fixes.
  • One-Two Punch
    • Now correctly deactivates after dealing damage with a powered melee.
  • Deconstruct
    • Updated the perk description to correctly state that it pulls ammo from thin air, not reserves.
    • Fixed a bug preventing the perk from triggering when shooting an enemy Titan barricade (and similar targets).
Mods
Bonus damage against minibosses should have been part of Boss Spec, not Major Spec. We’ve updated these mods to correct that.
The Future
We’ve pulled a lot of balance changes from The Final Shape and Destiny 2: Into the Light into Update 7.3.5, but we’ll still have a number of small but exciting changes shipping in Into the Light, touching content many players haven’t thought about in several years.
In The Final Shape, we’re rebalancing many weapon types in PvE, buffing underperforming weapons, and leaving most high performers untouched. Since we’re looking at PvE weapon tuning anyway, over the course of the year of The Final Shape we’ll be looking at weapon mods that feel mandatory, and we intend to make some changes that will increase player choice, particularly in PvE. We’re also making substantial changes to several of the least used Exotic weapons (we see a lot of requests for these, see if you can guess which Exotics we touched), and adjusting some perks (including a long-requested change to Chill Clip, making it more viable to use on slower-firing weapons).
You can also look forward to being able to enhance many more weapons. We’ll be back with more information on weapon enhancement soon.

Crucible Sandbox

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Hey folks, the PvP Strike Team has a lot to talk about in the coming weeks—in this section we’re covering the changes to PvP-specific tuning for weapon types, Exotic weapons, abilities, and Special ammo generation.
Note: These changes are not applied to Mayhem, Momentum, and Checkmate. They retain their own custom modifiers. Checkmate has been retuned to be more representative of its original intended form, and there will be more info on that from the PvP Strike Team next week.
Our base Crucible sandbox currently faces a number of issues. What we'll talk about here today represents a large, macro pass designed to begin to address several of these concerns, and it will be followed by additional micro-tuning in the future. The symptoms of these issues affect players across the skill spectrum, from 2,000-hour veterans to New Lights, so it's important that we begin to address them as best we can. Let's identify our goals, what the symptoms are in terms of how our gameplay is affected, and then we can discuss the root causes and the corresponding changes.
Goals:
  1. Help players to more clearly understand the sequence of events that led to their death, so that they can more easily learn how to improve
  2. Alter the weapon sandbox to account for the increased average skill of our player base by reducing the amount of high-reward low-risk options.
  3. Encourage primary weapon mastery to be an aspirational pursuit for players
As we've increased the prevalence and strength of some sandbox elements, the ability to clearly understand what is happening from a target's perspective has suffered. It is increasingly common to be defeated instantly (or so quickly that there is no time to react), and often so many different things are happening that it’s nearly impossible to determine the sequence of events that killed you.
When a defeated player has difficulty recognizing and reacting to how they were defeated, it creates a situation where it feels like there was nothing they could have done, making it hard to learn what to do better next time. It also places a strong focus on being the one to deliver as many of these types of unreadable kills as possible, while utilizing buildcrafting to avoid becoming the recipient. Then sandbox elements that do not benefit either of those paths fall out of favor.
Additionally, while the average skill of our players has crept up over the years, the weapons’ sandbox has not grown alongside it. For example, a much higher percentage of our players can hit optimal time-to-kill with SMGs, peek-shoot with Hand Cannons, or “blint” (look it up) with Wish-Ender today than could several years ago.
In large part, this is because a certain amount of forgiveness was baked into many Primary weapons to allow more players to utilize them at their full potential. For example, high-reward weapons like Precision SMGs or Aggressive Hand Cannons only requiring 67% critical hits to achieve optimal time-to-kill, and Wish-Ender allowing you to follow up the Bow swap with a body shot from a Hand Cannon. This leniency allows players to make mistakes and still benefit from the full strength of the playstyle.
That made sense when the average player skill was lower, but in the current ecosystem, a far larger number of players can take advantage of those benefits. This is manifesting itself in multiple places, but it’s most noticeable in the significant compression of the skill gap at high levels of play. An additional byproduct is an increase in difficulty for new players finding their footing in a game where many veteran players have near-mastery of these existing playstyles, which increases the friction of refreshing the pool of players in Crucible.
Finally, at high levels of play, things like high body shot damage, generous aim assist, Primary weapon flinch, and low critical hit requirements all contribute to the feeling that putting in the time to improve your skill with Primary weapons is generally not worth the effort.
With many meta Primary weapons, hitting optimal or near optimal time-to-kill is less representative of mastery of the weapon and is instead merely an expectation of standard play. Similarly, at lower levels of play, players can still lose relatively quickly to an inaccurate opponent, which minimizes the time they have to figure out the sandbox and learn, often making them feel like they are playing higher skilled players than they really are.
These symptoms are all generated by a handful of root causes, each generally linked to the others in a cycle of balance that encourages us to touch all of them at once if we’re making big changes, or in smaller increments if we are modifying things individually:
  • We have certain ability builds with either higher uptime or higher potency than we believe is healthy.
To help keep those builds in check:
  • We’ve provided a near-constant availability of Special ammo, which means there is always a surplus of one-shot-kill weapons on the field.
And to keep Primary weapons competitive:
  • We have made Primary weapons highly lethal, fast-killing, and in general also very forgiving.
All that leads to:
  • A high percentage of deaths in our sandbox where, from the target's perspective, it feels like there was nothing they could’ve done differently.
Simply put, we have a risk vs. reward problem. Over time, we pushed some of our sandbox elements to have higher rewards without offsetting them with the risk of punishing sub-optimal play. Some elements take it a step further. Instead of just rewarding the attacker, they punish the target (e.g., the Explosive Payload Hand Cannon’s flinch and Wish-Ender's True Sight).
To begin to address these issues, the following changes will be applied to the Crucible starting with Update 7.3.5. on March 5.
Player Health
We have two goals with the following increase to player health: It gives us far more granularity to balance our current and future sandbox elements and it lets us decrease the relative lethality of multiple sandbox elements (e.g., grenades and body shot damage) all at once and universally.
  • Player health will be increased by 30 HP in base Crucible, so players have 100 health (up from 70) and 116-130 shield, depending on the player’s Resilience values.
Ability Cooldowns
These values, combined with the changes to the mod economy earlier this Season, will move us to a place where ability uptime is healthier for the Crucible.
  • Melee, Grenade, and class ability cooldowns now have a 15% penalty applied to them in Crucible only.
  • Super cooldowns now have a 20% penalty applied to them in Crucible only.
Ability Damage
To account for the increased player health and the reduced uptime, we have made some general changes to melee and Super damage (and one grenade) to make sure that we maintain moment-to-moment muscle memory and retain our current general rules of most Supers killing in one-shot and most melees killing in two.
  • Supers
    • Increased base Super damage by 31%.
  • Melee
    • Increased base melee damage by 16%.
  • Grenades
    • Increased Arc Flux Grenade damage by 16%.
Primary Weapon Archetypes
To maintain the same optimal time-to-kill rates as the current sandbox with the new HP values and to place an increased emphasis on precision, all Primary weapons except Bows will have their critical hit damage increased. We will also reduce the flinch dealt by Hand Cannons, as they were a consistent outlier, even compared to other high-damage Primary weapons like Scout Rifles and Bows.
  • Pulse Rifles, Auto Rifles, Sidearms, and Scout Rifles
    • Increased critical hit damage by 14%.
  • Hand Cannons
    • Increased critical hit damage by 10%.
    • Reduced body shot damage by 5%.
    • Reduced flinch dealt to players by projectile impact by 12.5% and by Explosive Payload by 10%.
  • Submachine Guns
    • Increased critical hit damage by 12.5%.
    • Reduced body shot damage by 3%.
  • Bows
    • Reduced base damage by 15%.
Special Ammo Acquisition
After a lengthy test period in Crucible Labs, we are ready to move the Special ammo meter system into the wider Crucible. We have made several changes between the initial version and this one, so here are the details on how it will work now:
  • You will start every game (all game types, including round-based modes like Dominion) with two kills worth of Special ammo for your chosen weapon.
  • Instead of two kills worth of Special ammo being granted every time you respawn, you will earn more ammo by filling up a Special ammo meter, with points given for getting kills, assists, or completing objectives. Getting 100 points grants you two kills worth of Special ammo for your chosen weapon.
    • Base Point Values
      • Kills: 23
      • Assists: 10
      • Deaths: 10
      • Control zone capture: 14
      • Heavy ammo pulls: 8
    • Elimination/Dominion Point Values
      • Kills: 38
      • Assists: 16
      • Deaths: 16
      • Heavy ammo pulls: 10
    • 3v3 Respawn Modes (Survival, 3v3 Clash, and Countdown Rush)
      • Kills: 26
      • Assists: 12
      • Deaths: 11
    • Rumble
      • Kills: 30
    • Countdown
      • Charge armed: 20
      • Charge defused: 40
      • Charge detonated: 70
  • General Notes
    • Kills from Special ammo weapons and Heavy ammo weapons do not grant any points toward Special ammo meter progress.
    • Jumping off the map will subtract progress from the Special ammo meter.
    • Ammo is not dropped on death, and you will not lose the Special ammo you have earned when you are defeated or are revived.
    • Earned Special ammo will carry over between rounds.
    • Swapping from double Primary weapons to a Special ammo weapon will reset your Special ammo meter progress.
Special Weapon Archetypes
To offset the increased health and partially make up for the reduced uptime, we have increased the base damage of several Special ammo weapons.
  • Trace Rifles, Shotguns, and Fusion Rifles
    • Increased base damage by 20%.
  • Glaives
    • Increased projectile damage by 20%.
    • Increased melee damage by 16%.
Heavy Weapon Archetypes
Heavy ammo Grenade Launchers have been the meta pick for PvP for a long time, and we wanted to make sure that they did not get any better with the PvE changes outlined above. (In fact, due to the increased health, it will be a little more difficult for them to kill high-resilience Guardians when using Proximity Nades.) Machine Guns have long been in the shadow of other Heavy weapons, so we wanted to give them a little boost upward as well.
  • Heavy Grenade Launchers
    • Reduced detonation damage by 5%.
  • Machine Guns
    • Increased base damage by 20%.
Exotic Weapons
Some Exotic weapons partially bypass the Special ammo economy changes, and in a world with reduced Breech-Loaded Grenade Launchers and Fusion Rifles, they quickly rose to the top of the list of annoyances. Crimson, like other Hand Cannons, has long been dealing extreme amounts of flinch to other players, and this was exacerbated by the fact that it fires in a burst. It has been custom tuned to deal slightly less flinch than other Hand Cannons. There were also a couple of Exotic weapons that we felt deserved to come up a bit, so that they were not punished by the changes.
  • Fighting Lion
    • Decreased damage versus players in Crucible by 20%.
  • Devil's Ruin
    • Decreased charged beam damage against players by 15%.
  • Crimson
    • Reduced flinch dealt to players by projectile impact by 17.5%
  • Forerunner
    • Increased damage versus players in Crucible by 20%
  • Symmetry
    • Increased Revolution damage versus players in Crucible by 16%
Whew! That’s a lot to cover, and there’s even more coming next week from the PvP Strike Team, including info on new rewards, game modes, matchmaking details, spawn tuning changes, Trials updates, and more.

Happy Lunar New Year!

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February 10 marked the start of the Lunar New Year, so let's celebrate together and welcome the Year of the Dragon. Very fitting, don't you think? Riven would be pleased. To honor this occasion, we have a very special emblem called Risen for you all. It can be redeemed using this link or the code below.
THR-33A-YKC
We also have new items available at Eververse as part of the celebrations for the Lunar New Year. The Leporine Jubilation Riskrunner ornament is back, and we have a new ornament for Two-Tailed Fox called Herald of Spring. There’s also a Year of the Dragon Bundle, which includes the Auspicious Exotic Ghost Shell, the Lunar Omen Exotic ship, and the Firecracker Exotic Sparrow.
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And the Next Trials Map is...

Do Guardians want to play Multiplex next? Maybe Distant Shore? How about Dead Cliffs? We asked for input last week, and the community voted via email for which map would be featured in Trials of Osiris starting tomorrow. Polls are closed, and we just got the results. The winning map with 43% of the votes is none other than...
Dead Cliffs
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submitted by DTG_Bot to DestinyTheGame [link] [comments]


2024.02.07 02:28 ThatHydroCouple Future pinball dmd not displaying

Future pinball dmd not displaying
Followed along terry’s guide but can’t get dmd to display. Finally got screens on right display but dmd not showing so I don’t know score or anything. Anyone know how to fix this? Thanks
submitted by ThatHydroCouple to virtualpinball [link] [comments]


2024.02.01 18:46 DTG_Bot This Week In Destiny 02/01/2024

Source: https://www.bungie.net/7/en/News/Article/this-week-in-destiny-02-01-24
This Week in Destiny, we are finding fireteams in new ways. We know you are enjoying this new way to connect with players, either as a New Light looking for Guardians for help or as a veteran willing to share their wisdom. No matter the situation, we are happy to implement two additional ways to use Fireteam Finder.
Here’s what we have been cooking for this one:
  • Thank you, Joe.
  • Geth a first look at our latest partnership.
  • Fireteam Finder on your phone and on Bungie.net.
  • Double rewards for Nightfall completions approaching.
  • Relic will be back in rotation next week.
  • Increased Wishing Glass Shard drop rates in The Coil starting Tuesday.
  • Sword bounty: completed.
  • Game2Give livestream today!
  • A new batch of cinematics for our Cutscene Archive.
  • Our final Prime Gaming drop is available today.
  • The weekly Player Support Report.
  • And our Art and Movie of the Week winners.
Let’s do this.

Thank You, Joe

Today, we’d like to take a moment to say a special farewell to our very own Joe Blackburn. You may know him as the Game Director of Destiny 2, but for the hundreds of team members who come together to work on this game every day, we know him as a friend, teammate, and a Titan main Guardian with the best 1v1 Overload Minotaur plan anyone has ever seen.
And while our friendship with Joe continues on, so does the closing and polish process for The Final Shape, our Episodes, and our future [REDACTED] plans. And we could not be more excited to announce that these future efforts are already being Game Directed by the Halo, Myth, and Destiny veteran Tyson Green.
If you’ve followed Bungie for any length of time, you've already heard Tyson’s name and seen his face (or at least his hat) in our many ViDocs, and you’ve certainly enjoyed the work of the many different teams he has led. From leading multiplayer and Forge efforts in Halo 3, to most recently supporting the development of Fireteam Finder (among many other efforts), Tyson’s creativity and expertise have been a critical part of Bungie’s success and legacy.
Here’s more from Tyson himself:
My time working with Bungie started with Myth II back in 1998 and has carried through almost every product we’ve released since. I’ve been pleased to be a part of Destiny from essentially the beginning, from early days introducing loot to our shooter culture, to more recent days guiding the brilliant teams responsible for the breadth of Destiny’s core systems: reward, combat, activity, social, and commerce systems.
Joe has always brought a lot of energy and creative vigor to the team, and it has been a pleasure to work on Destiny with him as a teammate and a friend. I expect we’re going to miss him terribly. To step into his role is humbling, but also energizing, and I look forward to carrying on his work in service to our players and our team.
My passion as a developer has always been to build the supports around which a community can grow. I came to Bungie from the fan community and aspire to build things that players can share as common interests. From Halo 3’s Forge and File Share systems to Destiny’s Buildcrafting and Fireteam Finder, I am proudest of the things that bring our community together in collaboration. I look forward to more such opportunities in The Final Shape and the years of Destiny beyond.

I’m Commander Shepard and…

...This is our latest collaboration in the Last City! We know you all are busy with calibrations, but this Tuesday we announced something new. Ornament sets inspired by Commander Shepard, Garrus Vakarian, and Dr. Liara T'Soni are coming to Destiny 2 on February 13. ’To celebrate this awesome partnership with BioWare, we’ll also have an Exotic Sparrow, an Exotic ship, and an Exotic Ghost available to all players at no cost, as well as a new finisher and an Exotic emote at the Eververse, all inspired by the sci-fi universe where “Reaper” means more than a class item mod.
We'll share Mordin details very soon, but for now, here’s a preview of what’s to come!
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Fireteam Finder: Looking Forward

First off, we wanted to thank you for trying the new Fireteam Finder feature! We appreciate your patience and participation in the original Raids Stress Test and the subsequent Fireteam Finder Beta. We’re humbled by the outpouring of positive feedback and suggestions. Please do keep them coming. Our focus in the coming months is to make the experience feel complete, both in and out of the game. To that end, we have some new updates incoming!

Companion App ♥ Game Client

For the uninitiated, the Destiny 2 Companion app boasts a well-loved looking-for-group (LFG) tool called Find Fireteam, and we’re hard at work updating it with a more unified experience across the Destiny 2 Companion app, game client, and (eventually) Bungie.com. In a future update, players will be able to create and join Fireteam Finder lobbies from their mobile devices and from within the game. Like the in-game version, this initial release of Fireteam Finder on the Destiny 2 Companion app will be part of the beta experience, so we welcome your continued feedback!
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In-Game Updates

Next, we’re hard at work on some exciting in-game updates as well. We’ve already made significant strides in improving the Fireteam Finder feature, with over 60 bug fixes and quality-of-life improvements presently in-game! Some highlights of these changes include an animated sheen when the lobby host has new pending applications, improved text chat channel color legibility, and improved performance when inspecting players through Fireteam Finder Applications.
In the near future, be on lookout for other improvements, including Fireteam Finder lobby voice chat, friend invites to Fireteam Finder lobbies, improved menu-to-menu flow, better feedback when you apply to lobbies, and, last but not least, the roster will once again fit 12 Guardians on the Nearby column. All in, there are an additional 70 bug fixes and quality-of-life improvements slated for the next six-to-eight months (many of which come directly from community feedback).

By the Numbers

We’re seeing that groups formed in Fireteam Finder are completing activities at similar rates to other LFG tools.
Top 3 Activities
  • Dungeons: 32%
  • Strike: 32%
  • Raids: 23% Raid Performance via Fireteam Finder:
Completion Rate
Completion Time
Dungeon Performance via Fireteam Finder:
Completion Rate
Completion Time

Double the Uzume Next Week

Next week, not only will Uzume RR4 (an amazing Sniper Rifle both for PvE and PvP) be the weekly reward for Nightfall completions, but Zavala is feeling generous and will give away double rewards and increased reputation. What better moment to get a hold on that Fourth Time’s the Charm and Deconstruct roll? Or maybe you prefer the Snapshot and Incandescent combo?
If you just need to finish a Grandmaster Nightfall for Guardian Ranks or the Conqueror title, that's fine, too! Remember, you will have access to all you haven't completed yet, so you can earn it in a single sitting, and you can use Fireteam Finder to find a group willing to help you.

Relic is Back

Relic is one of our newer PvP modes, where proficiency with tools we've used in the past is rewarded with loot and Shaxx's highly motivational screaming. Starting next Tuesday, Relic will be back for four weeks. The Aegis, the Synaptic Spear, and the Scythe await you.

Increased Shard Drop Rates in The Coil

Back in the first few days of Season of the Wish, as players were just starting to wrap their heads around The Coil, we saw Platinum success rates of around 35 to 50%, which were a bit lower than we expected. Based on the data at the time, we announced plans to make the activity a bit more forgiving for players to reach Platinum in the future.
However, by the end of the second week, we were already seeing 70 to 85% of all successful completions reaching Platinum, as players got better at tackling this activity. On top of that, roughly half of those teams didn't even kill the Glass Collector to reach their score. These numbers have held steady throughout the Season so far, but we’re here to give everyone else a little nudge.
Even with these high numbers in mind, we still want to make sure more players get their hands on all that sweet loot waiting for them at the end of a Platinum run. Starting on February 6, we'll be increasing the Wishing Glass Shard drop rates from defeating enemies in The Coil to make hitting Platinum even more achievable. Good luck out there!

7,777,777 Sword Kills Achieved

You did it, Guardians! Thank you for taking care of our little pest problem while Geralt enjoys some well-deserved time off traveling the beautiful lands of Toussaint. As we promised, here is a universal code for the Adventurous Spirit emblem for taking down 7,777,777 enemies with Swords. Now you can add “Amateur Monster Hunter” to your resume, just after “Saladin's Young Wolf.”
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9FY-KDD-PRT

Last Days to Support Game2Give

The return of our Game2Give charity livestream is here! Live today from 10 AM PST to2 PM PST on the Bungie Foundation’s official Twitch channel, join VIP special guest Todd Haberkorn (Drifter himself), Bungie creators P1KaPeach and Leopard, and the team at Bungie (including our very own Global Community Lead Cozmo) as they rally the community to do good through gaming, fun, and prizes!
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The stream will be filled with prizes, an exclusive behind-the-scenes look on how Drifter came to life, and some “spicy” fun! There are so many ways to get involved:
  • Earn a prize wheel spin – It’s stocked with signed collectibles, emblems, and even a studio tour.
  • Send a debuff to our gamers – Because there’s nothing like playing along.
  • Hang out in chat – Keep an eye out for chances to win several giveaways.
  • Watch on Twitch Drops – Spread the word, bring a friend, enjoy the show, and earn the Traveler’s Wish emblem for watching through Twitch Drops.
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Don’t forget that Game2Give officially ends Sunday night, February 4, at 11:59 PM PST. This is your last chance to earn this year's exclusive items before the vault closes again. Visit www.game2give.com or head over to the livestream and help us close out this incredible Game2Give in style!
For more information, read through the Bungie Foundation Help Center and FAQs.

Fine Additions to Our Cutscenes Collection

Today, we are expanding our Cutscene Archive with four more longform videos. Our collection is available on YouTube for everyone to watch in full, but if you just want to refresh what we just added, you can do so below. We'll keep expanding it in the following months.

Season of the Forge

Video Link

Season of the Drifter

Video Link

Beyond Light

Video Link

Season of the Witch

Video Link

Update on Prime Gaming Rewards

Starting today, February 1, players will have four new items available as part of the Prime Gaming rewards program. This is what you will get:
  • Vehement Flock Exotic emote
  • Knucklebug Exotic ship
  • Directoria Sagitta Legendary Sparrow
  • Timed Prime-exclusive Legendary shader
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Bungie and Amazon started their Prime Gaming collaboration in January of 2020, with today’s drop marking the 49th bundle we've given away in Destiny 2 as part of the program. However, all good things must come to an end eventually, and this will also be the last Prime Gaming drop in Destiny 2 for the foreseeable future. Don't forget to pick it up before March 7 and grab your rewards at the kiosk behind Rahool in the Tower. For more information about Prime Gaming, check out our support page.

Player Support Report

Quick! Someone wish for more wishes!
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Known Issues List Help Forums Bungie Help Twitter

Ahamkara Tales Triumph

We are aware that the Destiny 2 Update 7.3.0.6 patch notes stated that we, “Fixed an issue where the final radio message of the Season didn't complete the Ahamkara Tales Triumph.” This fix was made pre-emptively for when the final radio message is released later in the Season.

Moments of Triumph

Moments of Triumph 2023 has begun. Learn more about participation requirements and information on how to redeem associated rewards in our Moments of Triumph Guide.

Known Issues

While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our :
  • Totem spawns in the Warlord’s Ruin dungeon are sometimes inconsistent.
  • The Winter’s Guile Exotic uses the term “encased” instead of “frozen” in the perk description.
  • Reprised Dreaming City weapons do not count toward the Cursebreaker title progress.
  • Players are being granted incorrect Triumphs after acquiring ritual ornaments for the Chivalric Fire Sword.
For a full list of emergent issues in Destiny 2,review our Known Issues article. Players who observe other issues should report them to our #Help forum.

Two More Evil Wizards

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Which Daughter of Oryx do you take down first: the one on the right or the one on the left? Anyway, we couldn't choose one this time. They’re both too awesome!
Daughters of Oryx, by Hannah, via TwitteX
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Intrusive Thoughts Won

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You aim as best as you can. You shoot your Grenade Launcher. You miss. One bounce, two bounces, three bounces... and Guardian down with a graceful flip.
Movie of the Week: Bounce, bounce, dead
[
Image Linkimgur](https://www.reddit.com/destiny2/comments/19bqfqb/sometimes_the_intrusive_thoughts_win/)
And that's the TWID for this week. We hope you are having fun completing Riven’s Wishes and your Moments of Triumph for the Lightfall year. We’ve got a lot to talk about in the coming weeks! Want a sneak peek? Ok, fine, come a little closer... Rewards refresh.
Until then, Guardians.

Destiny 2 Community Team
submitted by DTG_Bot to LowSodiumDestiny [link] [comments]


2024.02.01 18:46 DTG_Bot This Week In Destiny 02/01/2024

Source: https://www.bungie.net/7/en/News/Article/this-week-in-destiny-02-01-24
This Week in Destiny, we are finding fireteams in new ways. We know you are enjoying this new way to connect with players, either as a New Light looking for Guardians for help or as a veteran willing to share their wisdom. No matter the situation, we are happy to implement two additional ways to use Fireteam Finder.
Here’s what we have been cooking for this one:
  • Thank you, Joe.
  • Geth a first look at our latest partnership.
  • Fireteam Finder on your phone and on Bungie.net.
  • Double rewards for Nightfall completions approaching.
  • Relic will be back in rotation next week.
  • Increased Wishing Glass Shard drop rates in The Coil starting Tuesday.
  • Sword bounty: completed.
  • Game2Give livestream today!
  • A new batch of cinematics for our Cutscene Archive.
  • Our final Prime Gaming drop is available today.
  • The weekly Player Support Report.
  • And our Art and Movie of the Week winners.
Let’s do this.

Thank You, Joe

Today, we’d like to take a moment to say a special farewell to our very own Joe Blackburn. You may know him as the Game Director of Destiny 2, but for the hundreds of team members who come together to work on this game every day, we know him as a friend, teammate, and a Titan main Guardian with the best 1v1 Overload Minotaur plan anyone has ever seen.
And while our friendship with Joe continues on, so does the closing and polish process for The Final Shape, our Episodes, and our future [REDACTED] plans. And we could not be more excited to announce that these future efforts are already being Game Directed by the Halo, Myth, and Destiny veteran Tyson Green.
If you’ve followed Bungie for any length of time, you've already heard Tyson’s name and seen his face (or at least his hat) in our many ViDocs, and you’ve certainly enjoyed the work of the many different teams he has led. From leading multiplayer and Forge efforts in Halo 3, to most recently supporting the development of Fireteam Finder (among many other efforts), Tyson’s creativity and expertise have been a critical part of Bungie’s success and legacy.
Here’s more from Tyson himself:
My time working with Bungie started with Myth II back in 1998 and has carried through almost every product we’ve released since. I’ve been pleased to be a part of Destiny from essentially the beginning, from early days introducing loot to our shooter culture, to more recent days guiding the brilliant teams responsible for the breadth of Destiny’s core systems: reward, combat, activity, social, and commerce systems.
Joe has always brought a lot of energy and creative vigor to the team, and it has been a pleasure to work on Destiny with him as a teammate and a friend. I expect we’re going to miss him terribly. To step into his role is humbling, but also energizing, and I look forward to carrying on his work in service to our players and our team.
My passion as a developer has always been to build the supports around which a community can grow. I came to Bungie from the fan community and aspire to build things that players can share as common interests. From Halo 3’s Forge and File Share systems to Destiny’s Buildcrafting and Fireteam Finder, I am proudest of the things that bring our community together in collaboration. I look forward to more such opportunities in The Final Shape and the years of Destiny beyond.

I’m Commander Shepard and…

...This is our latest collaboration in the Last City! We know you all are busy with calibrations, but this Tuesday we announced something new. Ornament sets inspired by Commander Shepard, Garrus Vakarian, and Dr. Liara T'Soni are coming to Destiny 2 on February 13. ’To celebrate this awesome partnership with BioWare, we’ll also have an Exotic Sparrow, an Exotic ship, and an Exotic Ghost available to all players at no cost, as well as a new finisher and an Exotic emote at the Eververse, all inspired by the sci-fi universe where “Reaper” means more than a class item mod.
We'll share Mordin details very soon, but for now, here’s a preview of what’s to come!
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Fireteam Finder: Looking Forward

First off, we wanted to thank you for trying the new Fireteam Finder feature! We appreciate your patience and participation in the original Raids Stress Test and the subsequent Fireteam Finder Beta. We’re humbled by the outpouring of positive feedback and suggestions. Please do keep them coming. Our focus in the coming months is to make the experience feel complete, both in and out of the game. To that end, we have some new updates incoming!

Companion App ♥ Game Client

For the uninitiated, the Destiny 2 Companion app boasts a well-loved looking-for-group (LFG) tool called Find Fireteam, and we’re hard at work updating it with a more unified experience across the Destiny 2 Companion app, game client, and (eventually) Bungie.com. In a future update, players will be able to create and join Fireteam Finder lobbies from their mobile devices and from within the game. Like the in-game version, this initial release of Fireteam Finder on the Destiny 2 Companion app will be part of the beta experience, so we welcome your continued feedback!
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In-Game Updates

Next, we’re hard at work on some exciting in-game updates as well. We’ve already made significant strides in improving the Fireteam Finder feature, with over 60 bug fixes and quality-of-life improvements presently in-game! Some highlights of these changes include an animated sheen when the lobby host has new pending applications, improved text chat channel color legibility, and improved performance when inspecting players through Fireteam Finder Applications.
In the near future, be on lookout for other improvements, including Fireteam Finder lobby voice chat, friend invites to Fireteam Finder lobbies, improved menu-to-menu flow, better feedback when you apply to lobbies, and, last but not least, the roster will once again fit 12 Guardians on the Nearby column. All in, there are an additional 70 bug fixes and quality-of-life improvements slated for the next six-to-eight months (many of which come directly from community feedback).

By the Numbers

We’re seeing that groups formed in Fireteam Finder are completing activities at similar rates to other LFG tools.
Top 3 Activities
  • Dungeons: 32%
  • Strike: 32%
  • Raids: 23% Raid Performance via Fireteam Finder:
Completion Rate
Completion Time
Dungeon Performance via Fireteam Finder:
Completion Rate
Completion Time

Double the Uzume Next Week

Next week, not only will Uzume RR4 (an amazing Sniper Rifle both for PvE and PvP) be the weekly reward for Nightfall completions, but Zavala is feeling generous and will give away double rewards and increased reputation. What better moment to get a hold on that Fourth Time’s the Charm and Deconstruct roll? Or maybe you prefer the Snapshot and Incandescent combo?
If you just need to finish a Grandmaster Nightfall for Guardian Ranks or the Conqueror title, that's fine, too! Remember, you will have access to all you haven't completed yet, so you can earn it in a single sitting, and you can use Fireteam Finder to find a group willing to help you.

Relic is Back

Relic is one of our newer PvP modes, where proficiency with tools we've used in the past is rewarded with loot and Shaxx's highly motivational screaming. Starting next Tuesday, Relic will be back for four weeks. The Aegis, the Synaptic Spear, and the Scythe await you.

Increased Shard Drop Rates in The Coil

Back in the first few days of Season of the Wish, as players were just starting to wrap their heads around The Coil, we saw Platinum success rates of around 35 to 50%, which were a bit lower than we expected. Based on the data at the time, we announced plans to make the activity a bit more forgiving for players to reach Platinum in the future.
However, by the end of the second week, we were already seeing 70 to 85% of all successful completions reaching Platinum, as players got better at tackling this activity. On top of that, roughly half of those teams didn't even kill the Glass Collector to reach their score. These numbers have held steady throughout the Season so far, but we’re here to give everyone else a little nudge.
Even with these high numbers in mind, we still want to make sure more players get their hands on all that sweet loot waiting for them at the end of a Platinum run. Starting on February 6, we'll be increasing the Wishing Glass Shard drop rates from defeating enemies in The Coil to make hitting Platinum even more achievable. Good luck out there!

7,777,777 Sword Kills Achieved

You did it, Guardians! Thank you for taking care of our little pest problem while Geralt enjoys some well-deserved time off traveling the beautiful lands of Toussaint. As we promised, here is a universal code for the Adventurous Spirit emblem for taking down 7,777,777 enemies with Swords. Now you can add “Amateur Monster Hunter” to your resume, just after “Saladin's Young Wolf.”
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9FY-KDD-PRT

Last Days to Support Game2Give

The return of our Game2Give charity livestream is here! Live today from 10 AM PST to2 PM PST on the Bungie Foundation’s official Twitch channel, join VIP special guest Todd Haberkorn (Drifter himself), Bungie creators P1KaPeach and Leopard, and the team at Bungie (including our very own Global Community Lead Cozmo) as they rally the community to do good through gaming, fun, and prizes!
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The stream will be filled with prizes, an exclusive behind-the-scenes look on how Drifter came to life, and some “spicy” fun! There are so many ways to get involved:
  • Earn a prize wheel spin – It’s stocked with signed collectibles, emblems, and even a studio tour.
  • Send a debuff to our gamers – Because there’s nothing like playing along.
  • Hang out in chat – Keep an eye out for chances to win several giveaways.
  • Watch on Twitch Drops – Spread the word, bring a friend, enjoy the show, and earn the Traveler’s Wish emblem for watching through Twitch Drops.
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Don’t forget that Game2Give officially ends Sunday night, February 4, at 11:59 PM PST. This is your last chance to earn this year's exclusive items before the vault closes again. Visit www.game2give.com or head over to the livestream and help us close out this incredible Game2Give in style!
For more information, read through the Bungie Foundation Help Center and FAQs.

Fine Additions to Our Cutscenes Collection

Today, we are expanding our Cutscene Archive with four more longform videos. Our collection is available on YouTube for everyone to watch in full, but if you just want to refresh what we just added, you can do so below. We'll keep expanding it in the following months.

Season of the Forge

Video Link

Season of the Drifter

Video Link

Beyond Light

Video Link

Season of the Witch

Video Link

Update on Prime Gaming Rewards

Starting today, February 1, players will have four new items available as part of the Prime Gaming rewards program. This is what you will get:
  • Vehement Flock Exotic emote
  • Knucklebug Exotic ship
  • Directoria Sagitta Legendary Sparrow
  • Timed Prime-exclusive Legendary shader
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Bungie and Amazon started their Prime Gaming collaboration in January of 2020, with today’s drop marking the 49th bundle we've given away in Destiny 2 as part of the program. However, all good things must come to an end eventually, and this will also be the last Prime Gaming drop in Destiny 2 for the foreseeable future. Don't forget to pick it up before March 7 and grab your rewards at the kiosk behind Rahool in the Tower. For more information about Prime Gaming, check out our support page.

Player Support Report

Quick! Someone wish for more wishes!
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Known Issues List Help Forums Bungie Help Twitter

Ahamkara Tales Triumph

We are aware that the Destiny 2 Update 7.3.0.6 patch notes stated that we, “Fixed an issue where the final radio message of the Season didn't complete the Ahamkara Tales Triumph.” This fix was made pre-emptively for when the final radio message is released later in the Season.

Moments of Triumph

Moments of Triumph 2023 has begun. Learn more about participation requirements and information on how to redeem associated rewards in our Moments of Triumph Guide.

Known Issues

While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our :
  • Totem spawns in the Warlord’s Ruin dungeon are sometimes inconsistent.
  • The Winter’s Guile Exotic uses the term “encased” instead of “frozen” in the perk description.
  • Reprised Dreaming City weapons do not count toward the Cursebreaker title progress.
  • Players are being granted incorrect Triumphs after acquiring ritual ornaments for the Chivalric Fire Sword.
For a full list of emergent issues in Destiny 2,review our Known Issues article. Players who observe other issues should report them to our #Help forum.

Two More Evil Wizards

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Which Daughter of Oryx do you take down first: the one on the right or the one on the left? Anyway, we couldn't choose one this time. They’re both too awesome!
Daughters of Oryx, by Hannah, via TwitteX
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Intrusive Thoughts Won

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You aim as best as you can. You shoot your Grenade Launcher. You miss. One bounce, two bounces, three bounces... and Guardian down with a graceful flip.
Movie of the Week: Bounce, bounce, dead
[
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And that's the TWID for this week. We hope you are having fun completing Riven’s Wishes and your Moments of Triumph for the Lightfall year. We’ve got a lot to talk about in the coming weeks! Want a sneak peek? Ok, fine, come a little closer... Rewards refresh.
Until then, Guardians.

Destiny 2 Community Team
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2024.01.30 21:11 Mammoth_Temporary905 If you conserve water this quarter, it will lower your Portland Water Bureau bill for the other 9 months

For those of us who pay our own water bills for our individual household:
Background
PWB bills us for both the clean water coming out of our faucets, AND the water going down the drain ("sewer").
In ~December to ~March, they assume those are the same amount, because we are mostly inside bathing/washing dishes/etc. and not watering yards, washing cars, filling pools, etc.
They charge us about $7 per 750 gallons of fresh water and $13 per 750 gallons of "sewer." (Because we're paying off the Big Pipe project, without which the Willamette would be filled with poop basically all the time). So in December through March, we pay about $20/750 gallons.
The other 9 months of the year, they recognize we are probably using water outside that isn't going into the sewers. So our water use might go up but our sewer stays the same overall.
So, they assume our sewer use this quarter is the same the rest of the year, even if our water use goes up, and use the sewer number for this quarter the rest of the year.
Example
Last winter my family used 10 CCF in the winter quarter ($20 x 10 = $200 plus all the various add-ons). So, we were billed for 10 CCF of sewer the rest of the year.
In summer, we used 27 CCF (above ground pool + garden + lawn), but we were only billed for 10 CCF of sewer: $7 x 27 + $13 x 10 = $319 plus other charges. If we were billed for 27 CCF of sewer our bill would have been $540!
What does this mean for you?
If you cut down your water use as much as possible from now until your next (quarterly) March/April bill, your sewer rate will be lower for the rest of 2024.
We moved in fall 2022. Our CCF use that quarter was 11. During the winter and spring, I added a low flow aerator on the bathroom faucet, a low-flow showerhead on the shower, and a dual flush converter on our toilet (20 minutes).
Our habits haven't changed. Our CCF this fall (and hopefully this winter) is down to 9. That means we are saving $104 on sewer alone in a year, and $56 more on water, compared to our original.
How?
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2024.01.18 11:39 Jim_leadung Can I ask what lines appear in this random type 3 line?

Can I ask what lines appear in this random type 3 line? submitted by Jim_leadung to BrownDust2Official [link] [comments]


2024.01.16 03:18 NoLuckRemains Crit rate or dmg?

Crit rate or dmg? submitted by NoLuckRemains to BrownDust2Official [link] [comments]


2024.01.03 14:17 Brucerem-redwoods MYSTERY OF BRUCE'S WESTGATE MANSION FINALLY REVEALED, IT IS FOR SALE!!!

Skip Photos
$4,500,0008 bd5 ba13,000 sqft

832 Westgate Dr, Eureka, CA 95503

For sale by ownerView Zestimate ®Est.: $29,011/moEdit your inputGet pre-qualified
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2024.01.01 01:49 modulardrummer Finishing the year adding the last module to my first full case!

Finishing the year adding the last module to my first full case!
Yes, I’m obsessed with black panels. But it looks so nice!
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