Can you count cards? - Grand Theft Auto Online

can you count cards in gta

can you count cards in gta - win

Can you count cards in GTA?

So you know how people irl can count cards and keep winning loads of money at like blackjack and stuff, well could you do that in GTA 5 Blackjack to constantly win?
submitted by P4YD4Y1 to GTAV [link] [comments]

There's nothing like GTA: Online, for better and for worse

The promise of Grand Theft Auto: Online is an intoxicating one. GTAV’s world remains one of, if not the most remarkable in gaming history, and the idea that you and a group of friends can team up and wreak havoc upon that world seems too good to be true.
To some extent, it is too good to be true. GTAO suffers from a myriad of technical issues and limitations, including ridiculous loading times, crashes, game-breaking glitches, and terrible anti-cheat. It’s like a complicated, unwieldy machine with hundreds of unseen components. If it fails, your only two options are to start from scratch, or give up.
But when it all comes together, when you finally find your friends after five minutes of loading screens and ten minutes of yelling at each other on Discord to “go here”, the experience is unparalleled. The first few hours we spent roaming the world were violent co-op magic, like a depraved, extravagant Scorcese montage with a body count that would turn eyes at the ICJ. We did missions, did drugs, blew things up, got haircuts, bought clothes, bought cars, stole cars, shot police, shot pedestrians, and of course, shot each other. Being homebound due to Covid, our at-first daily, then weekly GTA sessions kept us connected, the first time a game had done so since our short-lived Minecraft phase in March of last year.
But yesterday, as we failed the same section of the Diamond Casino Heist for about the twentieth time, one of my friends broke the silence. “Is anyone having fun?”
Several months ago, I posted a rant on this subreddit about the singleplayer, bemoaning its weak story, poor gunplay, unnoticeable progression, and surprisingly empty open-world. I stand by what I wrote, perhaps even more so now that I see how much more compelling GTAV could have been if it had included online’s heists, vehicles, and properties as DLC.
That said, online is not without fault. While there’s a massive catalogue of things to buy, the grinding necessary to purchase these things is awful, making even Cookie Clicker feel productive. GamesRadar says the Heists, which themselves require expensive properties and a substantial initial investment to initiate, net you about 400k an hour, which isn’t all that much considering how much vehicles and properties cost.
We realized early on that the disparity between GTAO’s prices and its payouts was a manufactured pain point, the remedy being the game’s overpriced Shark Cards. Rather than dig out our wallets, we abided by GTA’s longstanding moral tradition and hacked ourselves enough money to buy every car, every property, and every weapon in the game. But even without the grind to worry about, GTAO had no qualms with wasting our time. The loading screens are the most obvious example of this, but these are, I believe, unavoidable given the scope of what you’re loading into. Where it’s less forgivable is in the tedious minutiae and the absence of systems that should be present.
The more we played, the more frustrated I became. Why can I only fast travel to my properties as a CEO? Why can’t I claim all destroyed vehicles at once? Why can’t I skip these stupidly long cutscenes? Why do I have to wait to spawn in a vehicle? In a way, it makes the same mistake as its singleplayer counterpart. Though it has incredible setpieces that you won’t find in any other game, the vast majority of your time is spent preparing for them.
I don’t believe games should have infinite longevity, so I don’t fault GTAO for losing its sheen after eighty-some hours. Overall, I had a good time. Tearing through hordes of cops in a pink Insurgent. The terrific Pacific Standard Heist. Getting picked up by my friend in a disgusting anime car that he claimed wasn’t his. Being repeatedly stalked and kidnapped over the course of several weeks by a hacker named “JOE BIDEN” who’d drive me around the map at light speed and drop boats on my head as I’d try to flee. And above all, having the opportunity to hang out with my friends during a pandemic. These are all experiences I’ll remember.
The hours I spent in loading screens, driving from one side of the map to the other for the hundredth time, and listening to Lester talk about skinny dipping? I’ll remember those too, though nowhere near as fondly.
submitted by fresh6669 to patientgamers [link] [comments]

Steam 2020 Autumn Sale Megathread

The Steam 2020 Autumn Sale is here!

This thread will serve as a daily discussion and a place to post questions and other miscellaneous comments about the sale.
Thread comments are sorted by new by default, but don't forget that you can change the sorting for yourself if you'd rather view top comments.
   

Come and join our Discord server!

Join in on active discussion over there with other community members on a bunch of different topics!
   

New 'browse by genre' sale browsing feature!

This sale brings a new browsing feature where you can select a main genre, then apply sub-genres.
Here is a list of all the main genres you can browse within this new feature:
Once you have selected a main genre to browse in you can apply a sub-genre. These sub-genres are different depending on which main genre you're browsing.
   

Browse the top 20 games of this year, January through October.

Scrolling down to the bottom of these pages will reveal a short top 5 list for free games released during that month.
   

Go to the main Steam store page to browse featured deals!

You can keep scrolling down on the main Steam Store page and more content will appear.
Are you looking for games under a specific price? Use the 'Narrow by Price' feature in a search! The search sidebar has other narrowing features as well. You can narrow by: Operating system, language, number of players, specific features and tags, VR support, special offers, wish-listed items, items you already own and ignored items.
This page will bring up an empty search so you can easily use the sidebar to customize a search.
   

Nominate your favourite games in the 2020 Steam Awards!

Read the The Steam Awards FAQ below for answers to most questions.
The categories are as follows:

Share your picks!

Once you've made your picks you can share them with your friends and the community by generating a link that others can click on to view your nominations! You can generate a link below the Steam Awards categories: https://i.imgur.com/hXeZIiZ.mp4

Earn The Steam Awards Nomination Committee 2020 profile badge!

The Steam Awards also comes with a profile badge!
This badge can be upgraded 4 times by performing 4 different tasks, adding 25XP per task completed.
The tasks are as follows:
The linked images to the different badge levels are not related to the task they are hyper-linked on, this is only to show them off in a convenient manner.

The Steam Awards FAQ

Q: How much time do I have on me to vote? For how long can I earn the badge?
A: The Steam Awards voting will end at the same time as the 2020 Autumn Sale ends: 2020 December 1 @ 10AM PST, you will not be able to earn the badge or upgrade the badge further after this date as well.
Q: When will the winners be announced?
A: The winners for each category will be announced in 2021 on January 3 @ 10AM PST.
Q: Can I nominate the same game for multiple awards?
A: You can only nominate any single game once, not multiple times for different awards.
Q: Help! I can't nominate a game!
A: Please note the following:
  • A game that has not been released yet cannot be nominated, so for example Cyberpunk 2077 cannot be nominated for any award as the game does not exist yet.
  • A game that has previously won the Labour of Love award cannot be nominated again (Warframe & GTA V).
  • Excluding the Labour of Love award, you can only nominate games that have been released after the 2019 Autumn Sale (December 3, 2019 @ 10AM PST).
Q: Can I make changes to my picks?
A: Yes, simply click on the Edit button above your current pick to change it.
   

Check out the Autumn Sale 2020 Points Shop items!

This year includes yet another flashy, but temporary, profile customization: The Seasonal Profile!
The Seasonal Profile expires 30 days after the time of purchase.

The Points Shop FAQ

Q: How do I gain points?
A: Specific amounts are different for every currency, but give or take a few points: every $1 USD you spend on the Steam Store will give you 100 points to use in The Points Shop.
Q: When does The Points Shop close?
A: The Points Shop isn't closing!
Q: Will items I buy expire?
A: No! Everything except for the Seasonal Profile is yours to permanently keep.
Q: Why do I have points from before?
A: All purchases you've made after the 2020 Lunar New Year sale ended has been tallied up and added to your account. For more information you can view your points history.
Q: Will new things be added to The Points Shop?
A: Yes, new things that you can buy from The Points Shop will be added over time, exactly when we do not know.
Q: Can I sell or trade items I buy from The Points Shop?
A: No, any items you buy from The Points Shop are bound to your account and cannot be traded, sold or otherwise transferred.
Q: Do I get points from buying a gift?
A: Yes, gifts give points to the purchaser of the gift. Any purchase on the Steam Store counts.
   

Subreddit Meta

The following is mostly for individual posts, not comments in this thread.
  • Please don't submit low-effort posts, or old/generic memes.
  • General questions and conversations about the 2020 Autumn Sale should only be posted here. We will be removing posts that the moderators deem fit for the megathread.
  • All individual threads about "should I buy this game" or other low-effort game advice posts will be removed and be redirected to this thread.
  • If you are not posting something unique, please do not post. There are a multitude of subreddits that would rather have your dank memes, or generic GabeN posts.
  • Yes, Steam's server are under high load and might cause glitches or go down. Please don't post about it.
   

Support Issues

We will maintain the support megathread as a sticky. If you have issues with Steam or a game, post them there.
   

Beware of scams!

During the sale(...and literally any other time) be vigilant of scams!
Want a tip on how to get wallet funds on Steam? Pay for it. There is no such thing as free wallet funds or free game codes. Never login to a 3rd party site if it asks for your password and authenticator code. If someone adds you as a friend and sends you a website or says they are from Steam/Valve or says you've been reported, they need to check your items, etc: block and report them, it is a scam. No Valve employee will ever speak to you directly through chat, they will only talk to you via a support ticket, and there's no such thing as a Steam Admin, and Volunteer Steam Moderators will not contact you about account issues.
Secure your account and educate yourself on scams!
Is your account hijacked? Read this.
If it sounds too good to be true... it's because it is.
   

Steam General Sale FAQ

Q: When does the sale end?
A: The 2020 Steam Autumn Sale ends on 2020 December 1 @ 10AM PST. Click here to convert it to your time.
   
Q: Who made the artwork for this sale?
A: The artist for this sales artwork is Slawek Fedorczuk.
   
Q: Why are my downloads so slow?
A: There is severe load under Steam's servers, both store and content servers. Just give it some time, and try again later. Also, don't forget to check the server status on the sidebar. If you're having these issues at the very start or very end of the sale it is par for the course as the store and product pages are transitioning over for the sale, and as the servers are being bombarded by loads and requests by users. Try to clear the download cache.
If you consistently have issues please post in the support thread or use this Steam Guide for information and as a troubleshooting tool.
   
Q: The store doesn't load, only my library works, images are broken, weird blue text, etc
A: The store not loading at the start and end of the sale is normal, and relatively slower load times is also normal, but if this is consistently happening try to clear the Steam browser cache and cookies.
If this doesn't work you can post in the support thread or use this Steam Guide for information and as a troubleshooting tool.
   
Q: I'm new to Steam! Where do I begin?
A: Welcome! Please read our Welcome to Steam page in our Wiki.
   
Q: Are the prices consistent throughout the sale?
A: Yes, sale prices will remain the same throughout the sale.
   
Q: Can I share games that I bought with family or friends?
A: Yes, you can do this through Steam Family Share. Keep in mind that games that you have bought are tied to your account. They cannot be transferred or exchanged between accounts.
You may also want to check out Steam Remote Play and Steam Remote Play Together.
   
Q: I can't gift a friend because of regional price differences, what do I do?
A: You can send your a friend a Digital Gift Card via Steam.
You can also gift games via a different, trusted and verified re-seller, like HumbleBundle.
Here is our full list of safe sites to buy Steam keys from.
   
Q: Can games be cheaper on other sites during the sale? What sites should I check?
A: Yes, games can be cheaper on other sites during the Steam Sale. Here is our list of safe sites to buy Steam keys from. There are many sites that sell Steam keys that practice in shady business, we recommend you only use the sites listed in that wiki page. For more information regarding key re-sellers please read this wiki page.
   
Q: My Wallet/Gift Card code is damaged and I can't redeem it! What do I do?
A: If your Wallet/Gift Card code is damaged, or otherwise can't be redeemed you need to contact Steam Support with a picture of the card.
Please note: If your code is printed directly on a receipt Steam Support will not be able to assist you, you'll need to return to the store you purchased it from for help.
   
Q: I don't like the game I purchased** or **a game I purchased a few days ago is cheaper now, can I refund it?
A: Yes, you can refund games on Steam, even if you bought a game a few days ago and you wan't to re-purchase it during the sale to get it for less.
To refund a game you cannot have more than 2 hours of playtime in it, and you cannot have owned it for longer than 14 days.
  • If you have played game for more than 2 hours, regardless of how long you've owned it, you are no longer within your right to receive a refund.
  • If you have owned a game for more than 14 days, regardless of playtime, you are no longer within your right to receive a refund.
Please note: Approved refunds can take up to 7 days to appear in your account. If your refund hasn’t appeared after 7 days, please contact your bank directly and ask about pending funds on your account.
For more information on Steam Refunds: Steam Refund terms -- Common Refund Questions -- How To Request A Refund.
   
If you found a fault in the post please let me know <3

A few related Subreddits you might find useful:

/SteamDeals
/SteamFriend
/ShouldIBuyThisGame
/SteamTradingCards
/GameScreens
/SteamOS
/SteamGrid
/SteamController
/GameDeals

Please read this entire post before you make a comment.

Enjoy the sale everyone!

submitted by Bodomi to Steam [link] [comments]

In-depth look At Mihoyo's History, misconception about Gacha gaming industry, and Genshin Impact's future

You Are The Real MVP - Why Genshin Impact Is The Real Game of the Year in 2020: https://www.youtube.com/watch?v=NLxgyp0pnMQ
Hi all, I see there is a lot of anger and anxiety toward Genshin Impact due to the wide audience it brought to the table, as well as a lot of misconceptions about the gacha gaming industry. I am 40 years old and have been gaming for over 30 years. I have 300+ DAYS /played in World of Warcraft and recently, over 1000 hours in Path of Exile with popular build guides with hundreds of replies. I also have played just about every major hit of every era on every platform. I really want to tell you who Mihoyo really is, how the gacha gaming industry works, and what Genshin Impact's future looks like.
Mihoyo's History
In 2011, three college students from Shanghai Jiao Tong University (comparable to Cornell in America) released their first game, FlyMe2TheMoon. When they graduated in 2013, they used their own money to make the first Honkai game (released as Zombiegal Kawaii overseas). This game allowed players to farm gold coins to buy all weapons and gear, only spend real money to speed up progress and came with glorious two players co-op way ahead of other mobile games at the time. At end of the day, players just didn't pay money for it. When they took it to investors, they were laughed at and ridiculed by everyone. Nobody is going to pay money for this silly anime stuff! You guys don't know how to monetize a game! Both of these games are still available on App Store, feel free to download them to check them out!
In 2014, on the verge of bankruptcy, the team learned monetization model from Puzzles & Dragons, the first-ever mobile game to break a billion dollars, and released Honkai 2 with the same art style and gameplay. The biggest change was moving to the gacha model. The game became a top-10 grossing title in China, released to overseas market as Guns GirlZ - Mirage Cabin and Guns Girl - Honkai Gakuen. Mihoyo the company was born. Today, Mihoyo has over 1000 employees and pays them more money than titans like Tencent and Netease, and runs their office in the ultra-expensive heart of Shanghai business district. Despite Genshin Impact's smashing global success and player's thirst for more content, they gave many of their employees a full 8 days break, standard with the 10/01 Chinese national holiday, for the historic job they did with the global launch. They understand it is a marathon, not a sprint.
For Mihoyo, the most important metric for their title will always be LIFETIME REVENUE, and they do not abandon their titles. All of them are still available. Honkai 2 is still getting content updates six years after release, even if the game itself is nothing more than a piece of history for them at this point. Honkai Impact 3 hit an all-time high revenue month this year, still makes a few hundred million dollars a year in China/Japan, three years after release, and Mihoyo took every dollar they made and spent an unprecedented 100 million dollars on a mobile game we know as Genshin Impact. You can count on Mihoyo to treat its most ambitious title ever with love and care, but you must remember they will always prioritize LIFETIME REVENUE over any other metric, which is what successful companies do because it is the only way to make the product best in class.
Fate Grand Order - Genshin Impact's TRUE inspiration
In 2015, Fate Grand Order was released as a turn-based mobile JRPG, the first six months it scored just $100 million dollars, and was on the verge of sinking into irrelevance. Five years later, the game grossed 4 billion dollars and became the most successful PVE game on any platform since GTA 5. How did it happen?
Many say it is the fate IP, but the truth is fate's IP is nothing special in a sea of big IPs trying to make a splash in mobile and failed miserably, just ask Nintendo how their two Mario games performed, or Square about their countless Final Fantasy mobile games. 80% of the billion-dollar games on mobile are actually brand new IP's.
The biggest challenge for every PVE game-as-a-service is monetization. PVP games like League of Legends and Fortnite do not need huge content updates to stay fresh and can maintain much higher daily active user counts to sell cosmetics, make $5 per player, and still hit a monster year. Monetizing PVE games is much harder. Players simply run out of things to do and quit the game, no matter how quickly you can produce content. Games like Path of Exile and Warframe struggle to break 100 million a year in revenue.
PVP gacha games like Summoners War and AFK Arena can rely on whales dueling each other to force meta changes, and they grew into billion-dollar franchises in their own right. But Fate Grand Order had a different idea in mind, what if you design amazing characters that are truly desirable, and price them at a low gacha rate so it takes thousands of dollars for rich players to max out their box by pulling multiple copies? You are never going to have the player base of a Candy Crush, let's try to maximize our revenue ceiling from whales instead, and make players emotionally attach to their characters because they are so well designed. The rest was history.
While there are indeed many generous gacha games like Granblue Fantasy, Azur Lane, Dragalia Lost, etc, none of them are in Fate Grand Order's tier if you look at their annual numbers, not even in the same ballpark. Other multi-billion dollar franchises like Puzzles and Dragons, Monster Strike also follow the same concept of greatly increasing the limit of what a whale can spend on a PVE game to max out a character. And yes, we are talking about providing strong benefits for getting multiple copies of the same character.
The numbers have proved time and time again, that maximizing whale spending in a PVE game is far more revenue than maximizing the number of monthly card players.
Genshin Impact's Target Audience
Any product that tries to be everything for everyone is doomed to fail. Mihoyo has very clear audiences in mind:
And let's just say they hit it out of the park with the greatest launch in gaming history. Never before a game hit PC/PS4/iOS/Android with cross-play on day one in 100 countries, 13 text language and 4 fully voiced languages, never before a game hit top 5 grossing in China/Japan/US/Korea at the same time, I don't even recall a marketing campaign did so well across so many drastically different regions and cultures. The AAA graphics, sound, incredible polish, you don't need me to tell you why this game is amazing. But from the competition's standpoint, the launch itself was like watching a bronze player climb to grandmaster overnight, and the game's biggest strength. Far bigger companies, franchises, do not dare to even think about launching a game at this scale. Mihoyo released the failed Honkai 1 overseas when the company was on the verge of collapsing, they always punched way above their weight when it comes to global releases.
Make no mistakes about it, this was never meant to be a single-player AAA game or a direct Diablo 3 / Path of Exile / Warframe competitor. It was meant to be a game that converts PC/console players to gacha gamers, by casting a wider net than any mobile game ever. They only need a small percentage of PC and console players to change their behaviors. The rest of them can play for free or leave and it won't hurt them at all. The monthly card is designed as a super good deal (look, WAY cheaper than World of Warcraft $15 per month) to get PC/console players to spend for the first time ever, breaks down their "why pay for a free game" defense. Once they pay once, the pity 5 star is always just a few dozen more pulls away, let me buy another pack! Before you know it, monthly cards are converted to dolphins, dolphins are converted to whales. It is by far the strongest business model for a PVE game today, and people who are new to the genre won't know what hit them.
Genshin Impact has an excellent chance to end Fate Grand Order's reign as the #1 most successful PVE game on any platform since 2016, by the virtue of being on every platform, and the same version across all regions.
LIFETIME REVENUE = Active Player Base * Spend Per Player * Longevity
For every game as a service, balancing these three variables is an incredibly difficult task. Can Mihoyo increase the rate on an event (like Cy Games gala events), put up a Diluc banner, and greatly increase spend per player? Yes, but they will provide less reason for people to pull on other days and lose out on long term revenue.
Likewise, the resin limitation is to prevent even whales from maxing out their characters and moving onto other games, that is why they have a hard limit on resin refill. Player progression is meticulously controlled to ensure content can keep up. A huge part of internal testing is to test how quickly a player of each spending level can go through content. Two-day, three-day, seven-day, and thirty-day player retention are critical metrics to F2P mobile games, you will always lose a huge number of players during these transitional phases. These are tried and true methods in gacha gaming to preserve the maximum number of players over the long haul. It is basically a much more advanced progression control than say, World of Warcraft's weekly raid lock outs. You have to FORCE your players to take breaks, or you will lose them way faster than you can churn out new content.
All four dailies, spend resins, and open-world exploration for crafting/ascension materials, a couple of chests/quest you missed, that is a health 60 minutes of gameplay. Gacha games provide resources for the next pull on every daily, every quest, every event. Getting a five star is a better feeling than getting any item drop in MMORPG/ARPG. Gacha games have a much stronger hold on its players because of this addiction, you are always very close to the next pull! Genshin Impact takes it a step further to actually encourage you to do single pulls over ten pulls. Over time resources will inevitably be loosened up as more contents are released, and daily quests and slowed down progression is there to keep you playing.
Behind the scenes, there is an ultra-complex data model that works tirelessly to balance all three variables. Looking at Mihoyo's track record with Honkai Impact 3, they know what they are doing to maximize LIFETIME REVENUE. With every gacha game like this, the developer has a price point they need to hit on a five star, then based on the competition they usually adjust the price significantly higher than what they consider to be acceptable. Whether it is gacha rate or stamina, once you reduce the price, you can never, ever increase it again. Start high and drop it when you need to is a much better strategy, and players think you listened to their feedback, win-win! If the daily active user doesn't drop while you keep the price high, why lower the price? The developer and player are always in a tug of war, with the developer testing player's limit on what is acceptable. It is just like how Apple kept iPhone with 2GB of memory and tiny screen size for a very long time because they are looking at the overall LIFETIME REVENUE, not because they didn't know their product needed these features.
Genshin Impact is priced at a premium because it has no competition, just like how Apple iPhones were priced at an ultra-premium when it first came out. Over time, prices will drop, resources will come easier, but until there is a real competitor, they do not need to care what lesser gacha games do. Do you think KeQing should be priced the same as a gacha character with PS1 graphics?
Genshin Impact's Future
100 million dollars estimate from Sensor Tower in two weeks does not include PC, PS4 and Chinese Android. Chinese Android revenue has been 1.8 times of China iOS for Honkai 3, many in the Chinese gaming industry speculate the true global revenue number of Genshin Impact is easily double of what Sensor Tower shows. Mihoyo is a private company and it fired one of the employees who bragged about the 09/15 China PC numbers, which was 10 million dollars, so we will never know the exact figures unless they go public. Don't expect Mihoyo to ever share revenue/player base numbers, that is just not how they operate.
There is no way the game can continue the 100 million dollars a week pace, that is 5 billion dollars a year, so for haters out there, you will see a massive decline in the player base between content updates, you will see the game falling out of top 10 grossing, you will get your "I told you so" moments when the weekly revenue drops by 50-70%. It is perfectly normal for gacha games between banners, and what Gensin Impact is doing is completely unsustainable. This is called filtering out users and building a stable player base.
However, even with the inevitable massive decline, this is a game destined to be a multi-billion dollar franchise. I personally give it a very conservative estimate of two billion dollars in three years. It will easily outperform the likes of BOTW, Cyberpunk 2077, etc. by the end of the first year in terms of the player base, hours played, and revenue. It will take money away from all other gacha games and force other developers to step up their game. It will take money away from long-standing multi-billion dollar PC PVE franchises like Dungeon Fighter Online, and to a lesser degree, MMORPG's like FF14. It will encourage companies to play with bigger budgets and provide PC/console releases for bigger mobile releases like Diablo Immortal, instead of relying on emulators. It will even change the monetization model for western F2P games. Iksar, lead designer of Hearthstone has been playing Genshin Impact since release. Imagine if Hearthstone didn't allow you to craft cards, and provided benefits to getting multiple copies of the same card. It is way too late for Hearthstone to change now, maybe there is still time to change Diablo Immortal's monetization model, I believe they will need either gacha or real-money auction house to be competitive.
But will Genshin Impact shake up the AAA industry? My personal opinion is no. Japanese developers do not have the technology to make mobile games at this level, you just need to look at the top 20 grossing Japanse mobile games. Western developers do not have the artwork to make characters so attractive, I mean just look at Baldur's Gate 3 and Cyberpunk 2077 characters, will whales spend $1000 on them? Whales spend enough money in gacha to pick up girls in real life many times over, many of them are ultra-rich and live a lavish lifestyle, just showing anime assets is not enough to win them over.
In all of my years playing Western games I have never been attached to a female character as I did with Artoria aka King Arthur of Fate Grand Order, I played the game for six months even if I don't really like turn-based JRPGs, and always enjoyed listening to her "Excalibur". Mihoyo is coming very close with some of Genshin Impact's character designs. I am not sure if Western culture is capable of creating the type of characters that can connect with players on an emotional level. Lara Croft is definitely not it. I believe Western gaming's general pursuit of realism and grittiness hurts them when it comes to creating an idealistic world and dreamy characters. Top western games tend to expose the harshness of real-world to players, instead of offering an escape. In many ways, Mihoyo's mastery of anime is closer to a Japanese company than Chinese company, it is not something you can just hire a couple of artists for. Likewise, the western market will always be 15-20% of the overall revenue for gacha games at best, it is difficult for western companies to justify making them with a AAA budget.
It is also incredibly hard to make a cross-platform PVE game on PC, Console, and Mobile look this good. It is not something you get from just licensing Unity. There are maybe a handful of companies out there capable of dropping 100 million dollars on a game like this, but until their main cash cow die, which studio dares to take this kind of risk? The tier 2-3 companies are simply not capable of spending 100 million dollars even if they went all in. I don't see a real competitor in two years, not even from Tencent and Netease, the bar is that high.
How You Should Approach It As A Player
If you are not a fan of gacha games, no problem! The best way is to play it like a free AAA game with unlimited free DLC's. With the amount of money this game makes, in a few years it will have more content than any other open-world game, and the developer will also be more generous over time as end game contents become more abundant. As their tools mature, the amount of time it takes to release contents across all platforms at the same time will shrink significantly, there will also be more events they can queue up. Every F2P player can get at least one five star character without rerolling if they complete most of the quests and use up their gifted currencies. I expect 100% F2P players will get at least 4 five-stars per year, 3 from pity, 1 from luck. I believe F2P with limited resources is a lot more fun and only spend money to support the developer. I am still 100% F2P on Genshin Impact as of today, because getting 20 pulls from the monthly card is not that exciting. I will wait for a one-time-only deal later in the game's life cycle.
For players who want to be a bit more involved, you can buy a monthly card, do your dailies, enjoy new content, enjoy the thrills of pulls, and pity 5 stars. Once Mihoyo gets a stable end game loop out there, they will definitely loosen up on resins. Just don't expect to play it like a Path of Exile season start. Save currencies and pity timer for a banner you want. Take it slow! Gacha games are designed to be played over many years, alongside other games. Take your Cyberpunk 2077 break, take your Call of Duty break, but in the end, there is simply no anime ARPG competition on any platform, and if you are into this kind of game, you will be back.
submitted by hitmantb to Genshin_Impact [link] [comments]

Cayo Perico Heist Guide (Edited)

Cayo Perico Heist Guide (Edited)
PRESS START<
Hey everyone since the update in GTA this newest heist has been the most profitable and easiest way to make money. So I wanted to create a guide to help others master this heist, and to help those who are struggling with it.
Note: This guide is for new players, first timers, and anyone who is struggling to complete this heist. Please use this as reference to deepen your understanding of the heist. If you have a better strat, more power to you. This however is my strat, criticism is welcome.
So to begin, you will have to buy the Kosatka (submarine), which is located on warstock for 2.2mil. It also has upgrades you can buy but the most noteworthy upgrade is definitely the Sparrow upgrade (1.8mil) this upgrade will make traveling back and forth much easier since your sub is located in the sea.
Noteworthy things about sub:
  • If you hover above your sub with a sparrow you can instantly enter it.
  • You can get free snacks at the cafeteria
  • You can fast travel; if you never completed the heist its 10k, after completion its 2k
  • Your toreador vehicle can enter through the bottom
  • You can call dingy if you can not afford the sparrow
After you get the sub you’ll be introduced to characters and will have to go to LSIA, where you will travel to Cayo Perico, after you arrive everything henceforth is pretty straightforward. After you escape the party you will have to enter the main island through the checkpoint ( Google Boom Gate), PLEASE DO NOT SWIM AROUND THE ISLAND. You will waste so much time doing so, just run through the gated door next to the checkpoint and avoid entering enemy cones, watch for vehicles and watchtower cones. The biggest things to scope out are the infiltration points and exfil points; the airport strip is already marked, the biggest point to scope out after you hack the cameras is the drainage tunnel. This will require swimming, the drainage tunnel is located on the coast of El Rubio’s compound you can dive and find it, Pavel will give you a vocal cue when you find it. When you are looking through cameras after hacking make sure to cycle through every camera, turning to find secondary points, stop until you get back to the Panther Cage. Don’t bother scoping anything else like bolt cutter’s or grappling hooks, because you will not need them. I added a map of Cayo Perico to show where everything is, please note that there are many ways to do this heist this is just my way of doing so. After you found the drainage tunnel and finished your objective, get caught and make your way to the airport strip to leave. Also note there are different Primary targets the first time will always be the files the second will vary, look in the tips for scoping out to see the rankings.

Credit to Sportskeeda
Tips for Scoping out
  • On your second time doing the heist you will start at the air strip. There are 2 dirt bikes located at the strip one by the entrance to the strip and one by the solar panels next to the power station. You can take the bikes and drive up and over the checkpoint to get to the communications tower faster. At the checkpoint to the left there's a little stone wall in front of the guards tower. You can drive the bike up the ledge and get over it, for a quicker way you can also drive the bike up the ledge a little bit in front of the wall to also get over.
  • If you solo, scope out any important secondary point. There's a secondary point in the airstrip hangar, at the entrance of the hangar look right to see the box you can climb, use this to get to the second floor to get the secondary point. (To clarify check the targets spawns and only mark coke and weed; do not mark weed at the strip and north dock only coke, mark weed at the main dock)
  • When you are heading to the communications tower to hack, pay attention to the guard, if there is a guard, the box is located up the tower, if there is no guard it's on ground level.
  • You can kill yourself or get caught to go back to the airstrip.
  • You can also poison the guards water supply to weaken them but unless you're going aggressive don’t bother.
  • There are boats out in water you can steal but I would only do this to scope out the drainage tunnel the first time.
  • You only need to scope infiltration points and exfils points once, secondary targets and tools must be scoped out every time.
  • Secondary targets and tools are RNG based so if you're looking for tool and it’s not there it’s because of RNG
  • Secondary Targets Rank: Gold>Cocaine>Paintings>Weed>Cash
  • These also will fill your bag different
  • Gold=66% Cocaine=50% Paintings=50% Weed=37.5% Cash=25%
  • The price for secondary targets are RNG based but Gold, cocaine, and Paintings have the most value
  • Secondary Targets Values are RNG based.
  • Gold=332k, Cocaine=220k, Paintings=189k, Weed=147k, Cash=80k-90kCredit goes to u/FMT_WL1
  • Primary Targets Ranked: Panther Statue 1.9M>Pink Diamond 1.4M> Bearer Bonds 1.1M> Ruby necklace 1M> Tequila 900k
Preps
In order to start the heist you must do preps, for this heist you can do however many you want but for this guide you will only need to do 5. Keep your sub in Los Santos until the fifth prep mission, if you decide to do the longfin prep you can keep your sub at Los Santos.
Prep 1/ The Cutting Torch:
This prep mission is pretty straightforward, head to the construction site and land close enough. Before heading in, try to locate the yellow hard hat and put it on, this will make the enemy non-hostile, which makes for an easy mission. Your job is to locate the torch in a tool box. You can find it by looking in the box, it's a blue torch, search the box and head back to your sub. Also when searching for the box try to avoid staying in the enemy cones for too long and bumping into workers because this will make the enemies hostile if you do these.
Prep 2/ Safe Code or Plasma Cutter
There are two missions. The mission will vary on your primary, if you have the bearer bonds it’s the safe code, anything else it’s the Plasma Torch.
Safe Code Mission: Head to the casino at the entrance, after entering turn left and enter the elevator (if you have a penthouse you can go up without entering the parking garage). You will have to find a car in the parking garage. It's a yellow cheap car, it never changes. After finding it you will get the card which will allow you to head up into the penthouses, after getting up there search for two guards and head shot with a suppressed weapon. If done right you will calmly walk into the apartment, you can then search the penthouse for the target, he will never change. It's a guy with a cowboy hat, kill him and leave the penthouse, you will have to fight your way out. If you slam into the entrance of the penthouse you will have to fight your way in. After getting the code get back to your sub.
Plasma Cutter Mission: This is pretty straightforward, for ease take your oppressor instead of your Sparrow for higher mobility. You will have to head to the office to get the plasma cutter, but it’s not there. Pavel will instruct you to find the board and take a picture of it, the board is easy to find. Afterwards he will locate them and ping it on your map, they usually always spawn near Vinewood hills or the beach. Take them out with your oppressor missiles and fly over the bag and leave cause they will spawn two cars to shoot you.
Prep 3/ Fingerprint Cloner: This mission is simple, you will have to head to a location on your map, outside are two cameras, ignore them and walk into the garage, after entering take cover behind the box forward and blind shot everyone with your shotgun. After the enemies are dead hack the laptop in the back and head to the archives. Outside the archives are cameras, shoot them and go inside. Pavel will tell you that you're looking for a small card, it always spawns in the back in the desk square, grab it and head back.
Prep 4/ Weapon Load out: Always buy the suppressors, as for which load out I suggest the Conspirator due to the sticky bombs (there is a bug where you will get suppressors without buying them, just in case purchase it to be safe). There are two possible missions you can be given. One is in Los Santos in an office, for the other you will have to follow a Valkyrie up North.
Weapons Possible Mission 1: Pavel will send you to an office in Los Santos you can either go through the ground entrance or the roof, I suggest the roof entrance but no matter what you will have to fight inside. Once inside clear the office and head to the back to find the gun safe, it’s always located left of the desk on the wall, hack the laptop on the desk and open the safe. Grab the weapons and leave. If you enter on the roof you can fly back but two chopper’s will spawn, shoot their gunman on the sides and hellies will be useless. Another suggestion is to leave immediately, and snack up to restore health. On ground level the hellies will still spawn again shoot the gunman and head back to the sub.
Weapons Possible Mission 2: You will have to head to Elysian Island to find the Valkyrie you do not need to stay close to it. You can predict it’s direction and head North to clear the camp on foot, also avoid destroying the Avenger and the Valkyrie. Do not destroy the Valkyrie until it becomes a target on your mini map or you will fail the prep. After clearing the camp head into the Avenger and kill the enemies, afterwards parachute out and leave before more Merrywheather show up.
Prep 5/ Kosatka: ( You can also do the Longfin, but I prefer Kosatka as an approach vehicle.)
This is a simple mission, after starting it head into your sub driver seat and fast travel to the nearest location near the ping. After you arrive dive your sub over to the location, once you get near get on your periscope and missile the boats and the helli. You can sink your sub and engage auto-pilot under water giving you better access to the enemies sub. Try to avoid beaching your sub on shallow water and put it in the middle of the yellow circle. Leave the driver seat and exit your sub, dive into the water and look for the other sub with a yellow marker on top. After entering the enemies sub you must locate the jammer. You have two paths, one on the right, this is usually where it spawns, take the ladder down and watch your corners cause enemies are brutal in this mission. After entering the engine room look for a black box with a blue screen at the bottom of the stairs if it's not there head back the way you came. Take the left path and make your way to the control room WATCH THOSE CORNERS. If it's not there head to the back of the control room and take the stairs down, follow the path it will lead you into the torpedo room, that another spawn. Leave and head back to your sub.
Prep 5/ Longfin
This mission is located in Los Santos basically you can take a phantom (Semi-truck) to the police station to pick up a boat of which you can use as an approach for the heist. This mission is simple: you basically go and pick up a phantom, afterwards you drive to impound to pick up the longfin. You will be met with enemies. The one I did was the cop impound, you can enter with your phantom and drive out. It's best to clear the area, and let the cops kill you for an easier delivery (you can't call Lester). You can use your own Phantom wedge to clear vehicles out of the way.
(during the heist you can use this get loot before you enter the drainage tunnel , this can be quicker way if your loot is out the way)
This includes the scope out and the preps
This includes the scope out and the preps
Tips For Preps
  • The biggest tip is the Sparrow, this will make prepping a joke, the only time you won’t need it is during the plasma cutter and Kosatka missions, but that's due to mobility.
  • You can see the cutting torch it’s blue
  • You can blow up the Valkyrie and end the mission to get the office mission to save time, I highly suggest this ( I do this mostly because you have to follow the helli up North and wait for it to land.)
  • The preps are the same, they never change
  • Save the Kosatka heist for last so you can do all 4 preps in Los Santos
The Heist
Time to Start the Heist. Go to screen and tab to Finale and shift over to continue to start the mission. Once you get to the selection process pick your options. It should be Kosatka or Longfin, Drainage, Drainage, Main docks or Kotsatka, and Day Time (there's very little difference between day or night). If you're playing with others you must hurry through the selection screen because if you take too long the cuts will reset due to a bug.
Squad Run
When you begin the mission you will have to make your way to the drainage tunnel, if you chose the Kosatka you will have to swim to the tunnel, but if you chose the Longfin you will have to drive the boat to the tunnel. Once you arrive you will have to cut the bars at the gate, a suggestion to do this is to go in a circle three times and cut whatever remains. Afterwards swim through the tunnel and enter the compound.
Compound
Once you enter the compound you will have two directions to go, the left or the right. My way is to go to the left, up the stairs is a guard next to the storage staring out at the water, head shot him and make your way to the courtyard. If you followed my instructions the two guards at the pool will be to your left. In the courtyard there should be a guard coming, wait for him to stop and head shot him. After that, ready your shot at the two guards at the pool, choose your target. Since you're in a squad, ready your shot, as a suggestion one person can count down from three to one to shoot at the same time to eliminate any mistakes ( these two guards usually drop the gate keys). The next is to eliminate the juggernaut, the way to identify him is by his red cone and red skull icon. He can be killed by a single headshot, if you and your squad were quick with the guards at the pool he should be arriving, take him out. In front of the pool there are two separate guards, one will be in front of the office building to identify him, the camera is facing the pool, if you time it correctly he will be to the right of the camera making for an easy elimination. The other guard is North East of the front of the pool, or to the right of the guard you just killed. You can eliminate him if you want too, the reason I do so is because me and my mates can all access the storages without worry. Next are three guards at the office, to identify them they will have red cones. One of the guards will be moving North towards the main gate and then will move South towards the pool. You have two options, one is to wait for him to head North and take him out, or you can head shot him when he’s coming South. To achieve this there are stairs directly in front of the pool, if you take the stairs up to the right you now have enough elevation to see the guards head ( this is tricky to explain which is why I will also have a video example for visual clarification.) After taking the guard out you can head up the stairs into the office area, once up the stairs head to the right, for clarification the pool will be to the left and main gate to your right. Head down the corridor if you have done this correctly the guards back will be facing you, take him out. To your left are stairs that leads to the office, take them up, at this point the guard at the top will start to move. You have two options, one you can wait behind a corner and hit the guard or if you are quick enough the guard will stop for a brief moment, giving a chance for an easy headshot. At this point you can enter the office, where you can grab the second keycard, the first keycard is dropped by any guard you have killed ( it usually drops on the first kill, but this is RNG based). In the office there are three things you can do, one is you can hack the elevator which leads to the basement, ignore this hack. The other things are either a painting that can randomly spawn in the office, and a safe on the right wall in the back of the office. Open the safe to get anywhere between 50k to 100k, THIS DOES NOT TAKE SPACE. When you have everything, start to loot up and fill your bag by going to the storages located around the compound, to open the storages you will need the two keycards and two people. You and your squad mates will have to swipe your card at the same time to open the door, another suggestion is to use the three to one countdown to sync swipes. The South Storage will have a guard moving, the guard is located to the left of the two guards you killed at the pool, take him out and watch for the camera. After you are done, please make sure to save space for the basement storage, make your way to the basement gates, they are located beneath the office building to the left and right, it does not matter which gate you choose. Once you are in the basement you will be presented with a hack, it may look daunting but in fact it is rather simple, I suggest matching the top first and making your way down. Afterwards loot up and grab the Primary Target, it is really straightforward to do so. At this time Pavel will tell the players that more guards have arrived, if you have followed thus far, you do not have to worry. Exit the basement, and head North to the main gate there should two guards, one will be moving the other stationary. You can take the stationary guard, you can also take the guard moving but if you and your squad can make it to the gate without doing so, go ahead. The host will be prompted to select the escape route, select it and a cutscene will begin. After you will be located outside the compound.
Kill in this order
Outside The Compound
You and your squad will be outside, if you are satisfied with your loot head left to the coast, you can jump off the cliff into the water. Once in the water you can swim off the island ,just keep heading straight and eventually you will have escaped. You can also try to steal a boat; note that some have claimed that boats may not spawn but if you manage to grab a boat this can make getting to and from much quicker. If you are missing loot head forward and take the guard next to the bike out, one person will have to head left toward a guard near a helli take him out and plant four stickies on the chopper. At the same time the other members will turn right towards the checkpoint, there should be three guards two together and one separate, and a camera behind the two guards. Take the one separate out, then the two guards, and the camera. Around the checkpoint are three bikes plus the bike with the very first guard killed. One of the bikes is hidden to the left of the checkpoint booth the other is directly in front. Start making your way towards the main docks, turn right into the jungle the moment you leave the stopping checkpoint. Pay attention to the guard tower to your right and avoid his cone, at this time Pavel will tell the squad that El Rubio’s helli is on the move, activate the stickies and he will retreat away from the island. Once you are close enough to the docks go on foot, your objective is to loot and take the boat off the island. There are two secondary loot locations, one is a warehouse with a guard and camera outside, take them out and loot. The other is located to the right with two separate guards, please refer to Sportskeeda map to see the location. Take them out and loot. Afterwards there are 3-4 guards you have to take out at the docks, to leave without alerting the guard. Two guards standing next to the boat, and one or two stationary guards looking out at the water. After clearing the guards, grab the boat and escape Cayo Perico. Congrats you have now completed the heist.
Note: You can approach the compound in any way you choose, my way is a bit complicated but with practice you can clear the compound at the same time as other routes. Feel free to adjust the route in anyway, my route is just a reference to get an idea as to how to approach the compound.
Note: I do it the same exact way when I solo, but since I’m solo I can skip guards and head to my objective. For the Solo run I go for cocaine, you NOT have to do this. I do this to maximize my profit, and since I am competent in my abilities I can clear the mission without many mistakes.
Solo Run
The strat is the same except it will be harder to take out the two guards by the pool, the major difference is you can not open the storage's to get gold or loot, you might be lucky to get painting in the office but that's RNG. A good tip when taking on double guards is to find a good angle, after killing one the other will flinch, he will prop his head up giving you the shot. You can scope the rest of island to find the most profitable loot which is cocaine, if there is none then get weed and cash (by scoping out I’m referring to checking the spawns for coke, if there is none at North docks and the Air Strip I ignore them, I do not mark every item only Coke and any profitable items at Main Docks). After leaving the compound there will be a guard in front of you next to a bike, kill him. Turn left and head to the next guy next to a helli, kill him and plant four stickies on the heli, do not activate them yet. Go back the way you came, there will be three guards at a checkpoint two together, one standing away. Kill the one standing away and then prepare to kill the two guards, after their dead shoot the camera and jump over the stop rail. You will have to be quick because a car will drive towards the checkpoint so make sure to do all that quickly. You have two options: you can swim off the island and finish the heist, or you can head to Main Docks to fill your bag. If you chose the latter run North East into the jungle towards the guards tower, but far enough away so he can’t see you. On your way to Main Dock Pave El Rubio helli will show up on the map, wait for Pavels vocal cue when he tells you that Rubio is in his helli, and then activate your stickies, boom Rubio will retreat. Now you can make it to your objective in peace. You can loot at the Marijuana fields but you may have to take out three guard towers and a single camera, as well as two guards near the fields. I’ll leave this to your gut if you think you can make it to the warehouse without messing up please do so. If you want to head to North Dock and the Airstrip you either can swim there which will eat a lot of time or you can take the boat at the docks to get there faster. Trade off is that if you swim it will take up time, but if you take the boat you will have to clear out guards to safely remove the boat from the dock. If you are satisfied with anything you get then just clear the area with loot and swim or steal the boat. This is for the Airstrip if you do not plan on going here IGNORE this. The Airstrip is an easy place to navigate since a lot of the guards are far from each other so you can clear the airstrip easily. There are two loot spawns one at the hangar with one guard, and a warehouse with two separate guards. There's guard outside the hangar kill him, and go inside, if your loot is on the second floor, look for a forklift and pick up a box lift and it up then press the box against the back of the hangar below a blue tarp you can then climb the lift and the box to get access to the loot. The other airstrip loot spawn is an easy place to clear, one guard will be moving you can head shot him from the hangar, at the warehouse there’s a camera shoot it and inside the warehouse is a guard questioning his career choice, kill him. If you need to head to North Dock head there by bike or by foot, you can loot without killing any guard. After you're done just swim off the Island, or take the boat. Congrats, you have just completed the heist solo.
Note: I will be adding a second strat to clear the compound, the reason for this is because a Redditor provided the strat. I do not mind adding his strat, but I must remind everyone that you can tackle the heist in any way you feel comfortable with.
I missed that gate keys, so I killed more than I should have.
Solo Run Second Strat:
Essentially, it is the same as the other one, except for going left you go right. Your first target are the two guards at the pool. They should be to the right of you, find a good angle and head shot the first one, wait for the second guard to finish flinching and kill him. The juggernaut should be making his way towards you, wait for him to exit the camera’s view and kill him. If the gate key drops pick it up and kill the guard in front of the pool he should be past the camera. Take out the camera and wait for the moving red cone guard to turn his direction North, once he turns around go up the stairs and kill him. Move towards the second red cone guard his back should be facing you, hit him and ascend the stairs. The last guard on top should be moving. You can either wait behind the corner and hit him or speed around the corner to head shot him, it’s up to you. Loot the office safe and make your way to the basement. Finally, use the gate keys to open the basement, hack and grab the primary target. Afterwards head up towards the main gate, a new guard will spawn, you can wait for the moving guard to move out of range, and kill the stationary guard. From there you can run to the gate and exit the compound.
I had brain fart at the hacking lmao
Heist Tips
  • You can swim off the island from any direction
  • You can steal boats for faster escape but that's up you
  • You can sticky El Rubio’s helli for to get him to retreat
  • In the compound you can jump ledges after clearing the enemies
  • For double guards, get a good angle after you head shot one guy the other will flinch, you can get the shot slightly after, or you can risk shooting him until he’s dead.
  • Guards do not react to dead bodies, in day time their visibility is the same as night, an Isolated guard can’t alert if everyone is dead. You can run, guards will only react if you're close, if you miss a shot and it gets near a guard or makes noise this will alert.
  • You can jump into the ocean to die quickly if you alert inside the compound
  • If you find a key you can open the desk to get a golden gun
  • If your underwater and a patrol boats cone is on you, they can’t see you
  • Cones can be obstructed by objects
  • ? Civilians may be able to alert guard?
  • Solo is more profitable than playing with friends due to not sharing a cut
  • If you don’t have to kill don’t, less interaction is good
  • Being stealthy is the best way, if you alert restart
  • You can aim in and hold the sprint button to walk faster
  • To activate hard mode, you have to start the heist when it becomes available
  • Try to avoid killing guards near the camera cones, the reason being is because this can alert the guards if the camera sees the dead body. Ironically, guards do not alert they seem one.
Game Over>
That's it ladies and gentleman, I hope this guide has helped anyone. I’m aware I’ve definitely went too in depth in this guide but I enjoy making it, Happy Grinding -Leaus
submitted by Leaus- to gtaonline [link] [comments]

Open world RPG with minimum looting and item management

TLDR: want an open world RPG for PC that is kind of casual. I love BoTW and Horizon (if my PC would let me play it more), almost like Cyberpunk, and don't like AC: Odyssey. I mainly want to avoid a lot of looting and time in menu screens - BoTW is the perfect balance. Items are simple and you don't spend much time on them.


Alright, I'm going to lay everything out so this will be a long one lol. First - I want a game to get on PC but have an Xbox Series S if it only on Xbox.
So I have tried so hard to get into RPG's but it's a struggle. One of the biggest turn off is looting and items. I really dislike having to run around pressing 'F' on everything instead of playing a game and I REALLY dislike having to sort through a bunch of stuff in a menu. The less time I'm in a menu the better.
Also, and this may be the most challenging part, I'm not a fan of the fantasy aesthetic. So Skyrim, Dragon Age, Oblivion, etc. are a no go for me. The closest thing to that I've really enjoyed is The Witcher III but after about 6 hours I kind of lost interest in it.

To name what I've tried

If you have suggestions, let me know! I thought about a Metro game but it seems like having to remember to clean your gun and stuff might get annoying? I want a sort of casual game that slowly teaches you stuff (a la Doom Eternal, never felt overwhelmed with stuff and never felt lost, yet by the end it's pretty complicated). Thought about Far Cry II but am hesitant for similar reasons.

WOW, that was long. I know there will be one or two people out there that will enjoy connecting the dots and recommending something but if not thanks for your time!!

EDIT: Metro Exodus and Deus Ex: Mankind Divided are high on my list. Would you recommend them?
submitted by DisgorgeVEVO to gamingsuggestions [link] [comments]

M15X overheating with a still-functional GPU fan - what's the deal?

As I'm starting to write this post, the GPU fan on my M15X laptop has just kicked on, massively cooling down an overheating GPU. Every so often, the GPU fan turns on for about twenty seconds, then goes off. It comes on and off at random like this, regardless of what temperature the GPU is actually at - if I'm doing something like playing GTA V, it'll stay off and let the temperature rise until the whole laptop cuts off due to overheating. On the other hand, it'll turn on when the GPU is sitting at a manageable temperature, then back off again.
As you can probably guess, this is seriously getting in the way of doing stuff on this laptop, as, for whatever reason, I can't do anything GPU-intensive and count on the fan to blow the building heat out. Logically, it seems like this would be a problem with the fan controller, but I can't work out any way of controlling it manually - not with Speedfan, Argus Monitor, or HWInfo.
The overheating has only been happening over the last couple of days, after about 7 months of using this laptop with no issues. I've tried flashing the A09 BIOS update (it was on A08 until last night) and reseating the fan, to no avail. Clearly, the fan itself still works just fine, as it does its job just fine... but only when it bothers to turn on. Something's interfering with its ability to detect when to come on, and if anyone here can explain why, that would be *very* useful, because I'm not able to do much on here before it gets out of hand.
The specs, if they're of any use to this:

OS Version: Microsoft Windows 10 Pro, 64 bit
Processor: Intel(R) Core(TM) i7 CPU X 920 8-Core @ 2.00GHz
RAM: 8 GB
Graphics Card: NVIDIA GeForce GTX 460M, 1536 Mb
Hard Drive: 930GB
Motherboard: Alienware (https://i.imgur.com/twI32AG.png)
Antivirus: Kaspersky Security Cloud
submitted by HawkbitAlpha to Alienware [link] [comments]

What features would be best to include in the free DLC CDPR plans for Spring 2021

TLDR at the end.
Rant/Review:
I’ve put almost 300 hours into CP77 so far. I waited till launch to buy it and despite knowing about the problems, I purchased the game anyway. I have a nice PC (RTX 2070, 10k intel i7, 32 ram, 2TB Sata SSD, 4k monitor) so I saw all the pretty stuff and very little of the jank that has been floating around. I’m no completionist (only 20/44 Steam achievements) but I’ve gone through most of the storylines and had 3 complete playthroughs with both male and female V.
In the months leading up to launch, I was expecting the game to be something like a mix between Fallout, GTA and Deus Ex but basically an open-ended, open-world RPG. What we got felt to me a lot more like a mix of Uncharted, Mass Effect, and GTA. The story and characters are engaging through the first and second playthrough. But the lack of meaningful dialog choices gets old fast and I pulled an Epic NPC Man and tapped the f and c keys like a lab rat that hasn’t gotten it’s fix.
I think CP77 is one of the most beautiful games I have ever had the pleasure of experiencing. They nailed flavor, level design and art in my eyes. Despite the many flaws and some bewildering design choices, I spent a lot of time just enjoying the game and appreciate the effort and skill it took to bring such a grand project to market.
But there are some things that I wish the development team does (in addition to bug fixes and optimization) over the coming months. I don’t expect they will do what I outline below, but it would make the game a lot more enjoyable for ME. Some of my suggestions are design choices, others are simple preferences but all are aimed at making the game more enjoyable and internally consistent.
Free DLC - NightLife
CDPR has stated that they plan to release a free dlc in the early part of 2021 and at least one (but likely 3) paid DLC later on. I think this free DLC should include new characters, equipment and customization options for players. I feel like this DLC should also address many of the problems/complaints that players had after launch. I expect DLC to introduce new bugs and include many sacrifices to the altar of Cash since CDPR is a business, not a charity. I have some preferences on how they go about this but don’t really care about expanding any specific story. In no real order, they are as follows:
Despite the fact that NPC’s are ephemeral and 1 dimensional, despawn as soon as they are out of sight, and have less dialog options than a random crowd member in Guitar Hero, their character art and style give them life. Cyberpunk is all about making the exterior match the interior and the art of the NPC’s nailed it. There is something visceral about getting to see a homeless war vet with robot legs or a dude wearing a bdsm mask with his business suit that make my mind automatically try to fill in the blanks.
I want access to all the visual modifications and clothing that the NPC’s have access to. Let me go through the story as a teched out amputee or an obese non-binary with a holographic hoodie. Character creator improvements and increased cosmetic cybernetic limb options should be a big part of this DLC. I should be able to have any part of my body be normal skin, chrome, or robotic like any rando off the street (or johnny himself) could be. Best case scenario is that I see it reflected in the character screen, during cutscenes, and in-world.
Ripperdocks could count as barbers and allow for character customization (similar to how they reset perk points) midgame. Similarly, a quick 2 second skippable cutscene when I exit the ripper dock that shows them saying something like “Time to get to work.” or “Let’s get you fixed up.” or some other one liner before a quick fade to black. First person V could say something about how the implants feel (lots of lines are best but one response from the characters already recorded audio lines would be better than nothing) in the same way they talk on the phone but we can move them around. I don’t know if robotic cosmetics should be treated like clothing or like cybernetics but I lean towards cybernetics. This is prime territory for expanding the character list and revealing new vendogear types.
If you are going to have sexual preferences be a big part of the storyline and worldbuilding, players should have options. I’m not saying we need to have 9 billion types of pubic hair. I’m talking about making sure that if you include male and female hookers, offer them in at least blonde, brunette, and redhead variants. Instead of offering me a choice between two generic written stripper names, how about having the joytoys do a lineup and have the player walk up to select one? You don’t even have to write new dialog for the main part of the story, just set the joytoys model and clothing to the option chosen.
In the same vein is the lack of usable sex toys. I love that they included a dildo as a club. But there should be more than just 1 chance to get a single item. I’m not asking for dildo fingers or face dongs, but I feel like players should be able to use the toys already shown in the game. If we have a dildo club, why not have all the dildo’s already modelded and in the game available? It might be weird but I kept wondering why I couldn’t find an anal bead monowire or equip the dildo’s found throughout the game on mannaquins as a clothing item.
Currently adult shops exist in the game but they only sell junk. If adult shops became body modification vendors in the same vein as clothing or cybernetic vendors but specializing in cosmetic cyber implants (basically full-body barbers/plastic surgeons), I think it would be really cool. It could even tie in to the existing cyberpsycho storyline and its NPCs. A few of the one and done characters could get whole new storylines and unlock cosmetic adjustments to physical elements. I’d love to see some of the existing cyberpsycho I end up saving coming back and becoming unlockable vendors (ala Fingers). But it doesn’t have to be a cyberpsycho.
Simply put, the best weapons/armovehicles in the game don’t match my character aesthetic so I don’t want to use them. It sucks that I can’t find blueprints for all the clothing styles in the game. It is especially troubling that I can’t seem to create legendary variants of the clothing blueprints I have managed to find. I loved the look of the corpo skirt but it will never be legendary so I felt pressured by the game to ditch it for a flight jacket with twice as many mod slots.
The lack of customization of gear seems bass ackwards to me. I can already pick up and use weapons of any cosmetic design (lookin at you gold-plated Saratoga) but heaven forbid I try to make my Overwatch gold/black or have a red/green Caliburn. I don’t care if I have to pay a weapon vendor to change the paint to a predetermined scheme. I don’t even mind having to find and sacrifice a weapon with the chosen paint job to have access to its color scheme. But please for the love of all things holy, let me make my charactecagun match.
Driving anything in CP77 is a steaming pile of shite. The cars spin on their center axis like they are on tank treads and then slip and slide like Night City was built in an arctic oil slick. I feel less like I’m driving a car and more like I’m fighting a homicidal missile AI hellbent on taking out pedestrians and poles.
After almost 300 hours in-game I still can’t get from point A to point B without smashing face once or twice. Driving in Night city wants you to believe it’s Forza or Gran Turismo. But it’s actually closer to a cracked out version of Crazy Taxi that sometimes forgets that brakes exist. I ran for most of the game because I hated driving in it so much. I don’t claim to be a racing sim or medical expert but if driving in a game COULD give me cancer, I believe this one would have. The cars are beautiful, why does CDPR make me hurt them with my lead fingers?
I feel that not being able to customize V’s apartment was understandable but I’m still disappointed that I never got to move in with anyone else. I understand that the way they have the game coded, it isn’t realistic to have the player place furniture in their base like in Fallout 4. But I would have liked to use the fixecharacter locations as additional bases. All I needed was an access point to my stash in her pad and Regina would have had a new resident. Same with Judy, River and all the others.
I don’t need to Own the apartment, but having access to my stash after successfully romancing an NPC would make it feel like I earned a place in their lives. It also allows me to pretend like I have an ongoing relationship with them instead of a one time pump-and-dump. No new assets need to be created, just make an access point like the cars have that unlocks at some point. This is also a good time to say that I would love it if ALL my stashes were connected to a single place or NONE of them were connected. Not connecting them all to the same place from the start was a mistake/oversight in my opinion. This is one bug I am not buying as a feature.
Besides a few specially scripted locations/story points, there is nowhere in the city for V to just sit back and enjoy the world go by. The world of CP77 is eye-blisteringly gorgeous and there is an amazing amount of work that went into the look and feel of the structures/locations. But other than just standing and looking around, there is very little in the way of interaction with the world. I can’t just pull up a chair at any old cantina and scope out a building while I eat some of the amazing food available in Night City.
I like that V can take a shower and check themselves out in the mirror (although the mirror itself is a travesty). I like that there is a bed and I can pass time there. Everyone seems to have a TV and radio and they are well done (although I would like to listen to music outside of the car). But the nightclubs and other locations are boring snore fests when it comes to entertainment and extra curricular pass times. Night city has no night life! No events/minigames to draw you in (like gwent in Witcher 3 or Chocobo racing in FF7), nothing to spend your money on after buying cars and clothes, nowhere to go and just hang out. With how many card decks I picked up, I felt silly after spending a couple hours looking for a card game to join somewhere.
TLDR: I loved CP77 despite the flaws and bugs. There are some design choices I don’t agree with/like. These include lack of character creation and mid-game editing options, more romance/sexual partners, edit vehicle handling, expanded stash locations, and engaging minigames that V can spend hard earned eddies and unreasonable amounts of time on. I also want to see sex toys as a weapon class with the anal bead monowire as my personal favorite.
Do you think I’m entitled? Am I being unreasonable in my desires/requests? Does a Corpo care what I think? Do you?
submitted by Blighthound to cyberpunkgame [link] [comments]

[Saturday Social Media Summary Extravaganza] 28 November 2020

Welcome
Welcome to another thrilling edition of SSMSE, always “A great way to start the day”
Family
Animals
Back to Training
Away from the Road Bike
Just 2020 things
Food
Series
Holidays
Christmas
Other
Goodbyes
Thanks for reading! And, as always, thanks to begoniainbloom for their fantastic finds and write ups again this week. SSMSE is a team effort and you are welcome to contribute by sending us material throughout the week or commenting below with what you've found that we missed! Happy weekend!
submitted by fewfiet to peloton [link] [comments]

A Guide to Tricking Your Friends and Family Into Reading Fantasy

So you are sitting at home, reading a great fantasy book, and you think to yourself, “man, I wish I could pull every friend, family member, and random child on the street into this amazing hobby… but what are the best books to get someone into the genre?” Look no further random person I am asking extremely specific rhetorical questions to. Below is a list – well, actually three lists – that provide perfect material for converting almost any kind of person (or at least three kinds) into a fantasy reader. This method has a 100% success rate with the three people I tried it on, so have absolutely no doubt it will always work for you. No need to thank me, your enormous donations to the site via using our Bookshop page to purchase books is thanks enough – and it helps support authors and bookstores!
But actually, the following lists are all great examples of extremely accessible books for different ages, life stages, and mentalities. Hopefully, someone will find these helpful in bringing people they care about into the loving and wonderful fantasy family. Books with hyperlinks in their titles lead to their reviews!
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Books to Get Teens and Young Adults Into Fantasy at an Early Age (Or BtGTaYAIFaaEA for short): If you want to give someone the lifelong gift of fantasy books, the best way to do that is get to them at a young age when their mind is malleable. Below are a number of books that are good for all ages, but are particularly good at capturing a spark of passion in younger readers. These books are easy to read and digest, showcase some of the best classic ideas in the fantasy genre, and are just fun and imaginative – perfect to show new readers some of the best of what the genre has to offer.
Mistborn – Brandon Sanderson
Mistborn has an easy-to-grasp but incredibly layered story, a defined roster of magic and monsters, and fantastic character development. The Mistborn trilogy serves as an excellent fantasy starting point because it’s a taste of what top-notch storytelling and a melting pot of captivating ideas can do. New fantasy readers will likely find Mistborn a great gateway to the genre because it mixes all of these elements with relatable themes and simple, elegant prose. If you’re looking for your first fantasy book, you could do a hell of a lot worse than Brandon Sanderson.
Spellslinger – Sebastien de Castell
Spellslinger has a relatable protagonist, a fun companion animal, witty dialogue, ambiance and style based on card sharks, and a wild west setting. The main character is a perfect self-insert for newer readers and the supporting cast is filled with teachers and mentors that teen (and older) readers tend to love. It’s got a plot with tons of twists that are hard to see coming, but the themes are very accessible and easy to digest without being hamfisted. This six-book series by Sebastian de Castell is an amazing entry point for anyone.
The Wheel of Time – Robert Jordan
The Wheel of Time, by Robert Jordan, is one of the cornerstones of classic fantasy and practically defined the chosen one trope in modern fantasy. Reading it gives you an enormous appreciation for the genre as a whole, and the story is beloved by thousands of fantasy fans for good reason. But, what makes it great for newer readers is its huge page count and epic storyline. Many newer readers prefer to stick to a single series or story as they get their baring in a genre and The Wheel of Time with its fourteen books has content to spare. In addition, its genuinely epic scope and story will be mindblowing to readers who want their books to be bigger and grander.
Rebel of the Sands – Alwyn Hamilton
Alwyn Hamilton’s Rebel of the Sands is a solid entry point for fantasy initiates thanks to its incredible world and relatable characters. It has a sweeping narrative that highlights how fun (and dangerous) a journey into the unknown can be. Plus, protagonist Amani’s self-discovery arc carries with it a lot of power, the type literary fiction readers might be used to. But the primary reason I recommend this to fantasy newcomers is the exquisite melding of different genre elements. There’s sharpshooting, djinni, and a desert world all packaged in a story of self-realization and immense growth.
Every Heart A Doorway – Seanan McGuire
Seanan McGuire’s Every Heart A Doorway opens the Wayward Children series. The saga tells stories of children who have returned from magical, fantastical, and brutal worlds and must cope with coming back to our reality. New fantasy initiates will enjoy McGuires deft handling of heavy themes mixed with the whimsical worlds the titular children visit. Wayward Children as a whole skews toward an older demographic (swearing, thematic elements), resting on the thin line between teen and adult fantasy. Every Heart A Doorway fuses our world with infinite fantasy locales, giving you a deep-dive into the possibilities of the genre. It’s an excellent starting point for newcomers with its short page-length and hard-hitting explorations of the real-world impact of portals to strange lands.
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Books to Help Readers Transition From YA Fantasy to Adult Fantasy: One of the most powerful moments of my reading experience was when I picked up my first true adult fantasy book. It was The Black Company, which I have spoken a ton about already, and it showed me that fantasy could be so much more than mindless escapism. This book opened the door to heavier concepts, tons of new ideas, and a whole ocean of content that helped me grow and evolve as a person in my early 20s. If you, or someone you know, are looking to move from Harry Potter to something with a little more depth – these are the books for you.
The Black Company – Glen Cook
Hey look, it’s the series I just mentioned in the introduction. I have a lot of things to say about The Black Company, by Glen Cook, much of which you can find here in one of our most popular posts. But, if I had to boil it all down to a single line it’s this: while much of fantasy helps you flee the troubles of reality via escapism – The Black Company instead uses escapism to force you to look closely at the horrors of reality, namely war. This series is a window into what it was like to be a part of a war and it is haunting. It is a powerful piece that will place you in the shoes of a number of people very different to yourself and help you understand what they went through. For me, reading TBC was an inspirational moment that taught me the power of empathy and stories and how fantasy can help us better understand our fellow man and the real world.
The Lies of Locke Lamora – Scott Lynch
According to posters in my elementary school library, reading is FUNdamental. And no book is as fun or fundamentally funny as The Lies Of Locke Lamora. First, just say that title out loud. Fun, right? You’re gonna feel that way on every single page of Scott Lynch’s humorous fantastical heist. The prose is poetic and breezy. The jokes are constant. The plot resembles an M.C. Escher painting in the best possible way. The setting (essentially fantasy Venice) is breathtaking. And the characters are the chef’s kiss of it all. I’ve never had more fun reading a book than I did with The Lies of Locke Lamora. It’s a daring novel that showcases just how entertaining fantasy can be, but its large size and layered plot do a lot to ease new readers into bigger novels.
The Waking Fire – Anthony Ryan
Have your cake and eat it too. The Waking Fire is one third kick ass protagonists from different walks of life, one third giant dangerous dragons, and one third about how capitalism is a nightmare. This book is the shore between a sea of fun and a hard rocky beach of poignant criticisms of how our world works. One of the best parts about The Waking Fire is that you get out what you put in. If you just want a fun adventure story about people finding lost treasure – it can do that. If you want to explore heavy themes about how our reliance on substances that are destroying the Earth will eventually kill us all – it can do that as well. It’s the pitch hitter of transition adult fantasy.
The Deep – Rivers Solomon
The Deep, by its nature as a novella, is short, sweet and packed to brim with personality and world. Rivers Solomon does a lot of work in this book, introducing you to a world so vastly different than our own, but born of our crimes. Solomon fully immerses the reader in something special, positing a world built by the descendants of women thrown overboard in the slave trade. There is pain, and empathy abound in the story, but glimmers of hope sparkle like impossible rays of light on the dark ocean floor.
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Books to Convince Serious Readers of Other Genres to Give Fantasy a Chance: The fantasy genre is the king of escapism, but it has so much more to offer. Unfortunately, in my years on this planet, I have run into any number of people who dismiss fantasy as elves, magic, and fluffy light adventures. Often the best way to convince people to give fantasy a chance is to ease them in with books that are closer to fiction with fantasy undertones. The following is a list of great bridge books to get people to slide into the fantasy genre sideways.
Tigana – Guy Gavriel Kay
“There are no wrong turnings. Only paths we had not known we were meant to walk.” Tigana, by Guy Gavriel Kay, is an absolute powerhouse of a book. With absolutely outstanding prose, it sits somewhere between fantasy, historical fiction, and traditional fiction. It’s the story of small people in a big world trying to accomplish great things and find meaning in their lives. It is a hauntingly beautiful story about the human condition, and if you hand it to someone and they come back and say “sorry, I am just not into fantasy” I refuse to believe they even tried to read it. This book can make even the most stonehearted unbeliever cry.
Three Parts Dead – Max Gladstone
If there is one thing that serious adults understand it is the soulless crushing weight of a job sucking the joy out of life – so why not explore a slightly more fun fantasy version with corporate necromancy! Three Parts Dead, by Max Gladstone, is a book that serves up adult workplace escapism. It is a part of a series of stories about a modern world much like our own where magic and gods run rampant. It combines the troubles of your current life with an undercurrent of magic and provides a welcome relief in the form of incredible stories of triumph in a world much like our own. It’s also one of the weirder and more unique fantasy reads I regularly recommend and it does a great job showcasing how authors are constantly stretching the boundaries of what the fantasy genre is. I originally came across Three Parts Dead in a book club and every single person loved it – and I am sure you and the readers you give it to will as well.
The Night Circus – Erin Morgenstern
I almost feel like I shouldn’t have to qualify this one due to its popularity, but here I go. It’s a love story between two dueling stage magicians who are using actual magic to one up each other as they try to win a competition for their lives. You have to have a cold, dead, unfeeling heart to not like this one. Erin Morgenstern’s The Night Circus is a monument to the aesthetic power of incredible prose, fulfilling and relatable characters, and wonderful stories. The magic is quiet, subtle, and easy to ignore if the person reading isn’t into spells and magic system. But, the book also is a love letter to the mystery and beauty that magic can birth, making it a great salesman for the genre as a whole.
The House In The Cerulean Sea – T.J. Klune
T.J. Klune’s The House In The Cerulean Sea is one of the best books of 2020. Klune’s charming story features Linus Baker, a by-the-books case worker for the Department In Charge Of Magical Youth. He gets sent on a unique assignment to a house where some extraordinary children are under the care of a mysterious man named Arthur Parnassus. Linus’ learns a lot about himself even as he investigates the conditions at Parnassus’ unconventional homestead. Cerulean Sea is heartwarming, charming, and a fantastic fit for readers who haven’t taken the fantasy plunge. There’s a reason we gave it a perfect 10. Cerulean Sea has a bevy of literary fiction elements blended nicely with a healthy dose of the whimsical. I’ve shared this book even with vehement lit-fic purists, and each one loved it.
The Shadow of the Wind – Carlos Ruiz Zafón
Carlos Ruiz Zafón’s best known novel The Shadow of the Wind is, in a word, magical. It follows Daniel, a young man who discovers a book by an elusive author named Julian Carax, and makes it his goal to find his other works, and if he’s lucky, Carax himself. It’s honestly hard to describe what makes this book great without sitting you down in a big mansion library with the fire as the only light and reading it to you. Though it’s translated from Spanish, it reads like a painting. There are so many moments that still run chills up my spine. If you’re worried about it being about a kid on the verge of adulthood, don’t. Zafón perfectly bridges the gap between the world weary reality of being an adult with the magical discovery of being a child, igniting a joy I rarely feel when reading such stories. It’s not all lighthearted as the story takes place in post Civil War Spain, and as more of Carax’s life is revealed, the relationship between sadness, trauma and art is explored and Zafon has no easy answers. Ultimately, Shadow of the Wind is about rediscovering the magic of childhood and the ways in which growing up can hamper the creative soul within everyone.
If you want to see the full original list in all its glory and pictures it can be found here: https://thequilltolive.com/2020/11/18/best-books-for-fantasy-newcomers/
submitted by Darkstar559 to Fantasy [link] [comments]

No matter what I do I can't get more than 110 FPS in 1080p or around 100ish in 1440p with low graphics on Warzone - RX 5700 XT 8GB THICC II ultra

Hi everyone,
I know there's been a lot of discussion about this topic, but no matter what I try with this card I can't get around 120 -130 fps performance in Warzone.
It's weird because in multiplayer it does run super smoothly it's just with warzone that I get around 90-110 ish fps on just a little bit over 1080p resolution with low-to medium settings.
Other games run good like Valhala, GTA, Cyberpunk etc, it seems that the issue is with Warzone.
I assume I'd get more fps out of this card for this game particularly. A bit frustrating as it's the main game i play. Now, I can do with around 100FPS at 1080p medium, i just feel it does not meet the benchmarks out there and I'm not using my card's full potential on that game.
Here are the stuff I've tried:
- enabling / disabling game mode in windows
- playing with in game graphics
- messing around with the adv_options file in the documents (videomemoryscale is at 0.75 and rendererworker count 12, since i'm running a 12 cores) I had a bit of stuttering with the default at 0.85 now it seems its better but not much effect on fps)
- updating AMD drivers and AMD software
- optimizing windows (power etc)
CPU and GPU usage seem normal with around 40% ish and 90-95% respectively.
My config is as follow and is brand new:
AMD Ryzen 9 3900X
Gigabyte X570 GAMING X
32 Go Corsair VENGEANCE DDR4 3200 MHz (2 x 16 Go)
RX 5700 XT 8GB THICC II ultra
1 To SSD Samsung 870 QVO
CORSAIR 650 W TXm SERIES
In help/advice would be much appreciated.
Thank you very much
submitted by Nerik54 to Warzone [link] [comments]

GAME CURRENCIES: TYPES AND USAGE

GAME CURRENCIES: TYPES AND USAGE
Game currencies are the pillar of any in-game economy. But which kinds exist and which ones you should add to your game? On this article, we analyze the different types of in-game currencies that exist and their usage.
You can read the article here on Reddit, but you will be helping me a lot if you read it at my blog instead: https://jb-dev.net/2021/01/13/game-currencies-types-and-usage/
https://preview.redd.it/km7sq8zed4b61.png?width=1024&format=png&auto=webp&s=30160958b79705d56aec825bfe19e9b2ccabd4a6
Currencies are the pillar on any real world modern economy, since exchanges are done through them. Their objective is to be as universal and frictionless as possible, to make the system more efficient at allowing transactions.
Contrary to that, F2P games feature specialized currencies that have strict rules and limitations. Each ingame currency has been designed with a purpose: Be it to push the player towards specific activities that will foster the fun, generate monetizable scarcity, provide a reason to come back later, or other.
This article aims to list the main types of ingame currencies, their uses and general characteristics. The idea is that it helps you decide which ones would be appropriate for your game, or which extra rules you should add to them. Or think of new hybrid mutations!
This is a follow-up of my article about IAP packs balance and design, which covers the relationship of in-game currencies with real world money. You may want to check that one out if you haven’t already!

TYPES OF CURRENCIES AND THEIR PURPOSE

First of all: What’s a currency?
I’m defining ‘currency’ as an element that has no use value on itself, but rather it’s main purpose and value comes from its ability to be exchanged for something else which has an actual use value.
So in accordance to this, I’m not considering currencies the following things:
  • Score metrics like Clash Royale’s Trophies. Even though trophies grant rewards when reaching certain milestones or at the end of a competition period, we could argue that the main purpose of Trophies is not to be exchanged, but to represent the player’s competitive prowess and progression.
  • Progression metrics like Experience Points or Player Level, which similarly are oriented towards representing (or gating) player progression within the game, not serve as a means to be exchanged.
But I will be considering currencies any resources or items whose purpose is accumulation to buy upgrades (like Clash Royale‘s cards… the first card of each type is to unlock the unit in gameplay, but after that point they’re a currency).
Also, note that the types are not mutually exclusive and some of the categories may in fact be subcategories of each other. For example, an event currency can be a hard currency, within the context of an event.
Based on those assumptions, I’m classifying currencies in 11 different categories. (Though I’m sure the list is missing several so it may grow. If you spot what’s missing, let me know in the comments!). They are:

https://preview.redd.it/a9ucwxlcf4b61.png?width=1001&format=png&auto=webp&s=048dcd661268ed1f155b7fb27c2859caa2acfb38

1. Hard Currency (aka Cash)

A hard Currency is a high value, generalistic purpose currency which is primarily obtained through IAP and is closely related to monetization. Often it allows the access to exclusive premium content. Examples would be the Gems on Brawl Stars, or the Gold Bars in Candy Crush Saga.
Hard Currency the closest thing to an universal medium of exchange, since not only allows to purchase content, but also generally it can be exchanged for most of the other currencies, or indirectly allows to obtain the means to get what the player wants:
Gems in Brawl Stars allow players to buy content directly or exchange them for coins. And while trophies aren’t purchasable, the player can buy boxes which accelerate the acquisition of more brawlers and upgrades, that ultimately allow the player to move forward on the trophy count.
As a consequence, overflowing the economy with it will diminish a game’s ability to generate situations of scarcity where the player needs to spend real money. Because of this, sources of hard currency tend to be few and are under strict control, and is a resource that generally doesn’t suffer inflation over the progression of the game.
A good way to check the health of an ingame economy is to check the sources of hard currency, and the amounts stored by paying and non-paying users. Increments on the player currency savings may indicate an unbalance on rewards, or perhaps the lack of valuable content to buy, or sinks.
Nevertheless, if used wisely and with measure , hard currency is an excellent reward because it’s extremely valuable for all the players, regardless of their progression or amount spent.
This may not necessarily be true for other types of rewards (i.e. like heroes, which may already be owned by the player, not valuable for competition or below the level of the characters already owned by the player)

2. Soft Currency (aka Coins)

A soft currency is a low value, generalistic purpose currency which is primarily obtained for free, either by playing or just waiting time. Examples of this would be Credits in Call of Duty Mobile (the main reward for completing matches), or coins in Idle Miner Tycoon (which are automatically generated over time).
We all know about this one because it’s part of the dual-currency mechanism that has ruled the F2P model since before the times of Facebook games. The benefit of this dual model being that it’s a simple way to separate the content for non-paying users from the one that is premium and exclusive.
Playrix ‘scapes series and Matchington Mansion feature a single currency, which is used on almost anything purchasable. So they only have soft currency.
This requires a more strict control of incomes and outcomes to avoid devaluation, which would harm the need for players to monetize.

3. Medium Currency

So what happens when you want a currency that players can grind with relatively ease without destroying your overall economy, but your soft currency is too soft to generate monetization around it? You create a mix, of course!
The medium currency is a currency obtainable through grinding, but which has some kind of limitation to their usage or accumulation.
This makes it more resilient to the devaluation that soft currencies tend to suffer due to their nature, while creating additional monetization opportunities around their limitations (storage expansions, refills, etc…).
Some games incorporate several of these gating mechanics to their soft currencies, in order to keep the game economy more under control.
This is a great idea to have a game economy that’s easy to manage, but incorporates clear friction points versus a standard model, which users may find unfair or frustrating.
Our friends at Supercell are fond of adding limits to their soft currencies: In Clash of Clans the storage level determines the max amount of gold coins that can be owned. And both Clash Royale and Brawl Stars, have time-based caps to the amount of soft currency obtainable by playing.
Some examples of the gatings that medium currencies may incorporate are:

CAPPED ACCUMULATION

This may range between a hard limit on how much currency can be stored (like Gold in Clash of Clans), or making harder the accumulation beyond a certain point (like the protection capacity of storages in Rise of Kingdoms).
In Rise of Kingdoms, the accumulation of resources beyond the protection capacities of the Storehouse will be increasingly difficult due to the constant pressure of enemies raiding. This makes upgrading it extremely appealing, totally worth paying real money.
In most cases, this cap can be increased through successive upgrades or other purchases, which generates an additional (and highly valuable, in player’s eyes) monetization point.

CAPPED ACQUISITION

On the other hand, the limitation can be on how much the player can obtain within a specific period of time, rather than on how much it can be stored. The hard limits on currency acquisition on Clash Royale and Brawl Stars are good examples.
Contrary to the usage of energy, in those examples the player can still play after reaching the limit, but that won’t generate currency rewards.
This is well suited for multiplayer games, where there’s an interest in allowing long sessions so that the players keep on being content for the rest, but it lacks the monetization aggressiveness of energy.
Additional applications of this concept may include boosting the ratio of acquisition up until reaching a certain amount (which some items do in Brawl Stars and Wild Rift) or stopping the resource generation when reaching a certain point (like happens with energy in most games).

LIMITED USAGE

Another point where gates can be added is on the capacity of the currency to be exchanged into the game element that has the actual value.
For example, this can be because the player has to accumulate specific amounts before the currency can be used, or multiple resources or additional requirements are required in order to allow the exchange, or because the points where the currency can be spent are few and limited.
In Hay Day, lacking some of the upgrade materials means that the ones that are in surplus are useless. This is a strong incentive to pay for the missing resources in order to use the owned ones.
And in Township, population requirements act as a progression bottleneck, forcing the player to develop all the layers of the tycoon and progress, instead of focusing exclusively on accumulating coins by completing orders.

4. Energy Currency

Energy is a type medium hardness currency whose definitory characteristic is that it’s exchanged exclusively for playing time. Either because it’s a price to be paid on every attempt or action (Monster Legends‘ Dungeons), or because it has to be paid on a retry (Candy Crush, Homescapes).
Either if it’s a strict cost per action like in Monster Legends, or a payment upon failure (to create the illusion that the player can extend its play time through skill and luck), the objective of energy currencies is to gate the time that the player can spend in the game for free.

5. Feature Currency

If your game features multiple activities which reward the same thing, players will naturally tend to orbit towards those that are more efficient granting rewards. For example, they’ll do Daily Dungeons instead of grinding the single player mode, because Dungeons grant more gold.
This is an issue, because each of those activities may ask the player different inventory requirements and styles of playing, which will make the game more interesting but also incentivize players to spend more on it.
What you need is a way to make players have to play a specific game activity. And what better way to achieve it than to create a currency that can only be obtained on that mode?
Feature currencies have a very specific ingame usage, and are linked exclusively to a specific game activity. Some of the objectives may be:
  • To force the user to play a specific section of the game in order to be able to access a set of rewards, progression or upgrade axis.
  • To isolate an entire system from the rest of the ingame economy, in order to make it easier to manage, balance and analyze.
  • Limit the access to a specific feature, whose free over usage might be detrimental for the economy.
In War Dragons, making your dragons mate costs Breeding Tokens (and since every time you only have a chance to get the breed you wanted, those lusty lizards will cost you millions).Since this resource is the exclusive gate to a key game mechanic, devs can use it as a reward to direct the player to any activity they want (missions, events, specific features…).
https://preview.redd.it/9hwpahayd4b61.png?width=888&format=png&auto=webp&s=2aac3c5624026b2c23a15d8bb1e0942cade1b1f6
Feature currencies are great to isolate the economy loop of entire features, therefore making them easier to analyze and maintain.
Idle RPGs like Idle Heroes feature many examples of features which introduce new, single-use currencies that force the player to go through specific activities to gather them.
For example, playing the Brave Trial is the only way to obtain Dragon Scales, the only currency accepted at the Trial Shop, which has some cool exclusive content.
https://preview.redd.it/otef58tzd4b61.png?width=698&format=png&auto=webp&s=3480dce8666ed17c41a665d2cb88e48af55d8eba
In Clash Royale, unrestricted trade among clanmates could severely monetization (i.e. players optimizing their drop rates, whales or hackers gifting everyone else…).
The solution is trade tokens, which are asked as an additional cost on the trades. Since access to them is heavily gated (a reward on special events, clan wars and offers), they make sure that this feature never gets out of control.

6. Social Currency (aka Virality currency)

Social Currency is a feature currency which aims to foster a specific game behavior of incentivizing virality, social interaction and connectivity inside the game.
It’s important to note that virality can actually have two meanings:
  • Bringing new users from those that are already on the game (classic, K-factor virality).This is the one that most of us think the most with the word virality: players extending the contagion among people they already know outside of the game.
  • Incentivizing interaction and connection between players that are already un the game, with the objective of boosting their engagement and retention (the neighboring or network effect).Usually, this is oriented towards players that are not related or friends outside of the game.
In general, social currencies in games are oriented towards the second sense, since players bringing new players is not something that happens often enough to sustain a currency.

https://preview.redd.it/4871n1lef4b61.png?width=719&format=png&auto=webp&s=00db67175a33db7c293cb73591fac63564dcf9a8
In Puzzle & Dragons dungeons, your team is reinforced with a monster from another player. Doing so, as well as being selected by others, generates Pal Points (social currency), which grant monster egg rolls. And if you use players from your friend list, you get many more points.
This makes players look to add as many friends as possible and constantly delete inactive low-level ones (because the friend list is limited), as well as post their ID in fan pages, in the hope of being added by active players that will help them farm Pal Points.

https://preview.redd.it/03a1fg03e4b61.png?width=987&format=png&auto=webp&s=b54ec9693c0f5344e4dbe956a825b59d96c1a15f
Summoners War grants Social Points that allow players to summon more creatures. They are primarily obtained by gifting to friends, and being gifted by them on a daily basis.
This encourages users to add active players as friends (through an ‘friends suggestion’ list), and discard those that are inactive (and therefore occupy space on the friend list but don’t generate social currency).

7. Guild Currency

Guild currency is intrinsically related to a clans/alliances/guilds feature. What makes it stand out from other feature currencies is the fact that it usually has unique mechanics related to being generated by a group.
This often means that additional balancing measures need to be deployed (calculating the distribution of costs among all members, limiting the benefits that some can provide to freebooters, etc…).
Examples of unique mechanics potentially in guild currencies would be:
  • The currency is shared and generated by all the guild members, but can only be spent by the high members of its hierarchy (i.e. Shop Titans‘ Renown, which guild leaders can spend in Boosts or Perks to the entire clan).
  • The currency it’s entirely individual, but all team members may contribute to the payment, and the benefits are shared (i.e. gold priced City Upgrades in Shop Titans).
  • The currency it’s entire individual, but it’s generated by the shared collective effort (i.e. Guild Points in Summoners Wars).

https://preview.redd.it/l5y7id84e4b61.png?width=949&format=png&auto=webp&s=76dab7c3d0a38bb11d16228f1cd88bda5d5f755a
Games may incorporate multiple guild-based currencies, to provide different incentives. Shop Titans feature Guild Coins which provide an individual and immediate reward for completing guild activities, but also Renown which grants long termed, collective benefits.
It’s also important to note that guild currency may also have additional social dynamics beyond its direct exchange usefulness: For example, clans may use it as an indicator of contribution of each teammate to establish group hierarchy, or set periodic quotas as a requirement for membership.

8. Event Currency

One of the reasons why time limited events are so positive to monetization and engagement is the fact that they can introduce entire layers of game economy which are completely independent from the main game.
Of course, that objective would be defeated if players which have accumulated tons of currency can use it to smash the requirements presented there, or to buy the rewards without engaging on the event activities. This could force the devs to balance the event multiple times for several user profiles.
Many games avoid these issues entirely by using event currencies, which are feature currencies that exist temporarily and are entirely focused around a time limited event. They may allow to purchase an actual set of rewards, or perhaps are part of a system which exists exclusively within an event.
https://preview.redd.it/0yyyoci5e4b61.png?width=1024&format=png&auto=webp&s=481017a8fc588acc7c574d71132f605c668518aa
In Family Guy: Quest for stuff‘s Star Trek event, its related activities generate a series of currencies (that will disappear after the event expires), which allow to craft several exclusive rewards.
This makes the event more self-contained and easier to manage, and introduces additional spending depth (buy the currency, currency generators, skips on production, etc).

9. Discard Currency (aka Dust)

Discard currencies are obtained through the destruction of game items. These currencies pursue several objectives aimed to extend the usefulness of items beyond gameplay itself, or decrease the friction or randomized drops and meta rotations:
  • Transform those items in rewards that can be given recurrently (i.e. fusion systems).
  • Grant a use to obsolete items that no longer have gameplay value. For example, repeated items of a type that has been already maxed out.
  • Decrease the friction generated by loot boxes, by allowing players to transform unwanted items into the desired ones, so the bad drops aren’t that frustrating.
  • Help complete a collection, by removing items already owned and allow to craft the missing ones. Completing collections without this would be extremely hard.
  • Helping players to update their inventory to a new set of items, therefore decreasing the friction of having a rotative meta or power creep.It also grants more confidence for the player to spend, knowing that even if the dominance of the purchased items is limited, they’ll generate some long term return too.

https://preview.redd.it/3qlmn627e4b61.png?width=1024&format=png&auto=webp&s=0f1d6fd882b2c39684012e6d16f291096b8de13c
‘Fusion systems’ like the one featured in RAID: Shadow Legends, requires players to sacrifice units in order to level up another. This allows the game to regularly reward lesser units, they’re just another type of resource to be consumed (so they can feed the constant drops in grinding modes, loot boxes, etc…).

https://preview.redd.it/xp22uvi9e4b61.png?width=965&format=png&auto=webp&s=426ec2d745ce3c6c4f2b5e827335358eb63df2af
‘Dusting systems’ like the one in Hearthstone allow the player to transform into discard currency unwanted items, and use that to craft missing ones. This allows players to build their desired decks (which otherwise would be extremely hard, due to the difficulty to find specific cards on the drops).
It also decreases the friction when introducing a new card set, because players with a big inventory can dust it to get the new cards faster, which provides a ‘long term value’ sense on any investment. Of course, since the tradeoff is not perfect, this still means having to spend extra money to get it completely.

10. VIP Currency (aka Prestige…)

A VIP Currency is generated as a by-product of performing an IAP spending, as a side-incentive for monetization and customer reward***.***
Note that most games tend to do this not through a currency but rather through a permanent score, which is a greater incentive.

Purchases in Steam (that famous game where you spend real money to buy tons of games which then you lack time to play) grant Steam Points, which can then be used to buy chat customizations and stickers.

11. Informal Currency

There’s a saying that goes that money always finds a way, and that if people has a need which can’t be fulfilled by normal means, shadier ones will appear to do it. In many games, that need is the ability for players to trade stuff without resorting to bartering.
Informal currencies are game elements which players effectively use as medium of exchange, even though the intended purpose of the devs for that element was different.
This can happen on games that allow item gifting and trading, but don’t allow sending currency, which is a common setup to avoid exploits such as creating fake accounts for to share the starter rewards, or alternative sellers of currency (like the infamous World of Warcraft‘s gold farmers…) or hackers breaking the economy (like in GTA Online…).
Or it can happen if the main currency method of the game has been heavily devalued or has another problem which makes that another game item is better suited to act as currency.

https://preview.redd.it/zz0tb17ce4b61.png?width=620&format=png&auto=webp&s=44a9718e2df53708af8eca00e3f0bfb24ed7261f
In Ultima Online, gold was strongly devalued because new gold was constantly being generated. Also, there was a limit on how much gold could be stacked together on a single pile on the map, which made storage of big amounts quite impractical.
On the contrary, the item ‘horse dung’ was much better suited to act as storage of value since the game horses didn’t poop so the amount of dungs in the world was strictly limited. So it had collector value, was a sign of status (like owning a diamond) and was funny as well. So ‘horse dung’ became a currency on high value exchanges and it even generated especulation with real money.

https://preview.redd.it/fx19rgzce4b61.png?width=1024&format=png&auto=webp&s=1caa914aecc8433dd106e7eb0674a9ca69c5fadc
Party In My Dorm is even a clearer example: Players can’t trade currency, but they can exchange any other Game item, allowing them to barter.
The problem is that bartering is inefficient (a player doesn’t know the actual value of an item, has to consider if each deal is good, may have to do multiple exchanges until getting the wanted item…).
So players created their own universal exchanger: chibis and bentos (shards and loot boxes). They have generated an alternative, user generated game economy that self-regulates prices, allows conventions and facilitates trade.

THANKS FOR READING!

I hope that this list helps you to expand your views on in-game currencies or inspires you to improve the ones you’re already considering on your game.
This article took me quite a bit of time to finish, but thanks to that it’s the first post of 2021, yay! I’ve a bunch of articles on the oven, so stay tuned for more content.
And meanwhile, I’m looking forward to hearing your comments on which currencies I’ve missed out!
Special thanks to Mathew Baker, Marc Llobet, David Andrusiak, Philipp J. Karstaedt, Risto. D Holmström, Hippolyte Babinet, Tj’ièn Twijnstra, Alexandre Besenval, Paul West, Luke Stapley and ‘el designer de la plata’ Francisco Andrada, which gave me their feedback and suggestions on the topic.
Extra thanks to Tayber Voyer who pointed out to me the informal currency and sent me the screenshots of Party in my Dorm.
submitted by JB-Dev-Bcn to gamedev_es [link] [comments]

can you count cards in gta video

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