Best Slots By Payout Percentage - Highest Paying Slot Machines

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Which Slot Machines pay Off The Best?

As a rule, slot machines are the most popular form of gaming in online casinos as well as land-based casinos. A list of factors to pay attention to when playing slot machines
Slot machines at online casinos contain a “Random Number Generator” (RNG), which is simply a computer chip that constantly spits out numbers. These random numbers correspond to positions on the reels in the online casino’s slot machine. When you push the “Spin” button, what you are really doing is telling the computer to select one of the numbers
https://www.casinopokerguru.com/which-slot-machines-pay-off-the-best.html
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Slot Machine Strategy: How to Improve Your Odds

If you’ve ever been to a casino, you know how exciting winning a slot machine jackpot can be. Even if you’ve never won one yourself, you’ve likely experienced a jackpot win before. The bright lights, the ringing bells, the loud celebratory howls; it’s enough to get anybody’s adrenaline flowing. But what are your odds in playing slots online to win real money? Is there any way you can improve your online slot machine odds?
While winning a jackpot is largely attributed to luck, there are certain strategies to follow in order to improve your chances. There are also many slot machine myths which could actually hurt your chances of winning big. Could having a slot machine strategy actually improve your pay out? Let’s find out.

What are the Best Slot Machines to Play?

Believe it or not, higher denomination slot machines have higher payback percentages, making them the best slot machines to play. Most people know how to play slot machines, but still opt for the lower cost machines because they assume that they pose less of a risk. Unfortunately for them, this is just not the case. Not only do more expensive slot machines pose improved odds, but lower cost games often result in the operator feeding more money into the machine.
If you notice that a particular jackpot machine is dealing out more wins than any other, don’t be fooled. Many people believe that each online slot machine is programmed to issue a certain percentage of winning spins. This is a myth. Every spin is random and independent of the previous spin. What does that mean for you? It means that keeping an eye on the surrounding machines is unnecessary, since there is no such thing as a “lucky” machine. While different machines have different odds, this does not mean that some machines are luckier. We’re not telling you to ignore your intuition, but we also don’t want you to be fooled by casino myths.

Do Some Slot Machines Pay Out More Often than Others?

With that said, most machines do seem to show a certain level of volatility. Online slots that pay real money with a higher level of volatility might result in less frequent payouts, but the payout is typically higher. Some machines might offer more frequent wins, but result in lower payouts. If you are playing a machine that has higher odds of winning, but lower payouts, it makes sense to bet lower. With machines that feature worse odds, but higher payouts, the opposite is true.

Which Slot Machines Pay the Best?

As we mentioned earlier, there is no true way to determine which online slot machines are ultimately going to result in big winnings, though you can use certain strategies to improve your chances of increasing your winnings. Playing more expensive machines might require a higher initial investment, but odds show that people who play the higher denomination machines ultimately leave with higher payouts.

Are the Best Slots to Play the Ones Closest to the Entrance?

Some people believe that casinos put the machines that pay the most right by the entrance, with the intention of drawing more customers. This appears to be another slot machine myth. While machines by the entrance might offer more visible wins, there doesn’t appear to be a significant correlation between conspicuously placed machines and higher winnings. The same goes for online slots. The games located near the top of the page don’t necessarily result in higher payouts.
submitted by Ozone21337 to royal378info [link] [comments]

Slay the Spire and its "family"

https://steam.cryotank.net/wp-content/gallery/slaythespire/Slay-the-Spire-01-HD.png
Slay the Spire (StS) has finally arrived to Android! For two years many of us dreamed for this legendary game to be accessible on their mobile devices, and finally the day has come. No need to talk about how awesome this game is, how it basically started a new genre of card-based dungeon crawlers (UPD: or roguelike deck-builders, if you prefer the term), and even about how well or poor it works on Android hardware in its current state (there will be lots of these posts during the days to come). What I wanted to talk about is the impact this game had on (specifically) mobile industry and how other developers were able to utilize this innovative formula in their own products.
Personally, I am somewhat glad that StS release was delayed that much. This allowed a lot of "clones" to be spawned, many of which I enjoyed playing. Some of them appear to be straight rip-offs, but others introduced many fresh ideas of their own, some even surpassing the predecessor's greatness. What the heck am I talking about and how is this even possible will be revealed to you, should you decide to stay on a bit and read through the article below.

General info

First and foremost, let's clarify the important thing: card based dungeon crawlers are not Collectible Card Games (CCGs). Even though they share the same ideas, and some of them (StS included) even have a feature to permanently improve starting cards, or a mode to play with pre-constructed decks, this is not the case for the genre in general. There is no place for multiplayer and PvP battles here: a turn-down for the most, but an undeniable advantage for the rest - only though-out puzzle-like single-player experience which we can pause at any moment and continue when the time is appropriate. Thus, there will never be troubles with downtime, matchmaking, ratings, overpowered builds and other PvP stuff, as there will never be a satisfaction of crushing your opponents with the power of your mighty intellect... The fun of discovering interesting synergies between various card combinations is still present, though.
With this being said, let's quickly look through the core features of the genre, which will be relevant for almost every game we review below: - we must explore a dungeon, which (usually, but not necessarily) consists of three floors with increasing difficulty; - we have limited control over the order in which to face the challenges; - there is a powerful boss in the end of each floor; - we battle using deck of cards, usually drawing new cards from deck to hand each turn; - there is a limitation on how many cards we can play during our turn; - we start with a weak basic deck, but get new cards as rewards for fighting enemies; - there is a possibility to permanently remove (weak) cards from the deck; - successful gameplay strategies revolve around utilizing the synergies between different cards; - there are several character classes, each with their own cards and tactics; - there are often additional items to acquire in the dungeon, providing bonuses and emphasizing specific types of play;
Before Slay the Spire (StS) came out, there was another card-based dungeon crawler called Dream Quest (DQ), which considered by many to be the first game of the genre (at least the first one to make a significant impact). Not sure if the former drew inspiration from the latter, but certain parallels can easily be drawn: in fact, all of the features mentioned in the list above are valid for DQ the same way as it is for StS. The rich plethora of card based dungeon crawlers (both PC/Console and mobile) originated from some combination of the two.
StS, however, can not be considered a clone of DQ, as it introduced a lot of original ideas and spawned its own line of descendants. It is always interesting to analyze each new title to see which of two games was the biggest inspiration, and to group them accordingly. For me the main criteria lies in the core difference in battle system: - in StS, enemies (usually multiple) show their intentions at the beginning of each turn, so we know what to expect and what to play against; - in DQ, the enemy (usually single) draws and plays cards the same way as we do, often using the same abilities and synergies we ourselves can use.
Introductions aside, let's finally get to the interesting part - the games! (Note: Games are listed in alphabetical order to not give any privileges to one over another. For my personal preferences see the comment section).

Dream Quest clones

Call of Lophis takes us on a grim journey through infested lands full of deadly monsters, dangerous traps, and one of the most ridiculous card art I have ever seen. It's surprising to see how dark fantasy elements combine with the humor and gags this game presents. From the gameplay point of view, there is enough card variety and interesting synergies, but it will take a long time to reach the interesting parts. Really: this game just does not know when to end, forcing new and new dungeon locations onto us with basically the same monsters and same approaches to dealing with them over and over. Its the boss battles which crank the difficulty up to over 9000, and if we don't have the right deck by the time we reach them, there is nothing we can do to pull it off. Plus there is some shady business going on with monetization schemes, where even paid version of the game makes us spend money to unlock additional classes and grind a lot to buy permanent improvements. Only truly dedicated players will be interested in dealing with all this nonsense. [...] UPD: Haven't checked on it for a long time - maybe the situation improved somehow.
Crimson Deep is still in early alpha and was not updated for a long time. But the development hasn't stopped, and there is a new major release approaching in the nearest future. It makes no sense to talk about the game till then: the version in the store is too raw to provide any significant gameplay experience, but it would be interesting to see where it goes in the end.
Dimension of Dream is probably the only game that has the same grid-based dungeon layout as DQ itself. This time with full 3D and a possibility to fight only limited set of enemies before facing the final boss (which allows to moderate difficulty as we go, either defeating tougher enemies with better rewards, or to save HP and fight only the easy ones). This game has one of the most interesting battle systems and 6 truly unique classes with deep complex strategies unlike anything we have ever seen (not only the cards themselves, but the order in which we play them greatly affects the outcome). Unfortunately, the English version was pulled from Google Play, leaving only Chinese version for Asian people to enjoy. UPD: Apparently, the game was re-released under different publisher with the title Dreaming Dimension, so there you have it. [...]
Meteorfall: Journeys offers the streamlined approach to dungeon crawling, where all our decisions boil down to Reigns-like "swipe left / swipe right" operation: picking the path, encounter resolutions, and even battles are simplified to utilize this binary choice mechanic. But don't worry: these specifics do not affect the gameplay, still providing enough strategic depth to appeal even to hardcore players. Add here a neat visual style, lots of character classes and their variations, cool card combos, and you get a true masterpiece, which is Meteorfall. [...]
Night of the Full Moon offers a fresh take on a fairy tale of Red Riding Hood, but adding darker elements to it (including werewolves, zombies, mad scientists and cursed cultists). It demonstrates an amazing production quality with top-tier art, beautiful audio support, and intriguing storytelling. Gameplay wise, we have the closest thing to DQ, safe for the grid-based dungeon maps, which were changed to just picking the encounter out of available three. Some people may argue that the game does not offer enough strategic variety, only suggesting a single best build for each class, but you will still get different runs due to the randomness of card and power-up drops. Another argument of it being too easy is completely nullified on higher difficulty levels. Wish the story would develop in a different direction, though. [...]
Spellsword Cards: Origins provides the gameplay similar to the Night of the Full moon, but focuses more on role-playing character development part. Aside from choosing a class, we also get to pick race with unique traits, and a school of magic, greatly affecting which cards will be available to us during the run. The problem here, though, is that monster encounters do not demonstrate a lot of variety, forcing us to fight the same enemies over and over, and the difficulty is rather high, with starting cards doing almost nothing and enemies quickly run out of hand with their devastating attacks, whereas good cards are hard to come by, and even then you will still be devastated on later stages. [...] UPD: Or maybe I am just bad at this game (welcome to comment section for valid strategy suggestions).

Slay the Spire clones

Blood Card offers a unique possibility to construct the dungeon ourselves, providing a pool of encounters of different types: regular monsters, elite monsters, events and shops. We pick a desired encounter from the pool, deal with it and then move on to the next one. Another interesting feature is that our health is defined by the number of cards in draw pile, which limits our tactical possibilities, but is compensated by the fact that we get multiple copies of cards as rewards for fighting enemies. There are a lot of interesting mechanics related to moving cards between various piles, as well as other neat features (like: the Death inevitably arrives in three turns and starts whacking everyone on the field with increasing persistence), but I'll leave them for you to discover on your own.
Card Crusade seemed like a cool idea of mixing classic "roguelike" dungeon crawling with its "deck-based" counterpart, where we explore the dungeon the same way as we do it in Hack, Angband, Pixel Dungeon and other similar games, but use cards to fight actual enemies. In reality though, this implementation just adds a useless abstraction, as the adventuring does not provide any tactical benefits and is only there to inter-connect battle sequences (heck, even breaking pots and chests does not give us any coin, of which developers themselves warn us at the very beginning!). The cards are not very interesting, with next to none cool synergies, and new classes (which should be unlocked by performing specific actions on previous runs) do not provide any major difference. [...]
Card Quest takes us on an epic journey through fantasy lands, where we will perform great deeds as one of the classic RPG hero classes (fighter, wizard, rogue, ranger), each with their own equipment and fighting disciplines. The interesting part is that the cards we use during runs are defined by said equipment, and if we find some new pieces during our adventure, we get to keep them for further runs. Also worth noting that defense cards are played not during our turn, but during enemy turn, which requires us to plan ahead a bit. This being said, the game is extremely hard - it will take a lot of unsuccessful tries to finally reach the end. But the variety of dungeons and possible builds will keep us occupied for long.
Dungeon Tales for a long time was the closest, yet simplified copy of StS mechanics (up to similar cards and gaming strategies), but without certain elaborate features, like upgrading cards or using potions. The basics are left intact though: we still build our deck along the way and face the powerful boss in the end. There are only two characters available yet, but each has a couple of viable builds, so it can keep us invested for quite some time. [...]
Endless Abyss is a close StS clone with very similar character classes (only two so far) and a lot of cards with exactly the same effects. Graphically the game looks very good, but angry monetization, lots of grinding, and forced ads make it almost impossible to fully enjoy. [...]
Heroes of Abyss is a predecessor to Endless Abyss with basically the same core gameplay, but very simplified dungeon crawling part. There is no floor map with choosing our path, nor there are elaborate adventure events: just a series of battles with the boss in the end. The spoils we get after each battle go into improving our starting deck and unlocking new difficulty modes with higher rewards. What makes the game unusual, is that we chose the preferred build right from the beginning with appropriate set of starting cards, without the need to rely on the randomness of card drops. It may be interesting to unlock and compare all the 6 available builds, but once the task is done, there is almost no reason to play the game further.
Heroes Journey provides a different setting for a change: this time we will play as space explorers, who crash landed on an alien planet. Thus, instead of familiar swords and bows, we will be wielding blasters and energy shields: the rest remains the same, up to the majority of cards straight up copied from StS. Unfortunately, this innovative idea was completely ruined by repetitive grinding and angry monetization, forcing player to make dozens of identical runs with the same small card pool, until something adequate is unlocked. Oh, and the game is long abandoned by the developers.
Pirates Outlaws is an amazing rework of original StS ideas in a pirate setting with some changes to gameplay mechanics, such as introducing persistent charges needed to play certain cards, and different buff/debuff statuses that replace each other. There are also some questionable features, such as ship stamina that deteriorates over the course of the journey and leads to game over if not repaired in time, or a quest system, where quests can not be completed in parallel, but instead picking the new quest resets your progress in the current one. Some may also argue that new classes take long to grind for, or expensive to pay for, but with permanent booster pack this should not be a problem. Anyway, the game is highly recommended for any StS fan. [...]
Rogue Adventure offers a twist to usual mechanic: our hand is limited by 4 cards, but each time we use one of them, a new card is immediately drawn to its place, thus we never run out of cards to play. Non-starting cards are common for all classes, but are grouped by type (or race), giving huge synergies depending on how many similar cards we have. Aside from this, the game offers diverse gameplay by providing a lot of different classes, each with its own unique strategies and dynamics, and some interesting items to work around. The developers constantly provide updates with bug fixes and new content, but be warned that new mechanics may break what you are already accustomed for.
Royal Booty Quest started as a straight rip-off from StS with the same classes and abilities, and even cards having the same names. And absolutely atrocious pixelated visuals, which were not possible to look at without eyes bleeding out. Over time, though, it developed its own unique mechanics and interesting card combinations, but the art style did not get any better. However, if this is not a problem, the game is enjoyable to an extent, but since it was not updated for a long time, I doubt it will keeps anyone's interest for long. [...]
Tavern Rumble adds an unusual strategic element - a 3x3 grid, on each units and enemies are placed. The core gameplay remains the same (we still see what opponents are planning to do each turn and adjust our own strategy accordingly), but the addition of the grid introduces another tactical layer: not only we should maximize the damage output, but also plan the layout for our troops to provide the effective delivery of said output, while at the same time establish enough defense to minimize the damage to ourselves. There are a lot of cards and classes to play around, different play modes and a lot of features that are still being constantly added to the game. Some may argue about simplistic pixel graphics or long repetitive grinding, but it is easy to unlock everything within reasonable amount of time, even without paying. [...]

Other Games

Of course, my criteria does not work 100% of the time, as some games are way too different from anything else to confidently enroll them into one of the categories. They either demonstrate traits of both, or implement entirely unique mechanics of their own (which I like the most), while still maintaining the basic dungeon crawling ideas (so a lot of the games you might think of will not end up in the list). What I have in mind is the following:
Dungeon Reels removes the cards from card-based dungeon crawler - why bother, right? Instead, it provides some kind of a slot machine, where each turn three rows spin independently to pick available actions based on what slots we have in our reel. Winning battles awards us with new, better slots to add, each with their own specifics and synergies. Enemies also randomize their moves with slots of their own, but the most satisfying mechanic is the possibility to spin a jackpot with three identical slots for some powerful effect. It is interesting to see this concept developed further, but the game has not been updated for a long time.
Iris and the Giant takes us on journey through imaginary world, inspired by Ancient Greek mythology. Each battle takes place on a grid, where various enemies advance in huge numbers. We play a card from our hand, usually dealing damage to nearest enemy, and then everyone who is still standing and can reach us deals damage in return. There are cards that target multiple enemies at once, as well as ways to play more than one card during our turn, so most of the time we will be deciding which card to play at which moment. The deck has limited size, and if it becomes empty we lose, so new cards should be constantly acquired. There are a lot of interesting mechanics to discover, but the game is very hard and luck based, requiring a lot of trial-and-error to finally reach the end. [...]
Phantom Rose Scarlet has the same basic core, but with completely innovative battle system, not seen in any other game. On each turn there are four positions for cards to be played in strict order, where two of them are randomly filled with opponent's cards, and the remaining two are left for us to fill. Instead of drawing the hand, we have our entire deck available right away, but playing cards puts them on a cooldown, which does not reset between battles, so we constantly face the strategic choice of playing our best cards right away or keep them for later. The game is in active development, providing new mechanics and further developing the story, which is quite captivating here. [...]
Void Tyrant is a bit of a stretch, but still a "card based dungeon crawler", in which we basically play BlackJack against our enemies by dealing card with numbers from 1 to 6 one-by-one from our deck until we stand or bust. Whoever has the highest value wins and deals damage to the loser. There are various supporting cards on top of this mechanic, allowing us to either jinx the outcome in our favor, or to perform various other metagame manipulations. The only downside of the game is the lack of content, as it quickly runs out of interesting things, and since it was not updated for a long time, it is unlikely that anything new will be added in the future. [...]

Conclusion

As you see, there is a lot to play besides StS, so even if you are not hyped by its long-awaited Android release, but appreciate a good intellectual dungeon crawler, you will find something to suit your needs. I hope, even with StS release, new games of the genre will continue appearing on mobile phones, and I will gladly review them and add to the list. If you know any hidden gems (or even trash) that was not highlighted in this article, please share the names and/or links in the comments. I am also open to any discussions on the topic, as I am obviously able to talk a lot about my favorite genre.
Good luck to everyone in all your endeavors.
P.S. I am well aware of games like Dungeon Cards, Card Adventure, Dungeon Faster, Meteorfall: Krumitz Tale, Card Thief, Maze Machina, Cube Card, Card Hog, Fisherman, Relics of the Fallen and other "grid-based puzzles", but do not consider them to be a part of the "family".
submitted by Exotic-Ad-853 to AndroidGaming [link] [comments]

Detailed guide for 3F & 9F priority list - dated Feb 2021

Detailed guide for 3F & 9F priority list - dated Feb 2021

https://preview.redd.it/9jh54vddsmg61.jpg?width=703&format=pjpg&auto=webp&s=f410113b246a29f291162f0df3c7bce6087d26df
Hi everyone last time I've brought you the SI30 priority list, now I've received some PMs asking for furniture priority list too. Soo.. here is my guide on the furniture priority wishlist. Again my guide caters to beginners or monthly subscribers, whales can do whatever they want. Furniture can only be equipped to ascended characters so in some form of way this guide will also reveal my priority of ascending characters as well.
Let me set some expectations: 9F takes about 6 months of f2p pulling and that is if you don't have below average luck. So there are some heroes that you will want to put in at the start even if you don't have them ascended so that they will be ready when they are ascended in the midgame. My strategy is to always reserve 2 to 3 slots in the wishlists for 9F priority heroes because they take such a long time.
Early Game (when you just unlock the inn, priority to put them in your wishlist)
9F (priority, always keep these in your wishlist because they take very very long to get):
  • Ainz - definition of game changing 9F
  • Lucretia/ Talene - pick the one that you wanna ascend after twins. Don't put both unless you are a whale. Be patient with these cards they will pay off when you ascend lucretia or talene around chapter 30 to 31
3F (priority)
  1. Eironn - Ignore defence. Most OP
  2. Daimon - amplify 40% damage
  3. Skirath (aka chicken) - Most game changing furniture in the game. Enable the 5 pull team
  4. Tidus - increase healing, less likely to get cc-ed and increase atk. WOW
  5. Tasi - Teleport more, very good
  6. Lyca - 2 arrows are better than 1
  7. Rowan - Heal better and stats help him tank better in the frontline
  8. Farael - recently buffed. very very strong
  9. Gwen (higher priority in this list if you main her) - Gwen best waifu
Mid Game (after you finish the beginner priority list, should be around chapter 25 to 28 till chapter 32)
9F (Priority, put them in your wishlist because they take very very long to complete):
  • Izold (situational): if you are gonna run izold cheese team, then his 9F is an awesome investment for ultra dps and tanking. If not don't bother. Depends on AE meta, if izold becomes a meta in AE final boss again then more people should consider putting him in the wishlist.
  • Lyca - her 9F let her do double damage, as well as double defence break. Machine gun damage dealer
  • Grezhul - for boss content such as TR or AE, difference between diamond 1 and legend scores. And for top 50 guild to recruit you during AE. Although Grez will be ascended quite late in priority since there are too many GB heroes, you want him to have 9F when he is ascended
  • Lucretia/ Talene - the other one that you are gonna pull for in around chapter 32. Start preparing for her furniture now after you completed the above.

3F (Priority list)
  1. Twins (you should be close to ascending her if you ascend her on first priority
  2. Saurus - for the stats and better survival
  3. Thoran - (only if you plan to run thoran cheese) 3F is useful but SI30 is more important
  4. Silas - to buff izold (ignore if you don't run izold)
  5. Khazard (situational) - if and only if you prioritise khazard and ascend in for the 7x combat power khazard wilder team, then you have have have to give khazard 3F it's OP
  6. Albedo/ Ezio (situational) - if you run Ainz then give them 3F, if not don't even bother with them
  7. Nara - great team wide CC. Only priority if you are running her with daimon in your main campaign team
  8. Pippa - becomes an energy drainer when paired with tasi. Only priority if you are running the 7x combat power khazard wilder team
  9. Skreg - enable the invade comps. Mostly for mauler towers
  10. Roseline - for a bit more stuns. Looks good on paper but just ok in actual battle. I only put her in because I know everyone and their moms are gonna ask me why I didn't include her in the list.
End Game (After chapter 32, when you realise you have most of your relevant heroes with 3F. More for luxury heroes)
9F (Priority, put them in your wishlist because they take very very long to get):
  • Ferael - his 9F turns him into a debuff god, your enemies will be slowed so much they can hardly attack or move
  • Eziz (you should be close to ascending him after a year plus) - 3F is buffed to have previous 9F effects. 9F enable him to pull one more guy. Plus he needs all the stats for survival. Very worth it in my opinion.
  • Tasi - Even more teleporting. If you don't have anyone to put in your wishlist then her 9F furniture is still very strong
  • Skreg - 9F is a gamechanger but still skreg is still not widely used in campaign PVE or normal PVP. So if you have no one to put in your inn in the end game you won't regret taking him to 9F. Who knows if lilith will release an invade character that makes skreg meta?
  • Oden - His 9F makes him become OP energy drainer. The enemy team will not be able to cast any ulti because they won't have mana. Too bad he is a GB hero and there are too many better heroes to ascend before him. But I have faith in oden that one day he will be part of a super strong meta PVE team because the 9F effect is too strong to drain enemy energy. If that meta team emerges I'll shift his priority upwards
  • Eironn - main carry of many players all the way to chapter 31, his 9F is just 15% more damage but together with the stats might be worth it. Popular but luxury

3F (Priority list)
  1. Brutus - His invulnerability last for 10secs now. Quite important to protect Daimon for as long as possible
  2. Raine - of utmost importance in the TR meta. But considering people put raine 5th or 6th in heroes to ascend. I usually borrow from a friend with 3F raine and ignore ascending her till late game
  3. Arthur - to protect gwen or ainz. Also sounds good on paper but only protects a single hit. But one hit is better than nothing when you don't have any other heroes to put on the wishlist
  4. Satrana - very strong effect for anti-healing, but you should be ascending at least 5 other maulers before her

Whales/ Super End Game Players section:
9F (Priority, put them in your wishlist because they take very very long to get):
  • Rosaline - 9F makes her the second machine gun damager dealer after lyca. Recommended only if you use gwen team alot. User in comments section says her 9F is bugged and not as good as advertised. In addtion, sadly her presence in TR meta is slowly decreasing recently
  • Alna - 9F makes frontline teammate invulnerable for 9 secs. How OP is that. But most people put alna 4th or 5th in stargazing which makes sense to only pull for her furniture after chapter 33.
  • Orthros/ Zolrath - both celepogean for late game pvp (f2p should not put them into your wishlist because usually players only consider ascending them unless they are a whale or they have been playing the game for close to 2 years.
  • Zaphrael - Zaphrael with his paper thin survivability is really only OP when he get his 9F. Also mainly for pvp so f2p can just skip him
3F (Priority list)
  • Flora - 3F ability is great but most people will only ascend flora after 1.5 years
  • Estrilda - 3F is needed for TR evil sheep high scores. So you are getting her 3F strictly for that. Useful if you are running estrilda in gwen teams too, although estrilda is rarely used in gwen teams after chapter 34.
  • Shemira - Although a god in early game, her only relevance is TR evil sheep for high scores. So you are getting her 3F strictly for that

Now for the most important section. Here are 3 common mistakes that beginners make. Please avoid them.
  1. Placing early game characters into the wishlist: I know when you just unlock the inn, you only have like 3 characters ascended and you rush to quickly put them into the wishlist but please don't do this. Commonly some early game strong heroes such as Berlina, Shemira and Lucius will never be used in late game so it will be a waste to give them furnitures
  2. Also remember to take out the heroes that reached 3F so that you don't accidentally pulled a 4th furniture and waste your POE coins
  3. Take note of characters that has 5 or 6 furnitures that they do not have 3 furnitures already in any of the "small, mid or large" categories. You might pulled a 4th in a specific category and waste that furniture. It's recommended to use mythic cards to fill out the rest of the 9furnitures for 100% no duplicates.
You didn't mention them character xxx. What about their priority?
Ans: If I didn't mention them most likely they are either:
  • not meta (used in very very niche scenarios) or
  • their furniture sucks or
  • they are some celepogean that only whales will take to 9F or
  • I honestly forgot about them
If they are your favourite character and you are just raising them to 3F feel free to do so. But 9F will be a big investment please consider my priority list before engaging

**Conclusion:**I welcome any feedback to see if there's anything I'm mistaken or missed and will try to add them into the guide. Love this community so I decided to give something back to it. Hope this guide will help all beginners to mid game players with your furniture investments. I'll try to update this guide every 3 months to include new heroes that came out.

Edit after feedback:
  • moved eironn 9F priority to end game
  • removed daimon 9F priority (very luxury)
  • added estrilda 3F section
  • added rosaline 9F section
  • shifted authur 3F priority down
  • shifted lyca 9F priority up and ferael 9F priority down
submitted by br33ze12 to afkarena [link] [comments]

2021 Mock Draft V6 - Deshaun Watson trade edition

1 - Jacksonville Jaguars - Trevor Lawrence, QB, Clemson - At this point, the only way Lawrence wont go first is if the Jags somehow write the wrong name on the card.
2 - New York Jets - Justin Fields, QB, OSU - Zach Wilson vs Justin Field has become a hotter debate in recent times, with mocks seems to split 50/50 on which of the 2 will go before the other. This one will likely end up coming down to preference, but personally I prefer Field’s upside and athleticism. Still, it’ll probably end up being a close call overall.
3 - Carolina Panthers (via MIA via HOU - sends 1.08, 3.73, 2022 CAR 1st, 2022 CAR 2nd, for 1.03) - Zach Wilson, QB, BYU - This seems like a lot at first glance, but I’d bet on the Panthers being much improved next year with the return of a healthy McCaffery and Joe Brady/Matt Rhule having another year to establish their system. What that means is that if the Panthers can improve at QB, they could be a legitimate playoff contender. Teddy Bridgewater is not the answer, and IMO when you have someone as good as CMC, you need to give him a good QB. The Panthers don't want to end up like the Vikings, sticking a bunch of mediocre at best QBs next to their stud RB.
4 - Atlanta Falcons - Trey Lance, QB, NDSU - I know there’s a large portion of Falcons fans who really want to go anywhere but QB here, but how much longer can Matt Ryan play at a high level? With the 2022 QB class still full of question marks, grabbing your guy of the future right now would be a prudent move. Its instant gratification vs long term strategy. And with the success of raw QBs at the next level under proper development, Trey Lance looks like a solid bet. He’s got a great arm, and plays smart enough to only have a single interception in his college career. There’s a serious ceiling here, and he could absolutely benefit from learning from Matt Ryan for a year. Arthur Smith completely revitalized Tannehill as well, so maybe he could turn Lance into a stud.
5 - Cincinnati Bengals - Penei Sewell, OT, Oregon - Seems like it ends up working out for the Bengals, who really need to protect Joe Burrow. There’s been whispers that teams have Rashawn Slater over Sewell currently, but I partially chalk that up to prospect fatigue. IMO Sewell’s the best OT in the class, and although he’s got areas he can improve, his body of work is utterly dominant currently. If he can polish up his technique and stay healthy, he’ll be a godsend to the Bengals OL.
6 - Eagles - Ja’Marr Chase, WR, LSU - DeVonta Smith has been crazy this year, but it seems like people have forgotten Ja’Marr Chase was just as dominant last year too. Honestly, the Eagles really can't go wrong here with either WR, but IMO Chase is more of a sure thing to be dominant in the NFL, as minute of a difference as that is.
7 - Detroit Lions - DeVonta Smith, WR, Alabama - After that insane performance against Ohio State, I don't think the Lions can pass up on Smith here, even as bad as their defense is. With their entire WR corps being possible FAs, they need to find replacements ASAP, especially if they cannot find a way to agree to a deal with Kenny Golladay. As for Smith well, he’s a beast. Plain and simple. Y’all saw what he did to Ohio State in just one half.
8 - Houston Texans (Via MIA via DET - Sends Deshaun Watson, 2022 HOU 3rd for 1.08, 2.50, 2022 MIA first, 2023 MIA first, Tua Tagovailoa, salary fillers) - Kwity Paye, EDGE, Michigan - The Dolphins send away Tua + a ton of picks for a shiny new franchise QB, and the Texans begin their rebuild. First up is addressing the defensive line. JJ Watt is very likely gone, Whitney Mercilus is done, and Jonathan Greenard has disappointed. They need someone who can make a serious impact, now. Kwity Paye has been one of the most dominant players in college football, with an insane pressure rate, and is a supposed athletic freak who runs a sub 6.8 3 cone at 6’4’’, 272, with some claiming it being as low as 6.37. No matter what the time ends up being, it's utterly insane for someone of his size, and he could likely play the same role that Watt does for the Texans.
9 - Denver Broncos - Micah Parsons, LB, Penn State - The Broncos do really need CB, but there’s a pretty big hole in the middle of the defense next to Alexander Johnson. Josey Jewell isnt a 3 down LB, and it's really hard to pass up on Parsons here, an elite LB who can be the tonesetter of the Broncos defense from day one. Pairing up Parsons and Johnson should give Denver two monsters in the middle of the defense.
10 - Dallas Cowboys - Caleb Farley, CB, Virginia Tech - Now that Dan Quinn’s the new DC, meaning that they’ll be running a ton of Cover 3. And with how much Quinn loves his physical/athletic CBs who can play both man and zone, Caleb Farley is the natural pick here IMO. He’s sticky as glue, with fluid hips and a size profile that NFL teams dream of, perfect for pattern-match that should be used a lot in Dallas next season. His zone coverage does need a little work, but the Cowboys will likely be doing mostly spot-drop zone, which is pretty simple to pick up, and outside of injury concerns, Farley should be a huge help for the Dallas defense.
11 - New York Giants - Jaycee Horn, CB, South Carolina - The Giants love their press man coverage, but were forced to run zone a lot last year due to how bad their cornerbacks were outside of James Bradberry. Jaycee Horn fits their preferred scheme, and also shores up that huge hole at CB2 that they have. No CB in the class is as good as disrupting WRs at the LOS as Horn is, and he’ll be a great addition to what was a surprisingly good defense last year.
12 - San Francisco 49ers - Patrick Surtain, CB, Alabama - The 49ers have 0 CBs under contract next year. They need building blocks now, especially with Robert Saleh now gone. Patrick Surtain fits into their zone heavy system perfectly. He’s got elite ball skills, is consistently disruptive, and can stick to WRs like glue. He’d be the perfect guy to replace Richard Sherman if the 49ers cant bring him back, and should be able to slot in at CB1 or CB2 immediately.
13 - LA Chargers - Rashawn Slater, OL, Northwestern - Slater’s a guy who's been getting a ton of hype in recent times, with some even putting him above Sewell. How much of that is real and how much of it is smoke? Hard to say at this point, but I do know that he’ll be an upgrade no matter where he slots in for the Chargers. Protecting Herbert should be there #1 priority right now, especially for the terrible LA OL. Slater should be a fantastic player for the Chargers from day 1.
14 - Miami Dolphins (Via Minnesota Vikings - sends 1.18, 3.82 for 1.14) - Jaylen Waddle, WR, Alabama - Miami goes ALL in here. With Watson now on the roster, their window is now, and they treat it with urgency, giving up some more draft capital to grab the last of the 3 main stud WRs in the class. Jaylen Waddle fits what Miami needs right now, a speed demon joystick who would be what Will Fuller was for Watson in Houston, a connection that was lethal even with Fuller being injured constantly. Watson to Waddle should be one of the deadliest partnerships in the league, turning the Miami offense into a high powered scoring machine.
15 - New England Patriots - Mac Jones, QB, Alabama - Mac Jones is a guy who’s worked his way from fringe QB prospect all the way up to R1 guy. I'm not sure if the NFL likes him as much as most people in the draft community do, but he’s a smart QB who was instrumental in leading the Crimson Tide to a National Championship. I’d say he grades out pretty well at all the important areas of being a QB, like his arm, going through progressions, that kind of thing. This only big flaw IMO is his ability to extend plays, but the Patriots have the OL to shore up that weakness. The main question here is how will Mac Jones play without any solid WRs? The Patriots receiving corps is barren, so that will be something that must be addressed soon.
16 - Arizona Cardinals - Wyatt Davis, OG, Ohio State - The Cardinals offensive line seems to consistently lose at the LOS, something that was a huge part in them not making the playoffs. With that in mind and all of the top 3 CBs long gone, they grab the mauling OG out of Ohio State, an absolute mauler who can hit hard to create space in the run game. He’s a great fit for the Cardinals run game, and should give them some of the nasty they’ve been lacking.
17 - Las Vegas Raiders - Jeremiah Owusu-Koromoah, LB, Notre Dame - It's hard to say what the Raiders will go with, as Mayock has not been on the job that long, but this is a pick that I agree with Daniel Jeremiah on. The Raiders lack that dynamic linebacker who can move around and cover everything, and JOK should be able to line up all over. He’s perfect for an NFL that seems to value positionless players more, and especially for a Raiders defense that’s going to be stuck against Travis Kelce for the near future.
18 - Minnesota Vikings - Gregory Rousseau, DE/DT, Miami - When your sack leader is a guy you traded away half way through the season, there's a problem. That Vikings defense was inexcusably bad this year, even with the loss of Danielle Hunter, and basically cost their offense a shot at the playoffs. They need to add some juice to the pass rush ASAP. Gregory Rousseau would be perfect, a raw and crazy athletic player who can line up all over the defensive line to wreak havoc. Considering Minnesota turned one athletic freak into a stud, they should have confidence that they can make Rousseau great too, and he’d be a wonderful addition, especially considering the fact that the Vikings have moved around their edge rushers to exploit mismatches, most notably against the Saints.
19 - Washington Football Team - Christian Darrisaw, OT, Virginia Tech - There doesn't seem to be a solid answer at QB available here for Washington, so they look to bolster up their trenches in order to replace the departed Trent Williams. Darrisaw has the size and length to be a fantastic NFL tackle, along with an extremely strong anchor and some great agility for his size. His technique needs to be cleaned up a little, but he could easily lock down the LT spot for Washington in the future.
20 - Chicago Bears - Rashod Bateman, WR, Minnesota - Allen Robinson is gone, leaving a huge hole at WR1 for Chicago. Seeing as there’s not really a great way to fix Chicago’s QB situation, they instead look to try and make the most of their closing window. Rashod Bateman should come in and be the WR1 for Chicago, a great route runner with sure hands who can snag a ball and some more yards after the catch. Hopefully Trubisky builds a much better connection with him than he did with Arob.
21 - Detroit Lions (Via IND - sends Matthew Stafford for 1.22, salary filler) - Zaven Collins, LB, Tulsa - The Lions defense really needs help at LB. Jarrad Davis is probably starting again, but Tavai really shouldnt be. Zaven Collins can step in and be the best LB in the Lions from day 1, an absolute freak athlete who can cover, can stop the run, and even has a pass rushing upside. He’s the perfect chess piece for the new Lions defense to build around, and should be an immediate impact player from day 1.
22 - Tennessee Titans - Daviyon Nixon, DT, Iowa - The Titans need pass rush in every capacity, and that includes from the defensive line. Jeffery Simmons is a monster, but he doesn't get much help. He’d pair up great with Daviyon Nixon, a freak athlete out of the B1G who excels most when he gets to pin his ears back and just attack the QB. His ability to cause issues down the middle should help alleviate the Titans pass rush issues somewhat.
23 - New York Jets (Via SEA) - Kyle Pitts, TE/WR, Florida - The Jets just need to add weapons to their team at this point. Their WR corps has little promise outside of maybe Mims, and their TE corps is equally barren. Pitts addresses both of those issues at once. Able to play all over the lineup, Pitts can work as both a huge WR and a TE, able to consistently beat coverages and get catches against defenses. He’ll be a great weapon for Fields to utilize, a truly dynamic threat who could be one of the best receivers on the Jets from day 1.
24 - Pittsburgh Steelers - Liam Eichenburg, OT, Notre Dame - A lot of the Steeler’s tackle depth, most notably starting LT Alejandro Villenueva, will be lost to FA, and Pittsburgh needs to address that ASAP. Liam Eichenburg isnt the most athletic OT with a crazy high ceiling, but he’s a solid technician who should be able to start from day 1, perfect for a contending team like the steelers.
25 - Jacksonville Jaguars (via LAR) - Samuel Cosmi, OT, Texas - The Jaguars need to protect their investment, especially with Cam Robinson a question mark to be back due to his poor play. Protecting a young QB should be the #1 priority after landing one, and Cosmi is a tantalizing prospect to add. He’s got plenty of athleticism and a frame that’s waiting to be filled out, a solid pass blocker who can deal with speed rushers really well. He’s a high ceiling prospect who could become a great LT and lock down Tlaw’s blind side for the future.
26 - Cleveland Browns - Jaelen Phillips, EDGE, Miami - Sometimes it just feels like the Browns defensive line is just Myles Garrett. That can't stand. The Browns need to give Garrett some help in the pass rush, and that's why they pick Jaelen Phillips. There’s a lot of injury concerns here, but if Phillips can stay healthy, he’s an absolute MONSTER in the pass rush, having notched 8 sacks in just 5 games this year. If he can stay on the field, he and Garrett should give opposing offensive lines some serious headaches.
27 - Baltimore Ravens - Alijah Vera-Tucker, iOL, USC - The Ravens need to bolster their offensive line more. After the loss of Marshall Yanda, the Ravens offensive line has taken a notable step back, and Ronnie Stanley’s injury certainly didn't help there. AVT’s easily BPA at this point, an interior beast who is a stone wall with excellent hand usage. He should be able to make the Ravens offensive line even better, and boost their already lethal run game to higher levels.
28 - New Orleans Saints - Kyle Trask, QB, Florida - Im sorry, I don't think Taysom Hill is an NFL level QB. Especially not for a title contender. Drew Brees is retired, and I doubt Winston will be back. That means QB is the most glaring hole in NO. Kyle Trask might never be Patrick Mahomes, but he’s a good solid player who can make accurate passes, adjusts to pressure well, and is willing to extend plays. With the Saints filled with weapons and talent, Trask should be a good enough game manager to help the Saints be contenders for the rest of their window.
29 - Green Bay Packers - Levi Onwuzurike, DT, Washington - Kenny Clark and Keke Kingsley are building blocks along the defensive line, but the Packers could afford to add some depth. Onwuzurike has been mocked in the first by DJ, and he tends to have his ear to most NFL team’s pulse. Onwuzuriki’s calling card is his length and athleticism, which combined with his explosiveness and motor results in him just running over people at times. He does need to improve his power and add more consistently, but the addition of Onwuzurike could make the Packers defensive line a force as good as the Steelers DL.
30 - Buffalo Bills - Travis Etienne, RB, Clemson - The Bills just need playmakers especially in the run game, and Etienne is one of the best pure playmakers in the class. He’s an explosive threat who must be addressed at all times, or else he could break free and gash the defensive for serious yardage. His acceleration and contact balance make him a problem to tackle, and with supposed 4.3 speed, defenders won't be able to catch him once he gets into open space. He’s no slouch in the pass game either, putting up solid production at Clemson and flashing the ability to run a few option routes. The Bills already have their Jim Kelly and Andre Reed in Josh Allen and Stefon Diggs. Time to add the Thurman Thomas of the trio, and turn Buffalo into an offense that can toe to toe with the Chiefs.
31 - Tampa Bay Buccaneers - Jalen Mayfield, OT, Michigan - Donovan Smith is very likely gone this year, meaning that Tampa would have a hole at one of the tackle spots opposite of Wirfs. No matter if they move Wirfs to LT or keep him at RT, Mayfield would be a great get opposite of him. Mayfield’s a dependable run blocker who has good feet, and although he's not finished just yet, if Tampa can utilize his athletic gifts to the fullest, he’d be a great compliment to their current franchise OT.
32 - Kansas City Chiefs - Joe Tryon, EDGE, Washington - Joe Tryon’s another player who is apparently well regarded according to DJ. He’s shown flashes of being a great pass rusher, but he’s really still a WIP in most areas, especially as a run defender. However, he does fit the mold of what the Chiefs want in their pass rushers, standing at 6’5 262. Kansas City does need the help on the EDGE, and they can afford to take a gamble here, considering the Mahomes led offense should be able to easily cover up any defensive deficiencies for the next few years.
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Old Austin Tales: Forgotten Video Arcades of The 1970s & 80s

In the late 1980s and early 1990s when I was a young teen growing up in far North Austin, it was a popular custom for many boys in the neighborhood to assemble at the local Stop-N-Go after school on a regular basis for some Grand Champion level tournaments in Street Fighter 2 and Mortal Kombat. The collective insistence of our mothers and fathers to get out of the house, get some exercise, and refrain from playing NES or Sega on the television only led us to seek out more video games at the convenience store down the road. Much allowance and lunch money was spent as well as hours that should have been devoted to homework among the 8 or 9 regular boys in attendance, often challenging each other to 'Best of 5' matches. I myself played Dhalsim and SubZero, and not very well, so I rarely ever made it to the 5th match. The store workers frequently kicked us out for the day only to have us return when they weren't working the counter anymore if not the next day.
There is something about that which has been lost in the present day. While people can today download the latest games on Steam or PSN or in the app store on your smartphone, you can't just find arcade games in stores and restaurants like you used to be able to. And so the fun of a spontaneous 8 or 10 person multiplayer video game tournament has been confined to places like bars, pool halls, Pinballz or Dave&Busters.
But in truth it was that ubiquity of arcade video games, how you could find them in any old 7-11 or Laundromat, which is what killed the original arcades of the early 1980s before the Great Crash of 1983 when home video game consoles started to catch up to what you saw in the arcade.
I was born in the mid 1970s so I missed out on Pong. I was kindergarten age when the Golden Age of Arcade Games took place in the early 1980s. There used to be a place called Skateworld on Anderson Mill Road that was primarily for roller skating but had a respectable arcade in its own right. It was there that I honed my skills on the original Tron, Pac Man, Galaga, Pole Position, Defender, and so many others. In the 1980s I remember visiting all the same mall arcades as others in my age group. There was Aladdin's Castle in Barton Creek Mall, The Gold Mine in Highland, and another Gold Mine in Northcross which was eventually renamed Tilt. Westgate Mall also had an arcade but being a north austin kid I never went there until later in the mid 1990s. There were also places like Malibu Grand Prix and Showbiz Pizza and Chuck-E-Cheeze, all of which had fairly large arcades for kids which were the secondary attraction.
If you're of a certain age you will remember Einsteins and LeFun on the Drag. They were there for a few decades going back way before the Slacker era. Lesser known is that the UT Student Union basement used to have an arcade that was comparable to either or both of those places. Back in the pre-9/11 days it was much easier to sneak in if you even vaguely looked like you could be a UT student.
But there was another place I was too young to have experienced called Smitty's up further north on 183 at Lake Creek in the early 1980s. I never got to go there but I always heard about it from older kids at the time. It was supposed to have been two stories of wall to wall games with a small snack bar. I guess at the time it served a mostly older teen crowd from Westwood High School and for that reason younger kids my age weren't having birthday parties there. It wasn't around very long, just a few years during the Golden Age of Arcades.
It is with almost-forgotten early arcades like that in mind that I wanted to share with y'all some examples of places from The Golden Age of the Video Arcade in Austin using some old Statesman articles I've found. Maybe someone of a certain age on here will remember them. I was curious what they were like, having missed out by being slightly too young to have experienced most of them first hand. I also wanted to see the original reaction to them in the press. I had a feeling there was some pushback from school/parent/civic groups on these facilities showing up in neighborhood strip malls or next to schools, and I was right to suspect. But I'm getting ahead of myself. First let's list off some places of interest. Be sure to speak up if you remember going to any of these, even if it was just for some other kid's birthday party. Unfortunately some of the only mentions about a place are reports of a crime being committed there, such as our first few examples.
Forgotten Arcade #1
Fun House/Play Time Arcade - 2820 Guadalupe
June 15, 1975
ARCADE ENTHUSIASM
A gang fight involving 20 30 people erupted early Saturday morning in front of an arcade on Guadalupe Street. The owner of the Fun House Arcade at 282J Guadalupe told police pool cues, lug wrenches, fists and a shotgun were displayed during the flurry. Police are unsure what started the fisticuffs, but one witness at the scene said it pitted Chicanos against Anglos. During the fight the owner of the arcade said a green car stopped at the side of the arcade and witnesses reported the barrel of a shotgun sticking out. The crowd wisely scattered and only a 23-year-old man was left lying on the ground. He told police he doesn't know what happened.
March 3, 1976
ARCADE ROBBED
A former employee of Play Time Arcade, 2820 Guadalupe, was charged Tuesday in connection with the Tuesday afternoon robbery of his former business. Police have issued a warrant for the arrest of Ronnie Magee, 22, of 1009 Aggie Lane, Apt. 306. Arcade attendant Sam Garner said he had played pool with the suspect an hour before the robbery. He told police the man had been fired from the business two weeks earlier. Police said a man walked in the arcade about 2:45 p m. with a blue steel pistol and took $180. Magee is charged with first degree aggravated robbery. Bond was set on the charge at $15,000.
First it was called Fun House and then renamed Play Time a year later. I'm not sure what kind of arcade games beyond Pong and maybe Asteroids they could have had at this place. The peak of the Pinball craze was supposed to be around 1979, so they might have had a few pinball machines as well. A quick search of youtube will show you a few examples of 1976 video games like Death Race. The location is next to Ken's Donuts where PokeBowl is today where the old Baskin Robbins location was for many years.
Forgotten Arcade #2
Green Goth - 1121 Springdale Road
May 15, 1984
A 23-year-old man pleaded guilty Monday to a January 1983 murder in East Austin and was sentenced to 15 years in prison. Jim Crowell Jr. of Austin admitted shooting 17-year-old Anthony Rodriguez in the chest with a shotgun after the two argued outside the Green Goth, a games arcade at 1121 Springdale Road, on Jan. 23, 1983. Crowell had argued with Rodriguez and a friend of Rodriguez at the arcade, police said. Crowell then went to his house, got a shotgun and returned to the arcade, witnesses said. When the two friends left the arcade, Rodriguez was shot Several weeks ago Crowell had reached a plea bargain with prosecutors for an eight-year prison term, but District Judge Bob Perkins would not accept the sentence, saying it was shorter than sentences in similar cases. After further plea bargaining, Crowell accepted the 15-year prison sentence.
I can't find anything else on Green Goth except reports about this incident with a murder there. There is at least one other report from 1983 around the time of Crowell's arrest that also refer to it as an arcade but reports the manager said the argument started over a game of pool. It's possible this place might have been more known for pool.
Forgotten Arcades #3 & #4
Games, Etc. - 1302 S. First St
Muther's Arcade - 2532 Guadalupe St
August 23, 1983
Losing the magic touch - Video Arcades have trouble winning the money game
It was going to be so easy for Lawrence Villegas, a video game junkie who thought he could make a fast buck by opening up an arcade where kids could plunk down an endless supply of quarters to play Pac-Man, Space Invaders and Asteroids. Villegas got together with a few friends, purchased about 30 video games and opened Games, Etc. at 1302 S. First St in 1980. .,--.... For a while, things, went great Kids waited in line to spend their money to drive race cars, slay dragons and save the universe.
AT THE BEGINNING of 1982, however, the bottom fell out, and Villegas' revenues fell from $400 a week to $25. Today, Games, Etc. is vacant Villegas, 30, who is now working for his parents at Tony's Tortilla Factory, hasn't decided what he'll do with the building. "I was hooked on Asteroids, and I opened the business to get other people hooked, too," Villegas said. "But people started getting bored, and it wasn't worth keeping the place open. In the end, I sold some machines for so little it made me sick."
VILLEGAS ISNT the only video game operator to experience hard times, video game manufacturers and distributors 'It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100 .
Pac-Man's a lost cause. Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Ronnie Roark says. In the past year, business has dropped 25 percent to 65 percent throughout the country, they say. Most predict business will get even worse before the market stabilizes. Video game manufacturers and operators say there are several reasons for the sharp and rapid decline: Many video games can now be played at home on television, so there's no reason to go to an arcade. The novelty of video games has worn off. It has been more than a decade since the first ones hit the market The decline can be traced directly to oversaturation or the market arcade owners say. The number of games in Austin has quadrupled since 1981, and it's not uncommon to see them in coin-operated laundries, convenience stores and restaurants.
WITH SO MANY games to choose from, local operators say, Austinites be came bored. Arcades still take in thousands of dollars each week, but managers and owners say most of the money is going to a select group of newer games, while dozens of others sit idle.
"After awhile, they all seem the same," said Dan Moyed, 22, as he relaxed at Muther's Arcade at 2532 Guadalupe St "You get to know what the game is going to do before it does. You can play without even thinking about it" Arcade owners say that that, in a nutshell, is why the market is stagnating.
IN THE PAST 18 months, Ronnie Roark, owner of the Back Room at 2015 E. Riverside Drive, said his video business has dropped 65 to 75 percent Roark, . who supplied about 160 video games to several Austin bars and arcades, said the instant success of the games is what led to their demise. "The technology is not keeping up with people's demand for change," said Roark, who bought his first video game in 1972. "The average game is popular for two or three months. We're sending back games that are less than five months old."
Roark said the market began dropping in March 1982 and has been declining steadily ever since. "The drop started before University of Texas students left for the summer in 1982," Roark said. "We expected a 25 percent drop in business, and we got that, and more. It's never really picked up since then. - "It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100. 1 was shocked when I looked over my books and saw how much things had dropped."
TO COMBAT THE slump, Roark said, he and some arcade owners last year cut the price of playing. Even that didn't help, he said. Old favorites, such as Pac-Man, which once took in hundreds of dollars each week, he said, now make less than $3 each. "Pac-Man's a lost cause," he said. "Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Hardest hit by the slump are the owners of the machines, who pay $3,500 to $5,000 for new products and split the proceeds with the businesses that house them.
SALEM JOSEPH, owner of Austin Amusement and Vending Co., said his business is off 40 percent in the past year. Worse yet, some of his customers began returning their machines, and he's having a hard time putting them back in service. "Two years ago, a machine would generate enough money to pay for itself in six months,' said Joseph, who supplies about 250 games to arcades. "Now that same machine takes 18 months to pay for itself." As a result, Joseph said, he'll buy fewer than 15 new machines this year, down from the 30 to 50 he used to buy. And about 50 machines are sitting idle in his warehouse.
"I get calls every day from people who want to sell me their machines," Joseph said. "But I can't buy them. The manufacturers won't buy them from me." ARCADE OWNERS and game manufacturers hope the advent of laser disc video games will buoy the market Don Osborne, vice president of marketing for Atari, one of the largest manufacturers of video games, said he expects laser disc games to bring a 25 percent increase in revenues next year. The new games are programmed to give players choices that may affect the outcome of the game, Os borne said. "Like the record and movie industries, the video game industry is dependent on products that stimulate the imagination," Osborne said "One of the reasons we're in a valley is that we weren't coming up with those kinds of products."
THE FIRST of the laser dis games, Dragonslayer and Star Wan hit the market about two months ago. Noel Kerns, assistant manager of The Gold Mine Arcade in Northcross Mall, says the new games are responsible for a $l,000-a-week increase in revenues. Still, Kerns said, the Gold Mine' total sales are down 20 percent iron last summer. However, he remain optimistic about the future of the video game industry. "Where else can you come out of the rain and drive a Formula One race car or save the universe?" hi asked.
Others aren't so optimistic. Roark predicted the slump will force half of all operators out of business and will last two more years. "Right now, we've got a great sup ply and almost no demand," Roark said. "That's going to have to change before things get- significantly better."
Well there is a lot to take from that long article, among other things, that the author confused "Dragonslayer" with "Dragon's Lair". I lol'd.
Anyone who has been to Emo's East, formerly known as The Back Room, knows they have arcade games and pool, but it's mostly closed when there isn't a show. That shouldn't count as an arcade, even though the former owner Ronnie Roark was apparently one of the top suppliers of cabinet games to the area during the Golden Era. Any pool hall probably had a few arcade games at the time, too, but that's not the same as being an arcade.
We also learn from the same article of two forgotten arcades: Muthers at 2522 Guadalupe where today there is a Mediterranean food restaurant, and another called Games, Etc. at 1302 S.First that today is the site of an El Mercado restaurant. But the article is mostly about showing us how bad the effects were from the crash at the end of the Golden Era. It was very hard for the early arcades to survive with increasing competition from home game consoles and personal computers, and the proliferation of the games into stores and restaurants.
Forgotten Arcades #5 #6 & #7
Computer Madness - 2414 S. Lamar Blvd.
Electronic Encounters - 1701 W Ben White Blvd (Southwood Mall)
The Outer Limits Amusements Center - 1409 W. Oltorf
March 4, 1982
'Quartermania' stalks South Austin
School officials, parents worried about effects of video games
A fear Is haunting the video game business. "We call it 'quartermania.' That's fear of running out of quarters," said Steve Stackable, co-owner of Computer Madness, a video game and foosball arcade at 2414 S. Lamar Blvd. The "quartermania" fear extends to South Austin households and schools, as well. There it's a fear of students running out of lunch money and classes to play the games. Local school officials and Austin police are monitoring the craze. They're concerned that computer hotspots could become undesirable "hangouts" for students, or that truancy could increase because students (high-school age and younger) will skip school to defend their galaxies against The Tempest.
So far police fears have not been substantiated. Department spokesmen say that although more than half the burglaries in the city are committed by juveniles during the daytime, they know of no connection between the break-ins and kids trying to feed their video habit But school and parental worries about misspent time and money continue. The public outcry in September 1980 against proposals to put electronic game arcades near two South Austin schools helped persuade city officials to reject the applications. One proposed location was near Barton Hills Elementary School. The other was South Ridge Plaza at William Cannon Drive and South First Street across from Bedlchek Junior High School.
Bedichek principal B.G. Henry said he spoke against the arcade because "of the potential attraction it had for our kids. I personally feel kids are so drawn to these things, that It might encourage them to leave the school building and play hookey. Those things have so much compulsion, kids are drawn to them like a magnet Kids can get addicted to them and throw away money, maybe their lunch money. I'm not against the video games. They may be beneficial with eye-hand coordination or even with mathematics, but when you mix the video games during school hours and near school buildings, you might be asking for problems you don't need."
A contingent from nearby Pleasant Hill Elementary School joined Bedichek in the fight back in 1980, although principal Kay Beyer said she received her first formal call about the games last Week from a mother complaining that her child was spending lunch money on them. Beyer added that no truancy problems have been related to video game-playing at a nearby 7-11 store. Allen Poehl, amusement game coordinator for Austin's 7-11 stores, said company policy rules out any game-playing by school-age youth during school hours. Fulmore Junior High principal Bill Armentrout said he is working closely with operators of a nearby 7-1 1 store to make sure their policy is enforced.
The convenience store itself, and not necessarily the video games, is a drawing card for older students and drop-outs, Armentrout said. Porter Junior High principal Marjorie Ball said that while video games aren't a big cause of truancy, "the money (spent on the games) is a big factor." Ball said she has made arrangements with nearby businesses to call the school it students are playing the games during school hours. "My concern is that kids are basically unsupervised, especially at the 24-hour grocery stores. That's a late hour for kids to be out. I would like to see them (games) unplugged at 10 p.m.," adds Joslin Elementary principal Wayne Rider.
Several proprietors of video game hot-spots say they sympathize with the concerns of parents and school officials. No one under 18 is admitted without a parent to Chuck E. Cheese's Pizza Time Theatre at 4211 S. Lamar. That rule, says night manager David Dunagan, "keeps it from being a high school hangout. This is a family place." Jerry Zollar, owner of J.J. Subs in West Wood Shopping Center on Bee Cave Road, rewards the A's on the report cards of Eanes school district students with free video games. "It's kind of a community thing we do in a different way. I've heard from both teachers and parents . . . they thought this was a good idea," said Zollar.
Electronic Encounters in Southwood Mall last year was renovated into a brightly lit arcade. "We're trying to get away from the dark, barroom-type place. We want this to be a place for family entertainment We won't let kids stay here during school hours without a written note from their parents, and we're pretty strict about that," said manager Kelly Roberts. Joyce Houston, who manages The Outer Limits amusements center at 1409 W. Oltorf St. along with her husband, said, "I wouldn't let my children go into some of the arcades I've visited. I'm a concerned parent, too. We wanted a place where the whole family could come and enjoy themselves."
Well you can see which way the tone of all these articles is going. There were some crimes committed at some arcades but all of them tended to have a negative reputation for various reasons. Parents and teachers were very skeptical of the arcades being in the neighborhoods to the point of petitioning the City Government to restrict them. Three arcades are mentioned besides Chuck-E-Cheese. Electronic Encounters in Southwood Mall, The Outer Limits amusements center at 1409 W. Oltorf, and Computer Madness, a "video game and foosball arcade" at 2414 S. Lamar Blvd.
Forgotten Arcade #8
Smitty's Galaxy of Games - Lake Creek Parkway
February 25, 1982
Arcades fighting negative image
Video games have swept across America, and Williamson and Travis counties have not been immune. In a two-part series, Neighbor examines the effects the coin-operated machines have had on suburban and small-town life.
Cities have outlawed them, religious leaders have denounced them and distraught mothers have lost countless children to their voracious appetites. And still they march on, stronger and more numerous than before. A new disease? Maybe. A wave of invading aliens from outer space? On occasion. A new type of addiction? Certainly. The culprit? Video games. Although the electronic game explosion has been mushrooming throughout the nation's urban areas for the past few years, its rippling effects have just recently been felt in the suburban fringes of North Austin and Williamson County.
In the past year, at least seven arcades armed with dozens of neon quarter-snatchers have sprung up to lure teens with thundering noises and thousands of flashing seek-and-destroy commands. Critics say arcades are dens of iniquity where children fall prey to the evils of gambling. But arcade owners say something entirely different. "Everybody fights them (arcades), they think they are a haven for drug addicts. It's just not true," said Larry Grant of Austin, who opened Eagle's Nest Fun and Games on North Austin Avenue in Georgetown last September. "These kids are great" Grant said the gameroom "gives teenagers a place to come. Some only play the games and some only talk.
In Georgetown, if you're from the high school, this is it." He said he's had very few disturbances, and asks "undesirables" to leave. "We've had a couple of rowdies. That's why I don't have any pool tables they tend to attract that type of crowd," Grant said.
Providing a place for teens to congregate was also the reason behind Ron and Carol Smith's decision to open Smitty's Galaxy of Games on Lake Creek Parkway at the entrance to Anderson Mill. "We have three teenage sons, and as soon as the oldest could drive, it became immediately apparent that there was no place to go around here," said Ron, an IBM employee who lives in Spicewood at Balcones. "This prompted us to want to open something." The business, which opened in August, has been a huge success with both parents and youngsters. "Hundreds of parents have come to check out our establishment before allowing their children to come, and what they see is a clean, safe environment managed by adults and parents," Ron said. "We've developed an outstanding rapport with the community." Video arcades "have a reputation that we have to fight," said Carol.
Kathy McCoy of Georgetown, who last October opened Krazy Korner on Willis Street in Leander, agrees. "We've got a real good group of kids," she said. "There's no violence, no nothing. Parents can always find their kids at Krazy Korner."
While all the arcade owners contacted reported that business is healthy, if not necessarily lucrative, it's not as easy for video entrepreneurs to turn a profit as one might imagine. A sizeable investment is required. Ron Smith paid between $2,800 and $5,000 for each of the 30 electronic diversions at his gameroom.
Grant said his average video game grosses about $50 a week, and his "absolute worst" game, Armor Attack, only $20 a week. The top machines (Defender and Pac-Man) can suck in an easy $125 a week. That's a lot of quarters, 500 to be exact but the Eagle's Nest and Krazy Korner pass half of them on to Neelley Vending Company of Austin which rents them their machines. "At 25 cents a shot, it takes an awful lot of people to pay the bills," said Tom Hatfield, district manager for Neelley.
He added that an owner's personality and the arcade's location can make or break the venture. The game parlor must be run "by an understanding person, someone with patience," Hatfield said. "They cannot be too demanding on the kids, yet they can't let them run all over them." And they must be located in a spot "with lots of foot traffic," such as a shopping center or near a good restaurant, he said. "And being close to a school really helps." "Video games are going to be here permanently, but we're going to see some operations not going because of the competition," which includes machines in virtually every convenience store and supermarket, Hatfield said.
This article talks about three arcades. One in Georgetown called Eagles Nest, another in Leander called Krazy Korner, and a third called Smitty's Galaxy of Games on Lake Creek Parkway "on the fringes of North Austin". This is the one I remember the older kids talking about when I was a little kid. There was once a movie theater across the street from the Westwood High School football stadium and behind that was Smitty's. Today I think the building was bulldozed long ago and the space is part of the expanded onramp to 183 today. Eventually another unrelated arcade was built next to the theater that became Alamo Lakeline. It was another site of some unrecorded epic Street Fighter 2 and Mortal Kombat tournaments in the 90s.
But the article written before the end of the Golden Era tell us much about the pushback I was talking about earlier. Early arcades were seen as "dirty" places in some circles, and the owners of the arcades in Williamson County had to stress how "clean" their establishments were. This other article from a couple of weeks later tells of how area school officials weren't worried about video games and tells us more arcades in Round Rock and Cedar Park. Apparently the end of the golden age lasted a bit longer than usual in this area.
At some point in the next few years the bubble burst, and places like Smitty's were gone by the late 80s. But the distributors quoted earlier were right that arcade games weren't going completely away. In the mid 1980s LeFun opened up next in the Scientology building at 2200 Guadalupe on the drag. Down a few doors past what used be a coffee shop and a CVS was Einsteins Arcade. Both of those survived into the 21st century. I remember the last time I was at Einsteins I got my ass beat in Tekken by a kid half my age. heheh
That's all for today. There were no Bonus Pics in the UT archive of arcades (other than the classical architectural definition). I wanted to pass on some Bonus newspaper articles (remember to click and zoom in with the buttons on the right to read) about Austin arcades anyway but first a small story.
I mentioned earlier the secret of the UT Student Union. I have no idea what it looks like now but in the 90s there was a sizable arcade in with the bowling alley in the basement. Back in 1994 when I used to sneak in, they featured this bizarre early attempt at virtual reality games. I found an old Michael Barnes Statesman article about it dated February 11, 1994. Some highlights:
Hundreds of students and curiosity-seekers lined up at the University of Texas Union to play three to five minutes of Dactyl Nightmare, Flying Aces or V-Tol, three-dimensional games from Kramer Entertainment. Nasty weather delayed the unloading of four huge trunks containing the machines, which resemble low pulpits. Still, players waited intently for a chance to shoot down a fighter jet, operate a tilt-wing Harrier or tangle with a pterodactyl. Today, tickets will go on sale in the Texas Union lobby at 11:30 a.m. for playing slots between noon and 6 p.m.
Players, fitted with full helmets, throttles and power packs, stood on shiny gray and yellow platforms surrounded by a circular guard rail. Seen behind the helmet's goggles were computer simulated landscapes, not unlike the most sophisticated video games, with controls and enemies viewed in deep space. "You're on a platform waiting to fight a human figure," said Jeff Vaughn, 19, of Dactyl Nightmare. "A pterodactyl swoops down and tries to pick you up. You have to fight it off. You are in the space and can see your own body and all around you. But if you try to walk, you have to use that joy stick to get around."
"I let the pterodactyl carry me away so I could look down and scan the board," said Tom Bowen of the same game. "That was the way I found out where the other player was." "Yeah, it's cool just to stand there and not do anything," Vaughn said. The mostly young, mostly male crowd included the usual gaming fanatics, looking haggard and tense behind glasses and beards. A smattering of women and children also pressed forward in a line that snaked past the lobby and into the Union's retail shops.
"I don't know why more women don't play. Maybe because the games are so violent," said Jennifer Webb, 24, a psychology major whose poor eyesight kept her from becoming a fighter pilot in real life. "If the Air Force won't take me, virtual reality will." "They use stereo optics moving at something like 60 frames a second," said computer science major Alex Aquila, 19. "The images are still pretty blocky. But once you play it, you'll want to play it again and again." With such demand for virtual reality, some gamesters wondered why an Austin video arcade has not invested in at least one machine.
The gameplay looked like this.
Bonus Article #1 - "Video fans play for own reasons" (Malibu Grand Prix) - March 11, 1982
Bonus Article #2 - "Pac-Man Cartridge Piques Interest" - April 13, 1982
Bonus Article #3 - "Video Games Fail Consumer" - January 29, 1984
Bonus Article #4 - "Nintendoholics/Modems Unite" - January 25, 1989
Bonus Article #5 and pt 2 "Two girls missing for a night found at arcade" (truly dedicated young gamers) - August 7, 2003
submitted by s810 to Austin [link] [comments]

Dont scream into the microphone, I can hear you just fine.

Anyone has permission to post this story on their channel for others to hear.
Backstory: Most theater if you didnt know has a glass barrier and you talk to the box office worker through a microphone and then they slide your tickets to you from the open slot underneath, well not all people or kids understand that you dont need to scream into the microphone for us to hear you.
Cast: Me/Dragon_Crystal= myself, EK 1-4= 9-11 year old Hobgoblins that I wanted to punch in the face, Respectful Sis= the EKs 13 year old sister, Careless Dad: EK's dad who let them run wild and River: my general manager.
It's a quiet day and but since I was still new at working in the box office, I'm just scanning the parking lot for customers and just filling in the open space for the letters/numbers from discarded ticket, it's an old habit I do when I'm bored out if my mind.
When a kid comes into the lobby and started tapping on the microphone screaming "THIS THING ON!!!!" Luckily it wasnt on cause I had turned it off, cause nobody was coming in until than, being professional "hi what movie would you like to watch?"
Kid screams out random movies that were playing and others that weren't showing anymore (Frozen was among them), before his Careless Dad and siblings enter.
Careless Dad: what movie you guys want to watch?
EK: loud screaming of random movies
Careless Dad: ok we'll get (random kid's movie, cant remember the name).
Me: ok total will be X.XX amount.
He pays and they head inside, I'm relived and go back to what I was doing, for the most part I was pretty bored and was just standing around for most of the shift also yes the microphone was turned off. Only time I had it on was whenever the customer wanted to watch a movie, other than that it was turned off to save my sanity.
Every once and a while a customer would leave to have a swig of their cigarette or take a phone call, which was no harm and go back in, it was until EK's movie ended.
He and his hobgoblin siblings were waiting for their ride and were standing in front of the box office, screaming, running around, touching the ticket printer off to the side and yes poking the microphone again. Luckily as soon as I heard them, I switch the microphone off, but I'd give them the "stop poking the microphone" glare from through the glass. Which usually made them back off a bit.
As they were waiting a few people would talk in to watch a movie and as they were talking, the EKs screaming would fill up my booth and I'll end up switching off the microphone when I'm printing off the tickets before flipping it back on to tell the customers their price, the customers themselves would gave the EKs annoyed glances but not say anything before walking away.
Final straw was when one of the EK decided to unscrew one of the closed slot on the other side of the booth, where I had to run over and close if again before glaring that the little goblin to back off, he showed me his little bird and I slammed the wooden slot blocker back into places and screwed it tightly back in place.
Respectful Sister notice this happened and dragged EK away, while apologizing to me, but the rest of the EKs now decided that would become their new game to play, until I made sure they couldnt unscrew it off anymore and started kicking the ticket machine. Which River cames out and tells everyone to go and wait outside in the warm weather, she was watching everything unfold through the cameras, before she had enough and jumped in to handle things.
The job was fun, but the entitled customers and their hobgoblins were the many terrible things about it, those respectful customers were always the best. The entitled customers would always end up leading me to take a few headache pills after my shifts, either way I still count it as my favorite job so far.
submitted by Dragon_Crystal to entitledkids [link] [comments]

this event made me consider whether to keep playing

This is mostly my reactions and rationalizations to the Brave event and how it's affected me a a player of DMK. I've been playing for nearly a year. I've experienced Onward, Pocahontas, Hercules, two Tower Challenges, the Lock Shock and Barrel Halloween event, Mandalorian, and now Brave.
At first I was okay with not completing things since I just didn't have storyline characters unlocked or leveled up to be of any use. But starting around that second Tower Challenge, the one where they offered Rabbit for a second time in a row, things started feeling off. The Halloween event was brutal. Lock, the premium character, was surprising in that he not only was 500 gems but despite being useful to the point of being necessary for one of the tasks he ended up being not that useful for the rest. Meaning even people who purchased Lock found out they couldn't get Shock unless they got lucky with drops or burned through a ton of elixir buying the needed tokens. Then the Mandalorian came out a few weeks later, and I didn't participate much but I did hear that once again the premium character wasn't as useful as expected. Kuiil needed to be leveled up before he could be properly used, and he had some token conflicts with characters.
And now we are at Brave, where people who had both premium characters and the premium attraction and the parade float and discovered they could not finish the event. They did everything right, and it wasn't enough. The RNG was just too strong - there were too many stages where people got screwed over by RNG or bottle necked by arbitrary cooldown times. Some people even had full Frozen collections to help, and were struggling! I had Fergus, Dingwall, and the Ring of Stones at level 2. Up until the last hour, I had no idea if I would be able to complete the event or if I would come up short.
And I realize it's only going to get harder.
This isn't fun anymore. I've never played a game where I needed to wake myself up repeatedly during the night, to stand a chance at completing it. For days at a time. I've never played a game that made me wonder if I could 'get away' with sneaking my phone into my phone-hating teacher's class because lectures cut into a character's task completion. This is supposed to be a game, not a job.
With Brave, the difficulty is entirely intentional. Gameloft didn't want people completing the event. Gameloft wanted people so frustrated that they caved in and bought a sack of gems. Merida herself was 10USD, and without any tokens her costume was 970 gems. Two 500 gem deals bring her costume to just under 40USD. Let's say you did your best, got all the Glitched Fabric, but still came up short 7 comfy fabrics. That's still 560 gems that Gameloft wants you to spend.
You just busted your ass for the "privilege" of giving Gameloft an additional 24USD of your money. Nice hustle.
And then there's the fact that Gameloft made sure only Frozen characters can get Glitched Fabric. And not just Frozen characters, but you needed Anna and her traveling costume (so 2 legendary chests, minimum) or the Fire Spirit with the Enchanted Forest attraction upgraded to level 1 (another 2 legendary chests).
You could also have it dropped from the Dressing Room if you have it at level 2, but with an 8 hour cooldown most people couldn't collect enough fabric before the event ended and were forced to spend more gems. Some people were lucky enough to have the Dressing Room upgraded all the way to level 5, which requires a total of 475 relic tokens to do. And the odds of getting WIR relic tokens have decreased, now that Gameloft has added Brave relic tokens to the chest pools.
And when an event ends...does it even feel good having those event characters you earned? Thanks to the 75 character limit, you're going to spend the next few weeks leveling them up and then be forced to box them up and send them Home by the time the next event starts. There are so many storyline characters that have so many tasks needed to collect more tokens, but event characters are mostly isolated and very rarely are able to collect tokens for characters not in their collection. So their main purpose becomes slot machine bait: they'll eventually be the next helper collection for a future event (that you'll have to lose sleep, buy all the premiums, and even then burn through more elixir or gems or even real money in order to complete), and anyone who wasn't able to get all the characters can try their luck opening a legendary chest.
I'm not even done with the story. I'm at the brink of my game getting bottle necked because I have over 75 characters which can be out and about doing tasks. But with recent events, they prove it won't matter how far along in the story I am. It won't be enough to complete events.
Now, each new event character feels like it bloats regular chests. All those event character tokens taking up space, all those event relic tokens that you don't need anymore because the relic token system is utterly broken and Gamelot isn't interested in fixing it.
All for what? For shoring up for the next hustle. For making sure you have fewer gems ready for the next event, tempting you to give in and pay cash. And maybe this is because I've only been playing for about a year while others have been playing much longer, but it is discouraging knowing that I'll never be able to complete many collections because it all lies within the slot machine legendary chests. At first I thought Tower Challenges were going to be a chance to make up for it, but I realized Gameloft hardly ever offers Tower Challenges and when they do happen you get...one or two returning characters plus an attraction, common tier. It's been a year and Gameloft has offered a grand total of 5 returning event characters. They have also added 25 event characters.
Free legendary chests are sporadic, sometimes a few will be offered as milestone prizes during events but for the most part we get one, maybe two a month. But not in January though, we get nothing this month. Spending gems is the only way to really complete a collection, but of course you don't want to spend your gems because you need those for the next event, but of course what's the point when the 75 character limit prevents you from really enjoying and showing off your completed collections. DMK operates on FOMO: fear of missing out. If you don't complete a collection during its event, it is extremely difficult to do so after without spending money, and Gameloft ensures that the rate of free offers is outpaced by new events. "If I don't get the comfy, it won't be available again for years. And when they release it again, it will be just as hard to obtain, so I might as well spend money/gems now." That's how they get you. "If I don't get Merida now, she'll be in a Legendary Chest, but she'll only have a base 2% chance to get, so I might as well spend money/gems now." Same thing.
I've come to realize I don't feel like I'm playing a game anymore. I feel more like I'm trying to see how much I can get away with an abuser. This is no longer a fun time waster, but something negatively influencing my life. Between the 75 character limit, the lack of usefulness for premium characters, and the absurd hoops needed to complete an event to screw people over with RNG and tempt them into spending more gems/cash, this isn't a game anymore it's just a chore. I don't see DMK getting better. So, I'm done. Let it go, as a certain Snow Queen would say.
I hope I don't come off as sounding dramatic. I only want to rationalize my decision, and help others understand if they are feeling the same way. I am not demanding that anyone quit or stop spending their own money if they still find enjoyment and satisfaction. I am not angry at anyone, but I will note that the more people spend real money the more it encourages Gameloft to rig things with less and less fairness. If anyone is feeling reluctant to stop playing or reduce playing due to the time and money they have already spent, this is a phenomenon called the sunk cost fallacy. It's harder to walk away from something when you feel you have invested in it. But this is a tapping game, and the only investment is whether you still find it fun and rewarding to play. You're never going to get that money back, there will be no payout at the "end". The only real loss is your money and time if you continue to play a game that is no longer fun.
In case anyone was wondering if I was able to get Merida's comfy costume at the very end, it doesn't matter if I did or not. Because I'm walking away.
I thank everyone here, and hope whatever decisions you make, you base them on your own satisfaction. Stay healthy and happy.
And in case anyone is wondering what else to do for a time waster, I picked up the inexpensive Stardew Valley and have been having a blast with it. Yes, I traded my kingdom for a farm.
submitted by midnight_neon to disneymagickingdoms [link] [comments]

Galactic Economics 7: Leapfrogging

RoyalRoad
First
Previous
Next
I ended up splitting off some of 8 into 9 based on feedback. The story I've thought of will end on 10, and then it's back to the drawing board for me. I'm not sure if I would continue with this universe or come back with another idea, let me know if you have an opinion either way.
I'll start posting these onto a site I found called RoyalRoad in addition to reddit. I won't take donations, but it does seem like it has nice utilities to manage all the stories even if the audience is smaller. Any advice on this welcome too.
And as always, I'm still a new writer trying to improve. Feedback about the story or my writing are all very welcome, and I read every one of them.
Galactic Credits weren't technically a currency yet. They had a lot of GCs in the bank, but as the aliens would say, that's just numbers on a screen. You couldn't pay rent and taxes with GCs, not yet.
As some human traders switched to exclusively buying goods from the market, they paid hard earned Dollars in exchange for virtual GC, and that became the revenue stream. This revenue balanced out almost perfectly with sellers who were instantly cashing out.
For every Dollar that someone paid GC to convert to credits, only about 95 cents would be asked to be paid out by a seller trying to withdraw their GCs for cash.
The transaction fees that GC made on every transaction can be visualized as credits disappearing into an untouched locked account. This was effectively a profit for GC, because it meant less credits that had to be exchanged for $. That 5% margin was a steady Dollar revenue stream that they could safely cash out.
But because all the humans needed to pay bills and taxes, they would withdraw their money almost immediately, which meant that they would always be stuck around that 5% margin. Unlike a regular bank, they couldn't make a lot of investments.
That's when the universe decided to give them a break.
Or rather, their interests had aligned with the self interest of some very rich people who had just started paying attention.
At first, the financial systems on Earth did not care much about GCs. They were used in spaceports all around Earth, and space was very exciting, but it was inaccessible to most people and the actual trade volume was a small percentage of total businesses done on Earth.
The aliens directly made a few people very, very rich, mostly traders and GC. But what were of more interest to financial institutions were the reverse engineered alien technology products that they predicted were coming shortly. At the same time Sarah and her friends were trying to fix a famine, the human economy was booming.
Like GC, banks were in the business of selling gold prospecting equipment, not looking for gold themselves.
Naturally, banks started allowing deposits and withdrawal of GC. This wasn't unusual. Banks have no issues holding onto cryptocurrency and non-USD currencies for customers' savings accounts. That was their business, after all. There were some costs, but it was generally a good business: fat transaction fees led to fat profit margins.
In the case of GC, banks needed to charge their customers a high transaction fee because GC itself charged a high transaction fee. This was bad for business. Not many people kept their credits in other banks because GC itself was a bank and they kept their money in there just fine without having to pay an even higher transaction fee.
They were understandably unhappy about several of their wealthier customers keeping a lot of money in another bank, but not enough to want to choke out GC's business. That would be killing their golden goose that is the booming alien knockoff economy.
So when GC decided to raise liquidity, as they would need to do to continue to bankroll a multi-planetary relief mission indefinitely, the banks saw an opportunity. Or rather, VISA did.
It was an incredibly generous offer: VISA would treat Galactic Credits like Dollars and allow full convertibility on their own network, in exchange for GC waiving their entire transaction fee for bank transfers. Their lawyers didn't want GC to go ahead and print money without limits, so they put a contingency that allowed them to cut off GC whenever they wanted and clauses that allowed for regular auditing.
Sarah and her friends thought about it, but not for very long.
Galactic Credit became no longer the only bank that could deal in credits.
Credits were now freely transferable between banks.
Now, you could pay taxes in credits converted to USD.
Which meant people stopped withdrawing their Dollars from GC immediately, and GC could "borrow" that money to pay for supplies, equipment, and then use some to invest in companies on Earth.
It was like a limited run of fractional reserve banking.
The aid operation to Gak continued.
"Isn't this technically a blatant violation of minimum wage laws?" Asked Sarah over the FTL video comms, the crisp and quick quality of which was a testament of how much human infrastructure had been shipped into Gakrek orbit, "doing some quick maths with the average fuel and maintenance costs here… it looks like we're basically paying the space traders only about $10 for every hour of shipping they do for us."
Kathleen Bryce, GC's head counsel shifted uncomfortably in a conference room chair 50 light years away, though her immediate reply indicated she had indeed thought the problem through, "Not if anyone asks."
She continued, "the short story is nobody has tested the courts to see if aliens working for us in space are subject to California employment and labor regulations, or federal minimum wage laws, or perhaps, even no laws."
"What's the long story?" Jen asked, slightly interested.
"We're pretty sure they're at most contractors, definitely not employees. Cali Prop 22 took care of that. The spaceport is probably considered international territory, or else the traders would be considered 'illegal aliens' every time they landed," Kathleen did a little chuckle at that most unoriginal pun around the GC legal team watercooler, "In which case, the lower federal minimum wage applies. Or maybe it's not even international territory, maybe it's some new thing. Too many edge cases to descri-"
"Ok," Sarah said after a moment, "it'll probably look bad though."
"What will?" Jen countered, rolling her eyes, "that they're being asked to voluntarily work just above cost to help save a billion hungry aliens, a problem that, let's not forget, most people in the galaxy think they helped create in the first place? Give me a break. There's fifty thousand Red Cross workers working for free on Gakrek and you're telling me we-"
"Ok, ok, we'll save this discussion for later, interesting as the implications are," Stearns interrupted, "until the labor board starts sniffing around, we'll let Legal deal with it. The other item I wanted to get to today is what we're going to do for Gak in the medium and long term."
"Right, the immediate crisis is over, but the moment we pull our people out and stop sending food constantly, the Gaks are back to square one in two months," Sarah returned to her presentation, "over the past two weeks, our models keep having to be revised down on the future of Gakrek farming. Their climate system has been dramatically spiraling downwards for decades now. With this disaster: the out of control burning and flooding, the trashed ecosystems, and the Gaks literally selling off their farming tools to squeeze out some more fruits from traders, they added up to one conclusion: traditional subsistence agriculture is no longer viable on Gakrek."
Here she put up a chart on screen. There were two lines. There's a straight horizontal line, marking the average calories that healthy Gaks needed, and then there's a quickly plummeting line denoting the drastic decrease of Gak agricultural productivity over time. They crossed about ten years ago. The meaning was clear.
"It's increasingly obvious that all Gak food will need to be shipped in from offworld sources until we completely overhaul their agricultural economy," Sarah continued.
"What kind of overhaul are we even talking about?" Benny chimed in. He owned a good portion of the company, but rarely came to these executive meetings. Today, he was making an exception for his son Benny Jr, who was on the view screen with the rest of the offworld team on Gakrek.
Stearns replied, "in a word: industrialization."
"The Industrial Revolution and its consequences have been a disaster for the human race," wrote Ted Kaczynski, known more famously as his press nickname, the Unabomber. When this was published in the Washington Post in 1995 in response to a threat, a number of people thought he was making a lot of sense.
It made all the headlines, inspired countless hours of political debate, and gave a major boost to anarcho-primitive ideas in the academic sphere.
But as many historians knew, his ideas were not wildly original. Industrialization, like every major economic change, created winners and losers. Sometimes there were more of one, and sometimes the other.
In human society, previously skilled workers, usually guild craftsmen who made up the upper-middle class of late feudal Europe, became the biggest losers of industrialization as their labor was replaced by machines that could do what they did at hundreds if not thousands of times faster. Without skill, without rest, and without emotion. Some of them were so angry, they even went out and smashed the machines, but mechanization continued anyway.
The biggest winners of the Industrial Revolution were the subsistence farmers who made up the vast majority of lower class workers in feudal Europe. They went into cities, to work mind-numbingly boring jobs, doing the same thing day after day, on risky and dangerous assembly lines for excruciatingly long hours. Many got injured. Some died. A few were even children.
And yet mostly, they did so willingly.
That's not because they were all tricked, under some grand illusion that factory work was comfortable, safe, and enriching.
It was because subsistence farming on its worst day was a hecking nightmare.
The Gaks were living it.
"Why can't we just build a tractor factory there then?" Sarah demanded.
In her mind, tractors were synonymous with food. She'd been on a road trip through the American Midwest once, on the way to the Yellowstone. There, she'd seen rows of gigantic tractors plowing fields, endless food from horizon to horizon. To Sarah, the massive scale of the corn fields of America was just how industrialization was done.
"Because tractor factories depend on a thousand different parts. Who's gonna make the tires? Who's gonna make the motors? Who's gonna make the onboard computer?" Stearns explained, "and who's gonna bring them gasoline to keep running? And each of those components have a thousand factories to make them, and each have dependencies on thousands of other factories! It would literally be easier to move Los Angeles onto Gak than it would be to help them mass manufacture tractors."
Sarah made a facepalming gesture, but Stearns cut her off before she launched into despair, "there actually is a much easier solution to this problem."
"On Earth, most economists agree that the most efficient way to send foreign aid to areas that consistently couldn't produce enough food is not to send them food; it's to send them money so they can buy food, or if they have good soil, they can buy some tools to grow their own," said Stearns, leading Sarah to the obvious conclusion.
"But they don't use money here, we can't just send them money!"
"Exactly. So let's talk about that."
Gordorker's family had finally cleaned up his house from the dust storm. The broken roof was re-tiled as best as he could. His children had helped on some of the menial tasks, but that's what children were for.
It was nice to have purpose again.
The humans had said that their mission would be here for months, maybe years, but Gordorker was not so naive to believe that he wouldn't have to work for food again. He was certainly not so stupid to take this to mean he should be lounging around all day.
Winters on Gakrek were not bad in terms of freezing people to death, but the dry winds would not allow crop planting until spring again.
Next time, he would have 21 mouths to feed, not including his, and he'd have to get the fields plowed without poor Grunger. He was lucky he had so many children.
Traders Only
New Thread: Bohor spaceports have just banned bartering!
Body: If your friends want to do any business at Bohor, they better get themselves a GC Terminal fast! The Bohor are banning barter at their main port. You will only be able to conduct trades by credits starting in a few days!
Comment: Whaaaaat? Are you crazy??? Only two of my friends have Terminals. How is everyone else supposed to make a living?!
Comment: Get a Terminal lol
Comment: We told you guys last week this was gonna happen if you assholes keep holding up the line with your obnoxious rare fruit peddling. Newsflash, we don't care about how exotic your stuff is on Bohor. Just unload it. We weigh it, read the price list for food items, do the math, you get your credits, and you're out of there in minutes. You want air filters? We've got air filters for 2,800 GCs, no haggling, no bartering. If you don't like it, someone else will take it. Don't waste our time! -- Bohor Spaceport Management Team
Comment: Hey Bohor, have you considered maybe getting a Terminal yourself so that everyone else don't all need to get one just to get some fuel?
Comment: I'm selling air filters for 3,000 GCs in orbit above Bohor for traders who don't have Terminals.
"Our plan for the leasing model for the Terminals is not going to work," Sarah observed.
"Yup, the famine crisis on Gakrek is forcing our hand," admitted Stearns, "and we'd expected a much slower rollout to bring the aliens on board over the course of years, not weeks. In hindsight, it was obvious how this was different to how humans popularized credit and debit cards in the 1970s. We were replacing cash, which was just slightly inferior to a card, but with the aliens, we're replacing their entire dumpster fire of an economy. We earned a lot of goodwill with our relief effort and the galaxy is buying in."
"So what, we just abandon the original timeline and move to phase two immediately?" Asked Sarah.
"Exactly right. When the iron is hot, you gotta strike it," replied Stearns, "we'll give the merchants already with Terminals an option to opt out of their lease and switch to the new devices, but I doubt most will. Our internal data shows that they've universally been getting their money's worth out of those."
"Are our manufacturers even ready to handle the inevitable barrage of orders?" Asked Jen, eager to move onto the logistics and technology discussion.
They were not.
Version two of the offworld trading terminals were actually a downgrade to the original Terminals. The originals were prototypes, modified out of consumer tablets that cost hundreds of dollars to produce.
The new ones, branded Mini Terminals, were basic card readers with pin pads and a tiny OLED display, attached to a now mass produced FTL antenna you could get at RadioShack for $3.99. There wasn't even a thermal printer for receipts.
The whole device costs no more than $20 to make on a mass production line in Vietnam. GC was going to sell it at cost in credits.
Galactic Credit had prepared supply lines to ramp up production, ready to start rolling them out in a couple years. They've made a test batch of tens of thousands of units sitting in storage, but did not expect to need to start actually selling them for a while.
Carefully made plans were abandoned, schedules were expedited, employees in SE Asia worked overtime, and the company took on extra cost to push the schedule up.
It still wasn't enough.
On day one, all reserve units sold out. Some of the well connected human traders, unburdened with a strong conscience or ethics, bought them by the truckload as they were leaving their warehouses. They sold them at a large markup at the spaceport.
That was not very cash money of them.
GC sent a representative to the spaceport to let traders know that they were out of stock, but more would be made available shortly. Customers should just wait a week for the prices to come down.
The scalpers instantly sold out anyway. The alien traders lucky enough to be on the non-relief landing pads filled their cargo with the Mini Terminals.
Then, those traders sold them at a markup at other ports. And so on.
By the time the Mini Terminals reached average spaceport merchants on the other side of the galaxy, they were being sold for almost half the price of the original tablet Terminals.
By the end of the week, the craze died down. These electronics really were cheap and easy for human factories to make, and many of the production lines just needed time to start the machines. Prices returned to normal, and the average merchant could afford them with a bit of honest work and savings.
The Gakrek Spacelift was slowing down. The turnaround time had been increased to a leisurely 10 minutes, and the Livermore space traffic controller was occasionally allowing non-relief traders to land at open pads, which Zikzik was doing now.
Zikzik needed to refuel, but apparently that was still only allowed for the landing pads that had been designated for relief. He called up the Livermore port manager, pointed to his number one position on the relief pilot leaderboard, but she just shrugged her shoulders and said apologetically, "rules are rules".
Oh well, he could always refuel at Olgix on the way.
As he landed in Olgix, he realized this was the first time he landed at a non human or Gak port for at least a week.
He greeted the Olg who was running a reactor fuel line to his ship with a nod, and asked, "how much fruit to full?"
The Olg took one look at the sign on his booth, and said, "you know we also take credits on Olgix now, right?"
A little surprised, Zikzik took out his card and terminal and allowed the Olg to swipe his. He'd used his Terminal when doing exchanges with other traders, but this was the first time he'd been to a non-Earth port where goods and services could be paid for using his credits.
"That's 295.50 GCs, pleasure doing business with you."
Grob was one of the wealthier Gaks in the world. The famine had affected everyone, but he and his wife did not have to go hungry because the spaceport management made sure to keep feeding the people that kept the mobs at bay.
Everything else stopped working though. He used to pad his income by making sure that the vendors at the spaceport knew exactly who was protecting their livelihoods. Only very rarely did new ones not cooperate.
Grob really wasn't a bad Gak, but he did what everyone else in his position also did. This was just how business was done on Gakrek. You didn't get to survive to become a security guard family if you didn't do that. Another Gak would come along, take your place, and do what you didn't want to do anyway.
When the humans arrived, things changed. They started peddling these credits business, which he'd seen some of the traders used.
Of course, he didn't think much of it. Instead of getting goods, you just get a card, and use the card to trade for food and items? Seems unnecessarily complicated.
He'd heard that they charged a cut just for you to use the card, a concept that he was intimately familiar with and in no hurry to be subjected to. The humans had insisted on giving one to him and setting it up. Which he had to do because they were in charge now, but that was fine by him. Just because he had a card didn't mean he had to use it right?
A few days later, when he was on a patrol route at the spaceport, checking off the vendor stands, one of the luxury item vendors asked him if she could pay her next cycle's fee with her card because she had traded away all her wares.
"You gotta make sure to save wares for me next time," he'd told her, "but I'll take it this time." He ruffled through his backpack to find the card, handed it to her, and she inserted it into her machine, typed in her code, and showed him that it had deposited 18 GC into his account.
Hoping that she didn't stiff him, he went on with his route.
"Let me say this again," Zarko said at the edge of his patience limit, "you can trade these credits for food on Earth. Lots of food, shiploads of food. So much food, everywhere."
"But I don't have a ship," whined the spare parts vendor at the spaceport, "why don't you just bring food with you next time you want my parts?"
"You can exchange credits for food from some of the other traders that come down here too! Some of them have the new Terminals now, look, that guy over there, he takes GC," Zarko was almost shouting while pointing at a fellow Zeepil food merchant who had a I ❤️ GC sign on his booth across the spaceport.
This was frustrating. Every time he came across one of these less traveled planets he had to explain himself to these yokels all over again.
The vendor looked over skeptically and said, "how do I know that you two aren't working some scam together?"
That was it for Zarko. It had been a long day, this guy wasn't making it any shorter, and he had just been accused of being a dishonest trader. It was probably because of his species. Just because he was a Zeepil didn't mean he was a scammer!
He internally cursed the unjustified stereotype of his people and blew up at the racist:
"Listen to me very carefully. You're going to give me the secondary fuel modulator. You're going to walk over to the food merchant over there. Then you're going to swipe this card over here, on his machine. He's going to give you at least a month's worth of food. And if you don't, I'm going to leave a one star review on your spaceport on Traders Only, and nobody is going to come back here to trade anything with you ever again, got it?"
The vendor whined some more under his breath, but eventually relented. The threat had sounded real.
He got plenty of food. Whatever scam these Zeepils were running, they didn't rip him off this time at least. Whatever.
Zarko was fuming as he took off. Didn't these ignorant primitives know that a liquid currency to facilitate free and fair exchange of goods and services was obviously the bedrock upon which a modern economy needed to be built?
When Grob got home from work, he handed his wife the credits card saying, "hey darling, one of the luxury traders gave me her protection share using the card. I trusted her because she normally always pays on time. Did I get scammed?"
His wife was a teacher at a nearby school. Ever the practical one, she asked, "oh, how much did she put on it?"
"It said 18."
She did some math in her head and replied, "yeah that sounds about right," and to his surprise, she pulled out a card and said, "I got one from the humans at the school too, and I used it to buy a new pair of shoes for you!"
He tried them on. They weren't very fitting shoes, but neither were his previous pair so he couldn't complain. They did seem very well made even though the little holes in them seemed to be a design choice.
Pretty soon, he noticed that the other guards at the spaceport started extracting their share of protection fees using cards too. Oh well, if everyone else was taking fees with a card, he supposed it couldn't hurt if he did it too. It somewhat lightened his load on patrols, which he didn't mind at all.
Besides, his blue shoes were really pretty. He was not sure why there was a big check mark on its side though.
"They're doing what?!" Sarah asked, her temper threatening to go off.
"It's a protection racket. A practice as old as time. The security guards have basically been taking a percentage of the vendors' wares, and recently switched onto using cards to take payment. It's been going on forever and it's probably just how they do things there. Using cards is pretty innovative of them, I'll give them that," Jen said, "but it made it pretty easy for us to track down all of them. Should we revert the transactions?"
"No, probably not," Sarah said, calming down and seeing a slight head shake from her head counsel Bryce, "but we need to make it clear to them that they can't be allowed to do that anymore."
Grob wasn't sure how to feel about the cards anymore.
The humans had found the practice of protection fees distasteful, and they'd warned that anyone caught doing it again would face severe consequences. They made their point pretty clear when one of the other guards was made an example of: her card stopped working. She had to get a new one that didn't have any of her credits in it!
On the other hand, the humans also made the spaceport authorities start paying them with credits, which was good because now they were being paid on time and Grob knew he didn't have to worry about not being paid as long as the humans were there.
His wife had been buying them new clothes with credits she was getting paid as a teacher too. One of his human friends had giggled when she saw his shirt, which apparently said "2016 NBA Champions Golden State Warriors". He wasn't sure what was so funny about that, but it was a very comfortable shirt.
Maybe this whole credits thing wasn't as ridiculous as he thought at first.
By the universal inheritance path known as "dibs", Gordorker inherited his neighbors Gyuotin and Gyuovin's farmable land and possessions. They didn't have much.
Trinkets, gadgets, and a bunch of junk. It was mostly items that couldn't be traded for food during the worst periods of the shortage. With his immediate food needs taken care of by the relative abundance of food items the humans have brought, Gordorker thought perhaps he should go buy a stasis box with the trinkets he got from his deceased neighbors.
When he arrived at the offworld market, he saw a high end luxury merchant proudly displaying some fresh new wares from offworld, including a number of stasis boxes. These were apparently new ones made by humans. These were slightly bigger than the ones he'd have before, but he'd brought his neighbors' life possessions, so he thought maybe he'd be able to trade for one of those with some haggling.
Gordorker started laying out his items on the table, but the trader cut him off, hastily saying the weirdest thing he'd ever heard from a trader in his life, "no barter, credits only." The merchant then pointed him towards a human tent.
A human volunteer, his nametag said Marco, asked his name and gave him a shiny card, then told him to memorize 6 numbers. "As the head of your household, you have also been given a small stimulus by the GC corporation," he said.
Then Marco took him to a junk trader stall, where he gave the trader all his items. Marco showed an increasingly confused Gordorker how to insert his card into a small machine slot to "receive payment".
Marco guided him back to the merchant selling stasis boxes. Gordorker was instructed on how to insert his card and enter his pin code, which he mastered with no difficulty.
Marco then took him to a farm tools stall, where Gordorker repeated the same process with a steel plow, a small box of "semi-dwarf wheat seeds", a long garden hose, and a hand pump, all loaded onto a brand new wooden wheelbarrow.
"BAL: 12.50," the small screen had read.
Gordorker was not sure what unnatural ritual he had taken part in, but he was in possession of the most farm tools he had ever been in his life and he had the stasis box he was looking for.
"Alright, that should be enough. Make sure to keep the card safe and remember your 6 digit code. Ask a volunteer if you need to know what the tools do.."
Gordorker put his card in his stasis box. Then, being the prudent Gak he was, he wrote down his pin code and put it in the box as well.
Whatever else it did, he was sure one of his descendants could probably find a use for it in an emergency one day.
In hindsight, there were obvious economic side effects for Earth becoming a mass producer of everything from food to cheap consumer electronics, the reverse engineering of millions of years of alien tech, and ripping down the barriers that the barter based economies of the galaxy had erected.
A young forward thinking economist wrote a whole journal article about it with a typical economic study title: "Development Osmosis: Capital Outflow, Argentina, and Extreme Poverty in Offworld Economies".
Three other economists read the pre-print as part of the peer review, who all sent him an email saying something along the lines of "wow, this gave me a lot to think about. Somebody important should read this!"
Nobody else did, for a while.
It didn't make the news.
The reference to high yield semi-dwarf wheat seeds in the story refers to the research of Nobel Peace Prize Winner, Norman Borlaug. Borlaug noticed that stalks of wheat that are too high yield would bend and then break their stalks, so he solved that problem by breeding these plants with dwarfed plants. Shorter stalk, supports more wheat. His work in improving food security in developing nations is credited with saving the lives of over a billion humans. A real life HFY.
The next chapter's working title is:
Rising Tide
RoyalRoad
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Cyberpunk Tips and Tricks

I have read dozens of these threads for dozens of games over the years but never bothered to write one myself. Nothing especially exciting is coming up on Google for Cyberpunk yet, so I figured I might as well give back to the community, so to speak. So, here are a list of tips and tricks for new players. Many of these may not stay true as CDPR patches the game but they're up to date as of 1.06.
If you have stuff I missed, throw it in the comments and I'll try to edit it in. And if I'm wrong, correct me! I'm not an expert, just a fan. Some of this stuff is a matter of opinion, playing "optimally" is a bias of mine that not everyone may share. You may want to beat the whole game hacking everything in sight with 5 intelligence (good luck lol). This is just as valid a playstyle as being a min-maxing degenerate like me, the point is to have fun :)
Attributes:
- The game files tell you that you get an attribute point every three levels. This is a damn lie. You get one every level. By level 50, which you can attain well before beating the game, you can raise three stats to 20 with 4 points left over.
- You can have an attribute up to 20 by level 15. Game's level cap is 50.
-Body and Technical Ability both let you open doors. DIFFERENT doors. It's rare that they'll both work on the same door. If you wanna open every door, you should max 'em both out. That said, this is mostly just for bonus loot, so it's not mandatory.
- Every attribute has perks enough for a viable build, though technical ability can be rough going. You should consider leveling one skill to 20 before you start leveling another because the high level perks in many of these trees are bonkers. The two exceptions to this are "Breach Protocol" under intelligence and "Crafting" under technical ability. Good, but not necessarily your best first priority.
For example, at the end of the blades tree is a perk that makes you do double damage to enemies with full health (at rank 3) and another perk that increases the damage you do by 3% per 1% health the enemy is missing. So assuming it works as described (big if, lol) if you take 50% of an enemy's health off with your opening strike, you'll do 150% bonus damage. Throw in the bleeding effects and you'll be ginsu knifing your way to victory in no time.
- Attribute pairings: Some attributes have a bunch of synergies. For example, Cool synergizes well with Reflex for blades, sniper or silent pistol builds. Cool also synergizes relatively well with Quickhacking. Technical Ability pairs well with Reflex because the engineering tree buffs smart weapons and tech weapons - though there are some tech shotguns, which pair with Body, most guns are buffed by the Reflex trees.
Comparatively, Technical Ability has less to offer a melee build - stealth melee should be Reflex and Cool, while 'charge TF in' melee benefits from Body and Reflex.
- If you want to craft, you need to raise technical ability to 18 for best effect. If you want to use tech weapons, take it to 20. Quickhacks are crafted in their own tree, and are not a part of normal crafting.
- Not much advice here overall because it's mostly a matter of playstyle. You wanna have a dude with 13 in every attribute? They'll be a great all-rounder. Wanna specialize? You'll get some outrageous power perks.
Skills + Perks:
- Skills level as you use them although Athletics is currently really hard to level apart from some buggy stuff. The other slightly counter-intuitive skill to level is engineering which levels when you deactivate cameras manually, need to be standing very close to them. You can also level it by firing tech weapons through walls and by using grenades.
- Perks level as you put points into them. You get one perk point whenever you level up. You get perk points as you level skills (7 per skill tree, if you get it high enough). edit: Crafting, Breach & Quickhacking have 6 for some reason.
There are also a number of 'perk shards' that give you free perks.
- To buy a perk, you need to have a high enough level in the associated attribute. All skill trees have at least one perk that requires 20 in the associated attribute (Body, Reflex, etc). Sometimes that perk is just ok, but sometimes it's bonkers powerful. Take the time to read the trees. Basically all builds are viable right now so I don't have any "best" build tips, just level one attribute to 20 and then figure out which one you wanna do next.
- Skills cannot level past their associated attribute. For example, Blades is in the Reflex tree. If you have Reflex 4, it doesn't matter if you vivisect every enemy in the game, you will level to blades 4 and stop there until you raise Reflex to 5. This is one of the reasons it makes sense to level an attribute to 20 ASAP. Keep an eye on the skills you wanna use all game - if they stop gaining experience, you need to bump the attribute.
-Leveling skills will reward you with bonuses. Sometimes the bonus makes you better at the skill (for example, reducing recoil on a kind of gun). But each skill tree has (afaik) 7 "bonus" perks in it. This means that there are more total perks available to characters who level Body and Reflex (which each have three associated skills) as opposed to other attributes (which only have 2).
- Every tree has some ridiculous skills that are must-have, and some that are useless. One or two are even actively harmful, like the one that automatically disassembles junk. Some junk sells for 750 ED, so scrapping it automatically robs you. Avoid that perk (it's in Crafting).
edit: Matter of opinion. There's a lot of junk in this game and if you're speccing into crafting, you can easily make money, so taking the 'scrap all junk' perk can save some time. Ultimately the only junk you need to scrap is the cans you buy from vending machines, which (with the current UI) is the fastest way apart from using the perk. Your mileage may vary.
-If you read through the skills it's pretty obvious which ones are awesome; usually it's a huge buff to damage or crit chance. They give out crit chance like candy in this game.
- It's worth making sure that your primary combat skill (pistols, blades, etc) is always capped - so if you have 10 reflex, you should have 10 in blades. This way you'll get the most from the perk system, but also have 'best' fighting style at your disposal. The game gives you all these great playstyles but in my experience, if you don't level them, they become progressively less useful.
- You can respec perks for 100,000 ED. This will not reset your attributes. 100,000 ED will always be a stupid amount of money. You're better off just farming up some more perk points and spending them.
- There is always an ultimate perk unlocked when you reach 20 in the skill (need 20 in the attribute first). These are enigmatic and poorly worded. To be clear, they give you an up front buff of varying quality. Then you can keep putting points in them generally for a 1% buff. I haven't doubled checked all of them, but after that first rank, it's highly unlikely you'd ever want to put another point into them.
- Cold blood makes you good at everything, a little bit. It's in Cool, so it's most efficient to pair it with pistol sneak or blade sneak, but really you can go hog wild. It has some preposterous bonuses.
- You will never need to swim underwater AFAIK so ignore that perk.
Weapons
- All builds are viable and so are all weapons. Still, I think they put shotguns and lmgs in the same tree because the range on shotguns isn't optimal and they are not sneaky weapons. I'd carry one of both, and I also carried a pistol, a sniper rifle and an assault rifle on my Reflex build, though this spread me a little thin.
- Weapons come in a tiered system: common (grey) uncommon (green), rare (blue), epic (purple) and legendary (orange.) Wonder if they'll pay Blizzard royalties. If anyone will, really.
- There are also iconic weapons. They can usually be upgraded to legendary, but not always (RIP Lizzie pistol). This costs a lot of mats. But not as much as upgrading a level 40 gun to a level 41 gun.
- Using crafting to upgrade weapons is so expensive / tedious that you should just craft new weapons instead. You should also keep your Iconic weapons at the rarity you find them, and upgrade them to level 50 at the lowest possible rarity, to save on mats.
- You can have three weapons (plus unarmed / gorilla arms) equipped at once.
- Power weapons can ricochet and are most common. Tech weapons can charge and shoot through walls. They discharge automatically at full charge until you get an engineering perk to fix that. This makes them WAY more useful.
- Smart weapons paint dots on a target and then they'll hit the target. The dots (little and red) need to appear before you start firing. If they do, the bullets may even hit around corners or cover. If you don't, the bullets are wasted.
- You can craft ammo. The carry limit is high, 400 pistol, 700 rifle, 100 snipeshotgun on PS4 according to u/Eggtastic_Taco, I thought I'd had 500 pistol ammo on PC before but IDK.
- Weapons can be modded. Replacing a mod destroys it. Scrapping a weapon destroys the mod unless you have a perk (from crafting.) The perk is worth it. Modding weapons is generally worth it. I wouldn't bother putting a silencer on a pistol.
edit: As withoutapaddle points out, silencers are awesome if you are speccing into them, generally with a Reflex / Cool build focused around pistols. You can easily overcome the damage debuff, especially with the rare silencer, where the debuff is only 15%.
Armor
- There's no transmog so you're gonna look ridiculous until endgame, and maybe then too.
- Armor seemed to me like it made little difference til I passed 4000 armor, at which point I became an unkillable tank. Main appeal of crafting, IMO.
- But mods can make a big difference by buffing critical damage, critical chance, etc. Also plenty of useless mods (breathe underwater longer).
- You can pick up resistance to damage types, and even immunity, from item mods - but also from certain perks and cyberware.
- Armor can be iconic too, though far less often. Same advice from iconic weapons applies.
Hacking
- Not much to say here - use breach protocol to debuff enemies and make quickhacks cheaper. Many quickhacks are non lethal.
- Quickhacking costs RAM. It recharges out of combat, and in combat with the right perk.
- The game teaches you this in an optional tutorial but it is VERY important: you can quickhack people while seeing them through cameras. And when you do, they can't do a damn thing about it. They can't detect you unless they see you IRL. So hack a camera from across the street, cycle through their camera network killin' em all. Easy peasy lemon squeezy.
Crafting
- When you craft an item, it randomly has mods (or maybe none) and randomly has mod slots. Far as I can tell, 4 is the maximum number of mod slots. Mods are fairly easy to come by, and some of them are ludicrously OP (Can find 6 15% crit chance mods and have 100% effective crit, I think).
- But they're random! So you may need to craft and recraft those legendary pants until you get one with 4 mod slots. edit: max 4 for torso slots, max 3 for everything else
- Crafting in general is broken in good ways and bad. The main tip is that you can scrap drinks, but not food, for some reason. So go to every drink machine you see and buy them out of drinks (10 ED a drink). Then scrap all the drinks for common and uncommon components. Craft a bunch of uncommon sniper rifles, sell them to a merchant, repeat til you're at 20 crafting. Good way to make money too.
- As mentioned above, upgrading things is expensive as hell, though at higher levels it also gives you huge chunks of crafting XP all at once.
edit: When you upgrade an iconic item, it seems to reset the cost of components to upgrade it again, and as a bonus, raises it to one level below yours. So if you don't want to farm mats forever, consider waiting til you're level 50 before raising your Iconic gear to Legendary status. Then you'll only need to upgrade it once.
- Items can only be crafted one at a time but you can edit a config file to make that happen instantly. This'll get patched, I hope.
- There are crafting specs scattered through the world. The best ones are usually free from drops but you might buy one for a niche build.
Here's a mod table, h/t to u/theherrhuml

Work and Stack Armadillo, Backpacker, Osmosis, Plume
Work but Don't Stack Fortuna, Bully
Work Coolit, Antivenom, Superinsulator - not for EMP, Panacea
Don't Work Deadeye, Predator, Resist, Zero Drag
Cyberware
- It'll make you a beast. It's the main use for 'street cred', too, a system that barely needs explaining. Kill dudes, get street cred, unlock new Cyberware. Other stuff too but mostly pretty pointless by comparison. The best cyberware requires 49 street cred; the cap is 50.
- The wrist mounted missile launcher is sick but it also seems to disable the use of grenades (mapped to the same hotkey on my controller anyway). The missiles, however, are bottomless.
edit: Probably my biggest error here. I thought my grenade option had disappeared, but you can switch grenades into the slot if you want. If I'm understanding u/theherrhuml correctly, this means you can't use both at once? IDK.
- Slowing time is very handy. The synaptic accelerator does it when you are spotted by an enemy. A must for sneak builds. Sandevistan slows time when activated. Mostly useful for combat but you can also rush right past enemies (but be aware that slow time means doors open slow too). There's also Kereznikov, which slows time when you dodge, slide or do some other stuff idk man, I forget. Obvious combat applications.
- Your initial cyberware lets you hack. The cyberware in the OS slot, to be specific. If you replace it with a Sandevistan model, or a Berserk, you will lose the ability to hack. The game does a very poor job of warning you of this. It SUCKS to suddenly not be able to turn off cameras by hacking them.
- Cyberware has mod slots. Maybe this explain this at one point but it's easy to forget. You'll find lots of cyberware mods in any case.
- If you're using quickhacking, most quickhacks have to be equipped in your deck, which goes in the OS slot. They have their own parallel crafting system which is under Intelligence. They'll make you a cybergod among men.
- Overall cyberware is meant to compliment your build. Wanna do blades? Mantis blades go in the arm slot. Wanna hack? Buy the best OS. Don't care about hacking? Stick a Sandevistan or Berserk in there and shoot / chop your enemies to bits. The monowire, counter-intuitively, is a 'blunt' weapon and benefits from the associated perks, as well as being buffed by cool.
- Double jump, or charge jump, are mandatory. Why wouldn't you want the high ground, as Ben Kenobi taught us?
- Like I said, it compliments your playstyle, so it also gates the best cyberware behind attribute requirements. 20 body nets you an implant that gives +60% health, which is huge. You'll never be able to equip all the "best" cyberware, but you'll have what's best for your build.
- Every ripperdoc has a specialty, but they don't always have their legendary quality item. This is kinda annoying because it's one of a number of easter egg hunts they implement for buying stuff, real MMO tier game design. I have the money, gimme the damn thing. Anyway, check the internet for guides on where to buy legendary cyberware.
Questing + Side Content
- Personally I'd recommend finishing all the side content in Watson (the first area, in which you are trapped) before proceeding to Konpecki (you'll know when you know.) This gives you a lot of tools in your toolbox for a pretty challenging series of missions, and give you lots of practice playing the game .- Alternatively, there's little punishment for burning through all the story content up to the final mission, and in fact, no real punishment for beating the final mission as soon as it's available. The game just drops you right back before the final mission, so that you can unlock the other endings. Up to you.
edit: A certain Hollywood actor shows up to make commentary on your quests once you finish Act 1, including quests in Watson. So depending on how thirsty for Keanu you are, consider holding off on doing sidequests in Watson until after Act 1.
- Like the Witcher, the story quests are worth way more experience, so if you're in a hurry to level then get after it.
- If you bought this game because of the political dimensions of Cyberpunk then READ THE SHARDS. All of them. Great stuff in there. If you bought it for pew pew lasers, then only read the shards with smutty titles, they're funny.
- The level design's pretty good. Often I'll finish a dungeon only to notice that there was a sneaky back way in that I never even noticed because I didn't bother looking. Of course, with double jump, you can usually make your OWN way in.
- Overall, the level design combined with the shards made even clearing reported crimes fun for me all the way through to endgame. I highly recommend doing most of the sidequests ( hear racing sucks which checks out because driving sucks ). Also clear all the organized crime bosses because they drop awesome loot.
Cars
- You can get a free Caliburn, one of the game's fastest cars, in the Badlands, hard to explain so just google the video.- Fixers will text you about cars they have for sale. This sucks. The cars then show up as quest markers. This also sucks. You do not need to buy all the cars (could be fun to do so), any one car will suffice.
- Motorcycles are great. They can ride in the gutters or down the center line of roads, totally ignoring traffic.
- If you park your car in the road it creates a traffic jam.
- Look both ways before you cross the street.
- You can steal cars but there's not much reason to since you can call your own car to your location.
Misc
- Some missions require you not kill anyone. You can easily get an implant mod that makes all your weapon damage non-lethal. This allows you to never worry about this again. You very rarely get in trouble for bringing someone in alive; apart from some flavor commentary IDK if it's ever happened to me. Alternatively, you can use blunt weapons or certain quickhacks.
- Pay Vic back. Partially to upgrade your eyeballs but mostly because it's the right thing to do for a friend.
- In general, dialogue checks relating to your attributes are there for flavor so you can use them with impunity, but without material reward.
- Street cred: literally just kill criminals and do quests and it'll level faster than your character level. I hit 50 SC around level 30, as I recall. That unlocks the best cyberware and the highest level gigs, then there's no reason to think about it ever again.
- If you possibly can, wait 2 years for the finished version of this game with all the DLCs. I love it, but I think it'd be more fun to experience the finished product fresh. I only played Witcher 3 last year and it was amazing.
- There are free legendary mantis blades and a free legendary monowire kicking around in the game world.
- Don't let Cyberpsychos or other bosses hit you in melee, obvs.
- Those little icons over people's heads at the beginning of the game are telling you that you can fight them but also how difficult they are. I spent an hour trying to figure this out when I bought the game, lol.
- Cops will aggro if you get too close for too long. Gangs will aggro if you get too close usually.
That's it for now! Let me know what I missed.
Thanks for updates from: u/theherrhuml, Eggtastic_Taco, withoutapaddle
submitted by tuttifruttidurutti to cyberpunkgame [link] [comments]

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