2021.10.27 04:15 Bubbly_Dragonfly Lena Scissorhands
2021.10.27 04:15 bricktop0 Red
2021.10.27 04:15 damagedhalo6 What's up with this AD I got, this must break some copyright laws right?
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submitted by Fabulous_Ad3747 to AllCryptoBets [link] [comments]
2021.10.27 04:15 reddit_feed_bot The Epoch Times: EpochTV Review: Former Destitute Man Talks About the Root Causes of Homelessness
2021.10.27 04:15 ceesaart 'Scythian gold' to be returned to Ukraine, this is Ukraine's long-awaited victory in Amsterdam's court – Zelensky
2021.10.27 04:15 JacksonBlue2 Bars and food
Sailing Mariner of the seas soon. Can anyone confirm if there are any bars or restaurants that are open all night. Looking in the app it seems that even cafe promenade closes at 11. Are there any options late at night other than room service?
submitted by JacksonBlue2 to royalcaribbean [link] [comments]
2021.10.27 04:15 abdullamu Tucson 2021 front camera frozen on -3, which usually worn me that is obstructed,is this normal?
2021.10.27 04:15 NFTKitty Pixlr Genesis Discord Invite Competition: Pixlr Genesis, the world’s art-based metaverse, a collection of 10k pieces of NFT art to be publicly shared by the community with the entire world
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submitted by NFTKitty to NFTblocks [link] [comments]
2021.10.27 04:15 comper_ms From avatar the last airbender
2021.10.27 04:15 ppapsans The energy boost is some real shit
First time no PMO hard mode. Been 10 days.
I went back to working out regularly.
I started playing piano that I haven't touched for over a year.
I started increasing my workload(self-employed) as I felt boost in confidence and physical performance that I could do it.
I don't feel groggy after I came back from work.
I don't spent my day off just lying on my bed because now I feel like I gotta get this energy outta somewhere.
And yet, I sleep like a baby.
Seriously guys this is some real shit.
I feel like I'm slowly getting my life back.
Y'all doing great job let's keep it going 👍
submitted by ppapsans to Semenretention [link] [comments]
2021.10.27 04:15 alexlim23 Beach time
2021.10.27 04:15 mizuromo A Detailed In-Depth Discussion for Constructive Criticism on DDII
Hey everyone! I love Darkest Dungeon and I figured right now would be a good time to compile a decent sized list of things that people have qualms about with the new game and have a good discussion at the beginning of early access so we can throw some ideas out there for the devs to read (or ignore) and also so we can maybe have a better idea about the future of the game. I personally have been looking forward to the game for a long time and after playing for the day now have some thoughts I'd like to share as well. I think it's also good for us to keep things in perspective, however, and this post will also give some much-needed comfort to those who may not enjoy the game very much or have many issues with it.
Part I: Something To Note Before We Begin Game development is hard. It's also complicated. I don't want 'ol Red Hook to feel like they made something terrible that needs to be reworked from the ground up, but I do think they value the discourse present in an early-access model. I really appreciate Red Hook for putting so much heart and love into this game and DD1, and look greatly forward to the journey this game will have as well! There are a few things that every single one of us should keep in mind before making harsh judgements or calls for sweeping changes:
- This isn't Darkest Dungeon 1. You've probably read it in other threads, but remember that things being different from the previous game is natural and normal. The fact that it's in an entirely different genre adds to this fact. I enjoyed the way the first game played and all of that but Red Hook has made it clear that this will be a different experience, and we should look to providing solutions or requests that fulfill the vision of the game.
- Speaking about the vision of the game... What does that mean? The developers have a clear goal in mind with the development of this game in terms of things like how the player should feel and how the game should progress. These are sorts of things baked into the actual skeleton and meat of the game, and we should try our best to work into the vision instead of detracting from it. That being said... it's not always easy to determine what that vision is. Some things I think are part of that vision, however, are as follows:
a. The game should be difficult, but not for difficulty's sake. It should challenge the player into making meaningful decisions most of the time, while having a small amount of unavoidable RNG that can drastically shift the turn of events. It shouldn't feel grossly unfair, but it also shouldn't feel like the player is always in control. The theme of the first game was literally hopelessness and perseverance in the face of insurmountable odds.
b. Each run of the game should feel like a goal is being pursued, and progression is occurring. There should be replay value as you progress through the game, and there should be enough variability in each run that you will often be in a unique situation that warrants critical thought. (or at least keeps you on the edge of your seat)
c. New and obscure playstyles should be encouraged, and there should never be a "meta" so overarchingly powerful that nobody wants to do anything else. Introduction or elimination of mechanics should support this goal, so that the players can try new strategies or attempt new goals. Character kits should make them versatile, but not so versatile as to be considered all-powerful or able to "do it all."
d. (This one's a big maybe) The game shouldn't feel like a grind. I think the biggest complaint from DD1 that the developers probably sought to fix with this new Roguelike system was that the game felt like a grind to get through. It shouldn't feel like you are ever in a situation where you are playing for the sake of getting through something. There should always be something achievable on the horizon and there should never be a moment where you're slogging through a playthrough.
- The game is in early access. Changes will come. As sure as the sun rises and the wind blows and the antediluvian evils sprout out from the womb of the earth, so too does change come in a Red Hook game. Be patient. Be respectful. No great game was made in a day, and no great game was made without a large amount of thinking and drafting and failure. The studio has a pedigree of making the right decisions in early access. Help enable them to do their job.
- The developers know things that we don't. They know what systems they have in the works. They know what the roadmap looks like and certain things that feel bad or unbuilt right now could very well be balanced by a future patch or introduction of mechanics/content. If what seem to be glaring issues are not fixed immediately, there could be something in the works that fixes the problem outright.
Alright, with that out of the way... let's talk about some issues that are on people's radars right now and brainstorm some possible solutions or constructive criticism. Part II: Trials and Tribulations
I'll start off with what I have personally noticed as well as what I've been seeing quite a bit of on the subreddit. General first-look feelings and such. 1. The Character Interaction System Feels Off/Arbitrary/Clunky/Intrusive
I think the single most widespread and talked-about issue is that character barks and changes in affinity with each other just feels kind of strange right now. I think there's a great backbone for a system in place, and with some tweaks here and there it can maintain its level of importance and difficulty while also enhancing the player experience and making the characters more realistic/likable. The system right now has an issue where it feels like characters make decisions about each other almost arbitrarily, and they generally do and say things that don't seem to "make sense". Relationships feel too swingy, while also with the new stress system there can be an overwhelming amount of things happening between each character at each given time that comes out to "noise". It feels as if the player is being punished for playing the game and doing things like killing monsters for no reason
. It can be fine for these things to happen as mechanics, but when a negative is given almost arbitrarily, it can be a detriment to the feeling of gameplay.
What are somethings that could be done to resolve this issue? I think the crux of this matter is that the relationship system is the confluence of several other systems in the game. The primary systems affecting/affected by relationships, however, are the stress system and combat barks. One possible solution would be for the randomness of character design to have more of an effect on their relationship development, and this could even be worked into a separate subsystem. Essentially, certain characters are more prone to particular grievances than others and express that. A simple implementation would be "Envious" characters being upset that certain others getting kills, while a more complex implementation might see characters who dislike others being bandaged when they themselves are bleeding. Personality traits that are influenced by their relationships with others, their quirks, their individual lores, as well as other intrinsic factors could go into relationship building/destroying, and make things feel less purposeless. (Note that this solution would require massive revamps to how some base parts of the game function and isn't really feasible from a development standpoint without a great amount of effort)
To fix some of the smaller issues, we might want to take a look at making barks less intrusive or less frequent, or adding more variety for different situations. It gets a bit tiring seeing "You took my kill" three turns in a row. Perhaps changes could also be made to how stress strains relationships to be less severe? This simply makes the game easier, however, and I don't like it that much. I'd like to see what others think, though!
As another small note, I feel that the current system is manageable and can be learned relatively well (keep stress below 4, use stress healing abilities, etc) but it does FEEL bad in general. It makes stress feel far more important and more of a slippery slope than before. 2. Macro-Level Progression Doesn't Feel Satisfying
I think personally this stems mostly out of the game having a very limited portion of its story actually released, as well as not all the progression systems being put in place. This is a big topic on some people's minds however, and I feel it warrants a discussion. What types of progression would help the game feel exciting to play on repeat playthroughs? I think the introduction of more classes, upgrades to your stagecoach, trinkets/items, and alternative "game modes" are things that Red Hook probably has in the works that would help solve this issue as we get closer to release. (By game modes, I mean things like runs where you maybe start with a more powerful trinket set but take some detriment, or ones that require you to go through certain paths that lead to special bosses or things like that. Think the unique starting conditions of games like Binding of Isaac or Slay the Spire)
I feel this topic could be tabled until a bit more content comes out, generally. The game feels barebones because... well... it is right now. If we still feel this issue when more regions are released then it could be higher priority. 3. The Characters Feel Impersonal And Runs Feel Meaningless
An issue I've been seeing people talk about is that while characters are supposed to feel more in-depth and we should care more about them, it actually feels like we care about our characters LESS than before. When you can abandon the run at any time, and your characters are always barking at each other and being generally annoying... I can see why. This, compounded by the fact that we aren't able to really get connected with them before a run is over, make this problem a particularly difficult one to solve. There may be customization options or memorialization options (graveyard or showcase of great runs/epic moments?) that come out in the future, but I think this may just be tied to the type of game DD2 is. How do we make a character we play with for ~6 hours in a theoretically infinite showcase of repeating ~6 hour increments feel more meaningful? Perhaps an event or unique battle you could do could allow you to "memorialize" a character you have worked with through a successful run and allow you to pick them up in the future? As more regions are released we could also see a progression system that lets you hold onto characters for more than just the one run you use them in. Adding customization beyond just naming could also make it easier for individual people to feel meaningful in the grand scheme. 4. The Stagecoach Driving Feels Weird and Uncontrollable
I guess that's why we crashed in the first game. If the stagecoach handles like that, it's a wonder we even made it into the weald with the caretaker at the wheel.
I kid. I think this is one of those small things that could easily be enabled/disabled through an option in the menu. There's already an auto-drive feature in the game. It just needs to be expanded upon and have a ticker in the options menu. Red Hook has a great time adding things to their esc menu (if you ever look at DD1's, you'll know what I mean). I personally like driving the stagecoach, but I understand why people would want it to maybe drive itself or to just choose paths with a click. (You could probably just give people the supplies you normally get from crashing into stuff, too) 5. 5 Turn Limit on Fights Causes Rage
I would assume the reason for this is so that in the "less consequential fights" you can't use the tried-and-true strategy of stalling and healing/destressing that was a prominent strategy in DD1. The way it is currently implemented does feel a bit off, however, but I feel that a few changes could really make it stand out.
One problem is that enemies being on Death's Door still cause you to time out in the fight and gain nothing. A small change could be made that makes it so it's considered a "win" if the enemies remaining on the field are all on Death's Door. This can make it feel like you aren't getting cheated out of some benefits/loot solely because you weren't able to hit a DD check on an enemy and they were still considered "alive".
Another problem is that this might force a meta shift away from teams that take longer to complete fights. Stalling compositions won't work as well, which limits some of the variety of comps. I know DD1 during EA had some problems with compositions that just output damage solely being meta, and this could swell that change the same way in this game. It's hard to produce a solution with enough nuance to cover the idea behind the system being put in place, as most alternatives to a turn limit can be abused. Perhaps a scaling turn limit that starts high but goes down with each enemy killed? The reinforcement system from the old game could also work in theory, or a combination of multiple solutions could be best. 6. Character Death Is A Run-Killer
This is a bit controversial, but the gist of the issue is that it feels as if it's pretty much a waste of a time to attempt to continue if someone is lost and you can't make it to an inn. I understand that too many comeback mechanics will detract from the atmosphere of the game, so this might not be a problem at all. We already have the replacement hero system, and that could be enough. Additional comeback mechanics might make the game too easy. 7. Where Reynauld
This is just a meme. I look forward to where he may or may not show up in the future. (Please don't be dead) Part III: The Good Things!
Just so this entire post isn't just complaints, I want to talk about some things I personally think are really great and look forward to being expanded upon in the future.
I think the first thing is that the art/music/atmosphere is immaculate and feels so smooth. I legitimately couldn't believe my eyes when I first opened the game and saw the animations. Going through the burned city for the first time my jaw dropped at the sheer quality of the setpieces and the new animations for characters and enemies took my breath away. I look forward to all the new and exciting places/people we'll get to meet as the game continues being developed!
The character backstories add a lot of great flavor to the faces we are so familiar with, and the introduction of a progression-based system to feed that to us gives me something I can really feel myself working for in the future. (Maybe we could even see some cool bonuses for characters who have their lore completely filled out or even alternate skins with younger versions of each character?)
The game feels like it has the makings of a great game even though it is so different from the first one. While I personally am more of a fan of the character manager campaign style of the first game, I can see that a lot of heart went into this project and I can easily see it being a competitor to the big names out there in the genre.
A lot of the changes that might need to be made are simply tweaks to existing systems or the addition of more content. This is great because one of the things we can expect the most from in the next year is expansions of the current in-place systems and mechanics! I hope the team at Red Hook doesn't get too down about all the posts today and people complaining it isn't close enough to the first game. Naturally some people aren't as interested in the new genre and that's okay. You'll attract fans from the new genre easily with a game of this quality, and lots of us fans are here with you!
I guess that's everything. I typed this all out in one go without much proofreading so let me know if anything doesn't make sense. Hope everyone has a great time with the game and I am excited for the future!
submitted by mizuromo
to darkestdungeon [link] [comments]
2021.10.27 04:15 jackmadigan1 Off-white Factory review
Big shoutout to the best reps in the game, was new to rep buying and wasn’t sure about the process, but was made so simple by Off-White factory http://sneakerfactory.shop , they respond via WhatsApp in a matter of minutes, send out shoes within days, and are spot on in terms of quality. Can’t recommend them enough
submitted by jackmadigan1 to sneakerreps [link] [comments]
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submitted by GrapefruitFancy3995 to forsale [link] [comments]
2021.10.27 04:15 TheDarkOne20 Why supercell doesn't improve clash royale
Supercell is known for its awesome games like Clash Royale, Brawl Stars, and Clash of Clans. Brawl Stars and COC consistently get updates and often times the update is F2P friendly such as the pass royale for gems in Brawl stars. I've seen a fellow redditor do the math and the time to max out your account in Brawl stars is only 2 years. These games get updates often and they're consistently good so why not clash royale?
I believe that clash royale at its base level is a better game than any other supercell game because of its core idea of building a deck with different cards and playing against someone else using strategy and skill. On its first year of release it became the #1 game on Google play. However we have inconsistent updates. CW2 got delayed by 3-5 months when Brawl stars had no delays and no issue with bringing an update. Yes it was the beginning of the covid pandemic however other games suffered no delays. Even if there were no delays, the update would be the first since the pass royale change which would have been 8-10 months prior(also P2W addition). And even once CW2 was released, it was a major flop. You needed to have 4 maxed decks to be able to consistently have a chance of winning, the war turned into a race, and quests were removed.
Quests were amazing. One of the most F2P friendly additions to the game. They benefited everyone in the community, the problem is that no money was earned, so supercell decided to get rid of them.
Now level 14. As done by many people in the community, slash royale scammed us out and I believe that (fill in reddit username once I find it) was absolutely correct. The dev team did this on purpose to see the backlash. This brings me to my main point.
Supercell created an awesome game at the base, and seeing its fan base, it began testing with the updates. By the end of 2017, Clash Royale was at 15 million players* , compared to the original 300 something million. I believe that supercell saw the fan base left and decided to test its limits. A Clash Royale account originally would have taken 20 years to max out. To keep players, supercell exponentially improved that. However, they made sure to get a lot of money from other places. They added pass royale, CW2, removed quests, 90% of challenges now cost 50 or 100 gems to re-enter, and now level 14. The rich get richer, the poor get more fucked over. I believe that if the community would be as outraged in BS, its dev team would probably either be fired and replaced or heavily supervised. In CR, the community managers quit communication for OVER 6 MONTHS. They don't care about us. They've explicitly said they believe in CW2 when 70%+ of the ppl don't. What is this. Why doesn't supercell fire them all? Because we're not outraged enough. The game makes so much money, and the people that buy offers and pass royale usually aren't on reddit because why would they be. So supercell let's them steamroll us.
Tl;dr: CR best supercell game at core, supercell lets the CR team take advantage of us bc we will still play the game so everything is more P2W.
*idk if this is correct, this is from my head but I remember it vividly
submitted by TheDarkOne20 to ClashRoyale [link] [comments]
2021.10.27 04:15 hitemplo I thought this was Saint Denis at a glance as I was scrolling my r/all… does anyone else see it?
2021.10.27 04:15 JayNomad2018 Yeesh
2021.10.27 04:15 Shoedude07 Can't change email
I wanna change the email from my parent's email to my new personal one, but for some reason epicgames wont let me change it until the 10/27/21, which is today, so is this a glitch or what?
Any help is appreciated
submitted by Shoedude07 to FortNiteBR [link] [comments]
2021.10.27 04:15 SesshamoNekodearuzo India's festive season stokes COVID-19 concerns | COVID-19 Special
submitted by SesshamoNekodearuzo to what_couldve_been_if [link] [comments]
2021.10.27 04:15 OkAirline6906 My new dress
2021.10.27 04:15 LowEntertainment2621 20211027
+3.66 over 130 bets
+0.16 over 37 bets
ence vs mouz mouz @ 2.13
movi vs entropiq movi @ 2.13
vp vs faze vp @ 2.27
heroic vs cphf cphf @ 2.66
pain vs sharks sharks @ 3.16
+5.27 over 54 bets
petersburg vs madrid u 148.5 @ 2.04
lyon vs cska u 156.5 @ 2.24
panath vs anadolu u 154.5 @ 2.16
magic vs hornets o 218.5 @ 2.12
celtics vs wizards u 222.5 @ 2.29
pelicans vs hawks u 217.5 @ 2.14
bucks vs timber u 222.5 @ 2.74
suns vs kings u 222.5 @ 2.27
blazers vs grizzlies u 226.5 @ 2.84
lakers vs thunder (no lines yet will add as soon as available)
SOCCER (TOP LEAGUES):
+0.53 over 35 bets
mjondalen vs kristian o 2.5 @ 1.76
betis vs valencia o 2.5 @ 2.00
columbus vs orlando o 2.5 @ 1.86
HOCKEY (TOP LEAGUES):
-2.30 over 4 bets
submitted by LowEntertainment2621 to lowentertainment2621 [link] [comments]
2021.10.27 04:15 EyinjuOlodumare001 Dosxyznrc output is zero
submitted by EyinjuOlodumare001 to EGSnrc [link] [comments]
2021.10.27 04:15 Sengorn_Leopard Each song gets more expensive? 5, 10, 15, 20, 25... To force us to pay $$$ for songs?
I have noticed when a box is filled, it requires more cards to unlock. Exponentially. It has now quickly gotten to the point of requiring several days of dedicated playing to gain enough cards to fill a new box.
Does anyone else feel that the design is incredibly ridiculous to force paid play? If a box's price did raise then surely it should be based on song tier or some other more gradual degree? Rather than per song.
submitted by Sengorn_Leopard to Beatstar [link] [comments]
2021.10.27 04:15 OrangeEndre What do you guys think about these new joints dropping? (CDG x Nike Foamposites)🔥 And, Will a Seller make these. Foamposites are not that loved anyways so i can only pray🙏🏻