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After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
Attack of the Fanboy - Diego Perez - 4.5 / 5 stars
Video Review - Quote not available
Wasteland 3 is one of the best RPGs I've played in years, and it's one you absolutely should not skip.
Wasteland 3 is a lovely return to the post nuclear apocalypse with fun gameplay and interesting choices at its forefront, though at times it can be a bit clumsy in its implementation.
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
Wasteland 3 is a rewarding game that offers unprecedented choice and is a great jumping on point for new players.
Improving on its predecessor in almost every way, Wasteland 3 is one of the best and most reactive RPGs I've played in a long time.
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
inXile's old-school RPG is the Fallout game we've been craving.
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
Wasteland 3 is absolutely worth the money - the RPG brings dozens of hours of fun gameplay to the table. A must-buy for roleplayers.
Wasteland 3 is a marvel of a game, especially from a small studio like inExile. It’s not without its flaws, but the excellent writing and enthralling world overshadow those.
Wasteland 3 invokes feelings of classic RPGs such as Fallout and manages to nail the feel and tone perfectly in a modernized setting.
A fantastic RPG that superbly mixes player choice and great combat to something bigger than the sum of its parts.
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
Wasteland 3 is the defacto strategy experience and one that every gamer owes themself the pleasure of playing.
Wasteland 3 is a huge undertaking, marrying deep, choice-driven role play with fast-paced tactical combat and vast areas to explore.
Wasteland 3 knows how to open to new players keeping the old school essence. It's not a revolution on the genre or in the post apocaliptic proposal, but it won't matter to the franchise lovers.
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
A wilfully strange setting explored through a predictable but enjoyable old school RPG thats been streamlined just enough.
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
Lurid characters, a deep RPG system, and captivating combat set in an unhinged apocalypse - inXile Entertainment's latest shouldn't be missed.
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
If you’re an RPG fan, a Fallout fan or even just a videogame fan, do yourself a favour and play one of this year’s very best games; Wasteland 3.
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
If you’re a big fan of the original Wasteland games, or just an RPG fan in general, then I highly recommend picking up Wasteland 3 and giving it a try.
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
Wasteland 3 is a solid tactical RPG that will keep fans of the genre entertained for hours upon hours. But it doesn't do enough to bring the genre forward to a mainstream audience.
All in all, this is the game I wanted so badly for Wasteland 2 to be. It doesn’t just repeat what came before, but expands upon it all. Not just mechanically, but story wise as well.
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
|Year||2013||2014||2015||2016||2018 Mar||2018 Aug||2019||2020|
|Country||2015||2016||2018 Mar||2018 Aug||2019||2020|
|'13||'14||'15||'16||'18 (1)||'18 (2)||'19||'20|
|Type||March '18 (%)||August '18 (%)||2019 (%)||2020 (%)|
|WT Stage races||67.4||62.4||70.5||71.7|
|WT One day races||73.3||59.8||62.3||60.7|
|Non WT Stage races||32.6||16.7||17.4||25|
|Non WT One day races||34.8||13.7||17.4||20.7|
|Literally everything I can consume||35.9||18.1||21.1||27.1|
|Do you maintain an interest in women's professional road racing?||'19||'20|
|Just the biggest televised events||63.15%|
|Most of the live televised/delayed coverage stuff||29.08%|
|All televised racing||5.09%|
|Down to .Pro & beyond||2.69%|
|Under a year||2,95%|
|25 years +||5,75%|
|No, I don't||14.2%||12.9%||14.8%||13.6%|
|Association Football / Soccer||50.78%|
|Track & Field||17.58%|
|Esports (yes, this includes DotA)||17.30%|
|Motorsports (Not including F1)||10.59%|
|I always participate in Race Threads during races||2.8%||2%||2.2%||4%||2.5%||3%|
|I follow Race Threads during races||41.7%||36.7%||38.1%||42.1%||42.5%||38.9%|
|I often participate in Race Threads during races||16.8%||19%||16.5%||18.9%||15.2%||13%|
|I rarely/never participate in Race Threads during races||38.7%||41.3%||43.1%||35%||39.8%||45.1%|
|Free Local TV||55.7%||64.5%||59.6%||53.9%|
|Desperately scrabbling for Youtube highlights||37.9%||30.2%||28.2%||24.9%|
|Paid Streaming services||32.3%||35.4%||38.3%||46.3%|
|/Peloton race threads||86.2%||83.4%||80.2%||76.9%|
|Official tracker (if available)||24%|
|The Cyclingnews liveticker||26%||23.5%||21.5%||18.9%|
|Other cycling forums||15.1%||8.1%||7.6%||7%|
|Non Cycling Forums||-||1.3%||1.2%||1.2%|
|3rd Party App||18.3||17.2|
|Through other forms of reddit, f.e. /bicycling||48.33%|
|Too long - can't remember||38.65%|
|My friend told me||2,28%|
|I wanted to talk about my exercise bike||0.78%|
|Lantern Rouge Youtube||0.28%|
|Before the 2016 Giro||3,25%|
|22nd May, 2016||15,55%|
|On /pelotonmemes in 2020||21,13%|
The subscribers are torn on Women's cycling, nearly a 50/50 split there as the survey showed - The moderators at /peloton are firmly in the "more cycling is better" basket, and we will continue to get as good coverage of womens cycling as possible.
- More questions about womens cycling would be nice.
- Less questions about womens cycling
Are you trying to give the moderators PTSD? Because this is how you give the moderators PTSD.
- Ask about pelotoncycles membership crossover.
ALSJFLKAJSLDKJAØLSJKD:M:CSAM)=#/()=#=/")¤=/)! - Your moderator seems to be out of function. Please stand by while we find you a new moderator
- More stationary fitness bike related content
The Weekly threads are great for these types of questions, where several people can contribute and build up once it is understood which information is relevant.
- Beginner guides
Our experience is that "limited" will never be so, if we're going to moderate it fairly. Moderating is not a popularity contest, but believe it or not, we're actually trying to be as fair as possible. and for that, we need rules that are not subjective. Unless you have a stationary exercise bike.
- Allow limited doping talk in result threads.
All of these are good suggestions, but remember that all of you can also contribute - The mods are sometimes stretched thin, specially in the middle of hectic race schedules. It's easier if one of you has a way to contact a rider or a person of interest and can facilitate the initial communication.
- Written original content is always great - recaps, old race reviews or interesting rider bios, etc.
- More non-race threads
- Podcast discussion?
- Try and do some AMAs with pro cyclists, coaches, trainers, etc
We've worked on this! The Official Standard is now as follows: [Race Thread] 202x Race Name – Stage X (Class)
- Standardize major event thread titles for better search.
This sounds as a nice community project for the after-season, and hopefully many of you subscribers can contribute.
- A wiki that explains how races work. Roles of diff riders/support staff. History of racing.
Come with suggestions on how to tidy it up!
- Tidy up the sidebar!
We have chastised all the mods. They are now perfectly trained in gender-neutral pronouns. Be well, fellow being.
- Don't assume everyone reading is a man, "thanks, bro". But that goes for all of Reddit. I know you can't fix that.
If we can implement this for hard liquor, you know we will.
- Have a buy you a beer link for the mods for all the work you do.
The spoiler rule is one that is discussed frequently - in general - some users absolutely hate it, but a majority love it. Perhaps we'll include a question in the next survey to see how this divide is exactly.
- Remove the spoiler rule during grand tours. It kills the hype.
We actually do - whenever there is a matter of life or death, we think public information is more important than a spoiler rule. But at the same time, we try to collect all the different posts into one main thread, so to keep things focused and letting very speculative posts meet with hard evidence from other sources.
- Lose the spoiler tag when it is for serious things; Lambrecht death, Jakobsen fall.
This is a tough ask of the internet. While we can agree that voting should be done accordingly to what insights they bring, not subjective opinions, it is very hard to turn that type of thinking around. We can ask of you, our subscribers, that you please think twice about hitting that downvote button, and only do so because of you think a post is factually incorrect, not because it differs with your own subjective opinion.
- Less downvoting of opinions that differ from the fashionable consensus.
What is up Depthians!submitted by BaconsTV to FromTheDepths [link] [comments]
We are back with another monstrous update as this one incorporates five beta test builds, so we have a lot to cover.
If you want to dive straight into the massive changelog/dissertation Click
We should probably start with the biggest change to From The Depths in this update and that is the change of fuel and ammo storage.
Quoting Nick, our lead developer
The change is quite simple: "remove ammo and fuel as separate resources. Weapons will consume materials directly, fuel engines and CJEs will burn materials directly".After spending a lot of time with this new system from adventure to campaign and designer mode, the gameplay feels a little faster to get going and a little simpler for fleet management. As if you didn’t already know, you can shift+right click (with your supply construct selected) on the target construct / flagship of a fleet to keep supplied, keep holding down shift and right-click where you want to pick the resources up from and once again while not letting go of shift, shift+right click on the target construct/flag ship to finish the loop.
This would be done of course after setting up the settings Creator, Cargo and User.
Creator as an example is the harvesting construct, Cargo which would be the supply ship, User which would be a single target construct that uses the mats.
This will keep the supply ship target waypoint updated and therefore your supply ship will always head to the target construct no matter where it has moved to after setting up the loop.
You still need ammo and fuel boxes on your constructs, as these are governing the transfer rate / the speed that stock your turrets and fuel engine with the materials needed for them to run. You can run a construct without fuel or ammo boxes, however, once your APS clips are empty you will see a drop in your rate of fire as the material is not being transferred fast enough, this is the same for fuel engines and CJE.
Another change that goes hand in hand with resource management is the changes to fuel refineries.
Refineries on a force with greater than 1 million materials on it will begin refining the material into 'commodities' that are stored centrally. Commodities (AKA centralised materials) can be added by the player to any vehicle in allied territory, at any time.Resource zones have a new feature too, and that is the ability to deactivate a resource zone on your owned tiles and if you own enough territory as you can see from the UI when double-clicking on the resource zone “Zone Deactivation”.
Custom Jet Engines, have had some additional parts and new features.
We have the new ducted air intakes which as you can see have different attachment points
These ducted intakes allow you to have your CJE enclosed inside your construct enabling you to pass ducting through to access airflow outside.
And as you can see in the pic below they are enclosed and making use of the air duct intakes.
You can also funnel the exhaust of your CJE's that would be under the waterline by using the two new connector blocks, a 90-degree corner and an extension piece which allows them to work as long as you funnel the exhaust out above the waterline.
PACs have also had a rework and new additions.
We now have the long-range lens which has a circular 10° field of fire, the close-range lens which has a circular 35° field of fire, the scatter lens which has a circular 30° field of fire, and the vertical lens which has a 10° horizontal / 60° vertical field of fire (good for AA). The other differences between them is the percentage of damage drop off at certain ranges, which is marked in their UI.
One other awesome change to the PAC system is that melee lenses do not need to be hooked up to the now called long-range lens. Simply setup your melee head and snakey noodle PAC tubes with a terminator on the end, then link up to your other melee lens via Q in the drop-down menu. The scatter lens also deserves some attention here, as it can double up the number of beams if we increase the charge time max x4 at 30 seconds. The PAC system has had many tweaks which you should check up on in the changelogs.
Shields have also had some love. Projector shields reflect and laser scatter modes are now merged and have also had a slight buff to ricochet chance. Ring shields armour bonus has also increased by 50%.
We also have some new additions to APS in terms of coolers.
From left to right we now have an L shape, 4 way and a 5 way cooler.
We now have some new wide wheel additions too for all you land vehicle lovers.
The next biggest change would be steam engines even though other changes will be implemented in this update. We are once again rehashing the whole system, which will be released in the following updates.
I had asked Weng a number of questions as to why the change was needed, why are the parts expensive, when and why would you use steam over fuel, and this is what he had to say:
Reason why steam changes are needed:
What's good with new steam:
Pros of steam compared to injector fuel:
(In my opinion, the potential waste of energy is a major drawback of steam and justifies for its high potential power. But iirc Draba said that injector engines would be useless on designs that require a lot of power if steam doesn't have higher initial cost, which also makes sense.)
Problem with new steam that can't be fixed:
Another massive change is the detection rework which I also left a few questions for Ian AKA Blothorn to explain the system and how it works.
Why a change was warranted:
On the offensive side, each sensor type now has a role in which it is optimal, and large vehicles are best using a variety to cover their weaknesses. Visual probably remains the default for above-water detection--it remains impossible to reduce visual signature other than reducing size. IR is better against fast vehicles, as they have trouble avoiding high IR signatures from thrust and drag. Both visual and IR are weak in rangefinding (although coincidence rangefinders are adequate for most purposes); radar is correspondingly strong in range and weak in bearing, although it often offers better detection chances against vehicles that don't pay attention to radar stealth.
On the defensive side, there are two approaches. Most obvious is signature reduction--while it is deliberately difficult to avoid detection entirely, reducing signature reduces detection chances and thus degrades opposing accuracy. At short ranges, however, this doesn't work well--detection chances are likely high regardless, and low errors at short range mean even sparse detections can give a good fix. Smoke and chaff can be useful here: they increase detection chance while adding a distance-independent error to opponent's visual and radar sensors, respectively.
ECM, buoys, and radar guidance have also been reworked. Buoys are more powerful, becoming more accurate as they get closer to the target. While their base error is high, at long ranges a buoy at close range can beat the accuracy of any onboard sensor. If you worry about opponents’ buoys, ECM can now intermittently jam them--except if they are connected to their parent vehicle by a harpoon cable, in which case they don't need the vulnerable wireless connection.
Most blueprints should need no modifications under the new system, although a few may want a few more or less GPP cards. The one exception is water interactions--IR cameras, laser rangefinders, and retroreflection sensors can no longer work through water, so submarines that used them underwater or vehicles that used them to detect submarines will need to replace them (likely with buoys). Vehicles that predominantly used visual detection should also consider adding a greater variety of sensors--in particular, visual camera trackers tied to AA mainframes should likely be replaced with IR cameras. Also, radars and cameras can take over missile and projectile detection (radar is required for projectile detection), so munitions warners can be removed/replaced with additional sensors.
Last but not least a sweet little addition to our build menu prefabs.
Please do make sure you go through the changelog as a hell of a lot has changed!
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